When most people think about computer and video games, the first thing
that comes to mind is the stunning three-dimensional graphics. Realtime 3D rendering is an exceptionally broad and profound topic, so there’s
simply no way to cover all of the details in a single chapter. Thankfully there
are a great many excellent books and other resources available on this topic.
In fact, real-time 3D graphics is perhaps one of the best covered of all the
technologies that make up a game engine. The goal of this chapter, then, is
to provide you with a broad understanding of real-time rendering technology
and to serve as a jumping-off point for further learning. After you’ve read
through these pages, you should find that reading other books on 3D graphics
seems like a journey through familiar territory. You might even be able to
impress your friends at parties (. . . or alienate them. . . )
We’ll begin by laying a solid foundation in the concepts, theory and mathematics that underlie any real-time 3D rendering engine. Next, we’ll have
a look at the software and hardware pipelines used to turn this theoretical
framework into reality. We’ll discuss some of the most common optimization
techniques and see how they drive the structure of the tools pipeline and the
runtime rendering API in most engines. We’ll end with a survey of some of
the advanced rendering techniques and lighting models in use by game engines today. Throughout this chapter, I’ll point you to some of my favorite
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books and other resources that should help you to gain an even deeper understanding of the topics we’ll cover here.
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