What is rendering? And what is render? Dictionary of computer game developers! What is rendering, and what features does this process have? Rendering mode.

What is rendering? And what is render? Dictionary of computer game developers! What is rendering, and what features does this process have? Rendering mode.

Origin of the term The word “render” (or “rendering”) came, like many things related to IP technologies, from in English. It comes from the Old French rendre, meaning “to do”, “to give”, “to return”, “to return”. The deeper roots of this verb go back to ancient Latin: re is a prefix meaning “back” and dare is “to give.” Hence one of the meanings of the modern term. Rendering is also the process of recreating a planar image based on a three-dimensional model containing information about the physical properties of an object - its shape, surface texture, illumination, and so on.

Rendering(English rendering - “visualization”) in computer graphics is the process of obtaining an image from a model using a computer program.

Here, a model is a description of any objects or phenomena in a strictly defined language or in the form of a data structure. Such a description may contain geometric data, the position of the observer’s point, information about lighting, the degree of presence of some substance, the strength of the physical field, etc.

An example of visualization is radar space images, which represent in the form of an image data obtained through radar scanning of the surface of a cosmic body in the range of electromagnetic waves invisible to the human eye.

Often in computer graphics (artistic and technical), rendering is understood as the creation of a flat image (picture) based on a developed 3D scene. An image is a digital raster image. The synonym in this context is Visualization.

Visualization is one of the most important sections in computer graphics, and in practice it is closely related to the others. Typically, 3D modeling and animation software packages also include a rendering function. There are separate software products that perform rendering.

Depending on the purpose, a distinction is made between pre-rendering, which is a rather slow visualization process, used mainly when creating video, and rendering in real mode, used in computer games. The latter often uses 3D accelerators.

Rendering Features

It will take a lot of time to bring the preliminary sketch to perfection - the processing time of complex images on a computer can reach several hours. During this period the following happens:

  • coloring
  • detailing of small elements
  • development of lighting effects - reflections of flows, shadows and others
  • display of climate conditions
  • implementation of other details to increase realism.

The complexity of processing affects the price of 3D visualization; the more time it takes, the more expensive the project will cost. Whenever possible, modelers simplify the rendering process, for example, calculate individual moments or use other tools to reduce rendering time without compromising its quality

Who does the rendering?

The most common profession that requires you to have knowledge of rendering is “3D designer”. A specialist of this kind can create everything: from a basic banner to models of computer games.

And, of course, a 3D designer deals not only with rendering, but also with all the previous stages of creating 3D graphics, namely: modeling, texturing, lighting, animation, and only after that – visualization.

However, a 3D designer does not work with mathematical and physical formulas, describing them in programming languages. All this is done for him by compiler programs (3D Max, Maya, Cinema 4D, Zbrush, Blender, etc.) and already written libraries of physical properties (ODE, Newton, PhysX, Bullet, etc.).

Separately, among the programs listed above that allow you to create 3D graphics, you need to highlight free program OGRE 3D are graphics engines specifically for rendering, with the help of which you can not only create “pictures,” but also implement an entire, and most importantly, full-fledged computer game. For example, Torchlight uses OGRE as its game engine.

Well, to process such a quantity and quality of graphic scenes desktop computer will not be enough, so recently they have been making not only programs for rendering, but also services for processing their processes, such as “render farm”. And it’s worth noting that pleasure is not cheap, despite low prices render farm The price of rendering is quite impressive - 3.9 cents / GHz-hour.

Rendering types: online and pre-rendering

There are two main types of rendering depending on the speed at which the finished image must be produced. The first is real-time rendering, which is necessary in interactive graphics, mainly in computer games. Here we need fast rendering, the image must be displayed on the screen instantly, so a lot of things in the scene are calculated in advance and stored in it as separate data. These include textures that define appearance objects and lighting.

Programs used for online rendering primarily use graphics card resources and random access memory computer and, to a lesser extent, the processor. To render scenes that are more visually complex, as well as where the issue of speed is not so relevant, when render quality is much more important, other methods and programs for rendering are used. In this case, all the power is used multi-core processors, the highest parameters for texture resolution and lighting calculation are set. Render post-processing is often used to achieve a high degree of photorealism or the desired artistic effect. Scene rendering methods The choice of image acquisition methods depends on the specific task and often on the personal preferences and experience of the visualizer.

