Graphics Advances in Games
CS 381 Lecture, Dr. Lawlor
There a variety of graphics techniques that are used in games:
- F.E.A.R. Combat, 2005, Sierra (free registration required to install) (wikipedia)
- Uses parallax maps for wall damage craters.
- Several weapons use readback-displacement effects.
- Doom3, 2004, Id Software (wikipedia)
- Pioneered use of shadow volumes in real games.
- Note that only two light sources are active at once in most areas.
- Far Cry, 2004, Crytek (wikipedia)
- Uses alpha-test "impostor" textures to speed up rendering of
distant foliage; uses Aliaga geometry distortion to morph geometry to
match impostors.
- Interesting readback effects for water refraction and reflection.
- Half-Life 2, 2004, Valve (wikipedia)
- Halo, 2003 (PC version), Bungee/Microsoft Games (wikipedia)
- Excellent atmosphere rendering and multi-layer rendering.
- Liberal use of alpha-added glowing objects.
- Max Payne 2, 2003, Rockstar Games, (wikipedia)
- Interesting "bullet time" animation speed control.
- Best human skin and hair rendering for a game of its era.
- Third-person combat.
- Quake 2, 1997, Id Software (wikipedia)
- Actual OpenGL rendering.
- Lighting, including a precomputed "lightmap" texture.
- Diablo, 1997, Blizzard (wikipedia)
- Not even a 3D game; a 2D isometric projection sprite-based game.
- Levels (dungeons) are generated procedurally--they're different for every character that plays them!
- Duke Nukem 3D, 1996, 3D Realms (wikipedia)
- Interaction with the world beyond button switches (some destructable objects)
- Still 8-bit color, and sprite-based.
- Doom, 1993, Id Software (wikipedia)
- 8-bit VGA mode software rendering (no graphics hardware!)
- Walls and ceiling must be perpendicular to each other and aligned with the camera.
- Monsters are just 2D alpha-test images called "sprites".
I've got all these games as a demo DVD I can hand out.