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en:game_tech:face [2024-01-07-20-57] 7saturnen:game_tech:face [2024-01-07-21-00] (current) 7saturn
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 Faces make up [[mesh|meshes]], three-dimensional objects with many interconnected faces. While optically complex surfaces may look like any other shape, meshes are always made up of triangle-shaped faces. For example even a simple square is not modeled by four vertizes giving four edges, but with five edges. The four usually expected edges are present, plus one diagonally placed one, connecting two of the most distant vertizes with one another. This separates the square into two triangles. Similar considerations enter any 3D object/mesh. Everything is made up of triangles. Faces make up [[mesh|meshes]], three-dimensional objects with many interconnected faces. While optically complex surfaces may look like any other shape, meshes are always made up of triangle-shaped faces. For example even a simple square is not modeled by four vertizes giving four edges, but with five edges. The four usually expected edges are present, plus one diagonally placed one, connecting two of the most distant vertizes with one another. This separates the square into two triangles. Similar considerations enter any 3D object/mesh. Everything is made up of triangles.
  
-This also implies, that there are no real gradually changing shapes, like perfectly round circles or balls. All these objects are still approximated up by triangles. So they have a quantization aspect behind them, that makes objects >>edgy<<. The >>edgyness<< can be reduced by using more triangles, giving it more detail, up to the point where they are barely noticeable or effectively invisible. But this in turn requires more memory and more processing resources to [[rendering|render]] the object as it requires more faces made up of more vertizes. So in reality objects are always a trade-off between looking as good as possible while making the task of rendering them doable with the system resources available.+This also implies, that there are no real gradually changing shapes, like perfectly round circles or balls. All these objects are still approximated up by triangles. So they have a quantization aspect behind them, that makes objects >>edgy<<. The >>edgyness<< can be reduced by using more triangles, giving it more detail, up to the point where they are barely noticeable or effectively invisible. But this in turn requires more memory and more processing resources to [[rendering|render]] the object as it requires more faces made up of more vertizes. So in reality objects are always a trade-off between looking as good as possible while making the task of rendering them doable with the system resources available. To give you an example, look at the following object: 
 + 
 +{{ :en:game_tech:mesh.png?nolink | }} 
 + 
 +Part of this mesh is a cylinder-like object. As you can see, the surface of it is made of a lot of triangles. The circle-shapes are actually triangles, as well as the jacket surface.
  
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en/game_tech/face.1704661041.txt.gz · Last modified: 2024-01-07-20-57 by 7saturn

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