More and more new rendering systems are being developed - either highly specialized or universal. Today, the most common rendering programs are based on three main computational methods: Rasterization (Scanline) - a method in which an image is created by calculating not individual pixel points, but entire faces-polygons and large sections of surfaces. Textures that define the properties of objects, like the light in the scene, are captured as immutable data. The resulting image often does not reflect perspective changes in illumination, depth of field, etc. It is more often used in systems for rendering scenes in games and video production. Raytracing - the physics of the scene is calculated based on the rays emanating from the virtual camera lens and analyzing the interaction of each ray with the objects it encounters in the scene. Depending on the quantity and quality of such “bounces,” the reflection or refraction of light, its color, saturation, etc. are simulated. The quality of the resulting image is much higher compared to rasterization, but its realism comes at the price of increased resource consumption. Calculation of reflected light (Radiosity) - each point, each pixel of the image is endowed with a color that does not depend on the camera. It is influenced by global and local light sources and surroundings. This method allows you to calculate the appearance of color and light reflections from nearby objects on the surface of the model. Practice shows that the most advanced and popular systems renderer uses a combination of all or major methods. This allows you to achieve maximum photorealism and authenticity in the display of physical processes in a given scene.

Rendering is the final stage of processing scenes obtained as a result of 3D visualization. There are two main stages of this process - real time, used mainly in computer games, and pre-rendering. It was he who found application in business. In the first case, the speed of calculations is of greater importance; only if this condition is met, the quality of the images will remain high. When pre-rendering, the priority is the realism of the drawing.

Pre-rendering

To perform this type of rendering, special software is used. The duration of processing depends on its complexity. The process consists of applying light and the shadows it creates, adding color, and other effects. The main task of modelers is to ensure that the result is extremely truthful, for which it is necessary to navigate one of the most complex branches of physics - optics. Properly executed rendering is especially important in 3D modeling of interiors - you need to accurately calculate how the room will look in natural and artificial light, select shades of furnishings, and other nuances. Basic methods of final processing in volumetric design:


It is customary to use a combination of several methods, which reduces resource costs and ensures the required quality.

Rendering Features

It will take a lot of time to bring the preliminary sketch to perfection - the processing time of complex images on a computer can reach several hours. During this period the following happens:

  • coloring;
  • detailing of small elements;
  • development of lighting effects - reflections of streams, shadows and others;
  • display of climatic conditions;
  • implementation of other details to increase realism.

The complexity of processing affects the formation of the price of 3D visualization; the more time it takes, the more expensive the work on the project will cost. Whenever possible, modelers simplify the rendering process, for example, by calculating individual moments or using other tools to reduce rendering time without compromising its quality.

Rendering

As a result, four groups of methods have been developed that are more efficient than modeling all the light rays illuminating the scene:

  • Rasterization(English) rasterization ) together with the string scanning method (eng. scanline rendering). Rendering is done by projecting scene objects onto a screen without considering the effect of perspective relative to the observer.
  • Ray casting (raycasting) (English) ray casting). The scene is considered as observed from a certain point. From the observation point, rays are directed to objects in the scene, with the help of which the color of a pixel on a two-dimensional screen is determined. In this case, the rays stop propagating (unlike the backtracing method) when they reach any object in the scene or its background. It is possible to use some very simple ways to add optical effects. The perspective effect is achieved naturally when the rays thrown are launched at an angle depending on the position of the pixel on the screen and the maximum viewing angle of the camera.
  • Ray tracing(English) ray tracing ) is similar to the ray throwing method. From the observation point, rays are directed to objects in the scene, with the help of which the color of a pixel on a two-dimensional screen is determined. But at the same time, the beam does not stop spreading, but is divided into three components, rays, each of which contributes to the color of the pixel on a two-dimensional screen: reflected, shadow and refracted. The number of such divisions into components determines the tracing depth and affects the quality and photorealism of the image. Due to its conceptual features, the method allows one to obtain very photorealistic images, but at the same time it is very resource-intensive, and the visualization process takes significant periods of time.
  • Path tracing(English) path tracing ) contains a similar principle of ray propagation tracing, but this method is the closest to the physical laws of light propagation. It is also the most resource-intensive.

