Graphic Styles

Graphics are visual representations of what the computer is processing. Graphics are displayed on a display unit (Monitor, TV, Projector, etc...) by manipulating pixels. Once the display unit has gathered all the pixels it needs (Generally for Computers, either 480,000 or 789,504 pixels), it displays them on the screen, by piecing them together like a puzzle.

2D Graphic Generation (formerly known as Image-Mapping)
2D Graphic Generation, only has one practical method and that is Image-Mapping. However with the introduction of 3D Graphics, Image-Mapping's definition has been changed. However the root definitions still apply.

(Computer Definitions) Image: A Visual Representation of what the computer is processing. Mapping: The plotting of data pertaining to specific areas, of a Map. Image-Mapping: Plotting/linking data to specific areas of a visual representation of what the computer is processing.

Rest Coming Soon

3D Graphic Generation
There are two main ways that 3D graphics can be generated by developers, to be displayed on your display unit. Image-Mapping, and Cell-Shading; their are other ways however those are rearely used compared to Image-Mapping, and Cell-Shading. There are other graphic manipulation schemes such as Tone-Mapping, and Reflection-Mapping, but those do not actually generate the video-games graphic properties.

Image-Mapping (3D)
Image-Mapping, is a quick and easy way for Video-Game developers to create graphics of any kind. Image-Mapping is achieved from taking a 3D object, and wrapping an image around it. The reason it is called Image-Mapping, and not Image-Wrapping is because you can wrap more then one image around the 3D object. Anytime there is more then one image, or when the image has properties pertaining to a specific portion of the image; it is called Mapping.

Image-Mapping is a quick and easy way for Video-Game developers to create graphics of any kind. Allowing the developer to use minimal effort to create some of the most appealing games (visually) easy.

This has no positive, or negative effect in regards to Reflection-Mapping.

However the problems with Image-Mapping occur when the object changes. Whether it is the rotating, stretching, or shrinking of any portion of the object; because this will distort the image.

Cell-Shading
Cell-Shading is a long process to create graphics. Cell-Shading is achieved from the developer making tiny 3D objects; example cubes, prisms, pyramids, etc... . The developer then colors each object. Once each object is colored (this can also be done before coloring), the developer will group the smaller objects into one large object, creating an object that we (the user) interact with in the video game.

This allows the resulting video-game to be distorion-free.

This has no positive, or negative effect in regards to Reflection-Mapping.

This way of generating graphics for a video-game is generally really long, and time consuming way of generating graphic properties. Resulting in (most of the time) poorer graphic quality.

Windwaker's Slow Reception
Coming Soon

Graphic Manipulation
Graphic Manipulation are visual programming schemes set up to create a better visual presentation. Two major types are Tone-Mapping, and Reflection-Mapping. Tone-Mapping creates the exact same image on differnt kinds of screens. Reflection-Mapping, allows for reflections in video-games.

Tone-Mapping
Tone Mapping is the manipulation of the final image, so that it can be displayed a certain way on every display unit. LCD Screens are brighter then plasma screens, so if you have the console set to LCD Screen mode, then the graphics processing unit will darken the visuals. Tone-Mapping is to ensure that the same visuals can be displayed on many different displays, and will still have the same output result.

Reflection-Mapping
Reflection-Mapping is a category of two different methods to create reflections in video-games. These two categories are Image-Mapping, and Reflection-Mapping.

Image-Mapping (Reflection)
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Reflection-Mapping (Method)
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