TheUsualAlex Posted July 29, 2002 Share Posted July 29, 2002 In what case scenerio would tristrip be used in a model or effects animation? What is its advantage over a quad strips (aside from much predictable deformation and subdividing)? Thanks, Alex Quote Link to comment Share on other sites More sharing options...
miguel m Posted July 30, 2002 Share Posted July 30, 2002 Hi, I'd only use triangles for games geometry or some other realtime stuff that may require triangles for faster rendering. I believe prman for instance runs slower rendering a triangle mesh than the cuad counterpart. As for subdivision, well i think that triangles always give more convoluted and irregular subdivided meshes. Not sure, maybe I'm completely off. Quote Link to comment Share on other sites More sharing options...
George Posted July 30, 2002 Share Posted July 30, 2002 As far as I know, tristrips are mostly advantageous for realtime rendering applications. Usually games will have models built out of tristrips. The advantage is that you can send down fewer vertices to the video card. The advantage over quadstrips is that video cards, in general, support triangles, while quads have to be triangulated before rendering. Hope this helps. Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted July 30, 2002 Author Share Posted July 30, 2002 So.... is it more efficient to convert a quad geometry to tri-strip before rendering? Or does it not really mattered? Quote Link to comment Share on other sites More sharing options...
miguel m Posted July 30, 2002 Share Posted July 30, 2002 If your quads are mostly flat i think it's at least redundant to output them as triangles. I could be slower too for the renderer to parse the file since you're outputting double number of plygons Quote Link to comment Share on other sites More sharing options...
George Posted July 30, 2002 Share Posted July 30, 2002 I believe that the advantage of converting quads to tristrips is only relevant when you are talking about hardware rendering. Sorry if that wasn't clear in my earlier post. Quote Link to comment Share on other sites More sharing options...
danteA Posted July 30, 2002 Share Posted July 30, 2002 I think what BoBoFancy is really saying is that you just get faster tumbling and that's about it if you're not plugging into a games engine of some sort. Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted July 30, 2002 Author Share Posted July 30, 2002 Eh. Understood. Thank you. Quote Link to comment Share on other sites More sharing options...
Jason Posted July 30, 2002 Share Posted July 30, 2002 Any renderer would prefer to render poly triangles than poly quads. It often makes the raytracing more robust too. Many renderers will internally tessellate your poly geometry to tri's anyway. Meshes and parametric surfaces (NURBS, Bezier patches, etc), however, should *not* be made into poly's. Meshes/parametric surfaces provide very good derivatives which improve shading quality. Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted July 30, 2002 Author Share Posted July 30, 2002 Thank you, Jason. So, I gather that it isn't really necessary to convert my character into a tristrip before rendering? Quote Link to comment Share on other sites More sharing options...
miguel m Posted July 30, 2002 Share Posted July 30, 2002 prman must be the exception to the rule, app. note 11. PhotoRealistic RenderMan is designed and optimized to handle rectangular regions, and one of the results is that a triangle is rendered at the same speed as a rectangle which is twice the size. Looked at another way, triangles render at half the speed of rectangles. Quote Link to comment Share on other sites More sharing options...
Jason Posted July 30, 2002 Share Posted July 30, 2002 Oh - that's a surprise. Well, in fact, not really I guess. Maybe I'm just not thinking clearly this morning... I guess I should've said "a raytracer". I guess mantra AND prman would do better with rectangles when it comes to the primary dicing of the surfaces when creating the micropolys for shading. I guess this would be because the patches are split parameterically and splitting a rectangle down U or V would be more efficient than a triangle. However, when mantra is raytracing I'm pretty sure it'd prefer triangles because ray intersection code is most efficient and robust against tri's. I hope I make sense now... :-) J. PS. also - i'm not sure about polygons with more than 4 points... but i'd guess those get less reliable.. Quote Link to comment Share on other sites More sharing options...
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