HA4 Task 6. Constraints
Polygon Count and File Size
There are two common measurements of an object's 'cost’ or
file size are the polygon count and vertex count. For example, a game character
may stretch anywhere from 200-300 polygons, to 40,000+ polygons. A high-end
third-person console or PC game may use many vertices or polygons per
character, and an IOS tower defence game might use very few per character.
Polygons Vs. Triangles
When a game artist talks about the poly count of a model,
they really mean the triangle count. Games almost always use triangles not polygons
because most modern graphic hardware is built to accelerate the rendering of
triangles.
The polygon count that's reported in a modelling app is
always misleading, because a model's triangle count is higher. It's usually
best therefore to switch the polygon counter to a triangle counter in your
modelling app, so you're using the same counting method everyone else is using.
Polygons however do have a useful purpose in game
development. A model made of mostly four-sided polygons (quads) will work well
with edge-loop selection & transform methods that speed up modelling, make
it easier to judge the "flow" of a model, and make it easier to
weight a skinned model to its bones. Artists usually preserve these polygons in
their models as long as possible. When a model is exported to a game engine,
the polygons are all converted into triangles automatically. However different
tools will create different triangle layouts within those polygons. A quad can
end up either as a "ridge" or as a "valley" depending on how
it's triangulated. Artists need to carefully examine a new model in the game
engine to see if the triangle edges are turned the way they wish. If not,
specific polygons can then be triangulated manually.
Triangle Count vs. Vertex Count
Vertex count is ultimately more important for performance
and memory than the triangle count, but for historical reasons artists more
commonly use triangle count as a performance measurement. On the most basic
level, the triangle count and the vertex count can be similar if the all the
triangles are connected to one another. 1 triangle uses 3 vertices, 2 triangles
use 4 vertices, 3 triangles use 5 vertices, and 4 triangles use 6 vertices and
so on. However, seams in UVs, changes to shading/smoothing groups, and material
changes from triangle to triangle etc. are all treated as a physical break in
the model's surface, when the model is rendered by the game. The vertices must
be duplicated at these breaks, so the model can be sent in renderable chunks to
the graphics card.
Overuse of smoothing groups, over-splittage of UVs, too many
material assignments (and too much misalignment of these three properties), all
of these lead to a much larger vertex count. This can stress the transform
stages for the model, slowing performance. It can also increase the memory cost
for the mesh because there are more vertices to send and store.
http://wiki.polycount.net/PolygonCount
Rendering Time
Rendering is the final process of creating the actual 2D
image or animation from the prepared scene. This can be compared to taking a
photo or filming the scene after the setup is finished in real life. Several
different, and often specialised, rendering methods have been developed. These
range from the distinctly non-realistic wireframe rendering through
polygon-based rendering, to more advanced techniques such as: scanline
rendering, ray tracing, or radiosity. Rendering may take from fractions of a
second to days for a single image/frame. In general, different methods are
better suited for either photo-realistic rendering, or real-time rendering.
Real-time
Rendering for interactive media, such as games and
simulations, is calculated and displayed in real time, at rates of
approximately 20 to 120 frames per second. In real-time rendering, the goal is
to show as much information as possible as the eye can process in a fraction of
a second, i.e. one frame. The primary goal is to achieve an as high as possible
degree of photorealism at an acceptable minimum rendering speed (usually 24
frames per second, as that is the minimum the human eye needs to see to
successfully create the illusion of movement). In fact, exploitations can be
applied in the way the eye 'perceives' the world, and as a result the final
image presented is not necessarily that of the real-world, but one close enough
for the human eye to tolerate. Rendering software may simulate such visual
effects as lens flares, depth of field or motion blur. These are attempts to
simulate visual phenomena resulting from the optical characteristics of cameras
and of the human eye. These effects can lend an element of realism to a scene,
even if the effect is merely a simulated artefact of a camera. This is the
basic method employed in games, interactive worlds and VRML. The rapid increase
in computer processing power has allowed a progressively higher degree of
realism even for real-time rendering, including techniques such as HDR
rendering. Real-time rendering is often polygonal and aided by the computer's
GPU.
Non Real-time
Animations for non-interactive media, such as feature films
and video, are rendered much more slowly. Non-real time rendering enables the
leveraging of limited processing power in order to obtain higher image quality.
Rendering times for individual frames may vary from a few seconds to several
days for complex scenes. Rendered frames are stored on a hard disk then can be
transferred to other media such as motion picture film or optical disk. These
frames are then displayed sequentially at high frame rates, typically 24, 25,
or 30 frames per second, to achieve the illusion of movement.
When the goal is photo-realism, techniques such as ray
tracing or radiosity are employed. This is the basic method employed in digital
media and artistic works. Techniques have been developed for the purpose of
simulating other naturally-occurring effects, such as the interaction of light
with various forms of matter. Examples of such techniques include particle
systems (which can simulate rain, smoke, or fire), volumetric sampling (to
simulate fog, dust and other spatial atmospheric effects), caustics (to
simulate light focusing by uneven light-refracting surfaces, such as the light
ripples seen on the bottom of a swimming pool), and subsurface scattering (to
simulate light reflecting inside the volumes of solid objects such as human
skin).
The rendering process is computationally expensive, given
the complex variety of physical processes being simulated. Computer processing
power has increased rapidly over the years, allowing for a progressively higher
degree of realistic rendering. Film studios that produce computer-generated
animations typically make use of a render farm to generate images in a timely
manner. However, falling hardware costs mean that it is entirely possible to
create small amounts of 3D animation on a home computer system. The output of
the renderer is often used as only one small part of a completed motion-picture
scene. Many layers of material may be rendered separately and integrated into
the final shot using compositing software.
Reflection/Scattering - How light interacts with the surface
at a given point
Shading - How material properties vary across the surface
No comments:
Post a Comment