3D Rendering

3d rendering for 3d animation

3D Rendering for Real-time and video

Rendering is the final process of creating the actual 2D image or animation from the prepared scene. This can be compared to taking a photo or filming a scene after the setup is finished in real life. Several different, and often specialized, rendering methods have been developed. These range from the distinctly non-realistic wireframe rendering through polygon-based rendering, to more advanced techniques such as: scanline rendering, ray tracing, radiosity, and gobal illumination. Rendering may take from seconds to days for a single image/frame. In general, different methods are better suited for either photo-realistic rendering, or real-time rendering.

Rendering for interactive media, such as games and simulations, is calculated and displayed in real time, at rates of approximately 20 to 120 frames per second. In real-time rendering, the goal is to show as much information as possible as the eye can process in a 30th of a second, or 30 frames per second, which is the standard frame rate for video. The goal of real time rendering is primarily speed and not photo-realism. In fact, here exploitations are made in the way the eye ‘perceives’ the world, and as a result the final image presented is not necessarily that of the real-world, but one close enough for the human eye to tolerate. Rendering software may simulate such visual effects as lens flares, depth of field or motion blur. These are attempts to simulate visual phenomena resulting from the optical characteristics of cameras and of the human eye. These effects can lend an element of realism to a scene, even if the effect is merely a simulated artifact of a camera. This is the basic method employed in interactive video games. The rapid increase in computer processing power has allowed a progressively higher degree of realism for real-time rendering, including techniques such as HDR rendering. Real-time rendering is often polygonal and aided by the computer’s graphic processor unit.

Animations for non-interactive media, such as feature films and video, are rendered much more slowly. Non-real time rendering enables the leveraging of limited processing power in order to obtain higher image quality. Rendering times for individual frames may vary from a few seconds to several days for complex scenes. Rendered frames are stored on a hard disk then can be transferred to other media such as motion picture film or optical disk. These frames are then displayed sequentially at high frame rates, typically 30 frames per second, to achieve the illusion of movement.

When the goal is photo-realism, techniques are employed such as radiosity or global illumination. This is the basic method employed in 3d architecure visualization, product visualization and video cinematics and motion pictures. Techniques have been developed for the purpose of simulating other naturally-occurring effects, such as the interaction of light with various forms of matter.

The rendering process is computationally expensive, given the complex variety of physical processes being simulated. Computer processing power has increased rapidly over the years, allowing for a progressively higher degree of realistic rendering. Film studios that produce computer-generated animations typically make use of render farms to generate images in a timely manner. Directors like Michael Bay are increasingly utilizing 3D film making and animation technologies in an effort to advance the usage and content rate of this remarkable technology. However, falling hardware costs mean that it is entirely possible to create small amounts of 3D animation on a home computer system. The output of the renderer is often used as only one small part of a completed motion-picture scene. Many layers of material may be rendered separately and integrated into the final shot using video editing compositing software.

 

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3d Rendering photo realism

Photo Realistic 3D Rendering

3D architecture rendering using photo realistic rendering

Photo realistic 3D rendering is achieved by using advanced 3d rendering software that simulates real world lighting and how light bounces from surface to surface.

Global Illumination rendering engines are typically produce the most photo realistic images of any 3d rendering software. Mental Ray and Vray are the most popular global illumination software, and use advanced techniques and global illumination algorithms such as path tracingphoton mapping, irradiance maps and directly computed global illumination. The use of these techniques often makes it preferable to conventional renderers which are provided as standard with 3d software, and generally renders using these technique can appear more photo-realistic to the human eye, as actual lighting effects are more realistically emulated.

Global illumination software is extensively used in the 3D development of film productions, multi-million dollar video game productions, and photo realistic 3D renderings for architecture visualization.

Global illumination is a general name for a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene (indirect illumination).

Theoretically reflections, refractions, and shadows are all examples of global illumination, because when simulating them, one object affects the rendering of another object (as opposed to an object being affected only by a direct light). In practice, however, only the simulation of diffuse inter-reflection or caustics is called global illumination.

Images rendered using global illumination algorithms often appear more photorealistic than images rendered using only direct illumination algorithms. However, such images are computationally more expensive and consequently much slower to generate. One common approach is to compute the global illumination of a scene and store that information with the geometry, i.e., radiosity. That stored data can then be used to generate images from different viewpoints for generating walkthroughs of a scene without having to go through expensive lighting calculations repeatedly.

Radiosity, ray tracing, beam tracing, cone tracing, path tracing, metropolis light transport, ambient occlusion, photon mapping, and image based lighting are examples of algorithms used in global illumination, some of which may be used together to yield results that are fast, but accurate.

These algorithms model diffuse inter-reflection which is a very important part of global illumination; however most of these (excluding radiosity) also model specular reflection, which makes them more accurate algorithms to solve the lighting equation and provide a more realistically illuminated scene.

 

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