feat(renderer): automatic mesh LOD generation + pixel-error LOD selection - #918
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…tion Closes #711. Hand-authored distance thresholds made LOD a per-mesh tuning chore that was wrong at any resolution but the one it was tuned at, and made levels pop when the camera merely swayed. Both follow from selecting on camera distance against numbers a human guessed. Generation now measures instead. BuildAutoLODChain halves the PREVIOUS level's triangle count and records the accumulated simplification error in units of the model's extent, recomputing the normalized average vertex distance at every step so the normal weight means the same thing on every level and every mesh. On a 5120-triangle icosphere that yields 9 levels, error 0.0019 -> 0.31. Selection reads that error against an estimate of the mesh's on-screen size computed from the camera POSITION, the FOV and the render height — never the view matrix. That is the whole point: the estimate is independent of where the camera looks, so rotation cannot move a level, and it stays meaningful for geometry off-screen, which is what shadow casters and any future ray tracing need. Groups with no measured error keep the legacy distance path untouched. A generated chain is derived data: its levels name memory-only Mesh assets whose handles die with the process, so the serializers persist a marker and regenerate rather than store references nothing can resolve.
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📝 WalkthroughWalkthroughThe renderer adds automatic, error-aware mesh LOD generation and projected pixel-error selection. Imported generated levels use memory-only assets, regenerate through serialization, and release on removal. Editor controls, save-game migration, scene serialization, and comprehensive tests support the new behavior. ChangesAutomatic mesh LOD
Sequence Diagram(s)sequenceDiagram
participant ModelImporter
participant MeshOptimization
participant AssetManager
participant SceneSerializer
participant Renderer3D
ModelImporter->>MeshOptimization: GenerateAutoLODGroup
MeshOptimization->>AssetManager: register memory-only LOD meshes
ModelImporter->>Renderer3D: attach generated LODGroup
SceneSerializer->>ModelImporter: EnsureAutoLODGroup on load
Renderer3D->>Renderer3D: estimate projected pixel size
Renderer3D->>Renderer3D: select measured LOD level
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Actionable comments posted: 11
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Inline comments:
In `@OloEditor/src/Panels/SceneHierarchyPanel.cpp`:
- Around line 3035-3039: The comment near the Generate LODs logic is inaccurate:
update it to state that serializer persistence is determined from level handles,
while the generation action still sets component.m_AutoGenerated to true. Keep
the explanation focused on separating persistence eligibility from the marker
update.
- Around line 3149-3150: Preserve the existing user-edited Bias when
regenerating the LOD group in the Generate LODs flow: capture
component.m_LODGroup.Bias before calling MeshOptimization::GenerateAutoLODGroup,
then restore that value on the newly assigned group (or supply it to the
generator if supported). Keep the generated LOD data unchanged apart from
retaining Bias.
- Around line 3146-3153: Replace the field-only ComponentChangeCommand flow
around GenerateAutoLODGroup with a dedicated undo command that snapshots and
restores LOD asset registrations, including m_GeneratedLODHandles. Ensure undo
removes/releases newly generated assets and restores the prior assets before
restoring the LODGroupComponent state, while redo recreates or reapplies the
generated assets consistently.
In `@OloEngine/src/OloEngine/Renderer/MeshOptimization.h`:
- Around line 148-160: Correct the BuildAutoLODChain contract to match its
empty-input behavior: document that it may return an empty vector when
MeshSource has no vertices or indices, while retaining the existing
at-least-entry guarantee for non-empty meshes.
In `@OloEngine/src/OloEngine/Renderer/RenderPipeline.cpp`:
- Around line 444-456: Update the LOD view setup around cotHalfFovY to detect
orthographic projections explicitly using the same projection-mode check as
PrepareFrame, with an epsilon comparison on the relevant float element. Use the
90-degree fallback for orthographic cameras, while retaining the guarded
reciprocal for perspective projections.
In `@OloEngine/src/OloEngine/Scene/Components.h`:
- Around line 4908-4909: Update the LODGroupComponent copy path and
Scene::DuplicateEntity to preserve generated LOD ownership by cloning generated
assets and copying their handles into m_GeneratedLODHandles, or clear the
generated group so it regenerates safely. Also explicitly release those handles
during Scene::DestroyEntity before m_Registry.destroy, since OnComponentRemoved
is not invoked.
