Questions about Pre-rendering
Short answers, pulled from the story.
What is pre-rendering in computer graphics?
Pre-rendering, also called offline rendering, is the technique of calculating images before playback, often using more powerful computers or longer processing times than would be available in real-time. It contrasts with real-time rendering, where images must be generated within a tight time window to create the illusion of motion. The pre-rendered images or video are then played back on the target system, which may be less powerful than the system that rendered them.
What were the first video games to use pre-rendered 3D graphics?
Two arcade laserdisc games introduced in late 1983 are the earliest documented examples: Interstellar, introduced by Funai at the AM Show in September, and Star Rider, introduced by Williams Electronics at the AMOA show in October. The X68000 remake of Ys I: Ancient Ys Vanished, released in 1991, also used 3D pre-rendered graphics for its boss sprites.
What were the main disadvantages of pre-rendered backgrounds in video games?
Pre-rendered backgrounds forced games to use fixed camera angles and could not reflect changes characters underwent during gameplay, such as wounds or customized clothing, without storing multiple alternate versions of the video. Storing high-quality pre-rendered assets at scale was generally not feasible due to storage requirements. Pre-rendered lighting also could not change state convincingly during play.
Which video games are cited as the most advanced examples of pre-rendered graphics?
Myst IV: Revelation, released in 2004, is often cited as the most graphically advanced use of entirely pre-rendered graphics in games. The 7th Guest, released in 1993, was notable for running pre-rendered video at 640x320 at 15 frames per second, a feat previously considered impossible on personal computers. Donkey Kong Country, released on the SNES in 1994, was one of the first significant console games built around pre-rendered graphics.
What CG films are entirely pre-rendered?
Toy Story, Shrek, and Final Fantasy: The Spirits Within are all entirely pre-rendered CG films, meaning every frame was calculated in advance rather than generated in real-time.
How did id Software use pre-rendering for Doom 3?
While making Doom 3, id Software used pre-rendered high-detail models to generate normal maps, specular maps, and diffuse lighting maps. These maps were applied to lower-polygon real-time models in the game, allowing the id Tech 4 engine to simulate the surface detail of the original complex models without the processing cost of rendering them live. The engine also supported bump mapping and dynamic per-pixel lighting, capabilities previously found only in pre-rendered video.