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Rendering (computer graphics)

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1308: 1276: 1292: 1248: 1336: 1355: 1228: 1260: 1400: 1146: 2283: 10283: 1889: 1186:), tracing paths of photons from a light source to an object, rather than backward from the camera. The additional data collected by this process is used together with conventional backward ray tracing or path tracing. Rendering a scene using only forward ray tracing is impractical, even though it corresponds more closely to reality, because a huge number of photons would need to be simulated, only a tiny fraction of which actually hit the camera. 10293: 58: 163: 10303: 1771: 155: 1615:. A pixel is only covered by a shape if that shape's z value is lower (indicating closer to the camera) than the z value currently in the buffer. The z-buffer requires additional memory (an expensive resource at the time it was invented) but simplifies the rasterization code and permits multiple passes. Memory is now faster and more plentiful, and a z-buffer is almost always used for real-time rendering. 2802:
something must be discarded or compressed. Human perception also has limits, and so does not need to be given large-range images to create realism. This can help solve the problem of fitting images into displays, and, furthermore, suggest what short-cuts could be used in the rendering simulation, since certain subtleties will not be noticeable. This related subject is
303:, and design visualization, each employing a different balance of features and techniques. A wide variety of renderers are available for use. Some are integrated into larger modeling and animation packages, some are stand-alone, and some are free open-source projects. On the inside, a renderer is a carefully engineered program based on multiple disciplines, including 6945: 2562: 2760: 2118:
could be avoided by only tracing a single path from the camera at a time (in Kajiya's implementation, this "no branching" rule was broken by tracing additional rays from each surface intersection point to randomly chosen points on each light source). Kajiya suggested reducing the noise present in the
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by darkening areas of texture maps corresponding to corners, joints and recesses, and applying them via self-illumination or diffuse mapping for scanline rendering. Even now, advanced radiosity calculations may be reserved for calculating the ambiance of the room, from the light reflecting off walls,
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Radiosity calculations are viewpoint independent which increases the computations involved, but makes them useful for all viewpoints. If there is little rearrangement of radiosity objects in the scene, the same radiosity data may be reused for a number of frames, making radiosity an effective way to
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In advanced radiosity simulation, recursive, finite-element algorithms 'bounce' light back and forth between surfaces in the model, until some recursion limit is reached. The colouring of one surface in this way influences the colouring of a neighbouring surface, and vice versa. The resulting values
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Once the ray either encounters a light source, or more probably once a set limiting number of bounces has been evaluated, then the surface illumination at that final point is evaluated using techniques described above, and the changes along the way through the various bounces evaluated to estimate a
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Early ray casting experiments include the work of Arthur Appel in the 1960s. Appel rendered shadows by casting an additional ray from each visible surface point towards a light source. He also tried rendering the density of illumination by casting random rays from the light source towards the object
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from a path-traced image). Transparency information can be included, allowing rendered foreground objects to be composited with photographs or video. It is also sometimes useful to store the contributions of different lights, or of specular and diffuse lighting, as separate channels, so lighting can
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Advances in GPU technology have made real-time ray tracing possible in games, although it is currently almost always used in combination with rasterization. This enables visual effects that are difficult with only rasterization, including reflection from curved surfaces and interreflective objects,
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intersects. It can be used to implement "image order" rendering by casting a ray for each pixel, and finding a corresponding point in the scene. Ray casting is a fundamental operation used for both graphical and non-graphical purposes, e.g. determining whether a point is in shadow, or checking what
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The following is a rough timeline of frequently mentioned rendering techniques, including areas of current research. Note that even in cases where an idea was named in a specific paper, there were almost always multiple researchers working in the same area (including earlier related work). When a
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is valuable to rendering. This is mainly because image displays and human perception have restricted ranges. A renderer can simulate a wide range of light brightness and color, but current displays – movie screen, computer monitor, etc. – cannot handle so much, and
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The simulation technique may vary in complexity. Many renderings have a very rough estimate of radiosity, simply illuminating an entire scene very slightly with a factor known as ambiance. However, when advanced radiosity estimation is coupled with a high quality ray tracing algorithm, images may
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In a final, production quality rendering of a ray traced work, multiple rays are generally shot for each pixel, and traced not just to the first object of intersection, but rather, through a number of sequential 'bounces', using the known laws of optics such as "angle of incidence equals angle of
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algorithm. Algorithms have also been developed that work directly with volumetric data, for example to render realistic depictions of the way light is scattered and absorbed by clouds and smoke, and this type of volumetric rendering is used extensively in visual effects for movies. When rendering
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The basic concepts are moderately straightforward, but intractable to calculate; and a single elegant algorithm or approach has been elusive for more general purpose renderers. In order to meet demands of robustness, accuracy and practicality, an implementation will be a complex combination of
3104:(all threads in the group are executing the same instructions at the same time). If not all threads in the group need to run particular blocks of code (due to conditions) then some threads will be idle, or the results of their computations will be discarded, causing degraded performance. 2777:. Treating light, at its basic level, as particles bouncing around is a simplification, but appropriate: the wave aspects of light are negligible in most scenes, and are significantly more difficult to simulate. Notable wave aspect phenomena include diffraction (as seen in the colours of 2131:
for making random decisions such as choosing which ray to follow at each step of a path. Even with these techniques, path tracing would not have been practical for film rendering, using computers available at the time, because the computational cost of generating enough samples to reduce
1548:(also called "scan-conversion"), which can handle arbitrary polygons and can rasterize many shapes simultaneously. Although such algorithms are still important for 2D rendering, 3D rendering now usually divides shapes into triangles and rasterizes them individually using simpler methods. 2920:
projection system, which was a vector display that could render both stars and wire-frame graphics (the vector-based Digistar and Digistar II were used in many planetariums, and a few may still be in operation). A Digistar prototype was used for rendering 3D star fields for the film
2579:) from all directions, multiplied by the surface reflection and incoming angle. By connecting outward light to inward light, via an interaction point, this equation stands for the whole 'light transport' – all the movement of light – in a scene. 1661:, a small program that is run for each pixel. The shader does not (or cannot) directly access 3D data for the entire scene (this would be very slow, and would result in an algorithm similar to ray tracing) and a variety of techniques have been developed to render effects like 5811:
Tewari, A.; Fried, O.; Thies, J.; Sitzmann, V.; Lombardi, S.; Sunkavalli, K.; Martin-Brualla, R.; Simon, T.; Saragih, J.; Nießner, M.; Pandey, R.; Fanello, S.; Wetzstein, G.; Zhu, J.-Y.; Theobalt, C.; Agrawala, M.; Shechtman, E.; Goldman, D. B.; Zollhöfer, M. (2020).
1247: 3017:. This means that a GPU can speed up any rendering algorithm that can be split into subtasks in this way, in contrast to 1990s 3D accelerators which were only designed to speed up specific rasterization algorithms and simple shading and lighting effects (although 947:. For example, the spectrum can be sampled using multiple wavelengths of light, or additional information such as depth (distance from camera) or the material of each point in the image can be included (this data can be used during compositing or when generating 1227: 3086:
Rendering algorithms will run efficiently on a GPU only if they can be implemented using small groups of threads that perform mostly the same operations. As an example of code that meets this requirement: when rendering a small square of pixels in a simple
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This is the key academic/theoretical concept in rendering. It serves as the most abstract formal expression of the non-perceptual aspect of rendering. All more complete algorithms can be seen as solutions to particular formulations of this equation.
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floor and ceiling, without examining the contribution that complex objects make to the radiosity – or complex objects may be replaced in the radiosity calculation with simpler objects of similar size and texture.
1335: 1307: 2333:" indicates the use of physical models and approximations that are more general and widely accepted outside rendering. A particular set of related techniques have gradually become established in the rendering community. 1354: 1275: 1992:
is a method which attempts to simulate the way in which directly illuminated surfaces act as indirect light sources that illuminate other surfaces. This produces more realistic shading and seems to better capture the
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Because of this, radiosity is a prime component of leading real-time rendering methods, and has been used from beginning-to-end to create a large number of well-known recent feature-length animated 3D-cartoon films.
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image, all threads will likely be intersecting rays with the same object and performing the same lighting computations. For performance and architectural reasons, GPUs run groups of around 16-64 threads called
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the output of path tracing, reducing the number of paths required to achieve acceptable quality, at the risk of losing some detail or introducing small-scale artifacts that are more objectionable than noise;
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which allow interactive applications to communicate directly with a rendering component without generating a file on disk (although a scene description is usually still created in memory prior to rendering).
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of complex steps, requiring data addressing, decision-making, and computation capabilities typically only provided by CPUs (although dedicated circuits for speeding up particular operations were proposed ).
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developed over the years follow a loose progression, with more advanced methods becoming practical as computing power and memory capacity increased. Multiple techniques may be used for a single final image.
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samples paths by modifying paths that were previously traced, spending more time exploring paths that are similar to other "bright" paths, which increases the chance of discovering even brighter paths.
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The implementation of a realistic renderer always has some basic element of physical simulation or emulation – some computation which resembles or abstracts a real physical process.
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Though the technical details of rendering methods vary, the general challenges to overcome in producing a 2D image on a screen from a 3D representation stored in a scene file are handled by the
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starting at the viewpoint (the "eye" or "camera") intersects any of the geometric shapes in the scene, repeating this test using a different ray direction for each pixel. This method, called
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Each of the above approaches has many variations, and there is some overlap. Path tracing may be considered either a distinct technique or a particular type of ray tracing. Note that the
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of the possible paths that a photon could take when traveling from a light source to the camera (for some images, thousands of paths need to be sampled per pixel). It was introduced as a
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of illumination throughout the model (sometimes including for empty spaces) are stored and used as additional inputs when performing calculations in a ray-casting or ray-tracing model.
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The optical basis of the simulation is that some diffused light from a given point on a given surface is reflected in a large spectrum of directions and illuminates the area around it.
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Before a 3D scene or 2D image can be rendered, it must be described in a way that the rendering software can understand. Historically, inputs for both 2D and 3D rendering were usually
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and shadows that are accurate over a wide range of distances and surface orientations. Ray tracing support is included in recent versions of the graphics APIs used by games, such as
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or generated in realtime. Pre-rendering is a slow, computationally intensive process that is typically used for movie creation, where scenes can be generated ahead of time, while
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approach that breaks surfaces in the scene into pieces, and estimates the amount of light that each piece receives from light sources, or indirectly from other surfaces. Once the
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Due to the iterative/recursive nature of the technique, complex objects are particularly slow to emulate. Prior to the standardization of rapid radiosity calculation, some
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has been largely motivated by finding ways to simulate these efficiently. Some relate directly to particular algorithms and techniques, while others are produced together.
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algorithms that also support filled shapes. In principle, any 2D vector graphics renderer can be used to render 3D objects by first projecting them onto a 2D image plane.
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are typically used to generate and evaluate these approximations, sometimes using video frames, or a collection of photographs of a scene taken at different angles, as "
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Quickly rendered animations can be saved directly as video files, but for high-quality rendering, individual frames (which may be rendered by different computers in a
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consisting of the coordinates of millions of individual points in space, sometimes along with color information. These point clouds may either be rendered directly or
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in performing complex rendering calculations. If a scene is to look relatively realistic and predictable under virtual lighting, the rendering software must solve the
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Real-time rendering, including video game graphics, typically uses rasterization, but increasingly combines it with ray tracing and path tracing. To enable realistic
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are used to speed up this process by allowing large numbers of objects to be excluded quickly (such as objects behind the camera). These structures are analogous to
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before rendering. (Note: "point cloud" sometimes also refers to a minimalist rendering style that can be used for any 3D geometry, similar to wireframe rendering.)
