Low poly

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Polygon mesh representing a dolphin, considered to be a low poly model by modern standards Dolphin triangle mesh.png
Polygon mesh representing a dolphin, considered to be a low poly model by modern standards
Low Poly Art, depicting a Kingfisher Low Poly Kingfisher.jpg
Low Poly Art, depicting a Kingfisher

Low poly is a polygon mesh in 3D computer graphics that has a relatively small number of polygons. Low poly meshes occur in real-time applications (e.g. games) as contrast with high-poly meshes in animated movies and special effects of the same era. The term low poly is used in both a technical and a descriptive sense; the number of polygons in a mesh is an important factor to optimize for performance but can give an undesirable appearance to the resulting graphics. [1]

Contents

Derived from 3D objects with a low polygon content is low poly art, a minimalistic and non-photorealistic art style in which images or figures are created from a network of just a few connected points. [2]

Necessity for low poly meshes

Polygon meshes are one of the major methods of modelling a 3D object for display by a computer. Polygons can, in theory, have any number of sides but are commonly broken down into triangles for display. In general the more triangles in a mesh the more detailed the object is, but the more computationally intensive it is to display. In order to decrease render times (i.e. increase frame rate) the number of triangles in the scene must be reduced, by using low poly meshes. [3]

Computer graphics techniques such as normal and bump mapping have been designed to compensate for the decrease of polygons by making a low poly object appear to contain more detail than it does. This is done by altering the shading of polygons to contain internal detail which is not in the mesh. [4]

Polygon budget

An example of normal mapping used to add detail to a low poly (500 triangle) mesh Normal map example.png
An example of normal mapping used to add detail to a low poly (500 triangle) mesh

A combination of the game engine or rendering method and the computer being used defines the polygon budget; the number of polygons which can appear in a scene and still be rendered at an acceptable frame rate. Therefore, the use of low poly meshes are mostly confined to computer games and other software a user must manipulate 3D objects in real time because processing power is limited to that of a typical personal computer or games console and the frame rate must be high. [5] Computer generated imagery, for example, for films or still images have a higher polygon budget because rendering does not need to be done in real-time, which requires higher frame rates. In addition, computer processing power in these situations is typically less limited, often using a large network of computers or what is known as a render farm. Each frame can take hours to create, despite the enormous computer power involved. A common example of the difference this makes is full motion video sequences in computer games which, because they can be pre-rendered, look much smoother than the games themselves.[ citation needed ]

Aesthetic

3D model of a duck consisting of 220 polygons Low poly 3D duck.png
3D model of a duck consisting of 220 polygons

Models that are said to be low poly often appear blocky and simple while still maintaining the basic shape of what they are meant to represent. With computer graphics getting more powerful, it has become increasingly computationally cheap to render low poly graphics. Some artists use the resulting low-detail from a low polygon count as an aesthetic rather than as an optimization technique. [6] They are often used by indie developers due to being faster and cheaper to create.[ citation needed ] In addition, there is an element of nostalgia to low poly styles, hearkening to older video game consoles such as the Nintendo 64 or the PlayStation. Since they often achieve a certain retro style, serving as a 3-Dimensional analog to the 2-Dimensional pixel art.[ citation needed ]

History

Low poly as a relative term

There is no defined threshold for a mesh to be low poly; low poly is always a relative term and depends on (amongst other factors):[ citation needed ]

As computing power inevitably increases, the number of polygons that can be used increases too. For example, Super Mario 64 would be considered low poly today, but was considered a stunning achievement when it was released in 1996. Similarly, in 2018, using hundreds of polygons on a leaf in the background of a scene would be considered high poly, but using that many polygons on the main character would be considered low poly. In this way, there is a relativism between the importance of objects and their graphical quality. More important objects such as Non-player characters usually contain a higher amount of detail than less important objects, which are often small or in the background, like a blade of grass. This relativism is subverted when low-poly is used as an intentional aesthetic style: every object shares the simplicity that a low number of polygons brings, making the distinction between important features and unimportant features less clear.[ citation needed ]

Example of using low poly stylistically for a camping scene 3D-Low-Poly-Nature-Scene.svg
Example of using low poly stylistically for a camping scene

Emergence as an aesthetic style

Low poly graphics emerged around late 2013 as a specific style when content creators began to redefine the difference between high-poly and low-poly. Instead of using a low number of polygons as a necessity, creators like Timothy J. Reynolds recognized how the usage of fewer polygons sharpens the focus on essential artistic elements like form, lighting, and texture. [7] The emergence of the style is somewhat similar to earlier artistic movements where artists like Paul Cézanne tried to decompose objects into geometric shapes. The low poly style seeks to highlight the idea that the world can be represented by a composition of shapes, which makes it a self aware style that is intentionally vague.[ citation needed ]

In video games

Video game graphics from the fifth generation of video game consoles, during which some of the first consoles capable of rendering 3D graphics were released, used low poly modeling due to technological limitations. As graphics and console rendering power improved however, the vast majority of video games moved on to more realistic graphics with higher polygon counts, though low poly models are still frequently used for smaller, less-detailed objects that are not intended to be focused on.

