Difference between revisions of "Category:Rendering"

From polycount
Jump to: navigation, search
(thread links)
(more terms, offline rendering)
Line 18: Line 18:
 
* vertex shader
 
* vertex shader
 
* pixel shader
 
* pixel shader
 +
* culling<br> 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.
 +
* z-buffer, Depth Buffer
  
 
Threads to distill:
 
Threads to distill:
Line 23: Line 25:
 
* [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?]
 
* [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?]
 
* ["Polygon Count"]
 
* ["Polygon Count"]
 +
 +
== Offline Rendering vs. Real-Time Rendering ==
 +
 +
* ''"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]
  
 
== Game Rendering Primers ==
 
== Game Rendering Primers ==

Revision as of 17:16, 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.

Terms to define:

  • Draw call
  • Texture fetch (see )
  • Fill rate
  • Transform cost
  • Frame rate
  • Frame buffer
  • VRAM, video memory
  • vertex shader
  • pixel shader
  • 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. # Trivial Accept/Reject Culling, Back-Face Culling, Occlusion Culling, Clipping.
  • z-buffer, Depth Buffer

Threads to distill:

Offline Rendering vs. Real-Time Rendering

  • "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 ExtremeTech 3D Pipeline Tutorial by Dave Salvator

Game Rendering Primers

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


Personal tools
Namespaces

Variants
Actions
Navigation
Tools