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often utilize large libraries of models. In game production, these models (along with other data such as textures, audio files, and animations) are referred to as "
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format uses the PostScript language internally. In contrast, although many 3D graphics file formats have been standardized (including text-based formats such as
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rendering in the film industry; other commercial and open source path tracing renderers began appearing. Computational cost was addressed by rapid advances in
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of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.
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Liu, Edward; Llamas, Ignacio; Cañada, Juan; Kelly, Patrick (February 25, 2019). "19: Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising".
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is that each pixel ends up either entirely covered by a single object or filled with the background color, causing jagged edges in the final image. Early
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The output of rendering may be displayed immediately on the screen (many times a second, in the case of real-time rendering such as games) or saved in a
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Determining which pixels are covered by each geometric shape in the 3D scene or 2D image (this is the actual rasterization step, in the strictest sense)
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algorithms, which iterate over objects in the scene. For simple scenes, object order is usually more efficient, as there are fewer objects than pixels.
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which define the color, intensity, and direction of incoming light at each point in space. (This is conceptually similar to, but not identical to, the
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Choosing how to render a 3D scene usually involves trade-offs between speed, memory usage, and realism (although realism is not always desired). The
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information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a
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method is first proposed it is often very inefficient, and it takes additional research and practical efforts to turn it into a useful technique.
2557:{\displaystyle L_{o}(x,\omega )=L_{e}(x,\omega )+\int _{\Omega }L_{i}(x,\omega ')f_{r}(x,\omega ',\omega )(\omega '\cdot n)\,\mathrm {d} \omega '} 1197:, in which lighting is recorded by rendering omnidirectional views of the scene at chosen points in space (often points on a grid to allow easier 8280: 7958: – the ACMs special interest group in graphics – the largest academic and professional association and conference 4218: 2765:
Light interaction is often approximated by the even simpler models: diffuse reflection and specular reflection, although both can ALSO be BRDFs.
2755:{\displaystyle f_{r}(x,\omega ',\omega )={\frac {\mathrm {d} L_{r}(x,\omega )}{L_{i}(x,\omega ')(\omega '\cdot {\vec {n}})\mathrm {d} \omega '}}} 2589: 2054:
has become the dominant technique for rendering realistic scenes, including effects for movies. For example, the popular open source 3D software
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aims to simulate the natural flow of light, interpreted as particles. Often, ray tracing methods are utilized to approximate the solution to the
4664: 1193:, real-time rendering often relies on pre-rendered ("baked") lighting for stationary objects. For moving objects, it may use a technique called 7136: 6661: 5467: 5039: 1936:, or hybrids. While most implementations let light propagate on straight lines, applications exist to simulate relativistic spacetime effects. 75: 7465: 3990: 2066:(the main competing algorithm), but radiosity can be difficult to apply to complex scenes and is prone to artifacts that arise from using a 6986: 7505: 6564: 4049: 122: 8881: 8609: 7497: 3647: 94: 9319: 7964: – Extensive history of computer graphics hardware, including research, commercialization, and video games and consoles 6365: 4130: 3067:
requirements of high-resolution, real-time rendering, particularly when multiple passes are required to render a frame, however memory
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Due to their origins, GPUs typically still provide specialized hardware acceleration for some steps of a traditional 3D rasterization
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for positioning, rotating, and scaling objects within a scene (allowing parts of the scene to use different local coordinate systems).
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A low quality path traced image, rendered by Blender's Cycles renderer with only 16 sampled paths per pixel and a low-resolution mesh
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techniques. Different realistic or stylized effects can be obtained by coloring the pixels covered by the objects in different ways.
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Boksansky, Jakub; Wimmer, Michael; Bittner, Jiri (February 25, 2019). "13. Ray Traced Shadows: Maintaining Real-Time Frame Rates".
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probability distribution in each volume of space, so paths can be sampled more effectively. Many techniques have been developed to
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When rendering scenes containing many objects, testing the intersection of a ray with every object becomes very expensive. Special
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Fox, Charles (2024). "11. RETRO ARCHITECTURES: 16-Bit Computer Design with the Commodore Amiga: Understanding the Architecture".
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techniques) solve the problem less precisely but with higher performance. For real-time 3D graphics, it has become common to use
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in an algorithm involves many memory accesses. GPU design accepts high latency as inevitable (in part because a large number of
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Traditional rendering algorithms use geometric descriptions of 3D scenes or 2D images. Applications and algorithms that render
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used by researchers at the University of Utah. It was difficult to speed up using specialized hardware because it involves a
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and scenes where light enters indirectly through narrow spaces. Attempts were made to address these weaknesses in the 1990s.
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of triangles before being rasterized. Rasterization is usually synonymous with "object order" rendering (as described above).
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Shaded 3D graphics rendering in the 1970s and early 1980s was usually implemented on general-purpose computers, such as the
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when combining samples from more than one sampling method, particularly when some samples are much noisier than the others.
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Akenine-Möller, Tomas; Haines, Eric; Hoffman, Naty; Pesce, Angelo; Iwanicki, Michał; Hillaire, Sébastien (August 6, 2018).
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with 3D rendering acceleration began to appear, and in the 1990s such technology became commonplace. Today, even low-power
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approaches addressed this by detecting when a pixel is partially covered by a shape, and calculating the covered area. The
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Older and more basic 3D rasterization implementations did not support shaders, and used simple shading techniques such as
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is a family of algorithms, used by ray casting, for finding intersections between a ray and a complex object, such as a
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If a naive rendering algorithm is used without any filtering, high frequencies in the image function will cause ugly
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Proceedings of Third International Conference on Computational Graphics and Visualization Techniques (CompuGraphics)
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Rendering is practically exclusively concerned with the particle aspect of light physics – known as
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Mildenhall, Ben; Srinivasan, Pratul P.; Tancik, Matthew; Barron, Jonathan T.; Ramamoorthi, Ravi; Ng, Ren (2020).
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Akenine-Möller, Tomas; Haines, Eric; Hoffman, Naty; Pesce, Angelo; Iwanicki, Michał; Hillaire, Sébastien (2018).
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uses the term 'light probes' for a more general class of pre-recorded lighting data, including reflection maps.)
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Description of how object and camera locations and other information change over time, for rendering an animation
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Akenine-Möller, Tomas; Haines, Eric; Hoffman, Naty; Pesce, Angelo; Iwanicki, Micał; Hillaire, Sébastien (2018).
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Rendering research is concerned with both the adaptation of scientific models and their efficient application.
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and may take hours or even days to render) are output as separate files and combined later into a video clip.
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Bitterli, Benedikt; Wyman, Chris; Pharr, Matt; Shirley, Peter; Lefohn, Aaron; Jarosz, Wojciech (July 2020).
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rendering is often done for 3D video games and other applications that must dynamically create scenes. 3D
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improve on the flatness of ray casting, without seriously impacting the overall rendering time-per-frame.
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Optical properties of media through which light passes (transparent solids, liquids, clouds, smoke), e.g.
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Proceedings of the 21st annual conference on Computer graphics and interactive techniques - SIGGRAPH '94
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Proceedings of the 21st annual conference on Computer graphics and interactive techniques - SIGGRAPH '94
3804: 2789:). Both types of effect, if needed, are made by appearance-oriented adjustment of the reflection model. 2181:'s 1997 PhD thesis, which helped raise interest in path tracing in the computer graphics community. The 1955:, however, only a single ray or none is fired at each intersection, utilizing the statistical nature of 470: – rendering of scenes in an artistic style, intended to look like a painting or drawing 10268: 9917: 9046: 8867: 3579: 3522: 3480: – Rendering of computer graphics scenes by using lighting calculations done in high-dynamic-range 3357: 2976: 2897:
that maintained a list of visual elements and redrew them continuously on the screen by controlling an
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Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low Frequency Lighting Environments
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Arvo, James; Kirk, David (April 11, 2019) . "6. A Survey of Ray Tracing Acceleration Techniques". In
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scans, which need to be rendered for diagnosis. Volumetric data can be extremely large, and requires
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and lines, though they were not useful for rendering realistic images. Towards the end of the 1980s
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Adapts 2D rasterization algorithms so they can be used more efficiently for 3D rendering, handling
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Algorithms related to neural networks have recently been used to find approximations of a scene as
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Arnold at Sony Pictures Imageworks: From Monster House to Smurfs: The Lost Village (course slides)
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chip for performing some of the steps of the 3D rasterization pipeline, and started the company
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One problem that any rendering system must deal with, no matter which approach it takes, is the
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can sometimes be used. To avoid these complications, curved surfaces are often approximated as
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for volumetric data can be extracted and converted into a mesh of triangles, e.g. by using the
415: 234: 8260: 6575: 5184:"Relativistic Ray-Tracing: Simulating the Visual Appearance of Rapidly Moving Objects". 1995. 2212:, especially on recent GPUs that support ray tracing acceleration technology such as Nvidia's 2208:(sampling hundreds or thousands of paths per pixel) have made it attractive to implement on a 632:
information, allowing the image to be rendered consistently on different displays and printers
464: – objects appear blurry due to high-speed motion, or the motion of the camera 10327: 10233: 10203: 10193: 10089: 10003: 9879: 9819: 9786: 9776: 9659: 9624: 9614: 9551: 9420: 9395: 9390: 9355: 9108: 9087: 9031: 8538: 8351: 8275: 8093: 7368:
SIGGRAPH95: 22nd International ACM Conference on Computer Graphics and Interactive Techniques
5199: 3388: 3322: 3121: 2906: 2902: 2858: 2846: 2256: 1804: 1682:(lighting is computed once for each triangle, which is then rendered entirely in one color), 1624: 1496: 1123: 1103: 892: 857: 820:
Photographs of real world objects can be incorporated into a rendered scene by using them as
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image data (either embedded or in an external file) along with scale and position information
411: 350: 7616:"Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting" 7542:. Vol. 8695. Zurich, Switzerland: Springer International Publishing. pp. 154–169. 4100: 3080: 2159:, tracing rays from both the light source and the camera, and randomly pairing these paths. 1142:
of terminology related to ray tracing and path tracing has changed significantly over time.
9993: 9965: 9937: 9932: 9761: 9737: 9689: 9672: 9667: 9649: 9639: 9634: 9596: 9546: 9541: 9458: 9404: 8991: 8977: 8921: 8818: 8709: 8533: 8483: 8391: 8376: 8320: 8285: 8181: 8078: 8053: 5282: 5227: 5083: 4754:"A procedure for generation of three-dimensional half-tone computer graphics presentations" 4337: 3447: 3441: 3411: 3405: 3116:
The list focuses on academic research and does not include hardware. (For more history see
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for raster graphics are required to display the output of rendering smoothly in real time.
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value observed at the point of view. This is all repeated for each sample, for each pixel.
