Difference between revisions of "GameRenderingTerminology"

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== Glossary ==
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=== Batching ===
  
<pre><nowiki>#!wiki caution
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[http://www.polycount.com/forum/showthread.php?t=155560 On Draw Calls & Batching]
'''Needs Revision'''
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This page needs to be revised. The terms should be made into pages, then added to !CategoryGlossary. Then this page can use Inclusions.
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[http://docs.unity3d.com/Manual/DrawCallBatching.html Unity - Manual: Draw Call Batching]
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=== Draw Call ===
 
=== Draw Call ===
(definition needed)
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[http://www.polycount.com/forum/showthread.php?t=155560 On Draw Calls & Batching]
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[http://docs.unity3d.com/Manual/DrawCallBatching.html Unity - Manual: Draw Call Batching]
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[http://www.polycount.com/forum/showthread.php?t=64325 Render Pass vs. Draw Call]
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[http://www.polycount.com/forum/showthread.php?t=126571 Pasting into alpha channel photoshop]
  
 
=== Fill Rate ===
 
=== Fill Rate ===
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A ton of vertex splits can cause vertex cache misses.  
 
A ton of vertex splits can cause vertex cache misses.  
  
* [http://boards.polycount.net/showthread.php?p=767368#post767368 FAQ: Game art optimisation (do polygon counts really matter?)] on the Polycount forum.
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* [http://boards.polycount.net/showthread.php?p=767368#post767368 FAQ: Game art optimisation (do polygon counts really matter?)] on the Polycount forum
* [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]
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* [http://www.ericchadwick.com/examples/provost/byf2.html#wts Welcome to Splitsville] from the article "Beautiful Yet Friendly" by 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]
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* [[Category:Whitepapers]]#Game_Renderer_Articles
 
* [[Category:Whitepapers]]#Game_Renderer_Articles
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* [http://www.polycount.com/forum/showthread.php?t=62562 What is UV count?] on the Polycount forum
  
 
=== VRAM ===
 
=== VRAM ===

Latest revision as of 20:31, 26 July 2015

Game Rendering Terminology

These are terms every tech-savvy game artist should know.


Batching

On Draw Calls & Batching

Unity - Manual: Draw Call Batching


Culling

(definition needed) 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.

  • Trivial Accept/Reject Culling
  • Back-Face Culling
  • Occlusion Culling
  • Clipping

Draw Call

On Draw Calls & Batching

Unity - Manual: Draw Call Batching

Render Pass vs. Draw Call

Pasting into alpha channel photoshop

Fill Rate

(definition needed) Long thin triangles can cause slower rendering.

Frame Buffer

(definition needed)

Frame Rate

(definition needed)

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.

Pixel Shader

(definition needed)

T-Vertex

(definition needed) T-vertices can cause gaps or seams.

Texture Fetch

(definition needed)

Transform Cost

(definition needed)

Vertex Cache

(definition needed)

Vertex Shader

(definition needed)

Vertex Splits

A ton of vertex splits can cause vertex cache misses.

VRAM

(definition needed) Video memory

Z-Buffer

(definition needed) Also known as the Depth Buffer.

These are generally 16-bit buffers that store the depth of a pixel (in relation to it's distance from the camera) as a black & white value. See Wikipedia's Z-buffering page.


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