Lesson 2.2Lesson 2.2 · Modelling the City in 3D
Levels of Detail (LOD1-4)
A city model can be a field of plain blocks or a scan detailed down to the doorhandles - and the craft is not to build the most detail you can, but to match the detail to the question, because every extra level of detail costs data, money and maintenance that someone has to pay forever
One city model shows every block as a featureless box; another resolves the grille of a balcony railing. Both are correct. The expensive mistake is assuming the detailed one is always the better choice.
Stand a city model next to the question it is meant to answer and a simple truth appears: detail is not free, and it is not always good. A model of plain extruded blocks - no roofs, no windows, just the right footprint pushed up to the right height - is enough to study how much shadow a district casts or how much built volume a plan adds. A model detailed down to individual windows is needed to study daylight falling through a real facade. And a model with interior rooms is needed to route people out of a burning building. Each answers a different question, and each costs dramatically more than the last to build, store and keep up to date.
CityGML captures this with a formal ladder of levels of detail, usually written LOD1 through LOD4, rising from coarse blocks to interior detail. The ladder is genuinely useful, but the instinct it tends to provoke - climb as high as you can - is exactly wrong. More detail means more data to capture, more money to build, bigger files to serve, and, worst of all, far more to keep current as the real city changes. This lesson walks the ladder rung by rung, shows how to match a level of detail to the purpose at hand, and makes the case that the mature move is usually to use the least detail that answers the question - and no more.
The tempting dial goes to 11 (LOD4 everywhere). The professional dial sits where the question is - and has a second dial: 'can we keep this current?'
What 'level of detail' means and why a standard defines it
The phrase level of detail (LOD) is borrowed from computer graphics, where objects far from the camera are drawn coarsely and near ones finely to save effort. CityGML adapts the idea into something more principled: a defined set of detail levels, each specifying how completely and accurately the real world is represented, so that producers and users of a city model share a common language for 'how detailed is this?' The value of standardising it is exactly the value of any standard - it lets a buyer specify what they need, a supplier state what they delivered, and two datasets be compared on equal terms. Without it, 'detailed 3D model' is a marketing phrase that could mean almost anything.
Crucially, level of detail in CityGML is not only about geometry - how many surfaces, how fine the shapes - but also about semantic richness and accuracy. A higher LOD generally means more geometric resolution (roofs, then openings, then interiors), more semantic decomposition (a building becomes roof, walls, rooms, installations), and tighter positional accuracy. These tend to rise together but are not the same axis, and a thoughtful specification says something about each: you can have geometrically simple buildings that are semantically well attributed, or richly shaped buildings with almost no attributes attached. Honest practice states the LOD and the attribute completeness separately, because a twin often cares more about the attributes than the shapes.
It also matters that a single city model need not be at one uniform LOD. Real programmes routinely mix levels - plain blocks across the whole city for context, higher detail around a project site or a zone of interest, interiors only for a handful of critical buildings. Treating LOD as a dial you set once, globally, is a beginner's error that inflates cost for no benefit. Treating it as a budget you spend where it earns its keep is the professional move. And a final caution carried from Lesson 2.1: a higher LOD looks more authoritative and real, which makes it more seductive and more dangerous - a detailed model can still be stale, biased or wrong, and the extra detail can lend false confidence to data that does not deserve it. Detail is a tool, not a virtue.
Climbing the rungs: LOD1 to LOD4
Walk the ladder and the purpose of each rung becomes clear. LOD1 is the block model: each building is its footprint extruded to a single height, a flat-topped prism. It is crude - no roof shape, no facade - but it is cheap to generate at scale (often automatically from a 2D footprint plus a height) and surprisingly useful: for city-wide studies of built volume, density, massing, rough shadow and first-pass energy demand, a sea of correctly sized blocks is often all you need. Much of a city can live happily at LOD1.
