Search results
Results from the WOW.Com Content Network
Simplygon is 3D computer graphics software for automatic 3D optimization, based on proprietary methods for creating levels of detail (LODs) through Polygon mesh reduction and other optimization techniques.
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 ...
In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering , data is tessellated into triangles , for example in OpenGL 4.0 and Direct3D 11 .
To display a model on a computer screen outside of the modeling environment, it is necessary to store that model in one of the file formats listed below, and then use or write a program capable of loading from that format. The two main methods of displaying 3D polygon models are OpenGL and Direct3D.
On the left a model without back-face culling; on the right the same model with back-faces removed. Because the polygons do not form a closed solid, differences can be seen. In computer graphics , back-face culling determines whether a polygon that is part of a solid needs to be drawn.
These half-spaces are used to describe primitives that can be combined to get the final model. [7] Another approach decouples the detection of primitive shapes and the computation of the CSG tree that defines the final model. This approach exploits the ability of modern program synthesis tools to find a CSG tree with minimal complexity. [8]
In complicated scene models, individual elements may be selectively disabled (clipped) for reasons including visibility within the viewport (frustum culling); orientation (backface culling), obscuration by other scene or model elements (occlusion culling, depth- or "z" clipping). Sophisticated algorithms exist to efficiently detect and perform ...
Z-fighting which cannot be entirely eliminated in this manner is often resolved by the use of a stencil buffer, or by applying a post-transformation screen space z-buffer offset to one polygon which does not affect the projected shape on screen but does affect the z-buffer value to eliminate the overlap during pixel interpolation and comparison ...