1570:, which requires careful anti-aliasing and rounding of coordinates to avoid distorting the 1476:
Determining if parts of shapes are hidden by other shapes, due to 2D layering or 3D depth (
1346: 952: 316: 277: 241: 7577: 6631: 6206: 2143:
In its basic form, path tracing is inefficient (requiring too many samples) for rendering
1997:' of an indoor scene. A classic example is a way that shadows 'hug' the corners of rooms. 1817:
include hardware acceleration for BVH intersection tests. K-d trees are a special case of
8: 10258: 10183: 10099: 10084: 9849: 9629: 9586: 9581: 9478: 9468: 9440: 9123: 9051: 8939: 8798: 8553: 8488: 8325: 8186: 8136: 8131: 7967: 6941: 6905: 6458: 3459: 3188: 2819: 2360: 2127: 2121: 2059: 1956: 1917: 1836:
Geometric formulas are sufficient for finding the intersection of a ray with shapes like
1777:
can be used to find the first intersection of a ray with an intricate shape such as this
1717:
software was optimized for rendering very small (pixel-sized) polygons, and incorporated
1206: 1190: 1091: 1078:, requiring a varying number of ray casting operations for each path. Advanced forms use 1071: 775: 674: 646: 577: 500: 443: 280:, and in practice it is always connected to the others. It is the last major step in the 31: 4042:"A short 170 year history of Neural Radiance Fields (NeRF), Holograms, and Light Fields" 2822:
from image space to colors by using a finite number of pixels. As a consequence of the
10223: 10122: 9998: 9955: 9864: 9806: 9791: 9781: 9566: 9365: 9185: 9173: 9020: 9015: 8967: 8838: 8498: 8493: 8447: 8437: 8371: 8063: 8038: 8028: 7936: 7437: 7405: 7318: 7288: 7167: 6844: 6821: 6723: 6509: 6450: 6357: 5843: 5825: 5505: 5306: 5251: 5107: 4775: 4361: 4112: 4099:
Kerbl, Bernhard; Kopanas, Georgios; Leimkühler, Thomas; Drettakis, George (July 2023).
3585: 3573: 3567: 3517: 3453: 3423: 3381: 3283: 3152: 3076: 3014: 2968: 2774: 2372: 2352: 2319: 2205: 2186: 2111: 2055: 1964: 1913: 1861: 1706: 1633: 1611:
algorithm performs the comparisons indirectly by including a depth or "z" value in the
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of each surface is known, the scene can be rendered using rasterization or ray tracing.
1079: 1030: 1020: 920: 829: 751: 610: 511: 361:
A rendered image can be understood in terms of a number of visible features. Rendering
335: 8704: 5899: 2925:– some of the first 3D computer graphics sequences ever seen in a feature film. 10243: 10173: 10152: 10114: 9922: 9889: 9869: 9561: 9473: 9347: 9235: 9128: 9113: 8929: 8833: 8783: 8756: 8684: 8563: 8543: 8386: 8191: 8088: 7926: 7895: 7876: 7854: 7835: 7816: 7808: 7793: 7771: 7752: 7746: 7728: 7709: 7690: 7668: 7532: 7348: 7278: 7060: 7035: 6361: 6264:"HAWS: Accelerating GPU Wavefront Execution through Selective Out-of-order Execution" 6103: 5870: 5847: 5656: 5615: 5583: 5515: 5461: 5385: 5336: 5296: 5241: 5149: 5097: 5009: 4957: 4621: 4521: 4464: 4412: 4351: 4303: 4260: 4190: 4020: 3916: 3864: 3781: 3716: 3688: 3465: 3335: 3249: 3146: 3025: 2984: 2933: 2862: 2575:) and the reflected light. The reflected light being the sum of the incoming light (L 2260: 1740: 1689: 1538: 1515: 1054: 663: 656: 323: 281: 7292: 7203:. Computer Graphics (Proceedings of SIGGRAPH 1993). Vol. 27. pp. 165–174. 7095:. Computer Graphics (Proceedings of SIGGRAPH 1991). Vol. 25. pp. 197–206. 6916:. Computer Graphics (Proceedings of SIGGRAPH 1984). Vol. 18. pp. 213–222. 6852:. Computer Graphics (Proceedings of SIGGRAPH 1984). Vol. 18. pp. 253–259. 6825: 6752:. Computer Graphics (Proceedings of SIGGRAPH 1981). Vol. 15. pp. 307–316. 6672:. Computer Graphics (Proceedings of SIGGRAPH 1980). Vol. 14. pp. 124–133. 6639:. Computer Graphics (Proceedings of SIGGRAPH 1978). Vol. 12. pp. 286–292. 5310: 5255: 5111: 4934: 4779: 4365: 1940:
reflection" and more advanced laws that deal with refraction and surface roughness.
1895:, a computer-generated image created by visual artist Robert W. McGregor using only 1833:, another historically popular technique, are still often used for volumetric data. 686:"Camera" information describing how the scene is being viewed (position, direction, 10076: 9960: 9927: 9722: 9644: 9533: 9519: 9514: 9463: 9450: 9375: 9328: 9220: 9210: 9092: 9080: 8843: 8828: 8823: 8803: 8654: 8629: 8593: 8588: 8523: 8457: 8361: 8265: 8255: 8229: 8176: 8103: 8043: 8018: 7940: 7918: 7627: 7589: 7543: 7371: 7344: 7325:(1995). "Photon maps in bidirectional monte carlo ray tracing of complex objects". 7270: 7171: 7159: 7027: 6954: 6937: 6886:. Computer Graphics (Proceedings of SIGGRAPH 1984). Vol. 18. pp. 137–145. 6813: 6727: 6715: 6560: 6540: 6501: 6454: 6442: 6349: 6275: 5835: 5288: 5233: 5089: 4949: 4901: 4765: 4578: 4343: 4122: 3982: 3739: 3620: 3064: 2988: 2958: 2942: 2910: 2827: 2198: 2144: 1869: 1139: 931: 709: 666: 449: 419: 198: 8270: 7472:. Computer Graphics (Proceedings of SIGGRAPH 1997). Vol. 24. pp. 49–56. 7444:. Computer Graphics (Proceedings of SIGGRAPH 1997). Vol. 16. pp. 65–76. 7412:. Computer Graphics (Proceedings of SIGGRAPH 1997). Vol. 16. pp. 65–76. 7262: 6953:. Computer Graphics (Proceedings of SIGGRAPH 1985). Vol. 19. pp. 31–40. 6513: 6263: 1994: 390: – how light dims when passing through non-clear atmosphere or air 10147: 10041: 10013: 9907: 9859: 9844: 9829: 9684: 9679: 9619: 9509: 9483: 9435: 9380: 9041: 8906: 8898: 8848: 8788: 8699: 8624: 8568: 8518: 8161: 8058: 7910: 7785: 7547: 7140: 7123: 6874: 6801: 6780:. Computer Graphics (Proceedings of SIGGRAPH 1983). Vol. 17. pp. 1–11. 6413: 6027: 5862: 5136: 5043: 4996: 4926: 4889: 4608: 4508: 4451: 4295: 3769: 3591: 3561: 3295: 3176: 3158: 3033: 3009:
of the 1990s evolved into modern GPUs. GPUs are general-purpose processors, like
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uses path tracing in its Cycles renderer. Images produced using path tracing for
2016: 2012: 1852:, or the intersection is difficult to compute accurately using limited precision 1800: 1714: 1710: 1684: 1670: 1442: 1010: 992: 948: 904: 821: 808:
lower-resolution volumetric data without interpolation, the individual cubes or "
730: 543: 375: 372: – how the color and brightness of a surface varies with lighting 251: 230: 214: 7055:
Wu, Xiaolin (1991). "Fast Anti-Aliased Circle Generation". In James Arvo (ed.).
6304: 4336:
Haines, Eric; Shirley, Peter (February 25, 2019). "1. Ray Tracing Terminology".
3018: 2593:(BRDF) expresses a simple model of light interaction with a surface as follows: 1399: 566: 10253: 10157: 10056: 9902: 9874: 9190: 8813: 8778: 8719: 8674: 8573: 8558: 8452: 8427: 8381: 8335: 8330: 8166: 8098: 7742: 7363: 7015: 6870: 6741: 6693: 6627: 6475: 5749:"Intel® Open Image Denoise: High-Performance Denoising Library for Ray Tracing" 4922: 4447: 4291: 3773: 3611: 3505: 3341: 3206: 3068: 2946: 2882: 2344: 2264: 2155: 1790: 1786: 1763: 1692:
defined at vertices and then colors are interpolated across each triangle), or
1662: 1377: 1326: 1238: 1171: 1145: 1083: 998: 804: 598: 455: 428: – highly scattered transmission of light through solid objects 300: 210: 46: 5778: 5292: 5284:
Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs
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Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs
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Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs
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Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs
3414: – Graphics that use a three-dimensional representation of geometric data 1888: 1678: 1585:, rasterization is primarily a 2D problem, but the 3rd dimension necessitates 402: – varying darkness caused by partially obscured light sources 10321: 10142: 9430: 9195: 9069: 8999: 8773: 8659: 8583: 8548: 8528: 8432: 8396: 8250: 8234: 8219: 8023: 7868: 7084: 6817: 5874: 5587: 4961: 4930: 4855: 4723: 3602: 3528: 3200: 3164: 3006: 2980: 2975:
that were capable of scrolling and filling areas of the display, and drawing
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their coordinates, determines which triangles are potentially visible in the
1524: 1520: 1394: 1198: 1122:
with a simplified form of ray tracing, computing the average brightness of a
1014: 895:, these approximations are often generated from photographs or video frames. 873: 869: 792: 755: 691: 558: 308: 226: 7631: 6353: 5569:"Coherent Metropolis Light Transport on the GPU using Speculative Mutations" 5135:(April 11, 2019) . "2. A Survey of Ray-Surface Intersection Algorithms". In 4450:(April 11, 2019) . "5. Stochastic Sampling and Distributed Ray Tracing". In 3986: 10238: 9897: 9200: 9163: 9148: 9143: 9063: 9004: 8808: 8768: 8689: 8669: 8634: 8619: 8513: 8508: 8478: 8356: 7588:(4). The Eurographs Association & John Wiley & Sons, Ltd.: 91–100. 7192: 7080: 6479: 6300: 5132: 4719: 3417: 3316: 3289: 3212: 3049: 2803: 2778: 2050: 2037: 1952: 1921: 1877: 1774: 1427: 1156: 1150: 1113: 1042: 1006: 924: 812:" may be visible, an effect sometimes used deliberately for game graphics. 687: 670: 562: 425: 399: 387: 384: – a method of simulating small-scale bumpiness on surfaces 381: 342: 42: 7922: 7375: 7274: 7031: 6958: 6719: 6545: 6528: 6505: 6446: 4905: 4770: 4753: 2837:
to be present in the final image. Aliasing typically manifests itself as
824:
for 3D objects. Photos of a scene can also be stitched together to create
10228: 9854: 9766: 9168: 9036: 8972: 8793: 8741: 8679: 8649: 8578: 8503: 8473: 8411: 8366: 6657: 6385: 3626: 3493: 3182: 3140: 3029: 2972: 2950: 2917: 2898: 2894: 2870: 2228: 1968: 1734: 1619: 1612: 1607: 1582: 1505: 1447: 1414:(in a broad sense) encompasses many techniques used for 2D rendering and 1048: 1034: 1002: 936: 888: 861: 841: 747: 705: 629: 623: 515: 514:) provides a standardized, interoperable way to describe 2D graphics and 484: 461: 437: 312: 4953: 4582: 4076:"NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis" 2282: 1269:
program (using only its ray tracing features) with a low-resolution mesh
10248: 10178: 9771: 9504: 9360: 8664: 8442: 8406: 8401: 8151: 7892:
Non-photorealistic computer graphics modeling, rendering, and animation
7433: 7401: 5689:"Blender Manual: Rendering: Cycles: Optimizing Renders: Reducing Noise" 5642: 5601: 5501: 5371: 4562: 3060: 2213: 2178: 2107: 2085: 2071: 1845: 1778: 1718: 1571: 1566:
and filled triangles. An important special case of 2D rasterization is
1107: 1075: 927:
or other adjustments to be applied afterwards without loss of quality.
