Computer graphics articles

How 3D Game Rendering Works: Lighting and Shadows

The vast majority of visual effects you see in games today depend on the clever use of lighting and shadows – without them, games would be dull and lifeless. In this fourth part of our deep look at 3D game rendering, we'll focus on what happens to a 3D world alongside processing vertices and applying textures. It once again involves a lot of math and a sound grasp of the fundamentals of optics.

Anatomy of a Graphics Card: Dissecting the Tech Behind PC Parts

Almost every desktop PC has one. They have billions of transistors, can use hundreds of watts of power, and can cost over a thousand dollars. They are masterpieces of electronic engineering and generate extremes in product loyalty and disdain... and yet the number of things they normally do can be counted one just one hand. Welcome to the world of graphics cards!

Intel Xe Graphics Preview v2.0: What we know about Intel's upcoming GPU

Intel is developing discrete GPUs for gamers, professionals, and servers, and they're all slated for release this year or coming in 2021. Intel's cards will either be the long-awaited saviors of a stagnant market, or they'll underperform and flop miserably (no pressure, Intel PR person reading this). This is our second round of investigation into Xe.

How 3D Game Rendering Works: Texturing

In this third part of our deeper look at 3D game rendering, we'll be focusing what can happen to the 3D world after the vertex processing has done and the scene has been rasterized. The majority of the visual effects seen in games today are down to the clever use of textures – without them, games would dull and lifeless. So let's get dive in and see how this all works!

How 3D Game Rendering Works, A Deeper Dive: Rasterization and Ray Tracing

In this second part of our deeper look at 3D game rendering, we'll be focusing what happens to the 3D world after all of the vertex processing has finished. We'll need to dust off our math textbooks again, grapple with the geometry of frustums, and ponder the puzzle of perspectives. We'll also take a quick dive into the physics of ray tracing, lighting and materials – excellent!