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12 Cards in this Set

  • Front
  • Back

Voxel Rendering

Voxel (volume pixel) systems represent scenes using cubes


Incredibly expensive to compute


Comanche Maximum Overkill


Primarily used in scientific pursuits (medical imaging)


To reduce load a 2D height field image is used to represent terrain

Real Time Lighting

Comples series of different techniques


Can be represented by simply by Gouraud Shading or even flat shading


Local point lights needed for this process


Achieved by extending light calcs at the rendering stage to take multiple lighting positions/directions into account, though the colour of each pixel is also affected by texture


Quake 1 - rockets, torches etc

Z buffering

One of biggest problems is calculating which polygons appear in front and correctly displaying them


Frame buffer = 1 being displayed, 1 being drawn to


Can sort polygons in depth order and render from the back. If new pixel is closer = render, otherwise discard as it's obscured


Super Mario 64 = geometrically complex worlds

Environment Mapping

Cube maps - a photo of each image from one point for each side of the cube


Object textured as if in centre of cube by projecting rays out from surface normals to gain reflection of environment


Maths can be simplified to allow static reflections to be computed cheaply - not noticeable


Gran Turismo - bodywork reflections

Complex Filtering

Problem with texture map = images blocky when close or swim and shimmer when size reduced


Caused by nearest neighbour filtering - doesn't take into account that centre of texels not where maths say they should be


Complex Filtering takes into account adj. pixels


Bi-Lin = surrounding square of 4 texels to interpolate colours required for each pixel


Tri-Lin = adds MIP map levels


Antistropic = takes surface orientation into account to improve details on surfaces oriented at oblique angles to the view plane

Anti Aliasing

Removes jagged edges from polygons


Multi Sample AA - takes samples at slightly diff positions inside each screen pixel (2-32) and average to get final colour


Adaptive AA = comparing samples and stop when samples don't differ


Tomb Raider

Real Time Shadows

Invaluable for judging distance


Renders environment from sun direction and stores info in Z buffer


Creates shadow map from light source


When player view rendered sees if pixel is in LoS of light source - if not draw without light on


If light moves need update image = real time shadows


Splinter Cell made use (hide in shadows)

Ambient Occlusion

Realistic lighting = hard as light bounces everywhere


AO crude way of simulating


Computationally expensive = not real time


Developer calcs for each object as they're created to be combined with real-time lighting when rendered


Spray of light shot from each polygon in a hemisphere aligned to surface normal


If ray doesn't intersect with other polygons in mesh surface made lighter as less light blocked


Half-Life 2 on character models


2D Vector graphics

Based on Trig principles


Shapes represented by points


Pioneered by Space War! display by oscilloscope (beam used to display lines)


3D vectors used in Battlezone though only few tanks could be drawn despite having maths co-processor

Filled Polygons

Came about with CRT


CRT = raster based = millions of pixels


Rendering = scan pixels on to screen


Part of Bresenham line drawing algorithm which determine how pixels can represent straight lines


I, Robot by Atari - 1983

Scaled Sprites

In 2D games sprites rendered at full size but 3D needs scaling relating to position of player


Sprites placed at vectors - as image rendered pixels of sprite copied if player moves closer or skipped if moves away


Space Harrier 1985


Still used today (Oblivion or tyre smoke PGR)


Uses textured polygons aligned to square up to cameras view angle

Gouraud Shading

Filled polygons let down by inherant angularity


Gouraud blends gradients of colour, visually softening them


Each vertex that defines polygon given colour - differences between adjacent vertices interpolated so shading changes smoothly across polygon


Used alongside basic Real Time Lighting


If surface normals of adjacent polys averaged can change them to vertex normals


Makes lit surface appear smooth - TIE Fighter


Vertex = vector with extra info on e.g. colour, surface normal