Graphics Reference
In-Depth Information
Table 7.1 Comparative poly budgets
Poly budget
Characters
Props
Terrain
Buildings
Scene per frame
PSX
650
250
20,000
250
5-10k a
PS2
2,500
750
50,000
2,000
80-100k a
Xbox 360
15,000
10,000
750,000
10,000
150-300k a
Film
100,000
100,000
500,000
25,000
N/A a
a Hirsch et al. ( 2007 )
Table 7.2 Texture map resolutions in different media
Texture size
X
Y
Constraint
Games low
64
64
Square
Games average
1,024
1,024
Square
Games high
2,048
2,048
Square
Film low
1,024
1,024
Power of 2
Film average
2,048
2,048
Power of 2
Film high
8,192
8,192
Power of 2
Table 7.1 provides an idea of how poly budgets differ depending on the delivery
medium. Budgets vary so much that the fi gures in Table 7.1 should be viewed as an
approximation of averages. A video game that has many characters on the screen at
once will have a lower poly budget for each character than a game that never has
more than two characters on the screen at once. Some shots in feature fi lms have
surprisingly low polycounts, but others can be extremely high. Films that render
forests of vegetation can have billions of polygons (Pantaleoni et al. 2010 ).
7.4
Texture Maps
The resolution of texture maps can vary a great deal depending on how and where
they are used. For real time applications such as video games, the size and number
of maps is smaller than in off-line rendering such as for broadcast video and feature
films. Resolution is also affected by the resolution of adjacent maps, when
mismatched map resolution is undesirable (see Sect. 11.7.1 for more). The smallest
a map can be is 1 × 1 pixels, but it would be pointless to use a map of this size
because it would be a solid color. A 2 × 1 map is slightly more useful, because it can
defi ne two colors on one object. A map like this might be used for the color channel
of a striped piece of cloth, but on little else. Practically speaking, the smallest
maps used are 32 × 32 pixels in video games, and much larger in feature fi lm visual
effects (VFX). Table 7.2 provides a rough idea of what resolutions are commonly
used as of 2012.
 
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