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Skinned Mesh LOD System


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Proposal

 

UNIGINE already provides very good fade LOD system for static/dynamic meshes. For rendering scenes with large number of animated characters a comparable LOD system for skinned meshes would be great. Skinned LOD system should both reduce bone calculations (e.g. no longer calculations of high-detail finger bones at a certain distance) and support mesh surface substitution for distance-based switching between high-/medium-/low-vertex mesh surface representations. The paper Progressive Skinning for Character Animation has some nice ideas.

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