4.1. r endering aspects of game rendering. from wikipedia: rendering is the process of generating an...

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4.1. RENDERINGAspects of Game Rendering

RENDERINGAspects of Game Rendering

Rendering

From Wikipedia: Rendering is the process of generating an image from a model. The model is a description of a 3D object typically containing geometry, viewpoint, texture, lighting and shading information.

Render Features

Features/techniques associated with rendering include:

• shading — how the colour and brightness of a surface varies with lighting • texture-mapping —applying detail to surfaces of a 3d

mesh• bump-mapping —simulating small-scale bumpiness on

surfaces • shadows — the effect of obstructing light • soft shadows — varying darkness caused by partially

obscured light sources • reflection — mirror-like or highly glossy reflection • transparency — transmission of light through solid

objects • translucency — highly scattered transmission of light

through solid objects • indirect illumination — surface illumination by light

reflected off other surfaces, rather than directly from a light source

(global illumination) • depth of field — objects appear blurry when distance

from the focal object• motion blur — objects appear blurry due to high-speed

relative motion• non-photorealistic rendering — rendering of scenes in

an artistic style, intended to look like a painting or drawing

Video not available in on-line slides

What we will consider

•Deferred Rendering

•Lighting and Shadowing Approaches

•Level of Detail

•Billboarding

• Water, Fluid Dynamics and Cloth modelling

•Instancing

•Materials

•Particle Effects

•Displacement Mapping

•Trees and Vegetation

Video not available in on-line slides

DIRECTED READINGDirected general reading concerning rendering

Directed

reading

Directed reading: General LODDirected

reading

• Read StarCraft II - Effects & Techniques – for information on rendering within StarCraft II

• Read Finding Next Gen – CryEngine 2 – for information on rendering within the CryEngine

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