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Task 6

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Task 6

  1. 1. Task 6ConstraintsPolygon Count and File SizeThe two common measurements of associate degree objects cost’ or file size area unit the planefigure count and vertex count.as an example, a game character might stretch anyplace from 200-300polygons, to 40,000+ polygons. A high-end third-person console or computer game might useseveral vertices or polygons per character, associate degreed an iOS tower defence game wouldpossibly use only a few per character.http://blog.artillery.com/2012/05/reducing-polygon-count-and-file-sizes.htmlPolygons Vs. TrianglesWhen a game creative person talks regarding the poly count of a model, they extremely meanconstellation count. Games nearly always use triangles not polygons as a result of newest graphichardware is constructed to accelerate the rendering of triangles.Triangle Count vs. Vertex CountVertex 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 allthe triangles square measure connected to 1 another. One triangle uses three vertices, a pair oftriangles uses four vertices, three triangles use five vertices, and four triangles use half-dozenvertices then on. However, seams in UVs, changes to shading/smoothing teams, and materialchanges from triangle to triangle etc. square measure all treated as a physical break within themodels surface, once the model is rendered by the sport. The vertices should be duplicated at thesebreaks, therefore the model is sent in render able chunks to the graphics card.Rendering TimeRendering is that the final method of making the particular second image or animation from theready scene. This could be compared to taking a photograph or motion-picture photography thescene 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 renderingthrough polygon-based rendering, to a lot of advanced techniques such as: scan line rendering, raytracing, 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, ortime period rendering.Non Real-timeAnimations for non-interactive media, like feature films and video, area unit rendered waymore slowly. Non-real time rendering permits the leverage of restricted process power so asto get higher image quality. Rendering times for individual frames might vary from a numberof seconds to many days for complicated scenes. Rendered frames area unit keep on atough disk then is transferred to alternative media like show film or storage device. Theseframes area unit then displayed consecutive at high frame rates, usually twenty four, 25, orthirty frames per second, to realize the illusion of movement.

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