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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* 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.
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* z-buffer, Depth Buffer
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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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== Offline Rendering vs. Real-Time Rendering ==
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* ''"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]
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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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