The vast majority of visual effects you see in games today depend on the clever use of lighting and shadows -- without them, games would be dull and lifeless. In this fourth part of our deep look at 3D game rendering, we'll focus on what happens to a 3D world alongside processing vertices and applying textures. It once again involves a lot of math and a sound grasp of the fundamentals of optics.
Developed collaboratively between Nvidia and Sega, the 1MB Diamond Edge 3D shipped in 1995 for $249.99
In this third part of our deeper look at 3D game rendering, we'll be focusing what can happen to the 3D world after the vertex processing has done and the scene has been rasterized. The majority of the visual effects seen in games today are down to the clever use of textures -- without them, games would dull and lifeless. So let's get dive in and see how this all works!
#ThrowBackThursday While 3D graphics turned a fairly dull PC industry into a light and magic show, they owe their existence to generations of innovative endeavour. This is the first installment on a series of four articles that in chronological order, take an extensive look at the history of the GPU. Going from the early days of 3D consumer graphics, to the 3Dfx Voodoo game-changer, the industry's consolidation at the turn of the century, and today's modern GPGPU.
GLQuake released in 1997 versus original Quake
In this second part of our deeper look at 3D game rendering, we'll be focusing what happens to the 3D world after all of the vertex processing has finished. We'll need to dust off our math textbooks again, grapple with the geometry of frustums, and ponder the puzzle of perspectives. We'll also take a quick dive into the physics of ray tracing, lighting and materials -- excellent!