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Task 6
Constraints
Polygon Count and File Size
The two common measurements of associate degree object's 'cost’ or file size area unit the plane
figure count and vertex count.as an example, a game character might stretch anyplace from 200-300
polygons, to 40,000+ polygons. A high-end third-person console or computer game might use
several vertices or polygons per character, associate degreed an iOS tower defence game would
possibly use only a few per character.
http://blog.artillery.com/2012/05/reducing-polygon-count-and-file-sizes.html
Polygons Vs. Triangles
When a game creative person talks regarding the poly count of a model, they extremely mean
constellation count. Games nearly always use triangles not polygons as a result of newest graphic
hardware is constructed to accelerate the rendering of triangles.
Triangle Count vs. Vertex Count
Vertex count is ultimately a lot of vital for performance and memory than constellation count,
except for historical reasons artists a lot of usually use triangle count as a performance measuring.
On the foremost basic level, constellation count and therefore the vertex count is similar if the all
the triangles square measure connected to 1 another. One triangle uses three vertices, a pair of
triangles uses four vertices, three triangles use five vertices, and four triangles use half-dozen
vertices then on. However, seams in UVs, changes to shading/smoothing teams, and material
changes from triangle to triangle etc. square measure all treated as a physical break within the
model's surface, once the model is rendered by the sport. The vertices should be duplicated at these
breaks, therefore the model is sent in render able chunks to the graphics card.
Rendering Time
Rendering is that the final method of making the particular second image or animation from the
ready scene. This could be compared to taking a photograph or motion-picture photography the
scene once the setup is finished in world. Many totally different, and infrequently specialised,
rendering strategies are developed. These vary from the clearly non-realistic wireframe rendering
through polygon-based rendering, to a lot of advanced techniques such as: scan line rendering, ray
tracing, or radiosity. Rendering might take from fractions of a second to days for one image/frame.
In general, totally different strategies area unit higher fitted to either photo-realistic rendering, or
time period rendering.
Non Real-time
Animations for non-interactive media, like feature films and video, area unit rendered way
more slowly. Non-real time rendering permits the leverage of restricted process power so as
to get higher image quality. Rendering times for individual frames might vary from a number
of seconds to many days for complicated scenes. Rendered frames area unit keep on a
tough disk then is transferred to alternative media like show film or storage device. These
frames area unit then displayed consecutive at high frame rates, usually twenty four, 25, or
thirty frames per second, to realize the illusion of movement.
Task 6

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Task 6

  • 1. Task 6 Constraints Polygon Count and File Size The two common measurements of associate degree object's 'cost’ or file size area unit the plane figure count and vertex count.as an example, a game character might stretch anyplace from 200-300 polygons, to 40,000+ polygons. A high-end third-person console or computer game might use several vertices or polygons per character, associate degreed an iOS tower defence game would possibly use only a few per character. http://blog.artillery.com/2012/05/reducing-polygon-count-and-file-sizes.html Polygons Vs. Triangles When a game creative person talks regarding the poly count of a model, they extremely mean constellation count. Games nearly always use triangles not polygons as a result of newest graphic hardware is constructed to accelerate the rendering of triangles. Triangle Count vs. Vertex Count Vertex count is ultimately a lot of vital for performance and memory than constellation count, except for historical reasons artists a lot of usually use triangle count as a performance measuring. On the foremost basic level, constellation count and therefore the vertex count is similar if the all the triangles square measure connected to 1 another. One triangle uses three vertices, a pair of triangles uses four vertices, three triangles use five vertices, and four triangles use half-dozen vertices then on. However, seams in UVs, changes to shading/smoothing teams, and material changes from triangle to triangle etc. square measure all treated as a physical break within the model's surface, once the model is rendered by the sport. The vertices should be duplicated at these breaks, therefore the model is sent in render able chunks to the graphics card. Rendering Time Rendering is that the final method of making the particular second image or animation from the ready scene. This could be compared to taking a photograph or motion-picture photography the scene once the setup is finished in world. Many totally different, and infrequently specialised, rendering strategies are developed. These vary from the clearly non-realistic wireframe rendering through polygon-based rendering, to a lot of advanced techniques such as: scan line rendering, ray tracing, or radiosity. Rendering might take from fractions of a second to days for one image/frame. In general, totally different strategies area unit higher fitted to either photo-realistic rendering, or time period rendering. Non Real-time Animations for non-interactive media, like feature films and video, area unit rendered way more slowly. Non-real time rendering permits the leverage of restricted process power so as to get higher image quality. Rendering times for individual frames might vary from a number of seconds to many days for complicated scenes. Rendered frames area unit keep on a tough disk then is transferred to alternative media like show film or storage device. These frames area unit then displayed consecutive at high frame rates, usually twenty four, 25, or thirty frames per second, to realize the illusion of movement.