The model.lod module builds coarse triangle shells from existing
SceneObjects and can install those shells
as SceneModel representation sets. A shell is generated in model space from
source triangle geometry, then referenced by a shell representation in the
same SceneModel as the detailed source objects.
Shell generation is offline or setup-time work. It does not change scene
visibility and does not install any camera-driven switching. Use
createShellRep to author representation sets, and
RepresentationLODSelector
when you want runtime per-view LOD switching over those authored
representations.
Public callers should normally use ShellGenerator,
generateShellFromSceneObjects or createShellRep. Lower-level
voxelization and extraction helpers are exported for SDK tests and tooling,
but are not part of the stable authored-LOD API.
Pipeline
%%{init:{"theme":"dark"}}%%
flowchart TD
A["SceneObject[]"] --> B["collectShellSourceTriangles"]
B --> C["voxelizeShellTriangles"]
C --> D["floodShellExterior"]
D --> E["extractShellMesh"]
E --> F{"surfaceNets?"}
F -- yes --> G["smoothShellMesh"]
F -- no --> H["simplifyShellMesh"]
G --> H
H --> I["ShellGeneratorResult"]
%%{init:{"theme":"default"}}%%
flowchart TD
A["SceneObject[]"] --> B["collectShellSourceTriangles"]
B --> C["voxelizeShellTriangles"]
C --> D["floodShellExterior"]
D --> E["extractShellMesh"]
E --> F{"surfaceNets?"}
F -- yes --> G["smoothShellMesh"]
F -- no --> H["simplifyShellMesh"]
G --> H
H --> I["ShellGeneratorResult"]
flowchart TD
A["SceneObject[]"] --> B["collectShellSourceTriangles"]
B --> C["voxelizeShellTriangles"]
C --> D["floodShellExterior"]
D --> E["extractShellMesh"]
E --> F{"surfaceNets?"}
F -- yes --> G["smoothShellMesh"]
F -- no --> H["simplifyShellMesh"]
G --> H
H --> I["ShellGeneratorResult"]
Usage
Generate a shell directly from loaded scene objects:
Model LOD Shell Generation
The
model.lodmodule builds coarse triangle shells from existing SceneObjects and can install those shells as SceneModel representation sets. A shell is generated in model space from source triangle geometry, then referenced by a shell representation in the same SceneModel as the detailed source objects.Shell generation is offline or setup-time work. It does not change scene visibility and does not install any camera-driven switching. Use createShellRep to author representation sets, and RepresentationLODSelector when you want runtime per-view LOD switching over those authored representations.
Public callers should normally use ShellGenerator, generateShellFromSceneObjects or createShellRep. Lower-level voxelization and extraction helpers are exported for SDK tests and tooling, but are not part of the stable authored-LOD API.
Pipeline
Usage
Generate a shell directly from loaded scene objects:
Reuse collected triangles when comparing multiple shell settings:
Create a SceneModel representation set from source objects: