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wiki/concepts/LOD-Pipeline.md
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title: "LOD Pipeline"
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type: concept
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tags: [game-dev, asset-pipeline, optimization, performance]
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sources: [technical-artist]
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last_updated: 2026-04-26
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---
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# LOD Pipeline
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## Definition
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LOD(Level of Detail,多细节层次)管线是自动管理 3D 模型在不同观看距离下显示精度的系统。当物体远离摄像机时,自动切换到更低多边形数的模型版本,从而节省渲染成本。
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## Core Concept
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LOD 是**强制流程**——每个英雄网格必须经过 LOD 管线处理,最低要求 LOD0 至 LOD3。
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## LOD Budget Standard(from Technical Artist)
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### Characters(角色)
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| LOD | 最大多边形数 | 纹理分辨率 | Draw Calls |
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|-----|------------|-----------|-----------|
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| LOD0 | 15,000 | 2048×2048 | 2–3 |
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| LOD1 | 8,000 | 1024×1024 | 2 |
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| LOD2 | 3,000 | 512×512 | 1 |
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| LOD3 | 800 | 256×256 | 1 |
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### Environment — Hero Props(英雄道具)
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| LOD | 最大多边形数 | 纹理分辨率 |
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|-----|------------|-----------|
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| LOD0 | 4,000 | 1024×1024 |
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| LOD1 | 1,500 | 512×512 |
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| LOD2 | 400 | 256×256 |
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### Small Props(小道具)
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| LOD | 最大多边形数 |
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|-----|------------|
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| LOD0 | 500 |
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| LOD1 | 200 |
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## LOD Validation Script
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```python
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LOD_BUDGETS = {
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"character": [15000, 8000, 3000, 800],
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"hero_prop": [4000, 1500, 400],
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"small_prop": [500, 200],
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}
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def validate_lod_chain(asset_name: str, asset_type: str, lod_poly_counts: list[int]) -> list[str]:
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errors = []
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budgets = LOD_BUDGETS.get(asset_type)
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if not budgets:
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return [f"Unknown asset type: {asset_type}"]
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for i, (count, budget) in enumerate(zip(lod_poly_counts, budgets)):
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if count > budget:
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errors.append(f"{asset_name} LOD{i}: {count} tris exceeds budget of {budget}")
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return errors
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```
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## Critical Rules
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1. **LOD0 强制**:不得交付任何未通过 LOD 管线的资产
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2. **切换距离验证**:飞行检查所有 LOD 级别的过渡距离,确保无明显 pop-in
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3. **纹理一致性**:不同 LOD 级别应使用合理的纹理分辨率递减策略
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4. **导入自动化**:引擎导入预设应覆盖所有资产类别,避免艺术家手动配置
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## Related Concepts
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- [[Performance-Budget]]:LOD 是控制渲染性能的核心工具
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- [[AssetPipeline]]:LOD 是资产管线标准的关键组成部分
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- [[VFX]]:VFX 特效也有 LOD 概念(随距离简化粒子密度)
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## Connections
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- [[TechnicalArtist]] ← enforces ← LOD Pipeline
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- [[AssetPipeline]] ← includes ← LOD Pipeline
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- [[Performance-Budget]] ← achieved by ← LOD Pipeline
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