Advanced software usually combines several techniques to produce high-quality and photorealistic images at an acceptable cost of computing resources.

Mathematical justification

The implementation of the rendering engine is always based on a physical model. The calculations performed relate to one or another physical or abstract model. The basic ideas are easy to understand but difficult to apply. Typically, the final elegant solution or algorithm is more complex and contains a combination of different techniques.

Basic equation

The key to the theoretical basis of rendering models is the rendering equation. It is the most complete formal description of the part of rendering that is not related to the perception of the final image. All models represent some kind of approximate solution to this equation.

The informal interpretation is as follows: The amount of light radiation (L o) emanating from a certain point in a certain direction is its own radiation and reflected radiation. Reflected radiation is the sum in all directions of incoming radiation (L i), multiplied by the reflection coefficient from a given angle. Combining in one equation the incoming light with the outgoing light at one point, this equation constitutes a description of the entire luminous flux in a given system.

Rendering software - renderers (visualizers)

  • 3Delight
  • AQSIS
  • BMRT (Blue Moon Rendering Tools) (discontinued)
  • BusyRay
  • Entropy (discontinued)
  • Fryrender
  • Gelato (development discontinued due to purchase of NVIDIA, mental ray)
  • Holomatix Renditio (interactive ray tracer)
  • Hypershot
  • Keyshot
  • Mantra renderer
  • Meridian
  • Pixie
  • RenderDotC
  • RenderMan (PhotoRealistic RenderMan, Pixar’s RenderMan or PRMan)
  • Octane Render
  • Arion Renderer

Renderers that work in real (or near real) time.

  • VrayRT
  • Shaderlight
  • Showcase
  • Rendition
  • Brazil IR
  • Artlantis Render
3D modeling packages with their own renderers
  • Autodesk 3ds Max (Scanline)
  • e-on Software Vue
  • SideFX Houdini
  • Terragen, Terragen 2

Render properties comparison table

RenderMan mental ray Gelato (discontinued) V-Ray finalRender Brazil R/S Turtle Maxwell Render Fryrender Indigo Renderer LuxRender Kerkythea YafaRay
compatible with 3ds Max Yes, via MaxMan built in Yes Yes Yes Yes No Yes Yes Yes Yes Yes No
Maya compatible Yes, via RenderMan Artist Tools built in Yes Yes Yes No Yes Yes Yes Yes Yes No
Softimage compatible Yes, via XSIMan built in No Yes No No No Yes Yes Yes Yes No
Houdini compatible Yes Yes No No No No No No Yes Yes No No
LightWave compatible No No No No No No No Yes Yes No No No
Blender compatible No No No No No No No No No Yes Yes Yes Yes
compatible with SketchUp No No No Yes No No No Yes Yes Yes No Yes No
Cinema 4D compatible Yes (starting from version 11) Yes No Yes Yes No No Yes Yes Yes Yes No, frozen No
platform Microsoft Windows, Linux, Mac OS X Microsoft Windows, Linux, Mac OS X
biased, unbiased (without assumptions) biased biased biased biased biased biased biased unbiased unbiased unbiased unbiased
scanline Yes Yes Yes No No No No No No No No
raytrace very slow Yes Yes Yes Yes Yes Yes No No No No Yes
Global Illumination algorithms or your own algorithms Photon, Final Gather (Quasi-Montecarlo) Light Cash, Photon Map, Irradiance Map, Brute Force (Quasi-Montecarlo) Hyper Global Illumination, Adaptive Quasi-Montecarlo, Image, Quasi Monte-Carlo Quasi-Montecarlo, PhotonMapping Photon Map, Final Gather Metropolis Light Transport Metropolis Light Transport Metropolis Light Transport Metropolis Light Transport, Bidirectional Path Tracing
Camera - Depth of Field (DOF) Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Camera - Motion Blur (vector pass) very fast Yes fast Yes Yes Yes Yes Yes Yes Yes Yes Yes
Displacement fast Yes fast slow, 2d and 3d slow No fast Yes Yes Yes Yes
Area Light Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Glossy Reflect/Refract Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
SubSurface Scattering (SSS) Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes
Standalone Yes Yes Yes 2005 (raw) No No No Yes Yes Yes
Current version 13.5,2,2 3.7 2.2 2.02a Stage-2 2 4.01 1.61 1.91 1.0.9 v1.0-RC4 Kerkythea 2008 Echo 0.1.1 (0.1.2 Beta 5a)
year of issue 2000 (?) (?) 2006 2011 2008
materials library No 33 My mental Ray No 2300+ vray-materials 30 of. website 113 of. website No 3200+ of. website 110 of. website 80 of. website 61 of. website
based on technology liquidlight Metropolis Light Transport
normal mapping
IBL/HDRI Lighting Yes
Physical sky/sun Yes Yes
official site MaxwellRender.com Freerender.com IndigoRenderer.com LuxRender.net kerkythea.net YafaRay.org
manufacturer country USA Germany USA Bulgaria Germany USA Sweden Spain Spain
cost $ 3500 195 free 1135 (Super Bundle) 999 (Bundle) 899 (Standard) 240 (Educational) 1000 735 1500 995 1200 295€ free, GNU free free, LGPL 2.1
main advantage Baking high speed (not very high quality) free free free
manufacturer company Pixar mental images (since 2008 NVIDIA) NVIDIA Chaos Group Cebas SplutterFish Illuminate Labs Next Limit Feversoft

