| It isn't just tooling. > At render time, though, you need to use a bunch of extra tricks to get the right smoothing Nurbs or any smooth geometry needs to be subdivided too. You can set levels, max size of polygons, smoothness constraints subdivide based on the pixel size from the camera projection or any combination. In practice this is not a problem for polygons or nurbs. > - bump/texture mapping, This is orthogonal to the geometry type, with the exception that UV coordinates are far easier to deal with with polygons. > increased subdivision, There isn't any increased subdivision, both geometry types need to subdivided. Blue Sky's renderer raytraced nurbs directly but this isn't generally as good as just tracing subdivided polygons. Polygonal geometry, even subdivided, is typically not a big part of memory or time in rendering in all but the most pathological cases. 4k would still mean that one polygon per pixel would be 8 million polygons, which is going to pale in comparison to texture data typically. |
Not true; lots of smooth surfaces, including NURBS, can be and are ray traced without subdividing.
> Polygonal geometry, even subdivided, is typically not a big part of memory or time in rendering in all but the most pathological cases.
I don’t buy this either, speaking from experience using multiple commercial renderers. It is true that texture is larger, but not true that polygonal geometry is not a big part of memory consumption. RenderMan, for example, does adaptive tessellation of displacement mapped surfaces because they will run out of memory with a uniform displacement.
The balance of geometry vs texture usages is also changing right now with GPU ray tracers, and geometry is taking up a larger portion because it has to be resident for intersection, while textures can be paged.