LOD2 adds the roof shape and major surfaces: buildings now have pitched or flat or complex roofs, and their walls are distinguished as surfaces. This is the workhorse level for city twins, because roofs matter enormously - for solar-panel suitability, for realistic shadow and wind, for district-scale energy, and for a model that actually looks like the city rather than a warehouse estate. LOD2 across a city, generated from aerial survey, is a common and sensible target. LOD3 goes to the detailed exterior: real window and door openings, balconies, facade articulation, detailed roof superstructures. This is what you need for street-level design, daylight studies through actual openings, facade analysis and convincing close-up visualisation - but it is far more expensive to capture and maintain, so it is usually reserved for areas and buildings that warrant it, not a whole city.
LOD4 adds the interior: rooms, internal walls, doors, stairs, sometimes furniture and building installations - the model now describes the inside of the building, not just its shell. LOD4 is essential for indoor applications (wayfinding, evacuation modelling, facilities and operations) and is where a city model meets building-scale BIM, but it is the costliest by far, intrudes on the occupied, private interior, and is almost never justified city-wide. In practice you build LOD4 for the few buildings where indoor questions genuinely matter. (A fair caution: newer revisions of CityGML have reorganised this scheme and handle interiors differently, so treat LOD1-LOD4 as the durable mental model rather than a frozen specification, and check the version in use.) The throughline is simple: each rung answers questions the one below cannot, and costs far more to earn.
LOD1 box -> LOD2 +roof -> LOD3 +windows -> LOD4 +rooms. Each rung answers a new question and costs far more. Climb only as high as the question needs.
Matching the level of detail to the purpose
The discipline at the heart of this lesson is fit: choose the level of detail from the question you are trying to answer, not from what is technically possible or what looks impressive in a demo. Start from the use and read the LOD off it. Studying city-wide density, massing options, or a rough shadow envelope across a district? LOD1 blocks are enough, and anything more is wasted money and slower tools. Assessing rooftop solar potential, district energy, or realistic shadow and wind with true roof forms? You need LOD2. Designing at street level, studying daylight through real windows, or analysing a specific facade? That calls for LOD3, around the site that matters. Routing people through a building, modelling an evacuation, or running indoor operations? Only LOD4 will do, for those specific buildings.
Notice the pattern: the detail you need is tightly coupled to the scale and nature of the question. Broad, city-scale, volumetric questions live low on the ladder; narrow, building- or street-scale, surface- or interior-specific questions live high. This is why the mixed-LOD model is almost always the right architecture for a twin: a coarse base everywhere for context and city-wide analysis, with detail concentrated where specific questions demand it. A competent brief does not say 'build me a LOD3 city'; it says 'LOD1 across the municipality, LOD2 where we study solar and energy, LOD3 around these three regeneration sites, LOD4 for the two transport interchanges where we model crowds.' That brief spends detail like a budget.
There is also a quieter accuracy dimension to fit. A model's positional accuracy should match the decision it supports: a rough options study tolerates loose geometry, while anything approaching a real dimensional decision needs survey-grade data from the proper custodians - and, as always, binding decisions about boundaries, structures and infrastructure rest with the authorities, engineers and surveyors, never with the model's convenient geometry. The skill, then, is twofold: read the required LOD off the purpose, and state the accuracy the purpose demands - and resist, firmly, the pull to over-build detail that no one asked for and no one will maintain.
Why more detail is often the wrong answer
It feels counterintuitive, even irresponsible, to argue for less detail - surely a more detailed model is a better model? In a twin, usually not, and understanding why is a mark of real competence. Every rung up the ladder multiplies four separate burdens. Capture cost: LOD1 can be generated almost automatically; LOD3 and LOD4 demand intensive survey, scanning, modelling and manual work, building by building. Data volume and performance: high-LOD city models are enormous, slow to load, hard to stream to a browser or a phone, and expensive to store and serve (Module 5). Maintenance: this is the killer. A model is only useful if it is current, and the more detail it carries, the more there is to keep up to date as the real city changes - and cities change constantly. A LOD1 block is trivial to update; a LOD3 facade or a LOD4 interior decays into fiction the moment a renovation happens and no one re-surveys it. False confidence: a gorgeously detailed model invites people to trust it more than its underlying data warrants, lending a spurious authority to what may be stale or wrong.
