These applications create images by constructing 3-D polygons that describe an entire object (see chart, above).
Dozo's face was modeled in clay, then digitized into a computer as 20, 000 tiny polygons.
Really, there was only one loosely assembled collection of polygons worth crushing on, Lara Croft.
Dreamcast should be able to manipulate a stunning 3.2 million polygons every second.
He multiplied 1m pixels by 80 polygons to come up with the figure of 80m in his famous line.
Polygons are simply defined by their corners and their intersections with other polygons.
Its latest chips can render hundreds of millions of polygons per second, up from 1 million per second ten years ago.
In fact, much of the furniture and settings in the 324-page catalog are simply a collection of pixels and polygons arranged on a computer.
Instead of displaying the pixels and textures in a game, 3D machine vision is pulling in those polygons and textures into the compute device.
Many developers weaned on polygons found the tools provided for the first generation of PowerVR chips (which came out in 1996) hard to work with.
The polygons are smooth and remain fluid during fast movement.
When objects are described with mathematically defined curves, however, the computer can decide how many polygons to draw, depending on how far away the object is meant to be.
When objects are made up of a set number of polygons, the computer usually has to draw them all regardless of whether the object is right up front or a mile away.
No amount of polygons will ever match that.
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Then, rather than building polygons that are mostly invisible on top of each other, the engineers devised a way to render in each tile only graphic data that are actually visible at a given moment.
Even though these graphics chips whip up close to 1 million polygons a second, they bog down in the data, which can travel only so fast between the graphics accelerator and the memory chips nearby.
The fact that Sony spent so much time on this game shows that PS4 is not just going to be about bigger explosions and more polygons on screen (although those will occur in other games).
With the several megabits of needed data stored momentarily on the PowerVR itself, the chip runs at 3 million polygons a second -- three times as fast as the latest arcade games, and 15 times the speed of Sony's PlayStation.
The limited number of polygons means that speeding up one of these systems to refresh the screen 60 times a second, as is needed to smoothly render fast-action scenes, requires cutting the number of polygons per screen to the point where detail suffers.
Hand gestures, whether the baton-traced polygons of the textbooks or the mysterious finger-flickerings of Mr Gergiev and Mr Abbado, are construed less as specific directions than as signs of a kind of ultra-responsive listening, a listening which feeds back into how the players hear each other.
The graphics haven't been completely updated (the cars are basically still just standard polygons), but the UI is cleaner, a physics engine has been added in with power-ups and other goodies, and there is a really robust replay system, which lets players save their best shots and stunts on video, and edit and upload those to YouTube and other video sharing services.
The PlayStation was technologically impressive, with its ability to splash over 300, 000 polygons on a television screen in a single second. (Nearly all videogame graphics are composed of polygons so "polygons per second" is a rough and ready measure of a machine's power.) Perhaps more important, Sony carefully forged and nurtured good relationships with third-party software developers, ensuring a steady supply of great games for its system.
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