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An imposter model maps all geometric details as textures and can be used if a model will be viewed from a distance and a certain direction. Occlusion mesh. An occlusion mesh process generates a silhouette based geometry that removes internal features and concavities.
Polygon Cruncher software is running on Windows operating system.It is available as a plugin for: . Autodesk 3ds Max; Autodesk Maya; Newtek Lightwave; 3DBrowser. In the 3D Photo Browser, Polygon Cruncher is able to simplify various 3D formats such as Maya, Wavefront, TrueSpace, SketchUp, XSI, COLLADA, DXF, etc.
In scanline conversion, each polygon must be converted and displayed, regardless of size, and there are frequently a large number of models on the screen at any given time. Often, programmers must use multiple models at varying levels of detail to represent the same object in order to cut down on the number of polygons being rendered.
On the left a model without BFC; on the right the same model with BFC: back-faces are removed. In computer graphics, back-face culling determines whether a polygon is drawn. It is a step in the graphical pipeline that tests whether the points in the polygon appear in clockwise or counter-clockwise order when projected onto the screen.
High-detail 3D models, textures, and animations that work on high-end systems may not perform as smoothly on mobile VR devices due to differences in processing power and memory. For this reason, developers use methods like polygon reduction and efficient data transfer protocols to maintain visual quality while ensuring optimal performance on a ...
The Weiler–Atherton is a polygon-clipping algorithm. It is used in areas like computer graphics and games development where clipping of polygons is needed. It allows clipping of a subject or candidate polygon by an arbitrarily shaped clipping polygon/area/region. It is generally applicable only in 2D.
A fractal landscape being rendered using the painter's algorithm on an Amiga. The painter's algorithm (also depth-sort algorithm and priority fill) is an algorithm for visible surface determination in 3D computer graphics that works on a polygon-by-polygon basis rather than a pixel-by-pixel, row by row, or area by area basis of other Hidden-Surface Removal algorithms.
If that polygon lies in the plane containing P, add it to the list of polygons at node N. Apply this algorithm to the list of polygons in front of P. Apply this algorithm to the list of polygons behind P. The following diagram illustrates the use of this algorithm in converting a list of lines or polygons into a BSP tree.