![capturing reality texture size capturing reality texture size](https://static.cdn.asset.aparat.com/avt/5845244-7978__7617.jpg)
One solution to this problem could be to use something called Gouraud shading. The colors jump from one level to another, there is no smooth transition. This is obviously not a realistic teapot, not least because the surface color is all wrong. One method that can be used, called flat shading, involves taking the color of the first vertex of the primitive, and then using that color for all of the pixels that get covered by the shape in the raster. Since we're not going to use textures, we need to color in those pixels. These are then used to make primitives, which in turn are squashed into a 2D grid of pixels. To see how this is possible, let's start by skipping them altogether and seeing what objects in a 3D world can look like without them.Īs we have seen in previous articles, the 3D world is made up of vertices - simple shapes that get moved and then colored in.
![capturing reality texture size capturing reality texture size](https://static.cdn.asset.aparat.com/avt/17749277-6219__5117.jpg)
This is such a common term that most people will conjure the same image, when thinking about textures: a simple, flat square or rectangle that contains a picture of a surface (grass, stone, metal, clothing, a face, etc).īut when used in multiple layers and woven together using complex arithmetic, the use of these basic pictures in a 3D scene can produce stunningly realistic images. Pick any top selling 3D game from the past 12 months and they will all share one thing in common: the use of texture maps (or just textures). SSAA, MSAA, FXAA, TAA, and Others Let's start simple The Math of Lighting, SSR, Ambient Occlusion, Shadow Mapping Part 4: 3D Game Rendering: Lighting and Shadows Part 2: 3D Game Rendering: Rasterization and Ray Tracingīilinear, Trilinear, Anisotropic Filtering, Bump Mapping, More Part 1: 3D Game Rendering: Vertex ProcessingĪ Deeper Dive Into the World of 3D Graphics