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Also known as image synthesis

從模型生成影像的過程

Described at

The art of rendering (updated) - fxguide

As part of out 'Art Of' series, we explore the world of renderers by looking at GI, and speak exclusively to Pixar (RenderMan), Solid Angle (Arnold), Chaos Group (V-Ray) and many more.

fxguide.com

This leads to the heart of rendering: picking the best approach that will get the results looking as good as possible, in the time you have, and more precisely picking which attributes of an image – be it complex shading, complex motion blur, sub-surface scattering or some other light effects should be your priority – which ones will play in your shot, and which attributes need to be more heavily compromised. Modo render by Pascal Beekmans Stats: Res: 1500 500, Indirect Illumination Monte Carlo, – 24.8B Vertices – 8.27B Poly. Please just click to enlarge. There are many choices and factors that influence the decision of a studio to pick one renderer or another, from price to their pipeline experiences, but for this article we focus on a comparison based on the needs of global illumination (GI) in an entertainment industry production environment. We have chosen to focus on major studios with the expectation that many smaller facilities are interested in the choices made by those larger companies with dedicated production and R&D personnel. This is not to lessen the importance of smaller facilities but rather to acknowledge the filter down nature of renderer choices. The goal of realistic rendering is to compute the amount of light reflected from visible scene surfaces that arrives to the virtual camera through image pixels. This light determines the color of image pixels. Key to that are the models of reflection/scattering and shading that are used to describe the appearance of a surface. Shading addresses how different types of scattering are distributed across the surface (i.e. which scattering function applies where). Descriptions of this kind are typically expressed with a program called a shader. A simple example of shading is texture mapping, which uses an image to specify the diffuse color at each point on a surface, giving it more apparent detail. The modern chase for realism revolves around more accurate simulation of light and the approaches renderers have taken to provide the best lighting solution. Key to current lighting solutions is global illumination. The defining aspect of the last few years of renderers has been global illumination (GI). Jeremy Birn (lighting TD at Pixar and author of Digital Lighting and Rendering , 2006) succinctly defines GI as “any rendering algorithm that simulates the inter-reflection of light between two surfaces. When rendering with global illumination, you don’t need to add bounce lights to simulate indirect light, because the software calculates indirect light for you based on the direct illumination hitting surfaces in your scene”. We want to get all the contribution from all the other surfaces so that it takes into account BRDF and radiance from each direction. GI makes CG lighting much more like real world lighting and accounts for radiosity or the color bleeding that happens when no reflective surfaces still provide bounce, and bounce tinted to their diffuse color. In a simple ray tracer, the ray’s directions are determined regularly and normally in a simple grid. But there is a key alternative, Monte Carlo ray tracing, also known as stochastic ray tracing. In Monte Carlo ray tracing the ray’s origins, directions, and/or times are set by using random numbers. See below. The key with a ray tracer is not its complexity but the complexity of its optimizations and implementation. The key concepts are simple enough, but the demands on a production ray tracer to deliver inside a computational budget on exceedingly complex projects is no small demand. Until recently, full ray tracers were not used for animation. They were popular for still shots, or very small special cases, but most ray tracing commercially happened as part of a larger solution, as part of a hybrid solution. Now that that is changing there is great demand for the amazing accuracy and subtlety of a ray tracing solution. But the key is to stay focused on producing good results not necessarily accurate results

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Wikidata facts

Instance of
software feature
Subclass of
creation
Show 4 more facts
Commons category
Computer-generated images
product or material produced
digital image
Sources (2)

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Article · 中文

渲染(英語:render,或称为绘制或彩现)在電腦繪圖中,是指以软件由模型生成图像的过程。模型是用语言或者数据结构进行严格定义的三维物体或虚拟场景的描述,它包括几何、视点、纹理、照明和阴影等信息。图像是数字图像或者位图图像。彩現用于描述:计算视频编辑软件中的效果,以生成最终视频的输出过程。 渲染是三维计算机图形学中的最重要的研究课题之一,并且在实践领域它与其它技术密切相关。在图形流水线中,渲染是最后一项重要步骤,通过它得到模型与动画最终显示效果。自从二十世纪七十年代以来,随着计算机图形的不断复杂化,渲染也成為一項越来越重要的技术。 渲染的应用领域包含:计算机与视频游戏、模拟、电影或者电视特效以及可视化设计,每一种应用都是特性与技术的综合考虑。作为产品来看,现在已经有各种不同的渲染工具产品,有些集成到更大的建模或者动画包中,有些是独立产品,有些是开放源代码的产品。从内部来看,渲染工具都是根据各种学科理论,经过仔细设计的程序,其中有:光学、视觉感知、数学以及软件开发。 三维计算机图形的预渲染(Pre-rendering 或 Offline rendering)或者实时渲染(Real-time rendering 或 Online rendering)的速度都非常慢。预渲染的计算强度很大,需要大量的服务器运算完成,通常被用于电影制作;实时渲染经常用于三维视频游戏,通常透過图形处理器(GPU)完成这个过程。

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