In order to get the best
moving pictures these days, it is imperative to know how 3D images are
rendered. Understanding rendering is not as difficult as you think but requires
going through this piece with a high level of concentration because major
issues on this topic are adequately discussed.
The term rendering means the calculations carried out by a render engine
equipped with a 3D software package to interpret a 3D scene from a mathematical
approximation to a finalized 2D image. Throughout the process, the scene's
textural, spatial and lightning information are brought together to come up
with the color value of each pixel in the compressed image.
There are two major kinds of rendering and they are differentiated by the
speed at which they compute and finalize images. These two major kinds are real
time rendering and pre-rendering (offline rendering). Real time rendering is
mostly used in gaming and interactive graphics due to the need to compute
images from 3D information at a very fast speed. Since it is going to be
difficult to predict the way a game player will interrelate with the game
environment, it is very important to render images in real time as the action
open up.
Moreover, a minimum of 18 to 20 frames per second must be rendered to the
screen so that the motion will appear fluid. If you want an improved real time
rendering, endeavor to pre-compile as much information as possible and also
make use of dedicated graphics hardware. The game environment's lighting
information can also be pre-computed and developed directly into the texture
files of the game's environment in order to improve render speed.
On the other hand, pre-rendering or offline rendering is the use of
multi-core CPUs rather than dedicated graphics hardware to perform
calculations. It takes a lot of time to complete and is mostly seen in
animations and effects works that the owners believe more in photorealism and
visual complexity. Since what will appear in each screen can be predicted, big
studios dedicate a lot of time (about 90 hours render time) to individual
frames.
Furthermore, higher level of photorealism can be achieved in
pre-rendering than in real time rendering because the former occurs in an open
ended frame. This gives room for characters, environments and their related
textures and light to have higher polygon counts and a very high resolution
texture files of 4K or higher.
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