After terrorist Attack on Mumbai in 26/11, We plan to design the campaign in Silvassa, India in such a way that we can bring awareness among the public.
Digital images are composed of dots arranged on a grid. Each of these little dots is called a pixel, a contraction of the term 'picture element'. The same is true of the texture graphics that get drawn onto polygons in 3D games; a Texel simply a pixel within a texture image. Pixel is the fundamental unit of screen space. Texel, or texture element (also texture pixel) is the fundamental unit of texture space. Textures are represented by arrays of Texels, just as pictures are represented by arrays of pixels. When texturing a 3D surface (a process known as texture mapping) the renderer maps Texels to appropriate pixels in the output picture. Between, it is more common to use fill rate instead of write speed and you can easily find all required information, since this terminology is quite old and widely-used. As part of their performance specifications, graphics cards often describe how many Texels they can process each second. This is their texture fill rate: the num
Once you have a good idea for a game or app it’s important to stop and think about how to make enough money to at least cover what you've invested to create it. While there are as many ways to make money from an application as one can imagine, in this Post we will discuss the most common business models for apps and games , using some models of well-known apps and games as examples. I hope you find this helpful as you create your own app! In app purchase from CSR Racing In app purchase from Clash of Clans Free Apps + Advertising: Free download with income via banners and ads ( iAd , AdMob , millennial media, place play) Apps published through this format often have a double objective: one, to generate income through impression and ad-banner clicks, and two, to serve as an app or game demo that later has a paying version. Example: Angry bird free iAd could pay between $.30 and $3.00 for eCPM (Cost per one thousand impressions), AdMob bet
The best optimization when rendering is to not render anything unnecessary. And that is what culling is about, to find out what can be skipped when rendering because it cannot be visible anyway. Below are the basic culling techniques which most renders’ implements. Back Face Culling Faces that faces away from the camera cannot be visible on the screen so they don’t need to be drawn. This is so often used that it’s implemented by the hardware. It roughly cuts the amount of faces drawn in half. Just remember to turn it on! Portal Culling A technique that divides the scene into cells with portals between. When rendering, the camera will be in one of the rooms and that room will be rendered normally. But for each portal that is visible in the room a view frustum is set up for the size of the portal and then the room behind it is rendered. This will work recursively. The result will be that a lot of geometry can be culled by view frustum culling when rendering the other
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