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The structure can then be probed to smoothly choose the appropriate level of detail required for the situation. A significant advantage of this technique is the ability to locally vary the detail; for instance, the side of a large object nearer to the view may be presented in high detail, while simultaneously reducing the detail on its distant ...
Level of detail may refer to: Level of detail (writing), the level of abstraction in written works; Level of detail (computer graphics) ...
Level of detail in writing, sometimes known as level of abstraction, refers to three concepts: the precision in using the right words to form phrases, clauses and sentences; [1] the generality of statements; and the organisational strategy in which authors arrange ideas according to a common topic in the hierarchy of detail.
Image resolution is the level of detail of an image. The term applies to digital images, film images, and other types of images. "Higher resolution" means more image detail. Image resolution can be measured in various ways. Resolution quantifies how close lines can be to each other and still be visibly resolved. Resolution units can be tied to ...
These produce sharp edges and maintain high level of detail. Unfortunately due to the standardized size of 218x80 pixels, the "Wiki" image cannot use HQ4x or 4xBRZ to better demonstrate the artifacts they may produce such as row shifting. The example images use HQ4x and HQ2x respectively.
Progressive meshes is one of the techniques of dynamic level of detail (LOD). This technique was introduced by Hugues Hoppe in 1996. [1] This method uses saving a model to the structure - the progressive mesh, which allows a smooth choice of detail levels depending on the current view.
LOD0 is the highest detail version of the object and each subsequent LOD reduces the quality of the object. A change without intermediate steps from LOD1 to LOD2 will be obvious to the viewer. In 3D computer graphics , popping refers to an undesirable visual effect that occurs when the transition of a 3D object to a different pre-calculated ...
Black & White was one of the earlier games to use adaptive level of detail to decrease the number of polygons in objects as they moved away from the camera, allowing it to have a massive draw distance while maintaining detail in close-up views. The Legend of Zelda: The Wind Waker uses a variant of the level of detail programming. The game ...