Jump to content
  • Advertisement
Sign in to follow this  
Recruit0

rendering techniques

This topic is 3893 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm trying to learn about 3d rendering techniques. Painter's algorithm is relatively simple and Z-buffer is faster than it, but are there any cases where painter's algorithm would be faster? I thought painter's algorithm might be faster in some cases because you would render based on a face's depth rather than depending on each pixel (which is what Z-buffer does) Would painter's algorithm be faster at rendering a scene than Z-buffer if 3d faces don't intersect? (Z-buffer resolves this issue, but what if this issue is avoided...) What other rendering techniques are out there other than these 2?

Share this post


Link to post
Share on other sites
Advertisement
Hi

By reading your post, I get the feeling that you aren't very updated on the subject... I would recomend that you get a serious reference on it (Real-Time Rendering is excellent).

Also, Michael Abrash' Graphics Programming Black Book is quite old (*very* old , only discusses software rendering, but is free and *very* interesting) and on the last chapters he discusses several different algorithms that were considered to be used in the Quake engine which you may find interesting

[Edited by - wolverine on January 28, 2008 1:30:00 PM]

Share this post


Link to post
Share on other sites
painter maybe faster in a case of low overdraw as there is less processing to do. Both of these algorithms fall into the category of raster graphics. Other categories are Ray Tracing and REYES.

Share this post


Link to post
Share on other sites
Checking against the Z-buffer and discarding a pixel is really fast. Executing a pixel shader and writing to the framebuffer is really slow (relatively speaking). The painter's algorithm is designed to render pixels in back-to-front order, which is exactly what you want to avoid. However, reversing the painter's algorithm so that you get a front-to-back render order would be ideal as long as you don't eat up too much processing time doing the sort. Some data structures are better suited toward doing this than others.

Share this post


Link to post
Share on other sites
Thanks wolverine awesome links. Lots of info ^_^ Yeah I really don't know much on the subject. I just know about the said techniques, and S-buffer, although it's been a while since I read about that.

I'm wondering what the best technique would be to use in rendering a large amount of objects. I read about the reverse painter algorithm still thinking about when that would be the fastest. Basically I'm sort of "benchmarking" different techniques, although more exactly I'm trying to learn what the strong points/weak points are for each of them.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!