LODinize Helpv1.0

Examples & measurements

Numbers measured on two sample characters while preparing this help. They show how the settings can behave — a starting point for your own experiments, not a rule. With your characters and animations, the best values may well be different.

On this page

How the numbers were measured

K poses (character A, Auto, budget 70 %)

KSurfaceSilhouette
no refinement3.078.13
12.344.26
22.414.43
42.045.22
81.904.98
161.853.95
322.094.88
641.914.94

Observations: every value of K improved on no refinement — even a single pose nearly halved the silhouette error. The best result was at K 16; larger K was not better here. Each refine took about 12 seconds, whatever the K.

Heatmaps for several settings at the same frame

Surface budget (character A, Auto, K 16)

Budget %030507090100
Surface2.061.991.971.851.912.12
Silhouette4.314.264.333.954.445.83

Observations: a mix did better than either extreme; spending all poses on surface error (100 %) raised the silhouette error most.

Frame source on two characters (K 16, budget 70 %)

CharacterAuto (top-K worst)Uniform across clip
A — dance + walk; error curve with sharp peaks1.85 / 3.952.36 / 5.79
B — walk + dance; flatter error curve1.41 / 2.561.32 / 2.24

A possible explanation: when a few frames are clearly worse than the rest, picking exactly those pays off; when many frames are similarly bad, spreading the poses evenly covers more of them. If you are unsure, try both — each refine takes seconds.

On character A, Uniform also got worse as K grew (silhouette 4.68 at K 8, 5.79 at K 16, 6.93 at K 32, 5.40 at K 64).

Marking peaks by hand (character A)

From marked ranges, K 16: mark the highest peak with Ctrl+Shift+click, refine, repeat. Silhouette error after each step:

Step0123456
Silhouette8.134.284.714.164.144.273.61

Observations: the lowest silhouette error of all runs on character A, but not a steady decrease — steps 2 and 5 were worse than the step before. Details in Reducing error in extreme poses.

One animation versus two (character B, LOD 4)

StateSurfaceSilhouette
Generated, walk only2.102.93
Refined for the walk1.061.77
Same LODs, dance added to the evaluation1.562.64
Generated again with both clips2.643.86
Refined for both (Uniform, K 16)1.322.24

Observations: a gentle walk leaves little error to begin with; an energetic dance raises it. LODs refined for the animations they will actually play hold up better.

Removing hidden geometry (character A)

Removing the inner mouth (536 triangles of the original) with a Remove mask lowered the simplification error of every level at the same triangle counts, e.g. LOD 1 0.00125 → 0.00093 and LOD 4 0.0093 → 0.0074. See the guide.

Texture gap repair (character A, LOD 4)

AlgorithmBackground texels before → afterBand
Nearest-covered (color bleed)2.3 % → 0.0 %99 px
Surface re-projection2.3 % → 0.1 %8–36 px (varied between runs)

Crowd benchmark (character A, desktop PC)

SetupFPSMain-pass triangles
256 instances, solid shading, no shadows~5902.9 M
2 025 instances, textured, soft shadows (casters at LOD 4), camera inside the crowd~20730.8 M

These depend heavily on the graphics card and resolution; use them only to compare settings on the same machine.