Level of Detail. The level of detail visible in an object reduces with distance. In a virtual world, Level of Detail operations involve, for example, replacing a detailed object with a less detailed version at a set distance from a viewpoint or vice versa. Detailed surface textures may also be replaced by less detailed textures. Polygonal modellers are used to produce optimised versions of objects and textures which can be used in LOD operations.
a model of particular resolution among a series of models of the same object. (Used to increase the graphics performance by drawing simpler geometry when the object can be viewed at a greater distance requiring less details, ocuppying fewer pixels.)
Level Of Detail, amount of detail or complexity displayed in a scene
LOD is lines of documentation. This refers to non-executable text that is placed in a program source file to explain details of the operation of the program.
Level of detail. Usually refers to a csLOD scene graph node, a subclass of csSwitch, that allows you to select the accuracy with which you render an object. The csLOD node selects amongst its children based on the distance from the viewpoint to the node. The children are indexed by an integer. Typically, as the index increases, the rendering rate also increases, and the amount of detail in the child decreases.
Level of detail / Lines of Documentation / Law of Demeter, more information ...
Level of Detail. A method for lowering the total number of polygons describing a scene. Say there is an object that is described by 500 polygons. Up close you want to see then all, but at a distance maybe 5 will suffice.
A model of a particular resolution among a series of models of the same object. Multiple LOD's are used to increase graphics performance by drawing simpler geometry when the object occupies fewer pixels on the screen. LOD selection can also be driven by graphics load, area-of-interest, gaze direction, etc
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.
Level of Detail. Reduces depth of volumetric effects, especially when player is near. Reduces particle counts, especially when player is inside the particle system.
Level of detail. A predefined Behavior that operates on a Switch node to select from among multiple versions of an object or collection of objects.