Any recent progress in low-poly LOD generation?
I know about Simplygon, Unity's thing, UE5's system, quadric mesh reduction as done in Blender, impostor generation, and approximate convex hull decomposition.
The problem is, if you want to hammer distant objects down to, say, 50-100 tris, those algorithms tend to not do well. They're much better for 100,000 tris to 10,000 tris. If you push them hard, they tend to come unglued.
Looking for open source code.
The basic problems are:
- Quadric mesh simplification tries to minimize the volume difference between the original and reduced models. That's not visually optimal for LODs. For example, cloth with a wrinkle in it won't become flat. The edges will be pulled inward or holes will appear. Unreal Engine at least has silhouette protection, which keeps the edges roughly the same. Most others, including Blender, lack that. Anyone know an open-source quadric mesh simplifier with UE4/5 type silhouette protection?
- Approximate convex hull decomposition (https://github.com/SarahWeiii/CoACD) can do a nice job on buildings. But the input mesh has to be a watertight manifold or the thing blows up. I tried. This is a common problem with academic code.
- What you really want is for LOD generation to generate new textures with normals to represent surface detail. Does anything actually do that?