
The source of a skybox can be any form of texture including photographs, hand-drawn images, or pre-rendered 3D geometry. This consequence of skyboxes dictates that designers should be careful not to carelessly include images of discrete objects in the textures of a skybox since the viewer may be able to perceive the inconsistencies of those objects' sizes as the scene is traversed. Effectively, everything in a skybox will always appear to be infinitely distant from the viewer. This imitates real life, where distant objects such as clouds, stars and even mountains appear to be stationary when the viewpoint is displaced by relatively small distances. This technique gives the skybox the illusion of being very far away since other objects in the scene appear to move, while the skybox does not. By careful alignment, a viewer in the exact middle of the skybox will perceive the illusion of a real 3D world around it, made up of those 6 faces.Īs a viewer moves through a 3D scene, it is common for the skybox to remain stationary with respect to the viewer. Traditionally, these are simple cubes with up to 6 different textures placed on the faces.

To compensate for these problems, games often employ skyboxes.


Additionally, realtime graphics generally have depth buffers with limited bit-depth which puts a limit on the amount of detail that can be rendered at a distance. Levels have to be processed at tremendous speeds, making it difficult to render vast skyscapes in real-time. Processing of 3D graphics is computationally expensive, specifically in real-time games, and poses multiple limits. A skydome employs the same concept but uses either a sphere or a hemisphere instead of a cube.

The level is enclosed in a cube the sky, distant mountains, distant buildings, and other unreachable objects are displayed on the cube's faces, thus creating the illusion of distant three-dimensional surroundings. A skybox is a method to easily create a background to make a computer and video games level look bigger than it really is.
