Culling methods
Three hundred triangles are very bad for games designers because they slow down the game drastically and make it had for the game to reach 60 fps a jey goal for every single game made
If they do not have 60 fps the game will look choppy and slow and will ruin the game and no one will buy it
The different with marketing polygon rates and real world polygon rate are that the marketing rate tell you how many polygon the graphics card can take like ie 800,000 but it doesn’t take in consideration the fact that the graphics can is also doing the details of every single polygon like lighting so in fact it actually takes less polygons than said in the marketing rates
A primitive is the lowest rendering unit a graphics card it uses a three-point triangle method
The advantages of using higher-order surfaces in games are that you can make harder edge softer edges and terrain editing. Higher-order surfaces are used to try out some experimental technologies.
But with using higher-order surfaces you cannot depend on it’s on its rendering strategies and take up a lot of processing power.
There are lots of occlusion culling methods like portals and bsp trees.
The game sorts out all the cameras and objects in the game then the game passes the information to the renderer and it checks the size it then decided what is not in the shot and determines what is too far away to see
The world visualization system determines what is in the shot of the camera
Basic Graphics pipeline Flow summarised.
The Game decides what objects are in the game what models and textures they have and what animation they use and where they are located in the game.
The game also determines where the camera is in game
The game passes the information to the rendered. the models get sized up and the camera is located and then determined if the object is even onscreen
The world visualization system determines where the world camera is and what polygons of the world can be seen from the camera.
The render transforms all the polygons according to maths to be
The renderer looks at the texture of the polygons and makes sure the api/grapihics card is using it as the base then sends off the polygons to the api
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Game sorts out the cameras
Passes onto the renderer and it sorts out what is onscreen or not And sizes up the models
The world visualization system determines where world camera is
The renderer transforms the polygons according to math
The renderer checks if the api card is using it as the bas
The render sends the polygons to the api/graphics card
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Z-buffering affects the polygons with transparency because it makes it less important to render the furthest away polygons for the ones with transparency
Ati and NVIDIA (agp pci-e) are examples of apis
T&L allows the card to render the polygons of whatever you are trying to draw at the right place in the world to where you camera is
Is also does calculates for each point or vertex and does clipping operations to see if the polygon is visible or not
The lighting operations work out how bright the textures are depending on the light hits it
Cpus used to do these jobs but modern day cards do it for the cpu so the cpu has less of a workload