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A brief history of 3d texturing in video games

By KNIGHTT
  • bump mapping.

    bump mapping.
    bump mapping is a combination of phong shading and texture mapping it adds alot of depth to 3d models
  • Raytracing

    Raytracing
    Raytracing is a technique that used the cameras render plane it traced every pixel of the final image into a virtual scene, but raytracing became popular again in video games where it adds things like realistic shadows, lighting, and reflections all in real time
  • displacement mapping

    displacement mapping
    Displacement mapping was an alternative 3D texturing technique to bump mapping
  • UV mapping

    UV mapping
    unwrapping a mesh so all the faces and then creating a texture and then applying the texture to the mesh this technique would make texturing object a lot faster and easier
  • Pre-rendering

    Pre-rendering
    Pre-rendering has been around for along time. It means when a a 3d texture has been rendered before hand so its easier for your computer to run those textures
  • Refraction

    Refraction
    is the process of light bending as it passes through a solid, liquid, or gas, distorting the way things look when you view them through a transparent object.
  • real-time shadows

    real-time shadows
    Silent hill (a game) had one of the biggest break throughs in shadow textures it used real time shadows (its when lighting info was already placed on the textures so shadows would appear)
  • Increased resolution

    Increased resolution
    This made it easier to add more details to textures
  • 3d-Texturing

    3d-Texturing
    3d Texturing made it easier to add textures to objects, this made it so that people creating the textures didn't have to hand draw the whole texture.
  • Ambient occlusion

    Ambient occlusion
    Ambient occlusion made lighting better all artists had to do is add ambient occlusion to their textures. Ambient occlusion is indirect shadow from light