51 lines
1.9 KiB
Markdown
51 lines
1.9 KiB
Markdown
# HLOD
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This component is used to generate HLOD data-structure for static objects.
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## Common
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Typical setting related to HLOD.
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**Chunk Size**: For our hierarchy with HLOD component, we define a
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number of detail levels where each level represents one way to group
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the meshes into a number of merged meshes. On the top level, all
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meshes are merged together. On the next level, we partition the meshes
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into 4 merged mesh (we do not partition along height axis, but only
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across the horizontal plane). In this way, the HLOD system builds a
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quadtree data structure.
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The "Chunk Size" setting sets the size of the "terminal node" of the
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HLOD quadtree. Nodes are split into quadtrees until they are smaller
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than this value at full size.
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**High/Low/Cull**: This setting defines a function that categorize a
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mesh into 3 categories: *High*, *Low*, and *Cull*. Looking at the
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above setting as an example, if a mesh has AABB projected onto the
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screen occupying less than 1% of the screen, it is categorized as
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"Cull". If a mesh has AABB projected onto the screen occupying more
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than 80% of the screen, it is categorized as "High".
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When rendering HLOD mesh hierarchy, we traverse the HLOD quadtree. If
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the root HLOD mesh is "Low", we render just the combined HLOD mesh. If
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the root HLOD mesh is "Cull", we render nothing. If the root HLOD mesh
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is "High", we look at the children of the HLOD root node and decide
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how to render each children recursively in the same fashion.
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**Min Object Size**: Specifies the minimal size for a mesh to be
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included in the HLOD data-structure. If the size of a mesh is greater
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than the set value, it is included in the HLOD system. If a mesh is
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too small, it is excluded from the HLOD mesh.
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## Simplifier
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See section [Simplifier](Simplifier.md).
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## Batcher
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See section [Batcher](Batcher.md).
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## Streaming
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See section [Streaming](Streaming.md). |