see also

  • Algorithms using z-buffer and Z-buffering
  • Artist's algorithm
  • Line-by-line scanning algorithms like Reyes
  • Global Illumination Algorithms
  • Emissivity
  • Text as image

Chronology of the most important publications

  • 1968 Ray casting(Appel, A. (1968). Some techniques for shading machine renderings of solids. Proceedings of the Spring Joint Computer Conference 32 , 37-49.)
  • 1970 Scan-line algorithm(Bouknight, W. J. (1970). A procedure for generation of three-dimensional half-tone computer graphics presentations. Communications of the ACM)
  • 1971 Gouraud shading Gouraud, H. (1971). Computer display of curved surfaces. IEEE Transactions on Computers 20 (6), 623-629.)
  • 1974 Texture mapping PhD thesis, University of Utah.)
  • 1974 Z-buffer(Catmull, E. (1974). A subdivision algorithm for computer display of curved surfaces. PhD thesis)
  • 1975 Phong shading(Phong, B-T. (1975). Illumination for computer generated pictures. Communications of the ACM 18 (6), 311-316.)
  • 1976 Environment mapping(Blinn, J.F., Newell, M.E. (1976). Texture and reflection in computer generated images. Communications of the ACM 19 , 542-546.)
  • 1977 Shadow volumes(Crow, F.C. (1977). Shadow algorithms for computer graphics. Computer Graphics (Proceedings of SIGGRAPH 1977) 11 (2), 242-248.)
  • 1978 Shadow buffer(Williams, L. (1978). Casting curved shadows on curved surfaces. 12 (3), 270-274.)
  • 1978 Bump mapping Blinn, J.F. (1978). Simulation of wrinkled surfaces. Computer Graphics (Proceedings of SIGGRAPH 1978) 12 (3), 286-292.)
  • 1980 BSP trees(Fuchs, H. Kedem, Z.M. Naylor, B.F. (1980). On visible surface generation by a priori tree structures. Computer Graphics (Proceedings of SIGGRAPH 1980) 14 (3), 124-133.)
  • 1980 Ray tracing(Whitted, T. (1980). An improved illumination model for shaded display. Communications of the ACM 23 (6), 343-349.)
  • 1981 Cook shader(Cook, R.L. Torrance, K.E. (1981). A reflectance model for computer graphics. Computer Graphics (Proceedings of SIGGRAPH 1981) 15 (3), 307-316.)
  • 1983 Mipmaps(Williams, L. (1983). Pyramidal parametrics. Computer Graphics (Proceedings of SIGGRAPH 1983) 17 (3), 1-11.)
  • 1984 Octree ray tracing(Glassner, A. S. (1984). Space subdivision for fast ray tracing. 4 (10), 15-22.)
  • 1984 Alpha compositing(Porter, T. Duff, T. (1984). Compositing digital images. 18 (3), 253-259.)
  • 1984 Distributed ray tracing(Cook, R.L. Porter, T. Carpenter, L. (1984). Distributed ray tracing. Computer Graphics (Proceedings of SIGGRAPH 1984) 18 (3), 137-145.)
  • 1984 Radiosity(Goral, C. Torrance, K.E. Greenberg, D.P. Battaile, B. (1984). Modeling the interaction of light between diffuse surfaces. Computer Graphics (Proceedings of SIGGRAPH 1984) 18 (3), 213-222.)
  • 1985 Hemi-cube radiosity(Cohen, M.F. Greenberg, D.P. (1985). The hemi-cube: a radiosity solution for complex environments. Computer Graphics (Proceedings of SIGGRAPH 1985) 19 (3), 31-40.)
  • 1986 Light source tracing(Arvo, J. (1986). Backward ray tracing. SIGGRAPH 1986 Developments in Ray Tracing course notes)
