What's going on with LOD technology? Any good systems where you put in a textured mesh, and you get out a simpler textured mesh with surface geometry reduced to normals in new textures? Anything where you can push this hard for very low LODs, < 100 triangles, and still have something that looks decent at distance?
I know about Simplygon, Unity, Unreal Engine's editor, quadric mesh reduction, and approximate convex decomposition. Anything new from the machine learning era?

Here's the problem. This is content from the Second Life metaverse, simplified by a rather dumb LOD algorithm. The building has gone see-through.

It's supposed to look like this. There are some big parts and some fine detail mesh. The fine detail was just removed.
This is really just a box. If you took a picture of it from all six faces and projected them onto a rectangular, it would look good. But it would have to be a properly aligned solid. If you projected this onto an octahedron, as some LOD systems do, the building edges would be way off from some angles. The generator for the low LOD geometry needs some smarts.
This is the sort of problem machine learning should be good at. There's an objective standard to optimize for. Rendering the object at distance from lots of angles matches between the original and the reduced version.
Is anyone working in this area? New SIGGRAPH papers?







