Difference between revisions of "GameRenderingTerminology"

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* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]] > [[Game Rendering Terminology]]
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= Game Rendering Terminology =
 
= Game Rendering Terminology =
It helps to understand the terms a graphics programmer uses, so you can talk the talk.
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These are terms every tech-savvy game artist should know.
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=== Batching ===
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[http://www.polycount.com/forum/showthread.php?t=155560 On Draw Calls & Batching]
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[http://docs.unity3d.com/Manual/DrawCallBatching.html Unity - Manual: Draw Call Batching]
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=== Culling ===
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(definition needed) 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.
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* Trivial Accept/Reject Culling
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* Back-Face Culling
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* Occlusion Culling
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* Clipping
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=== Draw Call ===
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[http://www.polycount.com/forum/showthread.php?t=155560 On Draw Calls & Batching]
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[http://docs.unity3d.com/Manual/DrawCallBatching.html Unity - Manual: Draw Call Batching]
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[http://www.polycount.com/forum/showthread.php?t=64325 Render Pass vs. Draw Call]
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[http://www.polycount.com/forum/showthread.php?t=126571 Pasting into alpha channel photoshop]
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=== Fill Rate ===
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(definition needed) Long thin triangles can [http://boards.polycount.net/showthread.php?p=886302#post886302 cause slower rendering].
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=== Frame Buffer ===
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(definition needed)
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=== Frame Rate ===
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(definition needed)
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=== GPU ===
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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.
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=== Pixel Shader ===
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(definition needed)
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=== T-Vertex ===
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(definition needed) T-vertices can cause gaps or seams.
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=== Texture Fetch ===
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(definition needed)
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=== Transform Cost ===
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(definition needed)
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=== Vertex Cache ===
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(definition needed)
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=== Vertex Shader ===
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(definition needed)
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=== Vertex Splits ===
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A ton of vertex splits can cause vertex cache misses.
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* [http://boards.polycount.net/showthread.php?p=767368#post767368 FAQ: Game art optimisation (do polygon counts really matter?)] on the Polycount forum
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* [http://www.ericchadwick.com/examples/provost/byf2.html#wts Welcome to Splitsville] from the article "Beautiful Yet Friendly" by Guillaume Provost
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* [[Category:Whitepapers]]#Game_Renderer_Articles
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* [http://www.polycount.com/forum/showthread.php?t=62562 What is UV count?] on the Polycount forum
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=== VRAM ===
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(definition needed) Video memory
  
; Draw call : definition here
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=== Z-Buffer ===
; Texture fetch : definition here
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(definition needed) Also known as the Depth Buffer.
; Fill rate : definition here
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; Transform cost : definition here
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; Frame rate : definition here
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; Frame buffer : definition here
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; VRAM, video memory : definition here
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; 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.
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; Vertex Cache : definition here
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; Vertex Shader : definition here
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; Pixel Shader : definition here
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; 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.
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;  : Trivial Accept/Reject Culling, Back-Face Culling, Occlusion Culling, Clipping.
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; Z-buffer, Depth Buffer : definition here
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Threads to distill:
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These are generally 16-bit buffers that store the depth of a pixel (in relation to it's distance from the camera) as a black & white value. See Wikipedia's [http://en.wikipedia.org/wiki/Z-buffering Z-buffering] page.
* [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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* [http://www.devmaster.net/wiki/Main_Page#Graphics DevMaster wiki Graphics topics]
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<<BR>>
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----
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]] > [[Game Rendering Terminology]]
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[[Category:Rendering]]

Latest revision as of 21:31, 26 July 2015

Game Rendering Terminology

These are terms every tech-savvy game artist should know.


Batching

On Draw Calls & Batching

Unity - Manual: Draw Call Batching


Culling

(definition needed) 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

Draw Call

On Draw Calls & Batching

Unity - Manual: Draw Call Batching

Render Pass vs. Draw Call

Pasting into alpha channel photoshop

Fill Rate

(definition needed) Long thin triangles can cause slower rendering.

Frame Buffer

(definition needed)

Frame Rate

(definition needed)

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.

Pixel Shader

(definition needed)

T-Vertex

(definition needed) T-vertices can cause gaps or seams.

Texture Fetch

(definition needed)

Transform Cost

(definition needed)

Vertex Cache

(definition needed)

Vertex Shader

(definition needed)

Vertex Splits

A ton of vertex splits can cause vertex cache misses.

VRAM

(definition needed) Video memory

Z-Buffer

(definition needed) Also known as the Depth Buffer.

These are generally 16-bit buffers that store the depth of a pixel (in relation to it's distance from the camera) as a black & white value. See Wikipedia's Z-buffering page.


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