  • 1986 Rendering equation(Kajiya, J.T. (1986). The rendering equation. Computer Graphics (Proceedings of SIGGRAPH 1986) 20 (4), 143-150.)
  • 1987 Reyes algorithm(Cook, R.L. Carpenter, L. Catmull, E. (1987). The reyes image rendering architecture. Computer Graphics (Proceedings of SIGGRAPH 1987) 21 (4), 95-102.)
  • 1991 Hierarchical radiosity(Hanrahan, P. Salzman, D. Aupperle, L. (1991). A rapid hierarchical radiosity algorithm. Computer Graphics (Proceedings of SIGGRAPH 1991) 25 (4), 197-206.)
  • 1993 Tone mapping(Tumblin, J. Rushmeier, H. E. (1993). Tone reproduction for realistic computer generated images. IEEE Computer Graphics & Applications 13 (6), 42-48.)
  • 1993 Subsurface scattering Hanrahan, P. Krueger, W. (1993). Reflection from layered surfaces due to subsurface scattering. Computer Graphics (Proceedings of SIGGRAPH 1993) 27 (), 165-174.)
  • 1995 Photon mapping(Jensen, H.J. Christensen, N.J. (1995). Photon maps in bidirectional Monte Carlo ray tracing of complex objects. Computers & Graphics 19 (2), 215-224.)
  • 1997 Metropolis light transport(Veach, E. Guibas, L. (1997). Metropolis light transport. Computer Graphics (Proceedings of SIGGRAPH 1997) 16 65-76.)

Learn to render faster and more efficiently with tips from experts in the field!

Some people may find the rendering process boring and uninteresting compared to other stages of working with 3D, but that doesn't make it any less important. Today, the speed and quality of the performer’s work is of great importance, and time should not be wasted. Rendered frames or sequences can always be re-rendered with a fresh mind, but this will not make you spend less time on them. Therefore, you need to understand that you are working correctly.

“The Normal pass will add even more light to the rendered image. Each channel can be used as an additional light source,” Carlos Ortega Elizalde.

Tip #1: Render everything by pass

“Sometimes you need to “tighten up” an already rendered image. So I render all the elements separately (background, foreground, character, etc.) and then bring everything together in Photoshop. Next I tone the image using adjustment layers such as selective color, hue/saturation and levels. I also use vignetting and blur when necessary. And I stay away from the chromatic aberration slider, which has been used too often and out of place lately,” Andrew Hickinbottom.

Working with layers helps you look at your work in a new way

Tip #2: Normal passes

“The Normal pass will add even more light to the rendered image. Each channel can be used as an additional light source. And although this is not a physically correct light, this approach helps highlight important details and bring out overexposed or overexposed areas of the image, simulating rim or bounce lights. This saves a lot of time and effort. This approach can also be used for rendered animation sequences in compositing programs." - Carlos Ortega Elizalde.

Time-saving tips are very important

Every detail added during modeling, texturing or lighting will benefit Carlos Ortega Elizalde's rendering

Tip #3: Don’t be lazy to create a specular pass...

