The Analysis of Polygonal Models Density in Three-Dimensional Computer Games
Автор
Romanyuk, Oleksandr
Zavalniuk, Yevhen
Kotlyk, Sergii
Stakhov, Oleksiy
Романюк, О. Н.
Завальнюк, Є. К.
Котлик, С. В.
Стахов, О. Я.
Дата
2023Metadata
Показати повну інформаціюCollections
- Наукові роботи каф. ПЗ [1683]
 
Анотації
The article analyzes the features of choosing the polygonal model density level for a three-dimensional computer game. The concepts of triangulation, polygonal mesh density, and level of detail are described. The relevance of adjusting the density of the object's polygonal mesh is justified. The main types of game objects are defined. The dependence of the object surface’s number of triangles on the position, type and curvature of the figure, target style, platform and mode of the game,  the  total  number  of  characters,  the  presence  of  animated  transformations  is  examined.  The  features  of  calculating  the  curvature  of  a three-dimensional  surface  point,  a  polygonal  mesh  triangle’s vertex,  and  a  whole  triangle  are  analyzed.  The  method  of  determining  the  need  for  additional triangulation of a triangle based on the assessment of its overall curvature is described. A table that shows the typical sizes of polygonal models in popular three-dimensional computer games over the past decade has been constructed. The features of software tools for automatization of the surface’s level of detail selection are described
URI:
http://ir.lib.vntu.edu.ua//handle/123456789/38105

