tailieunhanh - 2D Artwork and 3D Modeling for Game Artists- P14

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 | 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 different brightness levels. Because RGB color properties are additive an image can composite the three channels to form one 3x8 or 24-bit image where each resulting 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 . The highest available color depth in Windows is the ultra-true color mode or 32-bit nearly 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 represents the transparency of a pixel as an example in video games you might have seen an object break into pieces all over the floor then slowly vanish. The programmers 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 to save on memory. ZK RGB channel composite Figure The RGB color channel composite. ease purchase PDF Split-Merge on to remove this watermark. 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 memor y 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 .

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