“In order to render a specular pass in Keyshot, I use a wax material with translucency 0 and maximal specularity, for SColor and Subsurface Color I use black. I also make the background black and use HDRI Urban to illuminate the scene,” Luca Nemolato.

Keyshot passes are used to further enhance the picture

Tip #3: ... and pass the skin

“In order to get a good skin pass in Keyshot, I use a Human Skin metamaterial with translucency 0.7 (the translucency value also depends on the model), roughness 0.8, then I load a Texture map and a Normal map. I usually light the scene with HDRI Factory,” Luca Nemolato.

Leather is worth your time, so experiment until you're happy with the results.

Tip #4: Render only important elements

“Illustrations usually need to be quite high resolution for printing, so I use 6-8k resolution for the final render. This rendering requires very high resolution textures, which significantly slows down Maya and Hypershade. Textures with this resolution are only needed for the final render, so for test renders I change the size of the textures, since I don’t need a high resolution" - Alex Alvarez.

The textures for this scene weigh several GB. After reducing the texture size, the test render time during lighting adjustments was reduced by 75%

Tip #5: Test everything first

“Before moving on to the final render, make several test renders at low resolution, also check that all settings are correct, the lighting is set correctly, and no strange spots or highlights appear in the picture. For example, at first I render with a resolution of 800 x 800, which I then increase to 1800 x 1800, for the final render I use a resolution of 5000 x 5000, and I also separately render passes that are important at the post stage. I save the picture in HDR format because I want to be able to edit and adjust the exposure,” Sérgio Merêces.

A quick test will save you many hours of waiting

Tip #6: Color Correction

“RAW renders usually don't look the best, but that changes when you have the ability to edit the image in Photoshop, Fusion or NUKE. At the same time, for important elements of the image, you can carry out color correction, defocus them, add noise or, conversely, focus, sharpness, the least important parts of the image can be made darker,” Toni Bratincevic.

Darken, lighten or tone an image for better results

Go back to the concept if you are not happy with the render. As Toni Bratincevic says: “If the reference is in fact a well-developed concept with the correct composition, getting a high-quality render becomes a matter of time and technical skills with which you will model, texture and light the scene.”

Tip #7: Use passes

“Use render passes for anything shiny, glowing, or transparent. Render the background, foreground, etc. separately, which will allow you to work more flexibly with the image on the composition. Hide everything that is in some way not related to the render, i.e. disable shadows for such elements and their participation in GI, do not use reflections for small objects. For anything far enough from the camera, use matte painting." - Francesco Giroldini.

Various passes add expressiveness to the picture

Tip #8: Use ID matte

“ID matte is a cheap and cheerful way to change the image after rendering. Assign the most common colors of red or blue to the elements in the scene, render them from the same camera as a beauty pass, this will help you work more efficiently with the elements in the composition,” Francesco Giroldini.

It's never too late to fix something

Render only what you really needFrancesco Giroldini

Tip #9: Try to see the whole picture

“The final render is 90% of the image, the remaining 10% comes in post, which will decide whether your image is more CGI or photorealistic. In your free time, study the disadvantages of the renderer you are using and the possibilities of obtaining a more realistic image with it. Elements such as highlights, light halo, glow, grain and contrast are added in post. Tools like Magic Bullet Looks are easy to use and allow you to work in real time, making the process of simulating an effect faster than a renderer,” Alex Alvarez.

Various versions of the image obtained using Photoshop and Magic Bullet

This is what the final render of “Meadow” looked like mental ray, which Alex Alvarez then processed by Alex Alvarez

Alex Alvarez excluded these textures from the final render Alex Alvarez

Tip #10: Time to render, time to have fun

If the work is done correctly, you will be incredibly happy with the final render, and you will be even more pleased with the finished product. If not, then think about your next project. Next time you'll model even more skillfully, the textures will be weightless, the light will be dazzling, and the rendering will be perfect. Next time you will be able to recreate the picture from your head. And if not? Well, try again, and then again, and again.

