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Dynamic levels of detail in Evolve

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Jan Kind

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Description

Dynamic levels of detail in Evolve is an October 2025 engineering post by Jan Kind on geometry and material LOD in the Breda framework behind the Evolve next-gen GPU benchmark.

It covers YAML LOD sources and screen-size thresholds, MeshAsset packing of shared buffers with per-material mesh parts, bindless upload with freelist mesh-part buffers, GPU LOD selection from AABB versus frustum solid angles using Girard-style spherical excess, runtime bias, and LODs for raster and ray tracing including cheaper distant materials to cut specular and ReSTIR cost on mobile. Samples are in Rust and HLSL.

It is for advanced engine engineers building GPU-driven raster and ray-traced scenes. Bindless and compute instance data experience is assumed.

Access is a free Evolve Benchmark article with diagrams, YAML and shader excerpts, and jungle-scene wire-frame demos.

It is useful as a concrete discrete-LOD case study tuned for a complex benchmark rather than a toy demo.