Tuesday, 28 April 2015

HA7 Task 6 - Constraints


There are many different constraints that 3D has. these include. The polygon count; File size and Rendering time.



Polygon Count
A polygon, to put it simply, is any 2D shape and in terms of 3D modelling the Polygons would be the individual shapes that are pieced together to create a model, whether the creation in question in complex or simple, polygons will always be used. The ‘Polygon Count’, however, is the total number of polygons that the model, scene, or anything that has been created in the 3D application, contains. The polygon count is actually much more important than it may seem, due to several constraints that, if left unchecked, could cause problems for the computer processor as well as defeat the purpose of the creation in question.





File Size
File size is slowly becoming less and less of a constraint to the gaming industry, but in the past it was a huge deal. Back in the 16 bit days of the SNES for example, 128MB was the maximum size of a cartridge. Considering how long and immersive some of those games actually were, it’s amazing to think they took up so little space compared to the 4 hour games of today that often exceed 4GB. That these epic 10hr+ adventures could fit onto such small cartridges is due to amazing discipline and skill on the artists part; they need to be able to know exactly what is and isn’t necessary, which is often a very hard call to make when you want every model to be the very best it possibly can be. As memory capacity gets bigger and bigger, artists need to take less and less care of the file sizes, meaning that eventually there will likely be individual models within a game that are the same size as entire games right now with an insane level of realism and an equallt insane polycount to go with it. Not that that’s a bad thing.






http://t3.gstatic.com/images?q=tbn:ANd9GcSWBqZ0KAAFWj3ZWoqaKEvGHSfScKbLNHD72dqAEmE57A9Bd7EbxpjgqQ


Rendering Time
3D Animations are pre-rendered to create a “video” for film and TV. The time they take to render will depend on there complexity (amount of polygons). Animations for non-interactive media, such as feature films and video, are rendered much more slowly. This type of rendering (sometimes called Non real-time) rendering enables the effective use of limited processing power in order to obtain higher image quality.
Rendering times vary for individual frames and may take anything from a few seconds for simple frames to several days for complex scenes. Rendered frames are stored on a hard disk. The Rendered frames can then be transferred to other media such as motion picture film or optical disk. File size can be an issue for Rendered frames because of the amount of data in them, if a rendered frame is too big it may not fit in the computers memory and can be difficult or impossible to store or transport.


http://victoriasinteractivemedia.blogspot.co.uk/2011/06/3d-constraints.html













http://pixelpainter.com/PVC/8-12-12/RenderingTime.jpg

No comments:

Post a Comment