In `@OloEngine/src/OloEngine/Scene/ModelImporter.cpp`:
- Around line 106-119: In the mesh-source replacement flow, before assigning the
new m_MeshSource, remove the existing LODGroupComponent when its m_AutoGenerated
flag is true so the removal hook releases memory-only LOD assets; apply this
cleanup for both static and animated re-imports before the generation condition.
Keep !result.IsAnimated only on creation of a new automatic static LOD chain,
and add a regression test covering static-to-animated re-import.
In `@OloEngine/src/OloEngine/Scene/Scene.cpp`:
- Around line 10858-10868: Update Scene::DestroyEntity to release generated LOD
assets from any LODGroupComponent before calling m_Registry.destroy(entity),
reusing ModelImporter::ReleaseGeneratedLODAssets. Preserve the existing
OnComponentRemoved<LODGroupComponent> cleanup for other component-removal paths.
In `@OloEngine/src/OloEngine/Scene/SceneSerializer.cpp`:
- Around line 2158-2175: Guard the fallback AddComponent call in the
autoGenerated branch with HasComponent<LODGroupComponent>() so it only adds a
component when EnsureAutoLODGroup returns false and none already exists.
Preserve the subsequent regenerated component updates and avoid
duplicate-component assertions for authored LOD groups.
- Around line 4284-4295: Update the derived calculation near lodComp
serialization so m_AutoGenerated is used only when Project::HasAssetManager() is
unavailable; when the asset manager exists, derive the value solely from
hasMemoryOnlyLevel. Preserve serialization of file-backed Levels even if
m_AutoGenerated remains set.
In `@OloEngine/tests/Rendering/MeshOptimizationTest.cpp`:
- Around line 1097-1107: Update the assertions in
MeshOptimization.AutoLODChainHonoursMaxLevels so the chain size is asserted to
equal exactly 3, replacing the weaker lower-bound check while retaining the cap
validation as appropriate.
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OloEditor/assets/tests/visual/AutoMeshLOD_Off.pngis excluded by!**/*.pngOloEditor/assets/tests/visual/AutoMeshLOD_On.pngis excluded by!**/*.pngOloEngine/src/OloEngine/Scene/Generated/OnComponentRemoved.Generated.inlis excluded by!**/*.generated.*,!**/generated/**
📒 Files selected for processing (28)
CLAUDE.mdOloEditor/src/Panels/RendererSettingsPanel.cppOloEditor/src/Panels/SceneHierarchyPanel.cppOloEngine/src/OloEngine/Renderer/LOD.cppOloEngine/src/OloEngine/Renderer/LOD.hOloEngine/src/OloEngine/Renderer/MeshOptimization.cppOloEngine/src/OloEngine/Renderer/MeshOptimization.hOloEngine/src/OloEngine/Renderer/RenderPipeline.cppOloEngine/src/OloEngine/Renderer/Renderer3D.hOloEngine/src/OloEngine/Renderer/Renderer3DMeshSubmission.cppOloEngine/src/OloEngine/Renderer/RenderingPath.hOloEngine/src/OloEngine/SaveGame/SaveGameComponentSerializer.cppOloEngine/src/OloEngine/SaveGame/SaveGameTypes.hOloEngine/src/OloEngine/Scene/Components.hOloEngine/src/OloEngine/Scene/ModelImporter.cppOloEngine/src/OloEngine/Scene/ModelImporter.hOloEngine/src/OloEngine/Scene/Scene.cppOloEngine/src/OloEngine/Scene/SceneSerializer.cppOloEngine/tests/CMakeLists.txtOloEngine/tests/ComponentHandlerCoverageTest.cppOloEngine/tests/ComponentRoundTripTest.cppOloEngine/tests/Rendering/LODTest.cppOloEngine/tests/Rendering/MeshOptimizationTest.cppOloEngine/tests/Rendering/PropertyTests/AutoMeshLODVisualEvidenceTest.cppOloEngine/tests/SaveGame/SaveGameVersionMigrationTest.cppdocs/agent-rules/README.mddocs/agent-rules/pixel-error-mesh-lod.mdtools/OloHeaderTool/main.cpp
