GameRenderingTerminology
From polycount
Revision as of 20:00, 31 December 1969 by (Talk)
Game Rendering Terminology
It helps to understand the terms a graphics programmer uses, so you can talk the talk.
- Draw call
- definition here
- Texture fetch
- definition here
- Fill rate
- definition here
- Transform cost
- definition here
- Frame rate
- definition here
- Frame buffer
- definition here
- VRAM, video memory
- definition here
- 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.
- Vertex Cache
- definition here
- Vertex Shader
- definition here
- Pixel Shader
- definition here
- 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
- definition here
Threads to distill:
- FAQ: Game art optimisation (do polygon counts really matter?)
- How many textures per model is too many?
- Polygon Count
- DevMaster wiki Graphics topics
<
>