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Anyone that think 3D movies is the future need to return to 1983 and Jaws 3-D

This page and the ones below it is on how to render 3D graphics. When you understand something of it someone has found a new and better way to do it that you need to learn. Enjoy.


Modelling
This is how the 3D data itself is represented. The most common way is to use polygons and many of the others end up using polygons to draw things in the end.
Pre Rendering

  • Visibility - Choose what is visible so you do not have to send everything in the world to the graphics card.
  • LOD - If something is far away use less details to draw it.
  • Imposters - If something is Really far away use a image of it instead.
  • Billboard - Draw something that is always facing the camera. Used by particle system and imposters.
  • Animation - Make things move.
  • Blending - How will the things you send to the graphic card interact with the things that are already drawn.

Materials
  • Texture - Images that you can use on objects and many other strange things.
  • Shaders - How the strange things are done with textures.
  • Material - The combination of shaders, textures and all other parameters to draw an object.
  • Shadows - How to find out if a light hits a part of a surface...
  • Lighting - ... and if it do how much light get there from the light.
Rendering

  • Architecture - How to design and setup the rendering part of a engine.
  • Deferred Rendering - Pick the order to cull, light and texture your surfaces.
  • Anti-aliasing - Try to hide the fact that you use small pixels to show things on the screen.
  • Raycasting - Rendering where you start at each pixel and look out into the world to see what is visible at it.

Post Rendering

  • Post Process - Tweak your completed rendered image so it looks like you want it.

Other
Dynamic Occlusion with Signed Distance Fields - 2015
GPU-Driven Rendering Pipelines - 2015
Volumetric Fog: Unified Compute Shader-based Solution To Atmospheric Scattering - 2014
Creating Content to Drive Destiny’s Investment Game: One Solution to Rule Them All - 2014
GPU-Based Scene Generation for Flight Simulation - 2015
Designing a Modern GPU Interface - 2015
Iñigo Quílez Articles - 2015
How to make a rendering engine - 2014
The State of Rendering - 2013
Real-Time Order Independent Transparency and Indirect Illumination using Direct3D 11 - 2010
Building a Modern Engine for the Visual Simulation Industry - 2009

Articles about specific games

Building Beauclair in The Witcher 3: Wild Hunt - Blood and Wine - 2017
Rendering of Call of Duty: Infinite Warfare - 2017
DOOM - Graphics Study - 2016
VRAGE - 2016
The devil is in the details:  idTech 666 - 2016
Tech Interview: Doom - 2016
Rendering 'Rainbow Six | Siege' - 2016
'Fallout 4's' Modular Level Design - 2016
Rendering the world of Far Cry 4 - 2015
Deus Ex: Human Revolution - Graphics Study - 2015
Supreme Commander - Graphics Study - 2015
Rendering the Alternate History of The Order: 1886 - 2015
The Technology Of Tomorrow Children - 2015
GTA V - Graphics Study - 2015
Assassin’s Creed 4: Road to Next-gen Graphics - 2014
Runtime editor-console connection in The Witcher 2 - 2014
Rendering Techniques In Ryse: Son Of Rome - 2014
DOOM 3 BFG Technical Note - 2013
Mythic Science Fiction In Real-time: Destiny Rendering Engine - 2013
[Breakdown] Assassin’s Creed II - 2013
Graphics Gems From Cryengine 3 - 2013
[breakdown] Shadow of the Colossus - 2012
[breakdown] Batman : Arkham City - 2012
More Performance! Five Rendering Ideas from Battlefield 3 and Need for Speed: The Run - 2011
Shiny PC Graphics in Battlefield 3 - 2011
Manipulating UVs through Color Data in Portal 2 - 2011
Rendering Tech of Space Marine - 2011
CryENGINE 3: Reaching the Speed of Light - 2010
Destruction Masking in Frostbite 2 using Volume Distance Fields - 2010
Firaxis' Civilization V: A Case Study in Scalable Game Performance - 2010
Shading Effects in Left 4 Dead 2 - 2010
The Technology behind the Unreal Engine 4 Elemental Demo - 2012
Secrets of CryENGINE 3  Graphics Technology - 2011

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