865: 619:
information, if only part of a shape or bitmap image should be rendered
594:
Color, width and pattern (such as dashed or dotted) for rendering lines
507: 431: 296: 292: 7593: 7163: 5839: 4566: 3623: – Representing a 3D-modeled object or dataset as a 2D projection 2865:
has been developed to speed it up ("accelerate" it), particularly for
2582: 2567:
Meaning: at a particular position and direction, the outgoing light (L
1205:, but typically use a very low resolution or an approximation such as 9753: 9714: 8746: 8714: 8315: 8290: 8171: 8156: 7682: 7662: 6176:
Peercy, Mark S.; Olano, Marc; Airey, John; Ungar, P. Jeffrey (2000).
4075: 3597: 3471: 3218: 2857:
Rendering is usually limited by available computing power and memory
800: 736:
Small scripts or programs for generating complex 3D shapes or scenes
581: 554: 480: 8859: 7961: 6279: 5748: 5650: 5609: 5509: 5379: 4211:"Blender 4.2 Manual: Rendering: Render Output: Rendering Animations" 4126: 3594: – Computer graphics images defined by points, lines and curves 1595:
or ray casting to remove the hidden portions of shapes, or used the
856:
A more recent, experimental approach is description of scenes using
422: – sharp transmission of light through solid objects 57: 9814: 9297: 9026: 8141: 7364:"Optimally combining sampling techniques for Monte Carlo rendering" 6840: 5830: 4892:(July 1984). "The A-buffer, an antialiased hidden surface method". 4725:
A hidden surface algorithm for computer generated halftone pictures
4117: 3546: – Computer graphics rendering method using diffuse reflection 3531: – Process in which video footage is not rendered in real-time 3267: 2914: 2845:
on the image function to remove high frequencies, a process called
2834: 2348: 2171: 2133: 1809: 1629: 1529: 825: 233:
image file. The term "rendering" is analogous to the concept of an
194: 190: 162: 5968:"Listing of Planetariums using a Evans_and_Sutherland Digistar-II" 4156: 3514: – Algorithm for visible surface determination in 3D graphics 3462: – Group of rendering algorithms used in 3D computer graphics 1951:, at each point of intersection, multiple rays may be spawned. In 1454:
The main tasks of rasterization (including pixel processing) are:
9075: 8614: 8126: 7578:"Practical Path Guiding for Efficient Light-Transport Simulation" 7263:"Efficient algorithms for local and global accessibility shading" 3936: 3835: 2838: 1896: 1873: 1841: 1770: 1758: 1709:. Unlike the renderers commonly used for real-time graphics, the 1487: 1365: 1314: 1266: 957: 916: 787: 779: 589: 369: 222: 167: 7660: 6262:
Gong, Xun; Gong, Xiang; Yu, Leiming; Kaeli, David (March 2019).
4399: 4073: 3910: 919:
file format, which can represent finer gradations of colors and
434: – bending of light associated with transparency 9205: 8962: 6482:(1976). "Texture and reflection in computer generated images". 5077: 5075: 4861:
A Subdivision Algorithm for Computer Display of Curved Surfaces
4098: 3444: – Failure of a lens to focus all colors on the same point 3242: 3236: 3037: 2929: 2272: 2268: 1972: 1837: 1829: 1761:
the intersection points (similar to the later technique called
726: 701: 673:
of triangles or polygons (often rendered as smooth surfaces by
604: 585: 393: 304: 154: 6896: 6529:"Models of light reflection for computer synthesized pictures" 5960: 5934: 5719:"Blender Manual: Rendering: Cycles: Render Settings: Sampling" 4687:"Blender Manual: Rendering: EEVEE: Light Probes: Introduction" 4101:"3D Gaussian Splatting for Real-Time Radiance Field Rendering" 3564: – Computer software architecture in 3D computer graphics 1739:
One of the simplest ways to render a 3D scene is to test if a
984:
algorithms, which iterate over pixels of the image plane, and
960:
format allows storing many channels of data in a single file.
746:
Many file formats exist for storing individual 3D objects or "
158:
A variety of rendering techniques applied to a single 3D scene
9225: 8911: 8121: 7201:
Reflection from layered surfaces due to subsurface scattering
6696:(1980). "An improved illumination model for shaded display". 6123: 5916:"Nagoya City Science Museum - Exhibition Guide - Digistar II" 2217: 1872:(e.g. rendering clouds and smoke), and some surfaces such as 1702: 837: 809: 771: 6947:
The hemi-cube: a radiosity solution for complex environments
5072: 4794: 2004:
exhibit convincing realism, particularly for indoor scenes.
8949: 7708:(3 ed.). Boston, Mass. : Academic Press Professional. 7687:
Jim Blinn's corner : a trip down the graphics pipeline
7145:"Tone reproduction for realistic computer generated images" 6306:
A Hidden Line Algorithm For Halftone Picture Representation
3968:"VDB: High-Resolution Sparse Volumes with Dynamic Topology" 3071:
may be higher than on a CPU, which can be a problem if the
1053:
Uses geometric formulas to compute the first object that a
943:
The output of a renderer sometimes includes more than just
908: 527: 7997: 6993:. SIGGRAPH 1986 Developments in Ray Tracing course notes. 6914:
Modeling the interaction of light between diffuse surfaces
6057:. Institute of Electrical and Electronics Engineers (IEEE) 5681: 5044:"Some techniques for shading machine renderings of solids" 4679: 4203: 3710: 3107: 1793:
for finding the relevant objects. The most common are the
408: – mirror-like or highly glossy reflection 378: – a method of applying detail to surfaces 30:"Image synthesis" redirects here. Not to be confused with 8146: 7613: 6670:
On visible surface generation by a priori tree structures
5655:(4th ed.). Cambridge, Massachusetts: The MIT Press. 5652:
Physically Based Rendering: From Theory to Implementation
5614:(4th ed.). Cambridge, Massachusetts: The MIT Press. 5611:
Physically Based Rendering: From Theory to Implementation
5514:(4th ed.). Cambridge, Massachusetts: The MIT Press. 5511:
Physically Based Rendering: From Theory to Implementation
5484:
Robust Monte Carlo methods for light transport simulation
5384:(4th ed.). Cambridge, Massachusetts: The MIT Press. 5381:
Physically Based Rendering: From Theory to Implementation
3767: 2991:
typically incorporate 3D graphics acceleration features.
2782: 2194: 1814: 1485:
Evaluating a function for each pixel covered by a shape (
912: 851: 778:. Perhaps the most common source of such data is medical 697:
Light information (location, type, brightness, and color)
613:(along with size, position, orientation, color, and font) 531: 523: 519: 488: 7851:
Physically based rendering from theory to implementation
7741: 5810: 5711: 5567:
Schmidt, Martin; Lobachev, Oleg; Guthe, Michael (2016).
3456: – Process of converting text from vector to raster 2818:. Essentially, the rendering process tries to depict a 1536:
Historically, 3D rasterization used algorithms like the
1523:
to be rendered, and the rendering system transforms and
1134:, giving ray tracing a rigorous mathematical foundation. 7911:"The RADIANCE lighting simulation and rendering system" 7722: 7576:
Müller, Thomas; Gross, Markus; Novák, Jan (June 2017).
7531:
Loper, Matthew M; Black, Michael J (6 September 2014).
7079: 5908: 3616:
Pages displaying short descriptions of redirect targets
3607:
Pages displaying short descriptions of redirect targets
3428:
Pages displaying short descriptions of redirect targets
2797:
Though it receives less attention, an understanding of
2223:
Research into improving path tracing continues. Recent
2204:
Path tracing's relative simplicity and its nature as a
1813:
which recursively divides space into two parts. Recent
790:
to store it efficiently, particularly if the volume is
7723:
Philip Dutré; Bekaert, Philippe; Bala, Kavita (2003).
7620:
ACM Transactions on Graphics (Proceedings of SIGGRAPH)
7362:
Veach, Eric; Guibas, Leonidas J. (15 September 1995).
5901:
Evans & Sutherland Multi-Picture System (brochure)
5280: 4411:(4th ed.). Boca Raton, FL: A K Peters/CRC Press. 3915:(4th ed.). Boca Raton, FL: A K Peters/CRC Press. 3420: – Process of converting 3D scenes into 2D images 3056:
acceleration features sometimes useful for rendering.
1651:
In 3D rasterization, color is usually determined by a
1494:
Smoothing edges of shapes so pixels are less visible (
7889: 7689:. San Francisco, Calif.: Morgan Kaufmann Publishers. 6602:(1978). "Casting curved shadows on curved surfaces". 6175: 4395: 4393: 4391: 4389: 4387: 3805:"Blender 4.2 Manual: Importing & Exporting Files" 3799: 3797: 3614: – Technology for television and film production 3021:
could be used to perform more general computations).
2602: 2387: 209:
containing objects in a strictly defined language or
7059:. San Francisco: Morgan Kaufmann. pp. 446–450. 5995:"Special Effects for Star Trek II: The Genesis Demo" 5863:"A New Trick Lets Artificial Intelligence See in 3D" 5566: 5225: 4921: 4611:(April 11, 2019) . "1. An Overview of Ray Tracing". 4155:
Pharr, Matt; Jakob, Wenzel; Humphreys, Greg (2023).
3906: 3904: 3902: 3900: 3834:
Pharr, Matt; Jakob, Wenzel; Humphreys, Greg (2023).
