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.
Texture compression technology has been developed to provide significant enhancements in quality and efficiency offering application developers the required performance and quality at 2bpp and 4bpp resolutions while lowering system memory usage and reducing GPU processing overhead for the low power-driven world of mobile graphics. Textures are ubiquitous in mobile and desktop graphics. They add a degree of realism to a wide range of applications like games or navigation apps where a combination of factors such as image quality and loading times are vital to smartphone, tablet and portable console users. Typically such content is increasingly pushing for higher quality on higher resolutions in order to raise the overall quality bar. This means computing systems need to have access to the right combination of features, raw graphics and compute performance and software tools to make efficient use of all available resources. Memory, quality, power, performance: the four horsemen of te...
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...
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 cull...
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