2D Artwork and 3D Modeling for Game Artists- P14
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Tham khảo tài liệu 2d artwork and 3d modeling for game artists- p14, công nghệ thông tin, kỹ thuật lập trình phục vụ nhu cầu học tập, nghiên cứu và làm việc hiệu quả
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2D Artwork and 3D Modeling for Game Artists- P14 624 B. A 2D Graphics Primer RGB Color Channels One solution to the problem of having an overwhelmingly large color look-up table was to separate the red, green, and blue components into eight-bit channels. When an image is separated into these channels, each color can contain 28, or 256, differ- ent brightness levels. Because RGB color properties are additive, an image can composite the three channels to form one 3×8 or 24-bit image, where each result- ing pixel in the image can have one of 224, or 16,777,216, different colors—more than enough to display the true color of an image (see Figure B.8). Y The highest available color depth in Windows is the ultra-true color mode, or 32- FL bit—nearly 4.2-billion colors. The extra eight-bit portion of the pixel that’s added to the 24-bit sequence is typically used as an alpha channel. This channel repre- sents the transparency of a pixel; as an example, in video games, you might have AM seen an object break into pieces all over the floor, then slowly vanish. The program- mers use this channel to diminish the colors of the pixels in the images until they are completely transparent—then remove the image entirely from the video card TE to save on memory. Figure B.8 The RGB color channel composite. Red channel Green channel Blue channel RGB channel composite ® Team-Flylease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. A Few Graphics Concepts 625 Video Memory Modern video cards, particularly those designed for playing video games, have three main components: a GPU (graphics processing unit), which takes care of things like world and model transformations, lighting, clipping, and rendering; buffers, which are special memory areas that contain either the actual image you see on your screen (the primary buffer) or images waiting to be flipped to the primary buffer; and VRAM (Video Random Access Memory). Your concern is more with the VRAM, which is the area where games store all the wonderful textures and video sequences that you create. For example, when you walk around in a 3D video game, all the textures, models, and animations that aren’t visible but are required for the level in which you are located are stored tem- porarily in VRAM. As you progress to other levels, you may see the game hesitate, or receive a message that it is “loading.” In this case, the game engine is queuing up the next batch of textures, sequences, and whatnot for display in VRAM. What all this means to you is that when you create textures, models, and anima- tions, you need to consider optimizing each for memory. After all, it’ll be a while before you have video cards with 10GB! Table B.1 covers the video memory alloca- tion needed for various image and monitor resolutions and bit color depths. Table B.1 Video Memory Allocations Image Resolution Bit Color Depth VRAM Requirement 16x16 16, 24, 32 512 bytes, 768 bytes, 1KB 32x32 16, 24, 32 2KB, 3KB, 4KB 64x64 16, 24, 32 8.2KB, 12.3KB, 16.4KB 128x128 16, 24, 32 32.8KB, 49.2KB, 65.5KB 256x256 16, 24, 32 131.1KB, 196.6KB, 266.2KB 512x512 16, 24, 32 524.3KB, 786.4KB, 1.1MB 1024x1024 16, 24, 32 2.1MB, 3.9MB, 5.2MB Monitor Resolution Bit Color Depth VRAM Requirement 640x480 16, 24, 32 614.4KB, 921.6KB, 1.2MB 800x600 16, 24, 32 960KB, 1.4MB, 1.9MB 1024x768 16, 24, 32 1.6MB, 2.4MB, 3.1MBse purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 626 B. A 2D Graphics Primer As you can see, the higher the pixel’s bit depth and the larger the dimensions of your image, the more memory it eats up in the video card. Later on you’ll create your images and then optimize them to take up minimal space in memory. You may also notice that the first seven entries in Table 2.1 are equal multiples of 16. As a game artist, you’ll typically need to create textures with image sizes divisi- ble by 16. Can you guess why? As I discussed before, computers are based on the binary system, and video resolutions and color depths are based on this as well. Game programmers design their game engines around this system, so making your images in this fashion will allow them to eas- TIP ily fit within the game engines’ parameters. To quickly figure out the size of A great example of these texture siz ...
