Difference between revisions of "Category:Rendering"

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(<<TableOfContents>>, Rendering Techniques)
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= Category Rendering =
 
= Category Rendering =
 
Topics explaining how game engines render an artist's artwork.
 
Topics explaining how game engines render an artist's artwork.
  
== Pages in This Category ==
 
  
  
== Articles ==
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== Rendering Techniques ==
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=== Global Illumination (GI) ===
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=== Image Based Lighting (IBL) ===
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=== Physically Based Rendering (PBR) ===
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== Rendering Articles ==
 
* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] is 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.
 
* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] is 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.
 
* [[Model Presentation]] Polycount wiki page has links to rendering tutorials.
 
* [[Model Presentation]] Polycount wiki page has links to rendering tutorials.
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== Pages in This Category ==
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[[Category:Technology]]
 
[[Category:Technology]]

Revision as of 08:42, 21 September 2013

Category Rendering

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


Rendering Techniques

Global Illumination (GI)

Image Based Lighting (IBL)

Physically Based Rendering (PBR)

Rendering Articles

Pages in This Category

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