| LOD |
level of detail - To decrease memory impact and to speed rendering, a terrain or other object in a 3D scene may be represented by substitutes of different detail according to proximity to the camera - low detail when far away and high detail when seen close.
Ãâó: www.3dartist.com/WP/dempy/help/glossary.htm
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| LOD |
The idea of representing a single object, such as a house, with several different geometric models (a cube, a simple house, and a detailed house, for example) that are designed for display at different distances. The models and ranges are designed such that the viewer is unaware of the substitutions being made. This is possible because distant objects appear smaller and thus can be rendered with less detail. The OpenGL Performer pfLOD node and the associated pfLODState implement this scheme.
Ãâó: www.cs.rochester.edu/u/wyi/sgi/go01.html
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