There is a fifth, ethical cost that higher detail carries, especially indoors. LOD4 interiors and fine facade data describe where people live and work in intimate detail, raising real privacy and surveillance questions - the kind Module 8 confronts. Detail that no decision requires but that exposes private space is not neutral thoroughness; it is data you now have to protect, justify and govern, and that a poorly run twin could misuse. The honest default is to capture the least detail that answers the question, particularly where the detail reaches into occupied, private space.
So the mature judgement inverts the naive instinct. The question is never 'how much detail can we capture?' but 'how little detail do we need to answer our questions well, and can we actually keep it current?' A sprawling LOD3 city model that no one can afford to maintain is worse than a clean LOD2 one that stays true, because a twin's whole value rests on being a faithful, current mirror - and a detailed model that has quietly gone stale is a particularly convincing lie. Match detail to purpose, spend it where it earns its keep, and treat every extra rung as a maintenance commitment you are promising to honour for years, not a one-time flourish.
Four costs of every extra rung: capture, file size, MAINTENANCE, false confidence. A stale detailed model is a convincing lie.
CityGML LOD1-LOD4
The standardised ladder of detail for city models
LOD1 blocks, LOD2 roofs, LOD3 openings and facade, LOD4 interiors - each a shared, specifiable level so buyers and suppliers compare like with like. Newer CityGML revisions reorganise this; check the version in use. Lesson 2.1.
LOD-fits-purpose rule
Choosing detail from the question, not the technology
Read the required LOD off the use: broad volumetric questions low on the ladder, narrow surface or interior questions high. Mixed-LOD (detail where it earns its keep) is usually the honest architecture. Module 4.
Positional accuracy vs LOD
Detail and accuracy are related but distinct
State the accuracy a decision demands separately from the LOD. Survey-grade, binding dimensions come from the proper custodians and surveyors; a twin's convenient geometry is not a dimensional authority. Lesson 2.4.
Maintenance & privacy burden of detail
What higher detail commits you to
Every extra rung is a commitment to keep more current, and LOD4 interiors raise real privacy and data-governance duties in occupied space. Capture the least detail the question needs. Module 8.
Workshop - write an LOD brief that spends detail like a budget
The skill this lesson builds is matching level of detail to purpose and refusing to over-build. You will turn a realistic set of city questions into a defensible, mixed-LOD specification.
A city or district you know and a notebook. No modelling software - this is about reasoning from purpose to the least detail that answers it, and owning the upkeep and privacy consequences.
Goal: a mixed-LOD specification driven by purpose, with maintenance and privacy called out Inputs: a city or district you know (real or imagined) + a short list of 4-6 things the twin should help with + this lesson + a notebook Time: ~40 minutes
- 1List the questions: write 4-6 concrete things the model should help answer (e.g. city-wide density, rooftop solar, daylight on a high street, crowd flow in a station, flood shadowing, a new tower's impact).
- 2Assign an LOD to each: for every question, note the lowest level of detail that would genuinely answer it (LOD1 blocks, LOD2 roofs, LOD3 openings, LOD4 interiors) and one sentence on why.
- 3Compose the mixed-LOD brief: combine them into a single specification - what LOD across the whole area, what higher-LOD zones, what handful of LOD4 buildings. State it as a coverage map in words.
- 4Cost the upkeep: for each higher-LOD zone, note who would keep it current, how often, and what happens to the analysis if it goes stale. Flag any zone you could not realistically maintain.
