3D Scene Optimization: The Decisions That Matter
Reducing the cost of a scene — draw calls, memory, geometry and texture — so it runs at frame rate on the target hardware. Key takeaways Draw calls: often the b...
Standbilder, Retusche und Echtzeit-3D. Schreibt über Farbmanagement, Asset-Pipelines und darüber, wie man aufwendige Visuals in den Browser bringt.
381 articles
Reducing the cost of a scene — draw calls, memory, geometry and texture — so it runs at frame rate on the target hardware. Key takeaways Draw calls: often the b...
Moving assets between applications without losing geometry, materials, rigs or scene structure. Key takeaways Delivery format for the web: glTF and GLB Film and...
Using physics solvers for cloth, hair, fluid, smoke and rigid bodies rather than animating those things by hand. Key takeaways Common systems: cloth, hair, rigi...
Developing and approving the materials and lighting for an asset in isolation, before it goes into production shots. Key takeaways Turntable: a rotating render...
Distributing rendering across many machines and managing the job queue, dependencies and outputs. Key takeaways Job distribution: frames or tiles distributed ac...
Using 3D models on product pages, in search results and in augmented reality, alongside or instead of photography. Key takeaways Platform support: major commerc...
Choosing focal length, position and framing in a virtual scene, where none of the physical constraints of a real camera apply. Key takeaways Focal length: deter...
Building geometry from rules and parameters rather than by hand, so variation and revision are a matter of changing inputs. Key takeaways Approach: node graphs...
Assembling rendered passes into a final image, adjusting each element without returning to the renderer. Key takeaways Common passes: diffuse, specular, shadow,...
Organizing models, materials and environments so they can be found and reused across projects. Key takeaways Metadata: what makes a library searchable Versionin...
The successor graphics API to WebGL, giving browsers lower-level access to the GPU and support for compute work. Key takeaways Standard body: W3C, with implemen...
Getting a model from a design application to a printable file: watertight geometry, correct scale, tolerances and supports. Key takeaways Manifold requirement:...
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