Photo realism
Photo realism simply means that a simulated scene appears indistinguishable from a photograph, or by extension, from real life.A movie looks very photo realism because it has been re-rendered before hand.But video games don't have that kind of time. Because the action in a scene has to respond dynamically to player input, video games have to render their graphics in real time, usually at a rate of 60 frames per second.That's why it's good to be sceptical of pre-rendered video game trailers. They inevitably look better than the final game, because they are essentially movies, not samples of how the game looks when you play it.Currently, during actual play, games use a technique called rasterization to achieve somewhat realistic effects. Rasterization is an algorithm by which three-dimensional shapes are output for display on a flat screen.For example Battlefield 4 use photorealism to drag you in to play the game because people like game s to look real.
Cell Shading
Cell shading is when a game starts of with a 3D image that appears flat and then you apply black outlines and curves in the image like a silhouette.The cell-shading process starts with a typical 3D model. Where cell-shading differs from conventional rendering is in its non-photo realistic illumination model. Conventional (smooth) lighting values are calculated for each pixel and then quantised to a small number of discrete shades to create the characteristic flat look – where the shadows and highlights appear more like blocks of colour rather than mixed in a smooth way.For example in team fortress 2 they use cell shading to show of the characters.
Abstraction-
In computer science, abstraction is the process of separating ideas from specific instances of those ideas at work. Computational structures are defined by their meanings , while hiding away the details of how they work. Abstraction tries to factor out details from a common pattern so that programmers can work close to the level of human thought, leaving out details which matter in practise, but are immaterial to the problem being solved. For example, a system can have several abstraction layers whereby different meanings and amounts of detail are exposed to the programmer; low-level abstraction layers expose details of the computer hardware where the program runs, while high-level layers deal with the business logic of the program.
http://www.geeksofdoom.com/2014/09/30/wait-tetris-movie-developed/tetris-video-game
Exaggeration
http://www.gamefront.com/saints-row-iv-200-proof-nonawesomesense/2/
Is when crazy thing happen sometime using extra terrestrial lifeforms or superpowers in saints row there is loads of exaggeration like space ships super strength etc.
http://www.gamefront.com/saints-row-iv-200-proof-nonawesomesense/2/




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