3582: – 2D bitmap displayed on top of a larger scene 3539:
Pages displaying wikidata descriptions as a fallback
3437:
Pages displaying wikidata descriptions as a fallback
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This later work was summarized and expanded upon in
1301:'s Cycles renderer with 2000 sampled paths per pixel 6869: 6151:"PowerVR at 25: The story of a graphics revolution" 5771: 5645:; Jakob, Wenzel; Humphreys, Greg (March 28, 2023). 5641: 5604:; Jakob, Wenzel; Humphreys, Greg (March 28, 2023). 5600: 5504:; Jakob, Wenzel; Humphreys, Greg (March 28, 2023). 5500: 5374:; Jakob, Wenzel; Humphreys, Greg (March 28, 2023). 5370: 5051:
Proceedings of the Spring Joint Computer Conference
4331: 4329: 4327: 4325: 4323: 4321: 4319: 4154: 3898: 3896: 3894: 3892: 3890: 3888: 3886: 3884: 3882: 3880: 3861:
Production Pipeline Fundamentals for Film and Games
3833: 3715:(2nd ed.). Addison-Wesley Publishing Company. 3570: – 3D computer graphics image rendering method 3468: – Procedure to convert 3D scenes to 2D images 3408: – Computer-based generation of digital images 2889:), a display processing unit (DPU) was a dedicated 2583:
The bidirectional reflectance distribution function
2263:from 2-dimensional images.One of these methods are 1932:, but also semi realistic methods are in use, like 1721:sampling techniques more typically associated with 915:. High-end rendering applications commonly use the 499:of data scanned from the real world, or scientific 82:. Unsourced material may be challenged and removed. 7894:(2 ed.). San Francisco, CA: Morgan Kaufmann. 7765: 6804:(1984). "Space subdivision for fast ray tracing". 5410: 4948:(4). Association for Computing Machinery: 95–102. 4384: 3794: 3678: 3676: 3674: 3672: 3670: 3668: 2754: 2556: 2106:integration. It was proposed and named in 1986 by 1461:Blending between colors and depths defined at the 569:(which may be used as boundaries of filled shapes) 396: – the effect of obstructing light 7317: 5418:"Blender Manual: Rendering: Cycles: Introduction" 5274: 5219: 4069: 4067: 3474: – Type of raster image in computer graphics 2114:. Kajiya observed that much of the complexity of 1218:Examples comparing different rendering techniques 510:format (which is often credited with the rise of 330:. A GPU is a purpose-built device that assists a 10319: 7890:Strothotte, Thomas; Schlechtweg, Stefan (2002). 7748:Computer graphics : principles and practice 7575: 7533:"OpenDR: An approximate differentiable renderer" 7492: 7224:Lafortune, Eric; Willems, Yves (December 1993). 7223: 7135: 6656: 6604:Computer Graphics (Proceedings of SIGGRAPH 1978) 6574:. Vol. 11. pp. 242–248. Archived from 6572:Computer Graphics (Proceedings of SIGGRAPH 1977) 5741: 5366: 5364: 5362: 5360: 5358: 5329: 4884: 4882: 4744: 4742: 4649: 4316: 4254: 4250: 4248: 4246: 4244: 4242: 4240: 4238: 4236: 4180: 4178: 3877: 3778:Computer graphics : principles and practice 3629: – Type of data buffer in computer graphics 3496: – Photography artifact from moving objects 1070:Simulates the bouncing paths of light caused by 213:. The scene file contains geometry, viewpoint, 7792:(2 ed.). San Francisco, Calif.: Kaufmann. 7667:(4 ed.). Boca Raton, FL, USA.: AK Peters. 7191: 6261: 5082:Stich, Martin (February 25, 2019). "Foreword". 4990: 4988: 4986: 3665: 3648:"What is a Rendering Engine? | Dictionary" 2590:bidirectional reflectance distribution function 1899:3.6 and its built-in scene description language 887:. The resulting representation is similar to a 796:(with empty regions that do not contain data). 7848: 7832:Realistic image synthesis using photon mapping 7751:(2 ed.). Reading, Mass.: Addison-Wesley. 6936: 6418:"Illumination for computer generated pictures" 5594: 4850: 4848: 4846: 4844: 4842: 4817: 4815: 4714: 4712: 4064: 3588: – Type of rendering in computer graphics 3576: – Generating images by computer software 2945:were sometimes used for ray tracing. In 1981, 1574:and preserve spacing, density, and sharpness. 951:for real-time rendering, or used to assist in 815: 9337:Note: This template roughly follows the 2012 9313: 8875: 7983: 7867: 7582:Computer Graphics Forum (Proceedings of EGSR) 7117:Generalization of Lambert's Reflectance Model 6178:"Interactive Multi-Pass Programmable Shading" 6044: 6042: 5635: 5355: 4879: 4786: 4739: 4557: 4555: 4553: 4551: 4503: 4501: 4499: 4497: 4495: 4335: 4300:Fundamentals of Interactive Computer Graphics 4233: 4175: 2941:or specially designed multi-CPU computers or 1437:(which is not specific to rasterization) and 503:, may require different types of input data. 7704:Cohen, Michael F.; Wallace, John R. (1998). 7703: 7569: 6740: 6408: 6406: 6021: 6019: 5494: 5125: 5034: 5032: 4983: 4601: 4440: 4290: 4094: 4092: 3929: 3854: 3852: 3763: 3761: 3682: 3377:2017 - Path guiding (using adaptive SD-tree) 1233:A low quality rasterized image, rendered by 626:information for rendering overlapping shapes 353:can improve realtime rendering performance. 276:Rendering is one of the major sub-topics of 7432: 7400: 7361: 7054: 7013: 6474: 6293: 6257: 6255: 6142: 5904:, Evans & Sutherland Corporation., 1979 5560: 5343:. The Khronos® Group Inc. December 15, 2020 4917: 4915: 4839: 4812: 4709: 4008: 3126:Golden_age_of_arcade_video_games#Technology 3028:, including hidden surface removal using a 2227:approaches construct approximations of the 1848:, but for most curved surfaces there is no 641:A geometric scene description may include: 201:. The resulting image is referred to as a 27:Process of generating an image from a model 9320: 9306: 8882: 8868: 7990: 7976: 7806: 7530: 7109: 6838: 6274:(2). Association for Computing Machinery. 6199: 6169: 6039: 6029:Illumination for Computer-Generated Images 5556:(Master thesis). Masaryk University, Brno. 5466:: CS1 maint: location missing publisher ( 4548: 4520:. 1.0.1. Morgan Kaufmann Publishers, Inc. 4492: 4402:"Online chapter 26. Real-Time Ray Tracing" 4302:. Addison-Wesley Publishing Company, Inc. 4286: 4284: 4282: 4280: 4278: 4276: 4187:The Art and Science of Digital Compositing 4150: 4148: 4033: 3959: 3776:; Feiner, Steven K.; Akeley, Kurt (2014). 3605: – Form of computer-aided engineering 1341:A more realistic path traced image, using 1297:A higher quality path traced image, using 572:Center coordinates, width, and height (or 341:In the case of 3D graphics, scenes can be 7477: 7449: 7417: 7338: 7208: 7152:IEEE Computer Graphics & Applications 7100: 6998: 6921: 6806:IEEE Computer Graphics & Applications 6785: 6757: 6750:A reflectance model for computer graphics 6709: 6677: 6611: 6565:"Shadow algorithms for computer graphics" 6544: 6495: 6436: 6403: 6116: 6069: 6016: 5986: 5892: 5829: 5806: 5804: 5474: 5440: 5189: 5029: 4888: 4769: 4748: 4657:"Unity Manual:Light Probes: Introduction" 4255:Marschner, Steve; Shirley, Peter (2022). 4184: 4116: 4089: 3849: 3758: 3734: 3732: 2809: 2540: 2366: 1920:to it. Some of the most used methods are 1503:Blending overlapping transparent shapes ( 1281:A higher quality rasterized image, using 1094:is usually in the domain of path tracing. 1001:of the 1960s-1970s used deflection of an 142:Learn how and when to remove this message 7875:(2 ed.). Natick, Mass.: AK Peters. 7784: 7727:( ed.). Natick, Mass.: A K Peters. 7093:A rapid hierarchical radiosity algorithm 6800: 6772: 6598: 6380: 6378: 6252: 6078:"Structuring a VLSI System Architecture" 6051:"Famous Graphics Chips: Geometry Engine" 5540: 5131: 4994: 4935:"The Reyes image rendering architecture" 4912: 4607: 4507: 2961:(SGI) to commercialize this technology. 2343:Mathematics used in rendering includes: 2015:used a technique referred to loosely as 1887: 1769: 1513:3D rasterization is typically part of a 1398: 1144: 700:Optical properties of surfaces, such as 649:such as spheres and cones (which may be 161: 153: 7853:. Amsterdam: Elsevier/Morgan Kaufmann. 7834:( ed.). Natick, Mass.: AK Peters. 7706:Radiosity and realistic image synthesis 6692: 6335:"Continuous shading of curved surfaces" 6329: 6299: 6225: 6091: 5779:"NVIDIA OptiX™ AI-Accelerated Denoiser" 4854: 4821: 4718: 4273: 4145: 4014: 3706: 3704: 3108:Chronology of algorithms and techniques 2913:. Evans & Sutherland also made the 1433:A renderer combines rasterization with 1082:to render effects such as area lights, 205:. Multiple models can be defined in a 14: 10320: 10037:Knowledge representation and reasoning 7829: 7464: 7260: 6148: 6048: 5814:"State of the Art on Neural Rendering" 5801: 4561: 4039: 4019:(2nd ed.). A K Peters/CRC Press. 4017:Fluid Simulation for Computer Graphics 3965: 3858: 3827: 3742:. Mozilla Corporation. 7 August 2024. 3729: 3558: – Sub-field of computer graphics 2240:are now widely used for this purpose. 2062:are generally noisier than when using 1422:were rendered by rasterization before 852:Neural approximations and light fields 10062:Philosophy of artificial intelligence 9301: 8889: 8863: 7971: 7849:Pharr, Matt; Humphreys, Greg (2004). 7790:Principles of digital image synthesis 7681: 7299:from the original on 22 November 2021 7016:"An efficient antialiasing technique" 6626: 6526: 6412: 6375: 6075: 5992: 5669:from the original on January 27, 2024 5528:from the original on January 27, 2024 5480: 5446: 5428:from the original on 3 September 2024 5398:from the original on January 27, 2024 5337:"Khronos Blog: Ray Tracing In Vulkan" 5317:from the original on January 27, 2024 5262:from the original on January 27, 2024 5165:from the original on January 27, 2024 5081: 5038: 4825:A Real Time Visible Surface Algorithm 4792: 4667:from the original on 3 September 2024 4637:from the original on January 27, 2024 4589:from the original on 3 September 2024 4514:Principles of digital image synthesis 4480:from the original on January 27, 2024 4428:from the original on January 27, 2024 4372:from the original on January 27, 2024 4163:from the original on 3 September 2024 3947:from the original on 3 September 2024 3568:Scanline rendering/Scanline algorithm 3331:(Lafortune & Willems formulation) 2136:to an acceptable level was too high. 1705:used rasterization for rendering its 537: 9381:Energy consumption (Green computing) 9327: 9287:List of computer graphics algorithms 7908: 7770:(3 ed.). London : Acad. Press. 