Difference between revisions of "Rendering"

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(Rendering Articles: A Trip Down The LoL Graphics Pipeline)
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Rendering for games is constantly evolving, as new consumer hardware gets faster and faster, allowing graphics programmers to implement ever-better rendering features. Games are increasingly adding rendering techniques that were once only used for non-real-time special effects rendering in movies and commercials.
 
Rendering for games is constantly evolving, as new consumer hardware gets faster and faster, allowing graphics programmers to implement ever-better rendering features. Games are increasingly adding rendering techniques that were once only used for non-real-time special effects rendering in movies and commercials.
  
 
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* Lambert Shading
 +
* Gourard Shading
 +
* Phong Shading
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* Blinn-Phong Shading
 +
* Non-Photorealistic Rendering (NPR)
 
* Physically Based Rendering ([[PBR]]).
 
* Physically Based Rendering ([[PBR]]).
  

Revision as of 17:50, 29 June 2021

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

Rendering Techniques

Rendering for games usually means the scene has to be rendered in real-time, in response to the player changing the 3D world.

In real-time rendering, the scene needs to be re-rendered very quickly, at least 30 frames per second (fps). Rendering techniques for games are speedy hacks, they are "close enough" to create good results, without taking minutes or hours to render each frame.

Rendering for games is constantly evolving, as new consumer hardware gets faster and faster, allowing graphics programmers to implement ever-better rendering features. Games are increasingly adding rendering techniques that were once only used for non-real-time special effects rendering in movies and commercials.

  • Lambert Shading
  • Gourard Shading
  • Phong Shading
  • Blinn-Phong Shading
  • Non-Photorealistic Rendering (NPR)
  • Physically Based Rendering (PBR).

Rendering Articles



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