to get interactive frame rates
the rendering time was the limiting factor, so research focused on minimizing
the polygon count
rendering hardware becomes faster, the strict “number” of polygons is no
longer a grave concern -- we need to look at other bottlenecks. Therefore, recent
methods focus on geometry regularity, optimized for graphics hardware.
we see the evolution of this idea:
was very good at minimizing the number of triangles drawn to the screen, at
the expense of having highly irregular geometry
had a somewhat more regular layout of the geometry, but triangle size was
dependent on the topography of the terrain
has highly regular triangle sizes, irrespective of the terrain itself.