Game Rendering Terminology
These are terms every tech-savvy game artist should know.
(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
(definition needed) Long thin triangles can cause slower rendering.
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.
(definition needed) T-vertices can cause gaps or seams.
A ton of vertex splits can cause vertex cache misses.
- FAQ: Game art optimisation (do polygon counts really matter?) on the Polycount forum
- Welcome to Splitsville from the article "Beautiful Yet Friendly" by Guillaume Provost
- What is UV count? on the Polycount forum
(definition needed) Video memory
(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.