6985: 6559: 6386:"History | School of Computing" 5789:from the original on 18 January 2024 5729:from the original on 27 January 2024 5699:from the original on 27 January 2024 5546: 4446: 3772:; McGuire, Morgan; Sklar, David F.; 3713:PostScript Language Reference Manual 3701: 2792: 2571:) is the sum of the emitted light (L 2277: 1241:resolution and a low-resolution mesh 980:An important distinction is between 248:that performs rendering is called a 80:adding citations to reliable sources 51: 36:Computer graphics § Image types 10067:Distributed artificial intelligence 9339:ACM Computing Classification System 8948: 6231: 6097: 6025: 5759:from the original on 6 January 2024 5606:"13. Further Reading: Path Guiding" 5447:Kulla, Christopher (30 July 2017), 4221:from the original on 31 August 2024 4133:from the original on 22 August 2024 4052:from the original on 31 August 2024 3815:from the original on 31 August 2024 3746:from the original on 24 August 2024 3711:Adobe Systems Incorporated (1990). 3525: – Computer graphics technique 3450: – Computer graphics technique 3346:1995 - Multiple importance sampling 3117: 3044:, to help speed up all variants of 2768: 2243: 1799:(BVH), which stores a pre-computed 1285:'s EEVEE renderer with light probes 645:Size, position, and orientation of 522:format is also text-based, and the 24: 9572:Integrated development environment 7962:vintage3d.org "The way to home 3d" 7745:; Van Dam; Feiner; Hughes (1990). 7653: 7126:". SIGGRAPH. pp.239-246, Jul, 1994 6606:. Vol. 12. pp. 270–274. 6157:. Imagination Technologies Limited 5942:"Evans_and_Sutherland Digistar-II" 5860: 5550:Bi-directional Path Tracing on GPU 5490:(PhD thesis). Stanford University. 4697:from the original on 24 March 2024 3996:from the original on 15 April 2024 3484:Image-based modeling and rendering 2737: 2646: 2542: 2449: 1149:Rendering of a fractal terrain by 1009:directly on the screen. Nowadays, 761: 91:"Rendering" computer graphics 25: 10339: 10047:Automated planning and scheduling 9577:Software configuration management 7949: 7638:from the original on 1 March 2024 7557:from the original on 24 June 2024 7382:from the original on 26 July 2024 6049:Peddie, Jon (24 September 2020). 6035:(PhD thesis). University of Utah. 5974:. Worldwide Planetariums Database 5948:. Worldwide Planetariums Database 5506:"15. Wavefront Rendering on GPUs" 4822:Watkins, Gary Scott (June 1970), 4257:Fundamentals of Computer Graphics 4189:(2nd ed.). Morgan Kaufmann. 3508: – Texture mapping technique 3059:GPUs are usually integrated with 2314:Scientific and mathematical basis 2042:As part of the approach known as 1519:in which an application provides 956:be adjusted after rendering. The 41:For 3-dimensional rendering, see 10301: 10291: 10282: 10281: 7766:Andrew S. Glassner, ed. (1989). 7607: 7524: 7486: 7458: 7426: 7394: 7355: 7311: 7254: 7242:from the original on 21 May 2022 7181:from the original on 2011-12-08. 6859:from the original on 2015-02-16. 6646:from the original on 2012-01-21. 6527:Blinn, James F. (20 July 1977). 6149:Harold, David (11 August 2017). 5993:Smith, Alvy Ray (October 1982). 5053:. Vol. 32. pp. 37–49. 4867:(PhD thesis). University of Utah 4040:Schmid, Katrin (March 2, 2023). 3780:(3rd ed.). Addison-Wesley. 3353:(Veach & Guibas formulation) 2971:in the 1980s contained graphics 2953:designed the Geometry Engine, a 2824:Nyquist–Shannon sampling theorem 2281: 1388: 1353: 1334: 1306: 1290: 1274: 1258: 1246: 1226: 326:in a rendering device such as a 56: 10292: 9695:Computational complexity theory 7217: 7185: 7129: 7073: 7048: 7007: 6979: 6930: 6890: 6863: 6832: 6794: 6766: 6734: 6686: 6650: 6633:Simulation of wrinkled surfaces 6620: 6592: 6553: 6520: 6468: 6392:from the original on 2013-12-03 6323: 5881:from the original on 2022-02-07 5854: 5647:"5. Further Reading: Denoising" 5177: 5060:from the original on 2012-03-13 4971:from the original on 2011-07-15 4728:, University of Utah, TR 69-249 4537:from the original on 2024-01-27 3943:. Academy Software Foundation. 3740:"SVG: Scalable Vector Graphics" 3654:from the original on 2024-02-21 3231:Cook-Torrance reflectance model 2923:Star Trek II: The Wrath of Khan 2785:) and polarisation (as seen in 2031: 1893:Spiral Sphere and Julia, Detail 1591:. Early computer graphics used 1577:After 3D coordinates have been 653:to create more complex objects) 546:image description may include: 181:is the process of generating a 67:needs additional citations for 9479:Network performance evaluation 7909:Ward, Gregory J. (July 1994). 7768:An introduction to ray tracing 7261:Miller, Gavin (24 July 1994). 7020:ACM SIGGRAPH Computer Graphics 6533:ACM SIGGRAPH Computer Graphics 6342:IEEE Transactions on Computers 6234:"Measuring GPU Memory Latency" 6232:Lam, Chester (16 April 2021). 5142:An Introduction to Ray Tracing 5002:An Introduction to Ray Tracing 4614:An Introduction to Ray Tracing 4571:ACM SIGGRAPH Computer Graphics 4457:An Introduction to Ray Tracing 3640: 3147:Warnock hidden surface removal 3063:to support the read and write 2869:. Hardware features such as a 2733: 2727: 2707: 2704: 2687: 2672: 2660: 2636: 2613: 2537: 2520: 2517: 2494: 2481: 2464: 2438: 2426: 2410: 2398: 1883: 1880:instead of basic ray casting. 1728: 1265:A ray traced image, using the 636: 520:Scalable Vector Graphics (SVG) 13: 1: 9850:Multimedia information system 9835:Geographic information system 9825:Enterprise information system 9414:Computer systems organization 9244:3D computer graphics software 8014:Biological data visualization 7815:. Natick, Mass.: A K Peters. 7226:"Bi-directional path tracing" 6268:ACM Trans. Archit. Code Optim 3634: 3489:List of 3D rendering software 3367:Precomputed Radiance Transfer 3306:1991 - Hierarchical radiosity 3302:Xiaolin Wu line anti-aliasing 3195:Blinn-Phong reflectance model 3061:high-bandwidth memory systems 2275:and various other companies. 1985:Radiosity (computer graphics) 963: 45:. For rendering of HTML, see 10209:Computational social science 9797:Theoretical computer science 9610:Software development process 9386:Electronic design automation 9371:Very Large Scale Integration 9059:Hidden-surface determination 7830:Jensen, Henrik Wann (2001). 7813:Non-photorealistic rendering 7725:Advanced global illumination 7548:10.1007/978-3-319-10584-0_11 7349:10.1016/0097-8493(94)00145-o 6312:, University of Utah, TR 4-5 5922:. Nagoya City Science Museum 4793:Stamm, Beat (21 June 2018). 4105:ACM Transactions on Graphics 3975:ACM Transactions on Graphics 3500:Non-photorealistic rendering 3478:High-dynamic-range rendering 3393:2023 - 3D Gaussian splatting 3311:Oren–Nayar reflectance model 3135:Lambertian reflectance model 2255:. Neural rendering includes 2251:is a rendering method using 2168:Multiple importance sampling 2083:, path tracing is a kind of 1978: 1688:(lighting is computed using 1648:) to perform anti-aliasing. 468:Non-photorealistic rendering 388:Fogging/participating medium 7: 10032:Natural language processing 9820:Information storage systems 7871:; Morley, R. Keith (2003). 7540:Computer Vision - ECCV 2014 4259:(5th ed.). CRC Press. 3836:"pbrt-v4 Input File Format" 3683:Raghavachary, Saty (2005). 3556:Real-time computer graphics 3398: 3279:1986 - Light source tracing 2852: 1750:constructive solid geometry 1701:Until relatively recently, 1552:High-performance algorithms 1237:'s EEVEE renderer with low 1041:are typically divided into 816:Photogrammetry and scanning 766:Scientific and engineering 356: 10: 10344: 9948:Human–computer interaction 9918:Intrusion detection system 9830:Social information systems 9815:Database management system 8054:Mathematical visualization 7442:Metropolis light transport 7410:Metropolis light transport 6846:Compositing digital images 5725:. The Blender Foundation. 5695:. The Blender Foundation. 5424:. The Blender Foundation. 4693:. The Blender Foundation. 4217:. The Blender Foundation. 3811:. The Blender Foundation. 3580:Sprite (computer graphics) 3523:Physically based rendering 3502: – Style of rendering 3426: – Style of rendering 3358:Metropolis light transport 3351:Bidirectional path tracing 3329:Bidirectional path tracing 2998: 2876: 2370: 2317: 2253:artificial neural networks 2162:Metropolis light transport 2150:Bidirectional path tracing 2045:physically based rendering 2035: 1982: 1930:Metropolis light transport 1926:bidirectional path tracing 1902: 1732: 1392: 1163:or a surface defined by a 1086:, blurry reflections, and 898: 166:An image created by using 40: 29: 10277: 10214:Computational engineering 10189:Computational mathematics 10166: 10113: 10075: 10022: 9984: 9946: 9888: 9805: 9751: 9713: 9658: 9595: 9528: 9492: 9449: 9413: 9346: 9335: 9279: 9234: 9101: 8990: 8920: 8897: 8732: 8602: 8466: 8420: 8344: 8243: 8212: 8205: 8112: 8049:Information visualization 8034:Educational visualization 8006: 7269:. ACM. pp. 319–326. 7115:M. Oren and S.K. Nayar, " 7014:Wu, Xiaolin (July 1991). 6698:Communications of the ACM 6484:Communications of the ACM 6425:Communications of the ACM 6026:Bùi, Tường-Phong (1973). 5972:planetariums-database.org 5946:planetariums-database.org 5293:10.1007/978-1-4842-4427-2 5238:10.1007/978-1-4842-4427-2 5094:10.1007/978-1-4842-4427-2 4758:Communications of the ACM 4348:10.1007/978-1-4842-4427-2 3966:Museth, Ken (June 2013). 