How to compute Polygon Budget...

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Ng Kian Bee, SIT/CS (ngkb++at++nyp.ac.sg)
Fri, 09 Feb 96 09:03:00 PST


Hi,

I understand that to perform a good VR simulation, the number of polygon
counts etc
are very important. So, my questions are:

1. How do we compute our polygon budget? Based on the throughput rate of the
machine
that we use? Or based on the software we use? Or based on the memory size?
Or texture
memory size? Or .... I would greatly appreciate someone to direct me to find
these soln as
I am currently developing a simulation that contains huge number of
polygons.

2. How do the SGI machines draw polygons? Do they perform the tesselation at
the hardware
level and draw accordingly? If so, is it correct to say that it performs
triangulation of polygons
before they draw the polygons? How about convex polygons? And, does it imply
that instead
of creating our simulation models in n-sided polygons, it is better to
create them in triangles so
that the step of triangulations are done at the software levels and thus the
speed of the simulation
is faster? If so, how about the number of vertices? Once triangulated, the
number of polygons count
increased dramatically and thus shoudnt it be slower than faster than if we
dont triangulate them?

Could some experts in these field enlighten, pls?

If possible, pls reply directly to my email address below.

Thanx a million!

Kian Bee
ngkb++at++nyp.ac.sg


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