--- id: wiki-2026-0508-가변적-lod-level-of-detail-시스템 title: 가변적 LOD(Level of Detail) 시스템 category: 10_Wiki/Topics status: verified canonical_id: self aliases: [LOD, Level of Detail, dynamic LOD, mesh simplification] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [graphics, gamedev, rendering, lod, optimization] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: TypeScript framework: Three.js / Bevy / Unreal Nanite --- # 가변적 LOD(Level of Detail) 시스템 ## 매 한 줄 > **"매 LOD = 매 distance/screen-size 에 따라 매 mesh detail 을 매 동적 교체"**. 매 close 매 high-poly, 매 far 매 low-poly. 매 fixed-bucket LOD (LOD0/1/2/3) 매 classic, 매 continuous/clustered LOD (Unreal Nanite, Bevy meshlet) 매 2026 SOTA — 매 hierarchical cluster + GPU culling 으로 매 sub-pixel triangles 까지 매 streaming. ## 매 핵심 ### 매 motivation - 매 GPU 매 triangle/pixel budget 유한. - 매 멀리 있는 mesh 의 매 millions of triangles 매 1픽셀에 매 수십 — 매 waste + aliasing. - 매 적절한 detail 매 close → 매 가까이 모이는 비용 ↓, 매 visual quality ↑. ### 매 LOD 종류 1. **Discrete LOD**: 매 N개의 pre-built mesh, 매 distance threshold 에서 swap. 매 popping 가능. 2. **Continuous LOD (CLOD)**: edge-collapse 매 progressive mesh, 매 smooth transition. 매 CPU heavy. 3. **Hierarchical LOD (HLOD)**: 매 region-level 매 single mesh 병합 (먼 city block → 1 mesh). 4. **Cluster/Meshlet LOD** (Nanite, Bevy 0.13+): 매 mesh를 매 ~128-tri cluster 로 분해 + 매 BVH, 매 GPU 가 매 cluster 단위로 매 select. 5. **Imposter / Billboard**: 매 texture 1장으로 매 멀리서 fake. 6. **Tessellation LOD**: 매 GPU tess shader 가 매 dynamic subdivide. ### 매 selection criteria - **Distance**: euclidean distance 매 가장 단순. - **Screen-space size**: bounding sphere → projected pixel size — 매 정확. - **Velocity / motion**: 매 빠른 object 매 lower LOD 가용. - **Importance**: 매 player focus / center → high LOD. ### 매 응용 1. **Open-world game**: terrain, vegetation, building. 2. **Voxel world**: chunk LOD by distance. 3. **Crowd rendering**: 매 distant NPC 매 imposter. 4. **Vegetation**: tree → bush → billboard. 5. **CAD 시각화**: 매 model assembly 매 distant simplify. ## 💻 패턴 ### Pattern 1: Three.js LOD basic ```typescript import * as THREE from "three"; const lod = new THREE.LOD(); lod.addLevel(highMesh, 0); // 0–50 lod.addLevel(midMesh, 50); // 50–200 lod.addLevel(lowMesh, 200); // 200–500 lod.addLevel(billboard, 500); // 500+ scene.add(lod); // renderer 가 매 frame 마다 camera.position 으로 자동 select ``` ### Pattern 2: screen-space size 기반 ```typescript function selectLOD(obj: THREE.Object3D, camera: THREE.Camera) { const sphere = new THREE.Sphere(); obj.traverse((c) => { if (c instanceof THREE.Mesh) c.geometry.computeBoundingSphere(); }); const dist = camera.position.distanceTo(obj.position); const fov = (camera as THREE.PerspectiveCamera).fov * Math.PI / 180; const screenH = window.innerHeight; const projected = (sphere.radius / dist) / Math.tan(fov / 2) * screenH; if (projected > 200) return 0; // high if (projected > 50) return 1; // mid if (projected > 10) return 2; // low return 3; // billboard } ``` ### Pattern 3: voxel chunk LOD ```typescript // each chunk has 4 mesh resolutions type Chunk = { x: number; z: number; meshes: [Mesh, Mesh, Mesh, Mesh] }; function chunkLOD(c: Chunk, camera: Camera): number { const dx = c.x * CHUNK_SIZE - camera.x; const dz = c.z * CHUNK_SIZE - camera.z; const d = Math.sqrt(dx * dx + dz * dz); if (d < 100) return 0; if (d < 300) return 1; if (d < 