3122:Computer graphics#History 3042:bounding volume hierarchy 2259:methods that are used to 2170:provides a way to reduce 2110:in the same paper as the 1934:Whitted Style Ray Tracing 1820:binary space partitioning 1796:bounding volume hierarchy 1405:Extremely Large Telescope 774:generated by 3D scans or 770:often requires rendering 474: 10224:Computational healthcare 10219:Differentiable computing 10138:Graphics processing unit 9557:Domain-specific language 9426:Computational complexity 8225:Charles-René de Fourcroy 8074:Scientific visualization 8001:of technical information 7327:Computers & Graphics 6818:10.1109/mcg.1984.6429331 6155:blog.imaginationtech.com 6076:Clark, James H. (1980). 6002:American Cinematographer 5753:www.openimagedenoise.org 5287:. Berkeley, CA: Apress. 5232:. Berkeley, CA: Apress. 5088:. Berkeley, CA: Apress. 4567:"The rendering equation" 4342:. Berkeley, CA: Apress. 4015:Bridson, Robert (2015). 3552: – Rendering method 3373:Differentiable rendering 3362:1997 - Instant Radiosity 3007:3D graphics accelerators 3001:Graphics processing unit 2901:. Advanced DPUs such as 1949:distribution ray tracing 1618:A drawback of the basic 1345:'s Cycles renderer with 1313:An image rendered using 1201:). These are similar to 1165:signed distance function 872:function must be found. 788:specialized data formats 651:combined in various ways 363:research and development 10199:Computational chemistry 10133:Photograph manipulation 10024:Artificial intelligence 9840:Decision support system 9271:Vector graphics editors 9266:Raster graphics editors 7632:10.1145/3386569.3392481 7307:– via dl.acm.org. 6880:Distributed ray tracing 6549:– via dl.acm.org. 6354:10.1109/t-c.1971.223313 5920:www.ncsm.city.nagoya.jp 5818:Computer Graphics Forum 5456:, SIGGRAPH, Los Angeles 5148:. 1.3. ACADEMIC PRESS. 5008:. 1.3. ACADEMIC PRESS. 4620:. 1.3. ACADEMIC PRESS. 4463:. 1.3. ACADEMIC PRESS. 4185:Brinkmann, Ron (2008). 3987:10.1145/2487228.2487235 3685:Rendering for Beginners 3433:Architectural rendering 3256:Distributed ray tracing 3171:Phong reflectance model 2994: 2799:human visual perception 2119:output images by using 2116:distributed ray tracing 2080:distributed ray tracing 1858:Root-finding algorithms 1467:barycentric coordinates 1120:Monte Carlo integration 1104:finite element analysis 10264:Educational technology 10095:Reinforcement learning 9845:Process control system 9743:Computational geometry 9733:Algorithmic efficiency 9728:Analysis of algorithms 9376:Systems on Chip (SoCs) 9154:Checkerboard rendering 8645:Christopher R. Johnson 8197:Technical illustration 8084:Software visualization 5785:. NVIDIA Corporation. 5207:Cite journal requires 4942:SIGGRAPH Comput. Graph 4157:"pbrt-v4 User's Guide" 3859:Dunlop, Renee (2014). 3535:Raster image processor 3389:Neural radiance fields 3380:2020 - Spatiotemporal 2903:Evans & Sutherland 2810:Sampling and filtering 2756: 2558: 2367:The rendering equation 2337:different techniques. 1905:Ray tracing (graphics) 1900: 1854:floating point numbers 1801:bounding box or sphere 1782: 1711:Reyes rendering system 1642:complicated heuristics 1588:hidden surface removal 1554:exist for rasterizing 1479:hidden surface removal 1465:of shapes, e.g. using 1407: 1153: 1128:statistically unbiased 1080:Monte Carlo techniques 1058:an enemy can see in a 1027:hidden surface removal 893:neural radiance fields 597:Colors, patterns, and 416:transparency (graphic) 287:Rendering has uses in 171: 159: 34:. For other uses, see 10234:Electronic publishing 10204:Computational biology 10194:Computational physics 10090:Unsupervised learning 10004:Distributed computing 9880:Information retrieval 9787:Mathematical analysis 9777:Mathematical software 9660:Theory of computation 9625:Software construction 9615:Requirements analysis 9493:Software organization 9421:Computer architecture 9391:Hardware acceleration 9356:Printed circuit board 9109:Affine transformation 9088:Surface triangulation 9032:Anisotropic filtering 8539:Lawrence J. Rosenblum 8352:Edward Walter Maunder 8276:Charles Joseph Minard 8094:User interface design 8069:Product visualization 7923:10.1145/192161.192286 7873:Realistic ray tracing 7376:10.1145/218380.218498 7275:10.1145/192161.192244 7032:10.1145/127719.122734 6959:10.1145/325165.325171 6778:Pyramidal parametrics 6720:10.1145/358876.358882 6546:10.1145/965141.563893 6506:10.1145/360349.360353 6447:10.1145/360825.360839 6100:Computer Architecture 6087:(2nd Quarter): 25–30. 5755:. Intel Corporation. 4906:10.1145/964965.808585 4771:10.1145/362736.362739 3323:Subsurface scattering 2907:Line Drawing System-1 2887:calligraphic displays 2861:, and so specialized 2757: 2559: 2353:numerical mathematics 2261:reconstruct 3D models 2257:image-based rendering 1891: 1803:for each branch of a 1773: 1673:and multiple passes. 1402: 1148: 846:converted into meshes 444:Indirect illumination 412:Transparency (optics) 351:hardware accelerators 165: 157: 9994:Concurrent computing 9966:Ubiquitous computing 9938:Application security 9933:Information security 9762:Discrete mathematics 9738:Randomized algorithm 9690:Computability theory 9668:Model of computation 9640:Software maintenance 9635:Software engineering 9597:Software development 9547:Programming language 9542:Programming paradigm 9459:Network architecture 8819:Scientific modelling 8794:Information graphics 8534:Clifford A. Pickover 8484:William S. Cleveland 8392:Henry Norris Russell 8377:Howard G. Funkhouser 8321:Florence Nightingale 8286:Francis Amasa Walker 8182:Statistical graphics 8104:Volume visualization 8079:Social visualization 7370:. pp. 419–428. 7235:. pp. 145–153. 6991:Backward ray tracing 6213:. NVIDIA Corporation 5783:developer.nvidia.com 5547:Otte, Vilém (2015). 5481:Veach, Eric (1997). 4828:, University of Utah 3448:Displacement mapping 3442:Chromatic aberration 3412:3D computer graphics 3406:2D computer graphics 2600: 2385: 1807:of objects, and the 1593:geometric algorithms 1445:to be placed in the 1347:image-based lighting 907:file format such as 647:geometric primitives 317:software development 278:3D computer graphics 242:software application 76:improve this article 10269:Document management 10259:Operations research 10184:Enterprise software 10100:Multi-task learning 10085:Supervised learning 9807:Information systems 9630:Software deployment 9587:Software repository 9441:Real-time computing 9124:Collision detection 9052:Global illumination 8799:Information science 8762:in computer science 8554:Sheelagh Carpendale 8489:George G. Robertson 8326:Karl Wilhelm Pohlke 8261:André-Michel Guerry 8137:Graph of a function 8132:Engineering drawing 7917:. pp. 459–72. 7786:Glassner, Andrew S. 7664:Real-time rendering 6124:"NES Dev Wiki: PPU" 6102:. No Starch Press. 5137:Glassner, Andrew S. 4997:Glassner, Andrew S. 4954:10.1145/37402.37414 4609:Glassner, Andrew S. 4583:10.1145/15886.15902 4509:Glassner, Andrew S. 4452:Glassner, Andrew S. 4409:Real-Time Rendering 3913:Real-Time Rendering 3627:Z-buffer algorithms 3512:Painter's algorithm 3460:Global illumination 3384:resampling (ReSTIR) 3189:Environment mapping 2867:real-time rendering 2820:continuous function 2361:Monte Carlo methods 2128:importance sampling 2122:stratified sampling 2060:global illumination 1918:Monte Carlo methods 1866:meshes of triangles 1825:painter's algorithm 1598:painter's algorithm 1441:which computes the 1435:geometry processing 1207:spherical harmonics 1191:global illumination 1180:forward ray tracing 1170:A technique called 1092:global illumination 1072:specular reflection 923:lighting, allowing 729:image data used as 611:Text to be rendered 235:artist's impression 32:Text-to-image model 10052:Search methodology 9999:Parallel computing 9956:Interaction design 9865:Computing platform 9792:Numerical analysis 9782:Information theory 9567:Software framework 9530:Software notations 9469:Network components 9366:Integrated circuit 9174:Scanline rendering 8968:Parallax scrolling 8958:Isometric graphics 8839:Volume cartography 8603:Early 21st century 8499:Catherine Plaisant 8494:Bruce H. McCormick 8448:Mary Eleanor Spear 8438:Arthur H. Robinson 8372:Arthur Lyon Bowley 8345:Early 20th century 8192:Technical drawings 8064:Molecular graphics 8039:Flow visualization 8029:Data visualization 7122:2010-02-15 at the 6240:. Chips and Cheese 6238:chipsandcheese.com 4046:radiancefields.com 3586:Unbiased rendering 3574:Software rendering 3518:Per-pixel lighting 3454:Font rasterization 3424:Artistic rendering 3284:Rendering equation 3153:Scanline rendering 2775:geometrical optics 2752: 2554: 2373:Rendering equation 2320:Unbiased rendering 2293:. You can help by 2206:Monte Carlo method 2112:rendering equation 2070:representation of 1914:rendering equation 1901: 1783: 1753:(CSG) operations. 1620:z-buffer algorithm 1603:scanline rendering 1560:anti-aliased lines 1545:scanline rendering 1521:lists of triangles 1430:became practical. 