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Two of these are runtime bugs, not polish. Orthographic cameras selected LODs about 10x too coarse. The guard assumed an ortho projection leaves cot(fovY/2) at or near zero; it is actually 2 / orthoHeight, so a 20-unit height gives 0.1 — an ordinary-looking value that passed the guard and was then read as tan(fovY/2) = 10. Detect ortho structurally via P[3][3], the same test the TAA jitter block already uses. The asset-release hook was unreachable on the common path. OnComponentRemoved is not an entt signal here — Entity::RemoveComponent calls it by hand — so m_Registry.destroy() never fires it and destroying an entity stranded a whole generated chain. Scene::DestroyEntity now releases explicitly, alongside the vehicles, physics bodies and crowd agents that already needed the same thing. Also: a stale chain survived a static-to-animated re-import because the discard sat inside the animated gate rather than before it; Generate LODs reset a user-edited Bias; the deserializer could hit AddComponent on an entity that already had an authored group. The serializer keeps deciding from BOTH the provenance flag and the level handles. A reviewer proposed dropping the flag wherever an asset manager exists; that makes a generated chain whose assets were already released read as authored, which a round-trip test caught. Their actual concern — a chain the user re-pointed entirely at file-backed assets never persisting — is fixed at the source instead: the inspector clears the flag when a level is reassigned.
Conflict: SaveGameTypes.h. PR #912 (issue #897, CameraRigComponent's m_TargetForward) landed on v20 first, so this branch's LOD fields move to v21. Both changelog entries kept; the two LOD gates and the migration test renumber to 21, and #912's CameraRig gate stays at 20. The pre-v21 LODGroupComponent payload is byte-identical to the pre-v20 one — nothing between v19 and v20 touched that component — so the migration test only needed its reader version bumped, not a new layout.
Merged
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One content conflict, in CLAUDE.md's companion-guide index: #918 appended pixel-error-mesh-lod.md while this branch extended the terrain-gpu-lod-quadtree line with the §12 pointer. Both belong; kept both lines. Scene.cpp and OloEngine/tests/CMakeLists.txt auto-merged — checked rather than assumed, since a resolution that drops one side there looks clean and is not: the picking hook and #918's changes are both present, and the test list carries both new files. Full suite after the merge: 6513 passed, 24 skipped, 0 failed.



Replaces hand-authored LOD distance thresholds with a generated per-level error measure and a
view-independent screen-size estimate.
What changed
Generation —
MeshOptimization::BuildAutoLODChain(pure CPU: noAssetManager, no GPU upload,so the error metric is testable without a project or a device) repeatedly halves the previous
level's triangle count and records the accumulated simplification error in units of the model's
largest extent.
GenerateAutoLODGroupwraps that into aLODGroupof memory-onlyMeshassets.The consistency property the whole thing rests on: the normal weight handed to meshoptimizer is
NormalImportance × (averageVertexDistance / modelExtent), recomputed from the level actuallybeing simplified. meshopt rescales positions to unit extent internally but multiplies attributes
by their weight untouched, so an unnormalized weight means a different thing on every mesh; and the
usual
sqrt(2)^levelshortcut assumes every step really halved, which stops being true the momentone is topology-limited.
Selection —
EstimateProjectedPixelSizetakes the camera position, the FOV and the renderheight. It never touches the view matrix. That is what makes selection independent of where the
camera looks, and what keeps it meaningful for geometry off-screen (shadow casters, later ray
tracing).
LODGroup::SelectLODByPixelErrorpicks the coarsest level whosepixelSize × Errorstaysunder a threshold. A group with no measured error keeps the legacy distance path exactly as before.
Threshold —
RendererSettings::LODPixelErrorThreshold, default 1 px, with a Renderer Settingsslider. It scales with render height, so it needs no retuning between resolutions.
