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Level of Detail

In the previous article, we wrote about the behavior of Image Creator. When we wrote the prompt in English, the generated image was the same as before. We wonder if the Japanese prompt has become broken, or if it just happened to work from the beginning…


In relation to designing the facade.

Since there are now many designs with intricate curved patterns, such as around the museum’s main entrance and on the handrails on the entrance stairs, we decided to belatedly introduce LOD (Level of Detail) to balance the smoothness of the curves and performance.

Although LOD increases the effort required for model creation, it allows objects to be placed with optimal precision (number of polygons) depending on their distance from the camera.

This time, we first targeted the doors, windows, and handrails around the entrance. For example, in the case of a door, we created a model with three levels of detail (LOD0 to LOD2) as shown below.

LOD0 is a smooth curve, LOD1 is a bit wobbly but has fewer polygons, and LOD2 is just a board expressed with texture.

The actual game screen looks like this. The slightly open area in the center is the door. The surrounding area is also LOD compatible.

With an emphasis on performance, the LOD is set to change from 0 to 1 to 2 from a slightly closer distance. The challenge is that the image appears slightly faint at LOD2 and the shadows are not displayed properly.