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fail render~
#21
Rendering is the process of generating an image from a model (or models in what collectively could be called a scene file), by means of computer programs. A scene file contains objects in a strictly defined language or data structure; it would contain geometry, viewpoint, texture, lighting, and shading information as a description of the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" may be by analogy with an "artist's rendering" of a scene. Though the technical details of rendering methods vary, the general challenges to overcome in producing a 2D image from a 3D representation stored in a scene file are outlined as the graphics pipeline along a rendering device, such as a GPU. A GPU is a purpose-built device able to assist a CPU in performing complex rendering calculations. If a scene is to look relatively realistic and predictable under virtual lighting, the rendering software should solve the rendering equation. The rendering equation doesn't account for all lighting phenomena, but is a general lighting model for computer-generated imagery. 'Rendering' is also used to describe the process of calculating effects in a video editing file to produce final video output.
Rendering is one of the major sub-topics of 3D computer graphics, and in practice always connected to the others. In the graphics pipeline, it is the last major step, giving the final appearance to the models and animation. With the increasing sophistication of computer graphics since the 1970s, it has become a more distinct subject.
Rendering has uses in architecture, video games, simulators, movie or TV visual effects, and design visualization, each employing a different balance of features and techniques. As a product, a wide variety of renderers are available. Some are integrated into larger modeling and animation packages, some are stand-alone, some are free open-source projects. On the inside, a renderer is a carefully engineered program, based on a selective mixture of disciplines related to: light physics, visual perception, mathematics and software development.
In the case of 3D graphics, rendering may be done slowly, as in pre-rendering, or in real time. Pre-rendering is a computationally intensive process that is typically used for movie creation, while real-time rendering is often done for 3D video games which rely on the use of graphics cards with 3D hardware accelerators.
Contents 
1 Usage
2 Features
3 Techniques
3.1 Scanline rendering and rasterisation
3.2 Ray casting
3.3 Ray tracing
4 Radiosity
5 Sampling and filtering
6 Optimization
6.1 Optimizations used by an artist when a scene is being developed
6.2 Common optimizations for real time rendering
7 Academic core
7.1 The rendering equation
7.2 The bidirectional reflectance distribution function
7.3 Geometric optics
7.4 Visual perception
8 Chronology of important published ideas
9 See also
10 Books and summaries
11 External links
12 References


When the pre-image (a wireframe sketch usually) is complete, rendering is used, which adds in bitmap textures or procedural textures, lights, bump mapping and relative position to other objects. The result is a completed image the consumer or intended viewer sees.
For movie animations, several images (frames) must be rendered, and stitched together in a program capable of making an animation of this sort. Most 3D image editing programs can do this.




Image rendered with computer aided design.
A rendered image can be understood in terms of a number of visible features. Rendering research and development has been largely motivated by finding ways to simulate these efficiently. Some relate directly to particular algorithms and techniques, while others are produced together.
shading — how the color and brightness of a surface varies with lighting
texture-mapping — a method of applying detail to surfaces
bump-mapping — a method of simulating small-scale bumpiness on surfaces
fogging/participating medium — how light dims when passing through non-clear atmosphere or air
shadows — the effect of obstructing light
soft shadows — varying darkness caused by partially obscured light sources
reflection — mirror-like or highly glossy reflection
transparency (optics), transparency (graphic) or opacity — sharp transmission of light through solid objects
translucency — highly scattered transmission of light through solid objects
refraction — bending of light associated with transparency
diffraction — bending, spreading and interference of light passing by an object or aperture that disrupts the ray
indirect illumination — surfaces illuminated by light reflected off other surfaces, rather than directly from a light source (also known as global illumination)
caustics (a form of indirect illumination) — reflection of light off a shiny object, or focusing of light through a transparent object, to produce bright highlights on another object
depth of field — objects appear blurry or out of focus when too far in front of or behind the object in focus
motion blur — objects appear blurry due to high-speed motion, or the motion of the camera
non-photorealistic rendering — rendering of scenes in an artistic style, intended to look like a painting or drawing
[edit]Techniques