“Use render passes for anything shiny, glowing or transparent” Francesco Giroldini

Computer graphics is full of surprises, which is why it so often gives us the opportunity to get acquainted with new terms. Those who have never used such programs are unlikely to be able to tell you what rendering is and what it is needed for. We'll try to sort this out.

Definition

Interestingly, there is practically nothing on the Internet for this exact request. Many people are scratching their heads in search of an interpretation of “render”. In reality, everything turns out to be simpler. There is such a process in computer graphics as rendering. The program that carries out this process is called a renderer. When considering such software, you need to understand what kind of action it is and where it is used.

Process

So, rendering is a capacious process that transforms the image according to the model thanks to the program. The word is translated from English as “visualization”. The word "model" does not necessarily mean something tangible. Here we can talk about both objects and phenomena. In general, interpretations can provide geometric and geographical information. May relate to lighting, the presence of parts, substances, and the strength of the physical field.

Computer graphics

When asked, they usually mean rendering. This process is often associated with computer graphics. In this case, visualization proceeds according to a proven plan. A flat image for a 3D scene is formed in raster format.

Visualization itself is considered important in this area. It is conditionally connected with different sections computer graphics. Now it's hard to say that there is a specific rendering application. Typically, visualization is included in the package of both 3D modeling and animation. Although you can try to find renderings.

Methods

Once we know what render is, we need to understand its functions. Obviously it can help with visualization. But the process itself can occur in different ways. There are many algorithms for this action. Some programs use one specifically, some use several at once.

The creation of a number of rendering methods was traced. Displaying all the rays of light that illuminate a scene is impractical. It takes too much time if approximation or digitization is not taken into account.

One method is rasterization. It works in conjunction with line scanning. In this case, objects are projected onto the display. And the effect of perspective is not considered.

The raycasting method involves viewing from a specified point. From it, rays are sent to objects and the color of the pixel is determined. If the beam reaches an object or background, it does not propagate further. This method allows simple ways to use optical effects.

Two more methods are ray tracing or path tracing. The first option is similar to the previous one. But when the beam hits an object, it spreads further. So three more rays appear. Everyone contributes to the color of a pixel in a specific way. This is how reflection, shadow and refraction appear. This method makes the image photorealistic, although it is considered resource-intensive. Path tracing is similar to the method described above. The only difference is that the physical laws of light propagation are more clearly expressed.

How does it work?

If you understand what rendering is in general, then most likely it will be difficult for you to understand the mathematical basis of the process. For rendering to work correctly, it must be implemented using a physical model. The program performs calculations. But there can be several equations, as well as solutions. We have already seen this when describing visualization methods.

Settings

Render settings can vary greatly. It all depends on the user’s tasks and skills. For example, you can create a quick rough render. To do this, you will have to additionally download the script. The team will automatically adjust the program settings each time so that the visualization is rough, that is, in passable quality.

Rendering settings can indicate how models are rendered. For example, for Photoshop you can look for a set of such settings. Based on them, they create their own parameters or, after slightly adjusting them, use the established ones.

Programs

Render VRay is a whole system for visualization. Appeared back in 2000. It can be installed as a plugin for a number of programs. Among the latter there are Cinema 4D, Rhino, and Autodesk 3ds Max. This system can be used as a module for Blender.

Render 3D Max or Autodesk 3ds Max is a multifunctional program that not only performs visualization, but also creates and edits three-dimensional graphics. It also handles animation easily. At the moment it is very popular because it has acquired many different functions for working with 3D images. Has many tools for artists and those who work with multimedia.

Vegas Pro

This is a complete program for editing and editing videos, as well as multi-track recording. It’s difficult to consider Vegas a renderer, although there is such a function here too. To transform the project into ready file, you need to click on Render As, in the new window give a name to the video and select the Video for Windows extension, below there will be a line with a choice of parameter templates. Here we are looking for =NTSC DV. Afterwards you will have to wait until the program collects and saves the video.

Perhaps your project may need a different template, then you can click on Custom and select a more suitable option in a new window. Here you can set the quality of the rendered video. Below there is a “Video” tab, on which all parameters are set individually for each user.

Rendering often leads to errors in video output. If you want to seriously engage in it, you will have to study the process, technology and methods in detail in order to further reduce errors to a minimum.

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