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2D Artwork and 3D Modeling for Game Artists- P14 624 B. A 2D Graphics Primer RGB Color Channels One solution to the problem of having an overwhelmingly large color look-up table was to separate the red, green, and blue components into eight-bit channels. When an image is separated into these channels, each color can contain 28, or 256, differ- ent brightness levels. Because RGB color properties are additive, an image can composite the three channels to form one 3×8 or 24-bit image, where each result- ing pixel in the image can have one of 224, or 16,777,216, different colors—more than enough to display the true color of an image (see Figure B.8). Y The highest available color depth in Windows is the ultra-true color mode, or 32- FL bit—nearly 4.2-billion colors. The extra eight-bit portion of the pixel that’s added to the 24-bit sequence is typically used as an alpha channel. This channel repre- sents the transparency of a pixel; as an example, in video games, you might have AM seen an object break into pieces all over the floor, then slowly vanish. The program- mers use this channel to diminish the colors of the pixels in the images until they are completely transparent—then remove the image entirely from the video card TE to save on memory. Figure B.8 The RGB color channel composite. Red channel Green channel Blue channel RGB channel composite ® Team-Flylease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. A Few Graphics Concepts 625 Video Memory Modern video cards, particularly those designed for playing video games, have three main components: a GPU (graphics processing unit), which takes care of things like world and model transformations, lighting, clipping, and rendering; buffers, which are special memory areas that contain either the actual image you see on your screen (the primary buffer) or images waiting to be flipped to the primary buffer; and VRAM (Video Random Access Memory). Your concern is more with the VRAM, which is the area where games store all the wonderful textures and video sequences that you create. For example, when you walk around in a 3D video game, all the textures, models, and animations that aren’t visible but are required for the level in which you are located are stored tem- porarily in VRAM. As you progress to other levels, you may see the game hesitate, or receive a message that it is “loading.” In this case, the game engine is queuing up the next batch of textures, sequences, and whatnot for display in VRAM. What all this means to you is that when you create textures, models, and anima- tions, you need to consider optimizing each for memory. After all, it’ll be a while before you have video cards with 10GB! Table B.1 covers the video memory alloca- tion needed for various image and monitor resolutions and bit color depths. Table B.1 Video Memory Allocations Image Resolution Bit Color Depth VRAM Requirement 16x16 16, 24, 32 512 bytes, 768 bytes, 1KB 32x32 16, 24, 32 2KB, 3KB, 4KB 64x64 16, 24, 32 8.2KB, 12.3KB, 16.4KB 128x128 16, 24, 32 32.8KB, 49.2KB, 65.5KB 256x256 16, 24, 32 131.1KB, 196.6KB, 266.2KB 512x512 16, 24, 32 524.3KB, 786.4KB, 1.1MB 1024x1024 16, 24, 32 2.1MB, 3.9MB, 5.2MB Monitor Resolution Bit Color Depth VRAM Requirement 640x480 16, 24, 32 614.4KB, 921.6KB, 1.2MB 800x600 16, 24, 32 960KB, 1.4MB, 1.9MB 1024x768 16, 24, 32 1.6MB, 2.4MB, 3.1MBse purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 626 B. A 2D Graphics Primer As you can see, the higher the pixel’s bit depth and the larger the dimensions of your image, the more memory it eats up in the video card. Later on you’ll create your images and then optimize them to take up minimal space in memory. You may also notice that the first seven entries in Table 2.1 are equal multiples of 16. As a game artist, you’ll typically need to create textures with image sizes divisi- ble by 16. Can you guess why? As I discussed before, computers are based on the binary system, and video resolutions and color depths are based on this as well. Game programmers design their game engines around this system, so making your images in this fashion will allow them to eas- TIP ily fit within the game engines’ parameters. To quickly figure out the size of A great example of these texture siz ...
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