Many rendering algorithms have been researched, and software used for rendering may employ a number of different techniques to obtain a final image.
Tracing every particle of light in a scene is nearly always completely impractical and would take a stupendous amount of time. Even tracing a portion large enough to produce an image takes an inordinate amount of time if the sampling is not intelligently restricted.
Therefore, four loose families of more-efficient light transport modelling techniques have emerged: rasterization, including scanline rendering, geometrically projects objects in the scene to an image plane, without advanced optical effects; ray casting considers the scene as observed from a specific point-of-view, calculating the observed image based only on geometry and very basic optical laws of reflection intensity, and perhaps using Monte Carlo techniques to reduce artifacts; and ray tracing is similar to ray casting, but employs more advanced optical simulation, and usually uses Monte Carlo techniques to obtain more realistic results at a speed that is often orders of magnitude slower. The fourth type of light transport techique, radiosity is not usually implemented as a rendering technique, but instead calculates the passage of light as it leaves the light source and illuminates surfaces. These surfaces are usually rendered to the display using one of the other three techniques.
Most advanced software combines two or more of the techniques to obtain good-enough results at reasonable cost.
Another distinction is between image order algorithms, which iterate over pixels of the image plane, and object order algorithms, which iterate over objects in the scene. Generally object order is more efficient, as there are usually fewer objects in a scene than pixels.
[edit]Scanline rendering and rasterisation
Main article: Rasterisation


Rendering of the European Extremely Large Telescope.
A high-level representation of an image necessarily contains elements in a different domain from pixels. These elements are referred to as primitives. In a schematic drawing, for instance, line segments and curves might be primitives. In a graphical user interface, windows and buttons might be the primitives. In rendering of 3D models, triangles and polygons in space might be primitives.
If a pixel-by-pixel (image order) approach to rendering is impractical or too slow for some task, then a primitive-by-primitive (object order) approach to rendering may prove useful. Here, one loops through each of the primitives, determines which pixels in the image it affects, and modifies those pixels accordingly. This is called rasterization, and is the rendering method used by all current graphics cards.
Rasterization is frequently faster than pixel-by-pixel rendering. First, large areas of the image may be empty of primitives; rasterization will ignore these areas, but pixel-by-pixel rendering must pass through them. Second, rasterization can improve cache coherency and reduce redundant work by taking advantage of the fact that the pixels occupied by a single primitive tend to be contiguous in the image. For these reasons, rasterization is usually the approach of choice when interactive rendering is required; however, the pixel-by-pixel approach can often produce higher-quality images and is more versatile because it does not depend on as many assumptions about the image as rasterization.
The older form of rasterization is characterized by rendering an entire face (primitive) as a single color. Alternatively, rasterization can be done in a more complicated manner by first rendering the vertices of a face and then rendering the pixels of that face as a blending of the vertex colors. This version of rasterization has overtaken the old method as it allows the graphics to flow without complicated textures (a rasterized image when used face by face tends to have a very block-like effect if not covered in complex textures; the faces are not smooth because there is no gradual color change from one primitive to the next). This newer method of rasterization utilizes the graphics card's more taxing shading functions and still achieves better performance because the simpler textures stored in memory use less space. Sometimes designers will use one rasterization method on some faces and the other method on others based on the angle at which that face meets other joined faces, thus increasing speed and not hurting the overall effect.

MOHIT COOL STORY BRO
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#22
[Image: 74fp.jpg]

j/k :3

Edit: Nice job :+
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#23
(11-25-2011, 11:43 PM)STyL4 link Wrote: Insert wall of text

tl;dr
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#24
Quote: link=topic=29756.msg409375#msg409375 date=1322225787]
OK seriously?.. now who's spamming here? xD did anyone even check the 1st damn post? :P
Nope I just saw the Cool story bro so posted a pic like everyone else  _O- Cbf watching videos  :9~
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#25
(11-26-2011, 04:51 AM)Nater link Wrote: Nope I just saw the Cool story bro so posted a pic like everyone else  _O- Cbf watching videos  :9~

Cool story bro!
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#26
(11-27-2011, 09:36 AM)LilBoy link Wrote: Cool story bro!
[Image: images?q=tbn:ANd9GcSWsnr6rEQKyqk8eYKtnsO...GJmEr5kPjj]
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#27
omg everyone haters here

good luck mohit i hope this program will succeed your graphic jobs are nice
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#28
I was nice in his other topic :(
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