Polygon Count and File Size
Two measurements of a
objects file size is the polygon and vertex count, for instance, a character in
the games that we play may stretch from 400 -500 polygons to over 35,000+
polygons.
Polygons and
Triangles
When a game concept artist starts to talk
about the number of polygons in a model weather it is a character or a
building, they are actually talking about the triangle count. Games mainly
well, almost always use triangles and not polygons as in today’s world nearly
every single graphic hardware is built to accelerate the rendering of
triangles.
Although polygons do have a
very useful purpose in the gaming industry as a model made of mainly four sided
polygon (called a quad) these will definitely work well with edge-loop
selection and some transform methods that will speed up the modeling, this will
make it easier to review how the model flows. Most Artists mainly preserve the
polygons in their models as long as possible.
Triangle
Count and Vertex Count
The vertex count is initially
a lot more important for the performance and memory rather than the triangle
count but for many reasons artists use the triangle count because it’s more
common for them to use as the performance measurement. A way to look at it on
the most basic level is that the triangle and the vertex count can be comparable
if every single triangle is connected to one another for instance: 1 triangle
uses 3 vertices, 2 triangles use 4 vertices and 3 triangles use 5 vertices and
so on.
The overuse of the
smoothing groups and too many material assignments lead to a much bigger vertex
count, this will put stress on the transforming stages for the model, basically
slowing the performance, it can also increase the memory cost for the mesh
because there are lots of vertices to store.
Rendering Time
When rendering is the final
process of creating the actual 2D/3D or animation from the prepared scene. This
is slightly similar to taking a photo after the scene is setup is finished
Many rendering methods have
been developed and they can be specialized, these can range from the clearly
non-realistic wireframe rendering over a polygon-based rendering this can lead
into more advanced techniques such as: ray tracing and radiosity. The time It
takes to render can take up from seconds to days for either a solitary image or
a number of frames.
There
are two different types of rendering ‘real-time’ and ‘Non real-time.
Real-time
Real-time
is for rendering interactive media such as games and simulations which can be calculated
and displayed in real time which the frames per second can range approximately
from 20 to 120. The goal in real time is basically to show as much information
as the eye can process in a fraction of a second, for instance, one frame.
Non Real-time
Non Real-time is for non-interactive
media, for example using in feature films and videos, they are rendered at a
much slower rate. Non-real time rendering basically enables the advantage of
limited processing power in order to maintain a high quality image. Times when
rendering for every single frame can vary from a few seconds to several days
for very complex scenes. However rendered frames can be stored on a hard disk
then it can be transferred to other media sources such as motion picture or
optical disk. These frames can then be displayed at very high frame rates,
typically 24, 25 or 30 fps (frames per second) this can achieve the illusion of
something moving.
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