Graphic Styles: Difference between revisions

From Zelda Wiki, the Zelda encyclopedia
Jump to navigation Jump to search
mNo edit summary
m (Reflection-Mapping)
Line 2: Line 2:
{{move}}
{{move}}
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.
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.
 
== Graphic Generation ==
There are two main ways that 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.
There are two main ways that 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 ==
=== Image-Mapping ===
{{Object
{{Object
|name = Image-Mapping  
|name = Image-Mapping  
Line 20: Line 20:
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.
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 ===
{{Object
{{Object
|name = Cell-Shading  
|name = Cell-Shading  
Line 35: Line 35:
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.
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.


== Tone-Mapping ==
== 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.
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 ===
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) ====
Coming Soon
 
==== Reflection-Mapping (Method) ====
Coming Soon

Revision as of 01:53, 6 August 2010

Template:UC

It has been suggested that this article be moved to [[{{{1}}}]].
This page either already exists and is preventing the move, or the move may be either controversial or entail multiple edits. Please discuss this on this article's talk page.

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.

Graphic Generation

There are two main ways that 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

Template:Object 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

Template:Object 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.

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)

Coming Soon

Reflection-Mapping (Method)

Coming Soon