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. | ||
− | + | * Draw call | |
− | + | * Texture fetch | |
− | + | * Fill rate | |
− | + | * Transform cost | |
− | + | * Frame rate | |
− | + | * Frame buffer | |
− | + | * VRAM, video memory | |
− | + | * vertex shader | |
− | + | * pixel shader | |
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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] | ||
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* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]] | * [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]] |
Revision as of 06:44, 20 May 2010
- Main Page > >
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.
- Beautiful, Yet Friendly Part 1: Stop Hitting the Bottleneck - by Guillaume Provost
- Beautiful, Yet Friendly Part 2: Maximizing Efficiency - by Guillaume Provost
- ExtremeTech 3D Pipeline Tutorial - by Dave Salvator
- Main Page > >
Pages in category "Rendering"
The following 37 pages are in this category, out of 37 total.
BFGHM |
OPQR |
R cont.STVZ |