Published on Jan 29, 2020

Low Poly Art Background Images

License Info: Creative Commons 4.0 BY-NC
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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.

==Necessity for lowfor 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.

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.

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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. 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.

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