Gameslab Project - LOD, Mesh Optimization & Billboards

Automated mesh decimation, billboard baking and rendering.

  • University Course
  • HLSL
  • Unity
  • C#
This page is part of a project done at university over 2 months with a team of 3 other students.
I am only highlighting the parts of the project I worked on.

About this project

For this project we relied on a set of assets we did not specifically build for this project. Since they were designed for first person games, our vertex counts were extremely high. To fix this, we needed to add a level of detail system. This system consists of 3 different tools. The first one is a simple mesh simplifier. It reduces the number of vertices in the model to a certain percentage and can factor in curvature to improve results. The second tool bakes multiple meshes with the same material into one to reduce draw call counts. The third tool bakes billboard textures. This billboard system is based on the Fortnite hemisphere approach and it ended up being quite sophisticated. It bakes colour, depth, normal and emission and is thus able to handle shadows and emission at runtime as if it is a 3-dimensional object. All shaders in the project supported GPU instancing.

Gallery

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