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Modeling Pittsburgh...With the Fewest Possible Polygons Kevin Abt Student I have been intrigued by 3D imagery since the early video games like Starfox and Doom. In trying to reproduce similar effects, I was surprised to find how simple it can be. Many of the techniques are very straightforward and easily put into action. Others can be more complex and time consuming, but not terribly difficult to create. I was approached to create a low polygon model of the city of Pittsburgh that could be used in an interactive demonstration/exhibit for travelers visiting the city. I was eager to do it but daunted by the scale of the project. Downtown Pittsburgh has more than 400 buildings large and small, hundreds of roads, dozens of bridges and many complex park areas. A large part of the challenge is making all these things with the fewest possible polygons and the smallest textures I can manage due to limitations in processing power. Computers can only handle a certain number of polygons and texture maps in real time as any 3D artist can tell you. I am still in the process of making the model but I have already found many interesting techniques.

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Modeling Pittsburgh...with the fewest possible polygons

Abt, Kevin
ACM SIGGRAPH Computer Graphics , Volume 37 (1)
Association for Computing MachineryFeb 1, 2003

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