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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|  [[Game Rendering Primers]]  
 
|  [[Game Rendering Primers]]  
 
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== Game Rendering Primers ==
 
These articles help artists understand how game engines work, so they can learn how to build art that performs better.
 
 
* [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]
 
* [http://www.ericchadwick.com/examples/provost/byf2.html Beautiful, Yet Friendly Part 2: Maximizing Efficiency] - by [http://ca.linkedin.com/in/gprovost Guillaume Provost]
 
* [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]
 
* [http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/ The Direct3D Graphics Pipeline] - by [http://www.xmission.com/~legalize Richard Thomson]
 
  
 
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* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]]
 
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]]

Revision as of 15:15, 27 June 2010

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

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