Difference between revisions of "Rendering"

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(Rendering Articles: A Trip Down The LoL Graphics Pipeline)
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== Rendering Articles ==
 
== Rendering Articles ==
* [http://www.polycount.com/forum/showthread.php?t=148473 life of a triangle (GPU rasterization)] on the Polycount Forums.
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* [https://engineering.riotgames.com/news/trip-down-lol-graphics-pipeline A Trip Down The LoL Graphics Pipeline] by Riot Games Engineering.
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* [http://polycount.com/discussion/148473/life-of-a-triangle-gpu-rasterization/p1 life of a triangle (GPU rasterization)] on the Polycount Forums.
 
* [http://simonschreibt.de/gat/renderhell/ Render Hell 1.1] by Simon Schreibt.
 
* [http://simonschreibt.de/gat/renderhell/ Render Hell 1.1] by Simon Schreibt.
 
* [http://simonschreibt.de/game-art-tricks/ Game Art Tricks] by Simon Schreibt. See also the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?p=1759176 Article: Game Art Art].
 
* [http://simonschreibt.de/game-art-tricks/ Game Art Tricks] by Simon Schreibt. See also the Polycount Forum thread [http://www.polycount.com/forum/showthread.php?p=1759176 Article: Game Art Art].
 
* [http://www.fxguide.com/featured/the-state-of-rendering/ The State of Rendering] by Mike Seymour at fxguide.com - a great overview of rendering techniques, mostly those used in the VFX industry, but it provides an excellent background for bleeding-edge games-related rendering techniques.
 
* [http://www.fxguide.com/featured/the-state-of-rendering/ The State of Rendering] by Mike Seymour at fxguide.com - a great overview of rendering techniques, mostly those used in the VFX industry, but it provides an excellent background for bleeding-edge games-related rendering techniques.
* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] - a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the [http://www.polycount.com/forum/showthread.php?p=1226770#post1226770 Polycount thread] about this article, [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well.
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* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] - a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the [http://polycount.com/discussion/comment/1226770/#Comment_1226770 Polycount thread] about this article, [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well.
 
* [[Model Presentation]] Polycount wiki page has links to rendering tutorials.
 
* [[Model Presentation]] Polycount wiki page has links to rendering tutorials.
 
* [[Whitepapers]] has conference proceedings and research papers about game graphics.
 
* [[Whitepapers]] has conference proceedings and research papers about game graphics.

Revision as of 07:54, 19 January 2017

Topics explaining how game engines render an artist's artwork.

Rendering Techniques

Rendering for games usually means the scene has to be rendered in real-time, in response to the player changing the 3D world.

In real-time rendering, the scene needs to be re-rendered very quickly, at least 30 frames per second (fps). Rendering techniques for games are speedy hacks, they are "close enough" to create good results, without taking minutes or hours to render each frame.

Rendering for games is constantly evolving, as new consumer hardware gets faster and faster, allowing graphics programmers to implement ever-better rendering features. Games are increasingly adding rendering techniques that were once only used for non-real-time special effects rendering in movies and commercials.


  • Physically Based Rendering (PBR).

Rendering Articles



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