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CHOI HONGSU
1 min read

Environment Mesh Optimization

 

Even background objects that don't take up much screen space affect the cumulative vertex count and rasterizer cost. This work organizes production rules for removing unnecessary edges and back faces based on silhouette, texel density, and camera viewpoint.

Implementation

  1. 01

    Cylinder wireframe

  2. 02

    Cylinder wireframe

    The difference is small, but if the same silhouette can be achieved with fewer tris, we adopt the right-side wireframe flow going forward.

  3. 03

    Extrude cylinder wireframe (bottom)

Before / After

Before — Tris 360 / After — Tris 328

 

BEFORE
Before
AFTER
After

텍셀 밀도 <-> 버텍스 카운트

Decide by comparing texel density and vertex count. Where tile maps are used or high texel density isn't required, use a wireframe structure with a lower vertex count.

크기별 폴리곤 차이

The size is 4× different but the same polygon count is used.

Before / After

Polygon comparison

550 -> 312

BEFORE
Before
AFTER
After

Implementation

  1. 01

    Whether to keep back faces in modeling

    From the current viewpoint, the back faces can't be seen. If there's no other use, confirm from the camera viewpoint and remove them as part of the workflow. Even when back faces are used for shadows, baked or real-time shadows can be handled with a shadow dummy.

Before / After

Vertex count reduced by 60%

 

LOD 0 - 9,841 -> 3,600

LOD 1 - 3,195 / LOD 2 150

BEFORE
Before
AFTER
After

Result

  • With no silhouette change, Tris 360 → 328 / Verts 9,841 → 3,600

  • Object count 550 → 312, ~43.3% reduction with a quality bump

  • Documented criteria for removing back faces not visible to the camera

  • Not just blanket reduction — consider texel density judgement and silhouette preservation together