Transcript: #StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
Task 6
1. Polygon Count and File Size
The 2 which are the most common measurements of an object are cost or file
size is the vertex count and the polygon count.An example of a game character
may stretch anywhere from about 200 to 300 polygons or even to 40,000 or
over polygons. A high end third person console or a PC game could use many
vertices or polygons for each character and an iOS tower defense game might
use very few per character because of its simple design.
Triangle Count vs. Vertex Count
Vertex count is very much more important for memory and performance than
the triangle count, but for ancient reasons artists use triangle count more
commonly as ameasurement of performance. On a basic level the triangle
count as well as the vertex count can be similar if all the triangles are
connected to one another. 1 triangle will use 3 vertices, 2 triangles will use 4
vertices, 3 triangles will use 5 vertices, and 4 triangles will use 6 vertices etc.
Also seams in UVs, changes to shading or smoothing groups, and materials
changes from triangle- triangle and so on.They are all treated as a physical
break in the surface of the model, once the model is fully rendered by the
game. The vertices must be copied at the breaks, so the model can be sent in
by render able chunks to a graphics card which is easier for the graphics card.
The overuse of the smoothing groups by the oversplit age of UVs, too many
material assignments.All of these lead to a very big vertex amount. This can
put pressure on the transform stages for the model which slows the
performance. It also may increase the memory demand for the mesh because
there would be more vertices to send as well as store than there otherwise
would.
Polygons vs. Triangles
A game artist says about poly count for a model. They really mean what the
triangle count is. Everygamenear enough always uses triangles instead of
polygons because most of the modern graphic hardware is built for the
purpose to accelerating the speed in which the triangles render.
Task 6
Constraints
2. The polygon calculation that’s appearing in a clay app is consistently
misleading, because a model's triangle calculation is higher. It's usually best
accordingly to about-face the polygon adverse to a triangle adverse in your
clay app, so you're application the aforementioned counting adjustment
anybody abroad is using.
Polygons about do accept an advantageous purpose in bold development. An
archetypal fabricated of mostly four-sided polygons (quads) will assignment
able-bodied with edge-loop alternative & transform methods that acceleration
up modelling, accomplish it easier to adjudicator the "flow" of a model, and
accomplish it easier to weight a skinned archetypal to its bones. Artists usually
bottle these polygons in their models as continued as possible. When an
archetypal is exported to a bold engine, the polygons are all adapted into
triangles automatically. About altered accoutrement will actualize altered
triangle layouts aural those polygons. A cloister can end up either as a "ridge"
or as a "valley" depending on how it's triangulated. Artists charge to anxiously
appraise a fresh archetypal in the bold agent to see if the triangle edges are
angry the way they wish. If not, specific polygons can again be triangulated
manually.
Rendering Time
Rendering is the final action of creating the absolute 2D angel or action from
the able scene. This can be compared to demography a photo or filming the
arena afterwards the bureaucracy is accomplished in absolute life. Several
different, and generally specialized, apprehension methods accept been
developed. This ambit from the audibly non-realistic wireframe apprehension
through polygon-based rendering, to added avant-garde techniques such as:
browse band rendering, ray tracing, or radiosity. Apprehension may booty
from fractions of an additional to canticle for a distinct image/frame.
Real-time
Rendering for alternate media, such as amateur and simulations, is affected
and displayed in absolute time, at ante of about 20 to 120 frames per second.
In real-time rendering the ambition is to appearance as abundant advice as
accessible as the eye cans action in an atom of a second. The primary ambition
is to accomplish an as aerial as accessible amount of photorealism at an
adequate minimum apprehension acceleration (usually 24 frames per second,
as that is the minimum the animal eye needs to see to auspiciously actualize
3. the apparition of movement). In fact, exploitations can be activated in the way
the eye 'perceives' the world, and as a aftereffect the final angel presented is
not necessarily that of the real-world, but one abutting abundant for the
animal eye to tolerate. Apprehension computer application may simulate such
beheld furnishings as lens flares, abyss of acreage or motion blur. These are
attempts to simulate beheld phenomena consistent from the optical
characteristics of cameras and of the animal eye. These furnishings can
accommodate an aspect of accuracy to a scene, alike if the aftereffect is alone
an apish antiquity of a camera. This is the basal adjustment active in games,
alternate worlds and VRML. The accelerated access in computer processing
ability has accustomed a progressively college amount of accuracy alike for
real-time rendering, which includessuch techniques as HDR rendering. Real-
time apprehension is generally polygonal and aided by the computer's GPU.
Non Real-time
Animations for non-interactive media, such as affection films and video, are
rendered abundant added slowly. Non-real time apprehension enables the
leveraging of bound processing ability in adjustment to access college angel
quality. Apprehension times for alone frames may alter from a few abnormal
to several canticle for circuitous scenes. Rendered frames are stored on an
adamantine deejay again can be transferred to added media such as motion
account blur or optical disk. B
Reflection/Scattering - How ablaze interacts with the apparent at a
accustomed point
Shading - How actual backdrop alter beyond the surface