Automatic at import —
ModelImporter::EnsureAutoLODGroupruns on every fresh import. Anauthored group always wins; a stale generated one is replaced (a re-import swaps the mesh
underneath it) and its assets released.
Derived-data persistence — a generated chain's levels name memory-only assets whose handles die
with the process. Both serializers persist a marker and regenerate rather than store references
nothing can resolve; the emit path decides from the handles, not the intent flag. Save-game
format v20 (
LODLevel::Error+m_AutoGenerated), version-gated — theAtEnd()probeDecalComponentuses cannot work for a field inside a variable-length per-level loop.Measured results
Chain on a 5120-triangle icosphere — 9 levels, error 0.0019 → 0.31:
5120 → 2560 → 1280 → 640 → 320 → 160 → 80 → 40 → 32The four acceptance criteria, all measured by
AutoMeshLODVisualEvidenceTestthrough the realScene::OnUpdateRuntime→ render-graph path:[0, 0, 1]byte-identical across 16 azimuths at a fixed radius, subject mid-chain (level 2 of 8)Verification
invariance, resolution scaling, monotonicity, bias, unmeasured/non-finite levels), chain
generation (halving, strictly-increasing error, scale invariance, stop conditions, vertex
compaction), scene round-trip, and a v19→v20 save-game migration pair.
AutoMeshLOD_Off.png/AutoMeshLOD_On.pngcommitted — I looked at both, they are indistinguishable.
VehiclesTest.olorenders at 235 FPS, no shader errors inOloEngine.log(only the pre-existing missingSandbox-Scripting.dllwarning).Review guide
Where I'd look hardest
OloEngine/src/OloEngine/Renderer/LOD.cpp:96—EstimateProjectedPixelSize. The whole designlives here, and a camera-plane projection would pass every value test in
LODTestwhilereintroducing the popping this removes. The tests that separate the two are the invariance ones,
and they only work because they hold camera-to-subject distance fixed while changing
direction.
OloEngine/src/OloEngine/Scene/SceneSerializer.cpp:4224+SaveGameComponentSerializer.cpp:2630— the derived-data branch. Getting this wrong writes handles that resolve fine in the authoring
session and are dead on the next load, which no CI run performs.
OloEngine/src/OloEngine/Renderer/MeshOptimization.cpp:797— the per-step normal weight and thestepError / (1 + normalWeight)renormalisation. The renormalisation is a heuristic inheritedfrom the reference design; it is the least principled line in the diff.
What I verified, and how — the numbers in the table above, all printed by the evidence tests
rather than asserted only on failure.
LODOrbitDoesNotSwitchLevelsis the one that would havefailed had I used the camera plane;
AutoLODChainIsInvariantToModelScaleplusNormalWeightMustBeNormalizedByModelExtentare the pair that would have failed had the normalweight not been normalized by model extent.
Least confident about — the
1 / (1 + normalWeight)renormalisation. It follows Timberdoodle,it degrades correctly at both ends (no-op at weight 0), and the resulting errors land in a sensible
0.002–0.3 range, but I cannot derive it. If it is wrong, the symptom is a threshold that means
slightly different things on meshes with very different triangle densities — not a visible break.
Second: the default
MaxStepError = 0.5andNormalImportance = 3.0are the reference's numbers,tried on synthetic meshes only.
Deliberately not tested / not covered
GenerateLODMesh), soa 25-submesh Sponza import gets no chain.
SubmitMeshSourceClassicadds the caster from theunselected submesh.
scene load regenerates one per entity. A cache keyed by the source mesh would fix both the
duplicate cook and the duplicate memory; worth a follow-up.
ObjectsPerLODLevel, so asession cannot assert which levels produced a frame. Logged as
olo_render_lod_statson theMCP capability tracker (MCP: post-#357 follow-ups (script-tool tiers, live reload, C# tools) + capability-gap log #607); not added here because
OloEditor/src/MCP/*is owned by in-flightPR fix(mcp): decide resource backing on the identity, not a native handle (#890) #911.
Design notes and the failure modes behind each decision:
docs/agent-rules/pixel-error-mesh-lod.md.
Closes #711
Summary by CodeRabbit
New Features
Bug Fixes
Documentation