Difference between revisions of "Category:Rendering"

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== Game Rendering Terms ==
 
== Game Rendering Terms ==
 
It helps to understand the terms a graphics programmer uses, so you can talk the talk.
 
It helps to understand the terms a graphics programmer uses, so you can talk the talk.
 
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* Draw call
; Draw call : definition here
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* Texture fetch
; Texture fetch : definition here
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* Fill rate
; Fill rate : definition here
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* Transform cost
; Transform cost : definition here
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* Frame rate
; Frame rate : definition here
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* Frame buffer
; Frame buffer : definition here
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* VRAM, video memory
; VRAM, video memory : definition here
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* vertex shader
; GPU : The Graphics Processing Unit is a parallel processor for floating point operations; it's the heart & soul of your graphics card. It's mostly used for rendering calculations, but it can also be tricked into doing physics, particle systems, vertex skinning, real-time texture compression, etc. It frees the CPU (Central Processing Unit) to handle the rest of the processing tasks in the game like transforms, AI, sound, etc.
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* pixel shader
; Vertex Cache : definition here
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; Vertex Shader : definition here
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; Pixel Shader : definition here
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; Culling : If the view camera (the viewer's eye) can't see it, don't bother processing it and only worry about what the view camera can see.
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;  : Trivial Accept/Reject Culling, Back-Face Culling, Occlusion Culling, Clipping.
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; Z-buffer, Depth Buffer : definition here
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Threads to distill:
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* [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)]
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* [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?]
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* [[Polygon Count]]
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* [http://www.devmaster.net/wiki/Main_Page#Graphics DevMaster wiki Graphics topics]
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== Offline Rendering vs. Real-Time Rendering ==
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* ''"Offline rendering systems, such as those used in CAD applications, stress accuracy over frame rate... each frame of animation might take hours to render. Real-time renderers, like game engines and simulators, tend to emphasize constant frame rate to keep animations smooth and fluid, and are willing to sacrifice both geometric and texture detail in order to do this."'' - from the [http://www.extremetech.com/article2/0,3973,9722,00.asp ExtremeTech 3D Pipeline Tutorial] by [http://www.extremetech.com/author_bio/0,1728,a%253D234,00.asp Dave Salvator]
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== Game Rendering Primers ==
 
== Game Rendering Primers ==
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* [http://www.extremetech.com/article2/0,3973,9722,00.asp ExtremeTech 3D Pipeline Tutorial] - by [http://www.extremetech.com/author_bio/0,1728,a%253D234,00.asp Dave Salvator]
 
* [http://www.extremetech.com/article2/0,3973,9722,00.asp ExtremeTech 3D Pipeline Tutorial] - by [http://www.extremetech.com/author_bio/0,1728,a%253D234,00.asp Dave Salvator]
  
<<BR>>
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<br>
 
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]]
 
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]]

Revision as of 06:44, 20 May 2010

Category: Rendering

This page is to help game artists understand how a game engine renders their artwork.

Game Rendering Terms

It helps to understand the terms a graphics programmer uses, so you can talk the talk.

  • Draw call
  • Texture fetch
  • Fill rate
  • Transform cost
  • Frame rate
  • Frame buffer
  • VRAM, video memory
  • vertex shader
  • pixel shader

Game Rendering Primers

These articles help artists understand how game engines work, so they can learn how to build art that performs better.


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