- 5Flag the privacy lines: mark every LOD4 interior and say what private space it exposes, why the question needs it, and what data-governance duty that creates - framed as reasoning, deferring lawful handling to the governing law.
You’ll walk away with
A one-page mixed-LOD specification: the question-to-LOD table, a coverage map in words, a maintenance note per higher-LOD zone, and the privacy flags on any interiors. Keep it for the data and governance modules.
Three altitudes on the same idea
Read the band that fits you — or all three.
Level of detail is a specification you will write and read, not a technicality to leave to the IT team. When you commission or contribute to a city model, the LOD decision shapes cost, usefulness and what analysis is possible: LOD1 for massing and density, LOD2 for solar and shadow and energy, LOD3 around the sites you are actually designing, LOD4 only where indoor questions matter. Resist the pull to over-specify - a LOD3 city nobody maintains is worse than a current LOD2 one. Write briefs that spend detail like a budget (coarse base, detail where the question lives) and state the accuracy each decision demands. Remember that high LOD looks authoritative but can still be stale or wrong, and that binding dimensional, structural and boundary decisions rest with the surveyors, engineers and authorities, not the model's convenient geometry.
LOD4 is where the city model reaches into your world - the interior - and that is precisely where detail must be justified, not maximised. Interior and detailed-facade modelling (LOD3-LOD4) is what connects building- and room-scale work to the city twin, enabling indoor routing, evacuation and operations. But fine interior detail describes where people live and work, so every level of indoor detail is a privacy and data-governance commitment, not just a modelling choice (Module 8). Capture the least interior detail that the genuine question needs, and treat occupancy and interior data as sensitive by default. Coordinate binding building-systems and data-handling decisions with the engineers and the law; your craft is the humane, well-resolved interior that the model should serve rather than surveil.
Learn the LOD1-LOD4 ladder cold - it is one of the most practical, examinable ideas in the whole field. LOD1 blocks, LOD2 roofs, LOD3 windows and doors, LOD4 interiors: know what each adds and what question each answers. Then internalise the counterintuitive lesson that separates novices from professionals: more detail is usually worse, because capture cost, file size, maintenance and false confidence all rise with it, and a detailed model that has gone stale is a convincing lie. You are not expected to build high-LOD models; you are expected to reason about fit - to read the right level of detail off a purpose and to ask whether anyone can actually keep it current. Treat CityGML's LOD scheme as the durable mental model (while checking the version in use, since newer revisions reorganise it) and carry the habit of matching detail to question into every project.
“When it comes to a city model, more detail is always better - you should capture the highest level of detail you can afford (ideally LOD3 or LOD4 everywhere), because a more detailed, more realistic model is simply a more accurate and more useful model of the city.”
Do it yourself
No tools needed - reason it through.
- 1Describe LOD1, LOD2, LOD3 and LOD4 in one phrase each, and name one question each is the right level for.
- 2Why is LOD2 the common workhorse level for city-scale twins?
- 3Give three reasons more detail is often the wrong choice, and explain why maintenance is the most dangerous of them.
- 4What is a mixed-LOD model, and why is it usually the right architecture for a twin?
- 5Why does a higher level of detail raise privacy and data-governance concerns, and where most sharply?
The one line to carry out
Peer-reviewed journals & authoritative standards
- 01Level of detail — Wikipedia — Level of detail, 2026.
- 02CityGML — Wikipedia — CityGML, 2026.
- 033D city model — Wikipedia — 3D city model, 2026.
- 04Simulation — Wikipedia — Simulation, 2026.
Climbing the ladder adds geometry, but the deeper split underneath it is between a model that is merely detailed shape and one that is made of meaningful, attributed objects. Next we confront that distinction head-on: semantic versus geometric models, and why semantics is what lets a twin reason at all.
The author
Amogh N P
Architect, interior designer, and creative polymath. Studio Matrx began in his notebooks — his vision of design made honest, useful, and open to everyone. Its Academy is written and taught in his memory, and free, forever.
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