Difference between revisions of "Category:Rendering"

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(moving "offline rendering vs. real-time rendering" to it's own page)
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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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{| border="1" cellpadding="2" cellspacing="0"
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|  [[Game Rendering Terminology]]
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|-
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|  [[Offline vs. Real-Time Rendering]]
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|-
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|  [[Game Rendering Primers]]
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|}
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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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* [http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/ The Direct3D Graphics Pipeline] - by [http://www.xmission.com/~legalize Richard Thomson]
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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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