Graphic Styles

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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 puzzel. (And you thought the Water Temple was difficult)

There are two main ways that graphics can be generated by developers, to be displayed on your display unit. 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 graphics.

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 tiresome for developers. Resulting in (most of the time) poorer graphic quality.


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, Coming Soon

References

I (N64 Games FTW) are currently in a Computer Engineering Class (Hardware), and have learned about Graphics Cards and what they do to create the frames the display unit then displays. I (N64 Games FTW) are also in a Computer Programming Class (Software), and have been learning about these kinds of Graphic Generation styles.

Unfortuneatly the sources of information that my teachers have (the Cirriculum) cannot be sourced, because teachers are not able to give out access to the actual cirriculum (because I am not a teacher), and it is not legal for the teacher to create a copy of the cirriculum.