Copy Link
Add to Bookmark
Report

2.1. The Principles of PlayStation 3D

PS_2's profile picture
Published in 
Playstation
 · 4 weeks ago

Among the most defining features of the PlayStation when it first debuted in 1995 was its ability to handle 3D graphics in real-time and was among the first consoles that really brought real-time 3D visuals to the home console scene. Something that was previously only really seen in arcades and personal computers of the time. This chapter will go over the 3D graphics architecture of the PlayStation to fill-in the programmer to better grasp the chapters that follow in this section.

Also of note, these chapters expect the programmer to posses prior knowledge of at least some level of 3D graphics programming, so one may want to brush up on the basics of 3D geometry elsewhere before proceeding.

The PlayStation 3D Graphics Architecture

In contrast, the graphics architecture of the Nintendo 64 has a stronger resemblance to modern graphics processors such as floating-point matrices and vectors, perspective correct texture mapping with bilinear mip-map filtering and hardware depth buffer.

← previous
next →
loading
sending ...
New to Neperos ? Sign Up for free
download Neperos App from Google Play
install Neperos as PWA

Let's discover also

Recent Articles

Recent Comments

Neperos cookies
This website uses cookies to store your preferences and improve the service. Cookies authorization will allow me and / or my partners to process personal data such as browsing behaviour.

By pressing OK you agree to the Terms of Service and acknowledge the Privacy Policy

By pressing REJECT you will be able to continue to use Neperos (like read articles or write comments) but some important cookies will not be set. This may affect certain features and functions of the platform.
OK
REJECT