Difference between revisions of "Category:Rendering"

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Topics explaining how game engines render an artist's artwork.
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]]
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= Category: Rendering =
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This page is to help game artists understand how a game engine renders their artwork.
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== Game Rendering Terms ==
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It helps to understand the terms a graphics programmer uses, so you can talk the talk.
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Terms to define:
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* Draw call
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* Texture fetch (see )
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* Fill rate
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* Transform cost
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* Frame rate
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* Frame buffer
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* VRAM, video memory
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* vertex shader
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* pixel shader
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Threads to distill:
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* [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)]
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* [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?]
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* ["Polygon Count"]
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== Game Rendering Primers ==
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These articles help artists understand how game engines work, so they can learn how to build art that performs better.
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* [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 Beautiful, Yet Friendly Part 2: Maximizing Efficiency] - by [http://ca.linkedin.com/in/gprovost Guillaume Provost]
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* [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]
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<br>
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* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]]
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Latest revision as of 20:17, 27 May 2016

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

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