Difference between revisions of "Category:Rendering"
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== Offline Rendering vs. Real-Time Rendering == | == Offline Rendering vs. Real-Time Rendering == |
Revision as of 14:09, 27 June 2010
- Main Page > >
Category: Rendering
This page is to help game artists understand how a game engine renders their artwork.
Game Rendering Terminology |
Offline vs. Real-Time Rendering |
Game Rendering Primers |
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.
- Beautiful, Yet Friendly Part 1: Stop Hitting the Bottleneck - by Guillaume Provost
- Beautiful, Yet Friendly Part 2: Maximizing Efficiency - by Guillaume Provost
- ExtremeTech 3D Pipeline Tutorial - by Dave Salvator
- The Direct3D Graphics Pipeline - by Richard Thomson
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- Main Page > >
Pages in category "Rendering"
The following 37 pages are in this category, out of 37 total.
BFGHM |
OPQR |
R cont.STVZ |