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 gaming market has long-since been one of the biggest earners in the entertainment industry. In fact, the global gaming market generated just under $110 billion in revenue in 2017 alone, $82 billion of which came from free-to-play games that offered in-app purchases (IAPs). More recently, the mobile gaming industry has been growing by leaps and bounds. Part of the multi-billion dollar app economy, the mobile gaming market is believed to generate as much as 75% of the app market revenue– a market that’s expected to be worth $101 billion in 2020. According to a study by Apptopia, developer titan, Supercell (known for popular titles like Clash Royale and Clash of Clans) generated all but a million of their $145 million revenue in 2017 from IAPs; $114 million of Activision Blizzard’s $116 million earnings in the same year were attributed to IAPs as well. The Future of Gaming The future of gaming doesn't console and PC games – it’s mobile gaming. More specifically, mobile ga
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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