4 1 RENDERING Aspects of Game Rendering RENDERING
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- Slides: 9
![4 1 RENDERING Aspects of Game Rendering 4. 1. RENDERING Aspects of Game Rendering](https://slidetodoc.com/presentation_image/3e7ba47050616942ce39354bd8f36483/image-1.jpg)
4. 1. RENDERING Aspects of Game Rendering
![RENDERING Aspects of Game Rendering RENDERING Aspects of Game Rendering](https://slidetodoc.com/presentation_image/3e7ba47050616942ce39354bd8f36483/image-2.jpg)
RENDERING Aspects of Game Rendering
![Rendering is the process of generating an image from a model The model is Rendering is the process of generating an image from a model. The model is](https://slidetodoc.com/presentation_image/3e7ba47050616942ce39354bd8f36483/image-3.jpg)
Rendering is the process of generating an image from a model. The model is a description of a 3 D object typically containing geometry, viewpoint, texture, lighting and shading information. Rendering
![texturemapping applying detail to surfaces of a 3 d mesh bumpmapping • • texture-mapping —applying detail to surfaces of a 3 d mesh bump-mapping](https://slidetodoc.com/presentation_image/3e7ba47050616942ce39354bd8f36483/image-4.jpg)
• • texture-mapping —applying detail to surfaces of a 3 d 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 Render Features • •
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![Level of Detail What we will consider Billboarding Water Fluid • Level of Detail What we will consider • Billboarding • Water, Fluid](https://slidetodoc.com/presentation_image/3e7ba47050616942ce39354bd8f36483/image-6.jpg)
• Level of Detail What we will consider • Billboarding • Water, Fluid Dynamics and Cloth modelling • Instancing • Materials • Particle Effects • Displacement Mapping • Trees and Vegetation
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ed ect r i g D din a e r DIRECTED READING Directed general reading concerning rendering
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• Read Star. Craft II - Effects & Techniques – for information on rendering within Star. Craft II Directed reading: General LOD • Read Finding Next Gen – Cry. Engine 2 – for information on rendering within the Cry. Engine ed ect r i g D din rea