Справочник Пользователя для Magnavox Trigger Happy

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Trigger Happy 
226 
 
polygons’ very ubiquity will lead to their immolation. 
Sony’s PlayStation2 draws about seventy million 
polygons per second, which is roughly equivalent to the 
total number of pixels on the screen.
32
 Hardware is thus 
getting very close to being able to provide so many 
polygons that to all intents and purposes they will soon 
vanish, collapsing back into the original cosmic 
building blocks. They will become, in effect, the 
modest, invis-ible atoms of videogame reality. 
 
The user illusion 
But even with modern videogames’ zillions of 
polygons—and their weird mathematical progeny: 
voxels, non-uniform rational B-splines and other 
computational flora
33
—they still need to make use of 
tricks and misdirections borrowed from painting in 
order to achieve the dream of fooling the player into 
believing in an imaginary world. 
These are tricks that persuade us we are looking 
into the screen or canvas, rather than just looking at it. 
_________________ 
32 The number of polygons drawn per second is a theoretical maximum, of 
course, ignoring shading and lighting effects, and we are assuming a screen 
resolution of a million pixels at a frame rate of 60 fps. 
33 Voxels is short for “volumetric pixels”—tiny graphic building blocks 
that are already three-dimensional; B-splines are curved surfaces described 
not by polygonal approximations, but by clumps of polynomial equations.