700) return 2; return 3; } ``` ### Pattern 4: hysteresis (popping 완화) ```typescript // LOD swap 시 매 threshold 에 매 hysteresis 추가 function selectLODHysteresis(dist: number, currentLOD: number): number { const THR = [50, 200, 500]; const HYS = 10; // ±10 if (currentLOD === 0 && dist > THR[0] + HYS) return 1; if (currentLOD === 1 && dist < THR[0] - HYS) return 0; if (currentLOD === 1 && dist > THR[1] + HYS) return 2; // ... return currentLOD; } ``` ### Pattern 5: GPU instancing per LOD ```typescript // 매 LOD level 별 매 InstancedMesh, 매 entity 매 batch const instancedHigh = new THREE.InstancedMesh(highGeo, mat, MAX); const instancedMid = new THREE.InstancedMesh(midGeo, mat, MAX); // per frame: 매 entity 의 LOD 결정 → 매 해당 instance 행렬 update ``` ### Pattern 6: Bevy meshlet (2026) ```rust // Bevy 0.13+ — meshlet rendering (cluster LOD) use bevy::pbr::experimental::meshlet::*; commands.spawn(( MeshletMesh3d(asset_server.load("model.meshlet_mesh")), Transform::default(), )); // GPU 가 매 cluster bvh + screen-space error 로 자동 select ``` ### Pattern 7: imposter texture (vegetation) ```glsl // fragment shader: 매 distance > THRESHOLD → 매 sample atlas billboard uniform float u_distToCam; uniform sampler2D u_imposterAtlas; void main() { if (u_distToCam > 200.0) { vec4 imp = texture(u_imposterAtlas, vUV); if (imp.a < 0.5) discard; gl_FragColor = imp; } else { // full mesh shading } } ``` ### Pattern 8: progressive mesh (edge collapse offline) ```typescript // build time: 매 mesh → edge collapse sequence type Collapse = { v0: number; v1: number; targetVertex: number }; const collapses: Collapse[] = simplify(mesh); // runtime: 매 LOD level k → apply collapses[0..k] function applyLOD(mesh: Mesh, level: number) { for (let i = 0; i < level; i++) collapseEdge(mesh, collapses[i]); } ``` ### Pattern 9: HLOD region merge ```typescript // 매 build time: cluster 9 buildings → 1 merged mesh per region // runtime: distance > 1km → region mesh, < 1km → individual buildings ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | 게임 props (rocks, trees) | Discrete LOD + imposter | | Open-world terrain | Quadtree HLOD | | Voxel/Minecraft | Chunk LOD by ring | | Crowd (1k+ NPC) | Instancing + LOD + imposter | | Modern AAA / engine 자체 | Nanite / Bevy meshlet | | Scientific visualization | CLOD edge collapse | **기본값**: discrete LOD 3-tier + imposter. 매 engine 이 cluster LOD 매 지원하면 우선. ## 🔗 Graph - 부모: [[Rendering]] · [[Optimization]] - 변형: [[Nanite]] - Adjacent: [[bitECS와 SharedArrayBuffer를 결합한 멀티스레드 고성능 아키텍처]] · [[Frustum Culling]] ## 🤖 LLM 활용 **언제**: 매 large scene, 매 다양한 distance, 매 GPU/CPU bound. 매 1k+ object scene. **언제 X**: 매 small scene (single character), 매 fixed camera distance — overhead 만 추가. ## ❌ 안티패턴 - **Anti1: hard popping**: hysteresis/dither 없이 매 instant swap — 매 시각적 jarring. - **Anti2: 매 LOD level 별 mesh 따로 load**: 매 GPU memory 폭발. 매 progressive 또는 매 streaming. - **Anti3: distance only metric**: 매 huge object 매 멀어도 화면 큼 — screen-size 사용. - **Anti4: 매 tick 마다 LOD 재계산 every entity**: 매 batch / spatial hash 로 매 amortize. - **Anti5: imposter 의 매 stale lighting**: 매 shadow / time-of-day 안 맞음 — 매 atlas 재생성 필요. ## 🧪 검증 / 중복 - Verified (Unreal Nanite paper SIGGRAPH 2021, Bevy 0.13 meshlet docs, Three.js LOD). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — LOD strategies + 2026 cluster LOD (Nanite/Meshlet) |