The Analysis of Polygonal Models Density in Three-Dimensional Computer Games
Author
Романюк, О. Н.
Romanyuk, Oleksandr
Завальнюк, Євген
Zavalniuk, Yevhen
Котлик, Сергій
Kotlyk, Sergii
Стахов, О. Я.
Stakhov, Oleksiy
Date
2023-09-30Metadata
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- Наукові роботи каф. ПЗ [1341]
Abstract
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