three js LOD demo 1min very very easy on p5 Generative art


The visual impression is a pleasing 3D scene where nearby details appear crisp, distant forms simplify to clean silhouettes, and the whole composition moves lightly. The core technique that makes this possible is Level of Detail (LOD). In three.js, THREE.LOD lets a single object carry multiple versions at different resolutions, and addLevel(object, distance) registers which version to use based on the “distance from the camera.” Each frame, the distance between the camera and the target is evaluated; if it’s closer than a threshold, a higher-detail mesh is chosen, and if it’s farther, a lower-detail mesh is selected from the levels. This automatically reduces triangle counts for far-away objects that appear small on screen, trimming rendering load (vertex work and fill rate) and avoiding unnecessary draw calls. The result is steadier frame rates, smoother camera motion, and a cohesive look across the scene. In this setup, p5.js handles the loop and I/O scaffolding, while three.js performs the 3D rendering via the scene, camera, and renderer. Because LOD hinges on how the switch looks, avoid making distance steps too tight, design each distance range with slight overlaps between adjacent levels to prevent abrupt flicker, and, when helpful, use fog with near and far to further downplay distant detail. In short, this efficiently matches human perception: prioritize information up close and impression at a distance.


 https://editor.p5js.org/setapolo/sketches/drKwZaTG_

https://preview.p5js.org/setapolo/present/drKwZaTG_ lod terarrian http://felixpalmer.github.io/lod-terrain/ "LOD" stands for "Level of Detail". It is a method to reduce the computational load of a scene by controlling the number of polygons in a model according to the distance from the camera. Basically, the more polygons, textures, sizes, etc., a 3D character has, the more accurate it can be, but on the other hand, the heavier the data becomes. By using LOD for the purpose of reducing such load, it is possible to display the image with the optimum data volume while adjusting the way it looks on the screen, and to speed up the processing without losing much of its appearance. It is often used in real-time rendering of games.

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