Difference between revisions of "Category:Rendering"

From polycount
Jump to: navigation, search
(thread links)
(removing categories)
 
(27 intermediate revisions by 3 users not shown)
Line 1: Line 1:
__NOTOC__
+
Topics explaining how game engines render an artist's artwork.
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]]
+
 
+
= 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.
+
 
+
Terms to define:
+
* Draw call
+
* Texture fetch (see )
+
* Fill rate
+
* Transform cost
+
* Frame rate
+
* Frame buffer
+
* VRAM, video memory
+
* vertex shader
+
* pixel shader
+
 
+
Threads to distill:
+
* [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)]
+
* [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?]
+
* ["Polygon Count"]
+
 
+
== Game Rendering Primers ==
+
These articles help artists understand how game engines work, so they can learn how to build art that performs better.
+
 
+
* [http://www.ericchadwick.com/examples/provost/byf1.html Beautiful, Yet Friendly Part 1: Stop Hitting the Bottleneck] - by [http://ca.linkedin.com/in/gprovost Guillaume Provost]
+
* [http://www.ericchadwick.com/examples/provost/byf2.html Beautiful, Yet Friendly Part 2: Maximizing Efficiency] - by [http://ca.linkedin.com/in/gprovost Guillaume Provost]
+
* [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>
+
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]]
+

Latest revision as of 19:17, 27 May 2016

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

Personal tools
Namespaces

Variants
Actions
Navigation
Tools