Constraints
Polygon count & file size
Their are lots of advantages to making 3d graphics compared to 2d graphics, however their are limitations to making 3d graphics which might not occur in 2d. For example, when creating 3d graphics yuo have to consider your poly count? Your poly count is the amount of poly’s being rendered per frame, you render your 3d graphics in a wire frame state first rather than shaded because it is much quicker. The poly’s are what make up the 3d object and the more complex and detailed the object the higher the poly count will be.
Another problem with having a high poly count is that the file size will be very high, an this general means you will need a high quality CPU (Central processing unit) to render your work. The better the CPU the more poly’s it can handle and render at once so this gives you quicker work pace but this type of high end equipment has a high end price tag and is expensive so not everyone can afford this type of equipment.
Polygons vs Triangles
Triangles are polygons, but polygons aren't necessarily triangles. All polygons that have more than 3 sides can be broken down into triangles. The polygon count is the total number of all polygons ( including triangles ), while for the triangle count, the polygons are broken down into triangles, so it's not longer a mix of n-sided polygons and triangles, it's all triangles. For instance, say there is 1 quad, and 1 triangle in a scene. The poly count would be 2, but the triangle count would be 3 because a quad is broken down into 2 triangles.
Triangle count vs Vertex Count
For GPUs, all that matters is how many vertices need to be processed, and how much of the screen the triangle will be covering.
It's true that 4 vertices may form 2 triangles, or it may form up to 4 triangles (i.e. overlapping each other) and the latter will cause the GPU to process the same 4 vertices more times. However modern GPUs have large enough caches that will store the result of the vertex, making this problem meaningless. Any decent exporter (or even the modeling application) will be arranging the vertices in a cache-friendly way. It's not something the artist has to worry about.
Rendering Time
Rendering an animation can ber very time consuming and take hours. Their are ways of avoiding this when you just want to render your animation so you can test the motion and tweak it to the way you want. When you just want test this you should turn off everything that isnt neccersary and will slow down the process like all the detialed shading or hide all enviromental objects that are not needed. These techniques can reduce rendering times by a lot.
Real Time
Occurring immediately. The term is used to describe a number of different computer features. For example, real-time operating systems are systems that respond to input immediately. They are used for such tasks as navigation, in which the computer must react to a steady flow of new information without interruption. Most general-purpose operating systems are not real-time because they can take a few seconds, or even minutes, to react.
Real time can also refer to events simulated by a computer at the same speed that they would occur in real life. In graphics animation, for example, a real-time program would display objects moving across the screen at the same speed that they would actually move.
Non Real Time
Sometimes abbreviated as NRT, non-real time is a term used to describe a process or event that does not occur immediately. For example, a forum can be considered non-real time as responses often do not occur immediately and can sometimes take hours or days.
Relection/Scattering
Light scattering is simply millions of reflections but in different directions cause by the rough surface its bouncing off of. Reflection is light that is bouncing off a smooth object at the same angle as it came in but in the opposite direction. Refraction is caused by light slowing down while traveling through an object which causes it to change direction slightly.
Shading
Shading refers to depicting depth in 3D models or illustrations by varying levels of darkness.
Bibliography
Polycount, file size & Rendering time - http://bigcostas.wordpress.com/limitations-of-3d-poly-count-file-size-and-rendering-times/
Tri's vs Polys - http://forums.cgsociety.org/archive/index.php/t-7499.html
Real-time - http://www.webopedia.com/TERM/R/real_time.html
Non real time - http://www.computerhope.com/jargon/n/nrt.htm
Light Scattering - http://answers.yahoo.com/question/index?qid=20090903162723AALjuK5
Shading - http://shading.askdefine.com/
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