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 puzzle.

2D Graphic Generation (formerly known as Image-Mapping)

Template:Object 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.

Each object is given an image. That image is fitted to the entire object, (logically) on creation. And the image is changed for every change of an object. If Link takes out his sword, the entire image of Link is changed to an image of Link and his sword.

This is the only logical way to create a graphics scheme. And unlike its 3D counter-part Image-Mapping, these images cannot be distorted, because certain portions of the object are not rotating, growing, or shrinking. The entire image is changed for every instance of change in the game…

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)

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.

Windwaker's Slow Reception

When Windwaker was released for the GameCube, in …; it had a difficult reception. Playstation, and X-Box were releasing good looking graphics, and Windwaker featured cartoon graphics. While the gaming-world was evolving towards realistic graphics, Windwaker a featured game for Nintendo’s latest game console had cartoon graphics. These cartoon graphics lead to a very slow reception, people were reluctant to buy this new “kid-ish” game believing that the Legend of Zelda series had chosen to be marketed for kids. Not only that, but the GameCube overall had the reputation for less appealing graphics, which contributed to its slow reception, because the GameCube was one of the worst selling platforms Nintendo ever released.

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 is the appearance of an image from one surface onto another. However Computers cannot accurately configure to the laws of physics, at least currently. This means that if a developer wants to have reflections in a computer animation, he can do one of two things. He can Image-Map (see above for more details), or he can Reflection-Map.

Image-Mapping (Reflection)

If he chooses to Image-Map, he will be doing the same process depicted above, but will be adding a property to certain portions of an image. The property will be what angle the center of the portion of the image will be displayed at. The developer needs at least 3 portions of an image to have this property, so that the computer can figure out the rest.

This (if used) is generally used for mirrors, which will always be viewed from certain angles. In fact mirrors if they do not move, and you do not grow or shrink, would only need 2 portions of an image to have the angles associated, because there is only a change on the X-axis, or horizontal plane.

This method of Reflection-Mapping is a quick and easy way to make reflections, but has some disastrous limitations. This method creates a static image, one that cannot change. So if Link was to be displayed in the mirror, for it to be accurate the developer would have to limit the item Link is holding, so that the reflection is a true representation of Link. Additionally, if the reflective surface can be viewed from more then one angle, you could possibly get an upside down image. Or a reversal of angles, leading to the wrong reflection being displayed.

The developer can however get around these limitations, if Link were to change Tunics while viewing a reflective surface, not only would the object of Link change, but the object of the reflective surface would change. This leads to another negative-factor because for all the different versions of Link we can find in a game, there would have to be an equivalent amount of each reflective surface. This can lead to a developer running out of room on the storage unit they choose to store the game on (ex. DVDs).

Reflection-Mapping (Method)

Reflection-Mapping (the actual method, not category of graphical mapping) is a longer method, which involves a lot of math. Reflection-Mapping is the configuration of rough calculations to configure Laws of Physics, in a video-game. This method uses a lot of trigonometry. It uses Tangent to configure what the reflective surface will display. Tangent measures the height of the object (Link), the distance (Link to mirror), and the angle you are viewing at (camera angle). This method allows for an actual reflection of an object as is, without a lot of work.

This works just like how you would calculate angles of reflection in real life. However this only works on flat surfaces. In other words MIRRORS ONLY, WATER FORBIDDEN. And secondly, this causes the GPU to do a lot of math, for every single object that the system is currently rendering.

To counter-act the math, and thus the loading screens, the developer would use a combination of Image-Mapping (Reflection-Mapping version), and Reflection-Mapping. He would use Image-Mapping for the landscape, and the non-changing objects; and then use Reflection-Mapping for the changing, or moving objects. However the developer cannot just associate the Reflection-Map to any surface, he needs to create a flat surface for every single reflective object. Mirrors are no problem; they are the flat surface, however water (ex. Lake Hylia) would prove a very difficult surface to Reflection-Map on, because of the waves and moving water. To be able to use Reflection-Mapping on any surface, a developer would put a flat surface just under the surface. Then build the object around it. However something like Lake Hylia would just be a transparent object over a flat reflection. To distort the reflection like water would, the developer would have to create wave tops. The white portion of a wave, and just layer those on top of the Reflection. This would create the illusion of a wavy surface on a reflective surface.

Reflection-Mapping (category), like stated above cannot actually follow the Laws of Physics. Even though in the method Reflection-Mapping, you can get rough calculations; these do not factor in curved surfaces. A curved surface in real life is really just another flat surface that is positioned at a different angle then the portion of the surface adjacent to it. This means that the angle of incidence will change for every single change in degrees relevant to the flat surface. Meaning the computer processing this would need to do a lot more math, leading to loading screens, and/or lag. For the Laws of Physics to be calculated by computers we would need either a lot faster computers or need to limit how much is being computed.