The use of low poly graphics as a unique art direction in video games emerged around the late 2000s or early-to-mid 2010s. The oldest game on the popular game distribution service Steam with the tag "low poly" is Mirror Moon EP, a space-themed exploration game with an emphasis on the low poly style, which was released in September 2013. In 2014, Richard Whitelock published Into this Wylde Abyss, a short, story driven survival game with a similarly low poly style. Since then, the number of low poly games has expanded quickly; from 2014 to 2018, there were 244 titles published on Steam using the low poly tag.

Use in video games

Although it has gained some traction in the art world, low poly is a much more established style in video games, most commonly indie games, since it gives the game fairly unique visuals and less-demanding graphics while also reducing development time. It is also sometimes used in tandem with visual or graphical effects to evoke or directly imitate video game graphics from the fifth generation of video game consoles.

Some of the most notable low poly games released since the late-2010s include Superhot , Necropolis , Grow Up , Totally Accurate Battle Simulator , Totally Accurate Battlegrounds , Ravenfield , and BattleBit Remastered .

Low poly meshes in physics engines

Physics engines have presented a new role for low poly meshes. Simpler meshes allow for less complex collision detection calculations where extra detail would be unnecessary.

See also

Related Research Articles

<span class="mw-page-title-main">Vector graphics</span> Computer graphics images defined by points, lines and curves

Vector graphics are a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector display and printing hardware, vector data models and file formats, as well as the software based on these data models. Vector graphics is an alternative to raster or bitmap graphics, with each having advantages and disadvantages in specific situations.

<span class="mw-page-title-main">Wire-frame model</span> Representation of a 3D object with only its edges rendered

A wire-frame model, also wireframe model, is a visual representation of a three-dimensional (3D) physical object used in 3D computer graphics. It is created by specifying each edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent vertices using (straight) lines or curves. The object is projected into screen space and rendered by drawing lines at the location of each edge. The term "wire frame" comes from designers using metal wire to represent the three-dimensional shape of solid objects. 3D wire frame computer models allow for the construction and manipulation of solids and solid surfaces. 3D solid modeling efficiently draws higher quality representations of solids than conventional line drawing.

<span class="mw-page-title-main">Texture mapping</span> Method of defining surface detail on a computer-generated graphic or 3D model

Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color.

Polygons are used in computer graphics to compose images that are three-dimensional in appearance. Polygons are built up of vertices, and are typically used as triangles.

Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment. It has modeling capabilities and a flexible plugin architecture and must be used on the Microsoft Windows platform. It is frequently used by video game developers, many TV commercial studios, and architectural visualization studios. It is also used for movie effects and movie pre-visualization. 3ds Max features shaders, dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, a customizable user interface, and its own scripting language.

<span class="mw-page-title-main">Normal mapping</span> Texture mapping technique

In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map.

2.5D perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little or no access to a third dimension in a space that otherwise appears to be three-dimensional and is often simulated and rendered in a 3D digital environment.

<span class="mw-page-title-main">Polygon mesh</span> Set of polygons to define a 3D model

In 3D computer graphics and solid modeling, a polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object. The faces usually consist of triangles, quadrilaterals (quads), or other simple convex polygons (n-gons), since this simplifies rendering, but may also be more generally composed of concave polygons, or even polygons with holes.

In computer graphics, level of detail (LOD) refers to the complexity of a 3D model representation. LOD can be decreased as the model moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. LOD techniques increase the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast.

<span class="mw-page-title-main">Real-time computer graphics</span> Sub-field of computer graphics

Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion.

<span class="mw-page-title-main">Software rendering</span> Generating images by computer software

Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU. Rendering everything with the (general-purpose) CPU has the main advantage that it is not restricted to the (limited) capabilities of graphics hardware, but the disadvantage is that more transistors are needed to obtain the same speed.

<span class="mw-page-title-main">Polygonal modeling</span> Object modeling method

In 3D computer graphics, polygonal modeling is an approach for modeling objects by representing or approximating their surfaces using polygon meshes. Polygonal modeling is well suited to scanline rendering and is therefore the method of choice for real-time computer graphics. Alternate methods of representing 3D objects include NURBS surfaces, subdivision surfaces, and equation-based representations used in ray tracers.

<span class="mw-page-title-main">Draw distance</span> Distance of objects drawn by a rendering engine

In computer graphics, draw distance is the maximum distance of objects in a three-dimensional scene that are drawn by the rendering engine. Polygons that lie beyond the draw distance will not be drawn to the screen.

<span class="mw-page-title-main">Digital sculpting</span> Use of software to manipulate a digital object

Digital sculpting, also known as sculpt modeling or 3D sculpting, is the use of software that offers tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay.

<span class="mw-page-title-main">3D computer graphics</span> Graphics that use a three-dimensional representation of geometric data

3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time.

<span class="mw-page-title-main">Isometric video game graphics</span> Type of video game graphics

Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the x, y, and z axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with dimetric projection and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", "2.5D", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts.

A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units.

<span class="mw-page-title-main">3D modeling</span> Form of computer-aided engineering

In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.

This is a glossary of terms relating to computer graphics.

References

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  6. "Low Poly Art - Notes on Design". Sessions College. 15 January 2015. Retrieved 29 November 2018.
  7. "It's the Polygons You Don't See, The Low Poly Art of Timothy J. Reynolds". Lesterbanks. 5 March 2014. Retrieved 9 May 2019.