Saturday, May 12, 2012

Technical points of Textures compression


  1. When linear filtering normal maps the filter can cause normals to become less than normalized. If this happens then we will have to renormalize the normals in a fragment program each time a texel if fetched.
  2. Artifacts will arise when trying to use normal maps and a DXT compression format, especially with specular highlights.
  3. Generating the Z component can increase the rendering quality.
  4. The 3Dc compression format is better for normal maps than the DXT compression formats.
  5. DXT1 gives us the highest compression ratio.
  6. There is a performance gain when working with compressed textures because there is not as much data that needs to be sent down the pipeline.
    Source: Nvidia Developer Forum

Friday, December 3, 2010

Timeline of Video Game Graphic Development

1968 Ralph Baer creates the brown box game called "Chase Game"
1971 Pong - The first video game
1972 The Magnavox Odyssey is launched
1973 Maze wars - First 3d video game
1977 - The Atari home console was released. It had cartridges which allowe many games to be played.
1978 - Space Invaders is released
1979 Galaxian - The first color video game
1979 - Asteroids is released
1985 - The Nintendo NES was released
1985 -Super mario bros Beginning of the 8 bit era
1987 Driller/Space Station Oblivion First game using wireframing with 3d Sprites
1989 - Nintendo Releases GameBoy and Tetris
1991 Sonic The Hedge Hog - Beginning of 16 bit era
1994 Ridge Racer - beginning of the 32 bit era
1995 Descent - the first fully polygonal game
1998 Unreal Birth of modern first person shooter and advanced 3d graphics
2001 The Nature Demo - Introduction of programmable graphics
2002 Animusic The first port of offline renders to real time 3d graphics
2002 Rendering with natural light The first real time rendering with dynamic lighting
2003 Ruby Doublecross - Era of cinematic approaches to real time graphics
2005 Toyshop Milestone in scenery density and realism
2007 Ruby Whiteout evolution of cinematic rendering and dynamic game computing


Tuesday, November 30, 2010

Game Artists the 5 Cardinal Rules



1. Don't wrap up your ego in your artwork. People are going to criticize the work you do. Learn from those people.
2. Engage your peers and learn from them. Every artist knows something you don't. A tool, a tip, or a technique. You only have a limited amount of time to learn these things from them (before you graduate, one of you changes jobs, etc.) The best way to learn these things from others is by sharing what you know. Don't hoard.
3. You can only grow so much through school and work. The best artists hone their skills outside of school and outside of work. They keep creating even when they're not "on the clock."
4. You will not enjoy every task/assignment you are given. Some you will like. Some you will hate. As a professional artist, you will be gauged on your ability to execute both types with the same quality, efficiency and dedication. Half-assed work, regardless of preference, is still half-assed.
5. Learn to communicate with others proactively. If someone tells you what they want, and they walk away without you having enough information, it's not the other person's fault. If there is information you need, it is your responsibility to obtain it. If you start working with incomplete or inaccurate information, you're probably going to end up doing the job twice. Ask the questions you need to ask. The flipside of that argument is true as well. If you foresee a problem or think that a peer or manager doesn't have enough information, then it's your responsibility to voice your concerns. 
by Keith Self-Ballard