1408: 1161:volumetric dataset 1154: 1132:rendering equation 993:2D vector graphics 921:high dynamic range 799:Before rendering, 601:for filling shapes 574:bounding rectangle 538:2D vector graphics 512:desktop publishing 336:rendering equation 187:non-photorealistic 172: 160: 10315: 10314: 10244:Electronic voting 10174:Quantum Computing 10167:Applied computing 10153:Image compression 9923:Hardware security 9913:Security services 9870:Digital marketing 9650:Open-source model 9562:Modeling language 9474:Network scheduler 9295: 9294: 9236:Graphics software 9129:Planar projection 9114:Back-face culling 8986: 8985: 8930:Alpha compositing 8891:Computer graphics 8857: 8856: 8834:Visual perception 8784:Graphic organizer 8757:Computer graphics 8728: 8727: 8710:Martin Wattenberg 8685:Hanspeter Pfister 8640:Martin Krzywinski 8564:Jock D. Mackinlay 8544:Thomas A. DeFanti 8467:Late 20th century 8387:Ejnar Hertzsprung 8089:Technical drawing 7901:978-1-55860-787-3 7882:978-1-56881-198-7 7860:978-0-12-553180-1 7841:978-1-56881-147-5 7822:978-1-56881-133-8 7799:978-1-55860-276-2 7777:978-0-12-286160-4 7758:978-0-201-12110-0 7734:978-1-56881-177-2 7715:978-0-12-178270-2 7696:978-1-55860-387-5 7674:978-1-13862-700-0 7594:10.1111/cgf.13227 7470:Instant Radiosity 7323:Christensen, N.J. 7164:10.1109/38.252554 7066:978-0-12-064480-3 7041:978-0-89791-436-9 6109:978-1-7185-0287-1 5840:10.1111/cgf.14022 5302:978-1-4842-4427-2 5247:978-1-4842-4427-2 5155:978-0-12-286160-4 5103:978-1-4842-4427-2 5015:978-0-12-286160-4 4894:Computer Graphics 4858:(December 1974). 4799:rastertragedy.com 4627:978-0-12-286160-4 4527:978-1-55860-276-2 4470:978-0-12-286160-4 4357:978-1-4842-4427-2 4266:978-1-003-05033-9 4196:978-0-12-370638-6 4026:978-1-482-23283-7 3870:978-1-315-85827-2 3787:978-0-321-39952-6 3768:Hughes, John F.; 3466:Graphics pipeline 3336:Ambient occlusion 3250:Alpha compositing 2989:mobile processors 2981:PC graphics cards 2911:wire-frame images 2793:Visual perception 2750: 2730: 2357:signal processing 2311: 2310: 2104:Quasi-Monte Carlo 1850:analytic solution 1539:Warnock algorithm 1516:graphics pipeline 1418:3D rendering. 3D 1403:Rendering of the 1362:spectral rendered 1130:way to solve the 622:Transparency and 324:graphics pipeline 309:visual perception 282:graphics pipeline 152: 151: 144: 126: 16:(Redirected from 10335: 10305: 10304: 10295: 10294: 10285: 10284: 10105:Cross-validation 10077:Machine learning 9961:Social computing 9928:Network security 9723:Algorithm design 9645:Programming team 9605:Control variable 9582:Software library 9520:Software quality 9515:Operating system 9464:Network protocol 9329:Computer science 9322: 9315: 9308: 9299: 9298: 9221:Volume rendering 9093:Wire-frame model 8946: 8945: 8884: 8877: 8870: 8861: 8860: 8844:Volume rendering 8829:Visual analytics 8824:Spatial analysis 8804:Misleading graph 8655:David McCandless 8630:Gordon Kindlmann 8594:Alfred Inselberg 8589:Leland Wilkinson 8524:Michael Friendly 8458:Howard T. Fisher 8421:Mid 20th century 8362:W. E. B. Du Bois 8266:William Playfair 8256:Adolphe Quetelet 8230:Joseph Priestley 8213:Pre-19th century 8210: 8209: 8177:Skeletal formula 8044:Geovisualization 8019:Chemical imaging 7992: 7985: 7978: 7969: 7968: 7944: 7905: 7886: 7864: 7845: 7826: 7803: 7781: 7762: 7738: 7719: 7700: 7678: 7648: 7647: 7645: 7643: 7611: 7605: 7604: 7602: 7600: 7573: 7567: 7566: 7564: 7562: 7556: 7537: 7528: 7522: 7521: 7519: 7512: 7490: 7484: 7483: 7481: 7462: 7456: 7455: 7453: 7430: 7424: 7423: 7421: 7398: 7392: 7391: 7389: 7387: 7359: 7353: 7352: 7342: 7315: 7309: 7308: 7306: 7304: 7258: 7252: 7251: 7249: 7247: 7241: 7230: 7221: 7215: 7214: 7212: 7189: 7183: 7182: 7180: 7149: 7133: 7127: 7113: 7107: 7106: 7104: 7077: 7071: 7070: 7057:Graphics Gems II 7052: 7046: 7045: 7011: 7005: 7004: 7002: 6983: 6977: 6976: 6974: 6973: 6967: 6961:. Archived from 6952: 6934: 6928: 6927: 6925: 6894: 6888: 6887: 6885: 6867: 6861: 6860: 6858: 6851: 6836: 6830: 6829: 6798: 6792: 6791: 6789: 6770: 6764: 6763: 6761: 6738: 6732: 6731: 6713: 6690: 6684: 6683: 6681: 6654: 6648: 6647: 6645: 6638: 6624: 6618: 6617: 6615: 6596: 6590: 6589: 6587: 6586: 6580: 6569: 6557: 6551: 6550: 6548: 6524: 6518: 6517: 6499: 6472: 6466: 6465: 6463: 6457:. Archived from 6440: 6422: 6410: 6401: 6400: 6398: 6397: 6382: 6373: 6372: 6370: 6364:. Archived from 6339: 6327: 6321: 6320: 6319: 6317: 6311: 6297: 6291: 6290: 6288: 6286: 6259: 6250: 6249: 6247: 6245: 6229: 6223: 6222: 6220: 6218: 6203: 6197: 6196: 6194: 6192: 6182: 6173: 6167: 6166: 6164: 6162: 6146: 6140: 6139: 6137: 6135: 6120: 6114: 6113: 6095: 6089: 6088: 6082: 6073: 6067: 6066: 6064: 6062: 6055:www.computer.org 6046: 6037: 6036: 6034: 6023: 6014: 6013: 6011: 6009: 5999: 5990: 5984: 5983: 5981: 5979: 5964: 5958: 5957: 5955: 5953: 5938: 5932: 5931: 5929: 5927: 5912: 5906: 5905: 5896: 5890: 5889: 5887: 5886: 5858: 5852: 5851: 5833: 5808: 5799: 5798: 5796: 5794: 5775: 5769: 5768: 5766: 5764: 5745: 5739: 5738: 5736: 5734: 5723:docs.blender.org 5715: 5709: 5708: 5706: 5704: 5693:docs.blender.org 5685: 5679: 5678: 5676: 5674: 5639: 5633: 5632: 5630: 5628: 5598: 5592: 5591: 5573: 5564: 5558: 5557: 5555: 5544: 5538: 5537: 5535: 5533: 5498: 5492: 5491: 5489: 5478: 5472: 5471: 5465: 5457: 5455: 5444: 5438: 5437: 5435: 5433: 5422:docs.blender.org 5414: 5408: 5407: 5405: 5403: 5368: 5353: 5352: 5350: 5348: 5333: 5327: 5326: 5324: 5322: 5278: 5272: 5271: 5269: 5267: 5223: 5217: 5216: 5210: 5205: 5203: 5195: 5193: 5181: 5175: 5174: 5172: 5170: 5164: 5147: 5129: 5123: 5122: 5120: 5118: 5079: 5070: 5069: 5067: 5065: 5059: 5048: 5036: 5027: 5026: 5024: 5022: 5007: 4992: 4981: 4980: 4978: 4976: 4970: 4939: 4927:Carpenter, Loren 4919: 4910: 4909: 4890:Carpenter, Loren 4886: 4877: 4876: 4874: 4872: 4866: 4852: 4837: 4836: 4835: 4833: 4819: 4810: 4809: 4807: 4805: 4790: 4784: 4783: 4773: 4750:Bouknight, W. J. 4746: 4737: 4736: 4735: 4733: 4716: 4707: 4706: 4704: 4702: 4691:docs.blender.org 4683: 4677: 4676: 4674: 4672: 4661:docs.unity3d.com 4653: 4647: 4646: 4644: 4642: 4636: 4619: 4605: 4599: 4598: 4596: 4594: 4563:Kajiya, James T. 4559: 4546: 4545: 4543: 4542: 4536: 4519: 4505: 4490: 4489: 4487: 4485: 4479: 4462: 4444: 4438: 4437: 4435: 4433: 4427: 4406: 4397: 4382: 4381: 4379: 4377: 4333: 4314: 4313: 4296:Van Dam, Andries 4288: 4271: 4270: 4252: 4231: 4230: 4228: 4226: 4215:docs.blender.org 4207: 4201: 4200: 4182: 4173: 4172: 4170: 4168: 4152: 4143: 4142: 4140: 4138: 4120: 4096: 4087: 4086: 4084: 4082: 4071: 4062: 4061: 4059: 4057: 4037: 4031: 4030: 4012: 4006: 4005: 4003: 4001: 3995: 3972: 3963: 3957: 3956: 3954: 3952: 3933: 3927: 3926: 3908: 3875: 3874: 3856: 3847: 3846: 3844: 3842: 3831: 3825: 3824: 3822: 3820: 3809:docs.blender.org 3801: 3792: 3791: 3770:Van Dam, Andries 3765: 3756: 3755: 3753: 3751: 3736: 3727: 3726: 3708: 3699: 3698: 3680: 3663: 3662: 3660: 3659: 3644: 3621:Volume rendering 3617: 3608: 3540: 3438: 3429: 3079:are sharing the 2959:Silicon Graphics 2828:image resolution 2816:sampling problem 2769:Geometric optics 2761: 2759: 2758: 2753: 2751: 2749: 2748: 2740: 2732: 2731: 2723: 2717: 2703: 2686: 2685: 2675: 2659: 2658: 2649: 2643: 2629: 2612: 2611: 2563: 2561: 2560: 2555: 2553: 2545: 2530: 2510: 2493: 2492: 2480: 2463: 2462: 2453: 2452: 2425: 2424: 2397: 2396: 2330:physically based 2306: 2303: 2285: 2278: 2249:Neural rendering 2244:Neural rendering 2191:physically based 1870:Volume rendering 1791:database indexes 1443:RGB color values 1439:pixel processing 1357: 1338: 1310: 1294: 1278: 1262: 1250: 1230: 1203:environment maps 1184:particle tracing 1090:, but computing 1021:3D rasterization 1013:are rendered by 974: 973: 945:RGB color values 834:structured light 830:environment maps 826:panoramic images 710:refractive index 576:coordinates) of 557:information for 262:rendering system 199:computer program 147: 140: 136: 133: 127: 125: 84: 60: 52: 21: 10343: 10342: 10338: 10337: 10336: 10334: 10333: 10332: 10318: 10317: 10316: 10311: 10302: 10273: 10254:Word processing 10162: 10148:Virtual reality 10109: 10071: 10042:Computer vision 10018: 10014:Multiprocessing 9980: 9942: 9908:Security hacker 9884: 9860:Digital library 9801: 9752:Mathematics of 9747: 9709: 9685:Automata theory 9680:Formal language 9654: 9620:Software design 9591: 9524: 9510:Virtual machine 9488: 9484:Network service 9445: 9436:Embedded system 9409: 9342: 9331: 9326: 9296: 9291: 9275: 9230: 9097: 9042:Fluid animation 8982: 8944: 8916: 8907:Diffusion curve 8899:Vector graphics 8893: 8888: 8858: 8853: 8849:Information art 8789:Imaging science 8734: 8724: 8705:Fernanda Viégas 8700:Moritz Stefaner 8625:Jessica Hullman 8598: 8569:Alan MacEachren 8519:Ben Shneiderman 8462: 8416: 8340: 8239: 8201: 8114: 8108: 8059:Medical imaging 8002: 7996: 7952: 7947: 7933: 7902: 7883: 7861: 7842: 7823: 7800: 7778: 7759: 7743:Foley, James D. 7735: 7716: 7697: 7675: 7656: 7654:Further reading 7651: 7641: 7639: 7612: 7608: 7598: 7596: 7574: 7570: 7560: 7558: 7554: 7535: 7529: 7525: 7517: 7510: 7491: 7487: 7463: 7459: 7431: 7427: 7399: 7395: 7385: 7383: 7360: 7356: 7316: 7312: 7302: 7300: 7285: 7259: 7255: 7245: 7243: 7239: 7228: 7222: 7218: 7190: 7186: 7178: 7147: 7141:Rushmeier, H.E. 7134: 7130: 7124:Wayback Machine 7114: 7110: 7078: 7074: 7067: 7053: 7049: 7042: 7012: 7008: 6984: 6980: 6971: 6969: 6965: 6950: 6942:Greenberg, D.P. 6935: 6931: 6906:Greenberg, D.P. 6895: 6891: 6883: 6868: 6864: 6856: 6849: 6837: 6833: 6799: 6795: 6787:10.1.1.163.6298 6771: 6767: 6739: 6735: 6711:10.1.1.114.7629 6691: 6687: 6679:10.1.1.112.4406 6655: 6651: 6643: 6636: 6625: 6621: 6613:10.1.1.134.8225 6597: 6593: 6584: 6582: 6578: 6567: 6558: 6554: 6525: 6521: 6490:(10): 542–546. 6473: 6469: 6461: 6438:10.1.1.330.4718 6420: 6411: 6404: 6395: 6393: 6384: 6383: 6376: 6368: 6337: 6328: 6324: 6315: 6313: 6309: 6303:(20 May 1968), 6298: 6294: 6284: 6282: 6280:10.1145/3291050 6260: 6253: 6243: 6241: 6230: 6226: 6216: 6214: 6207:"NVIDIA DLSS 3" 6205: 6204: 6200: 6190: 6188: 6180: 6174: 6170: 6160: 6158: 6147: 6143: 6133: 6131: 6122: 6121: 6117: 6110: 6096: 6092: 6080: 6074: 6070: 6060: 6058: 6047: 6040: 6032: 6024: 6017: 6007: 6005: 5997: 5991: 5987: 5977: 5975: 5966: 5965: 5961: 5951: 5949: 5940: 5939: 5935: 5925: 5923: 5914: 5913: 5909: 5898: 5897: 5893: 5884: 5882: 5859: 5855: 5809: 5802: 5792: 5790: 5777: 5776: 5772: 5762: 5760: 5747: 5746: 5742: 5732: 5730: 5717: 5716: 5712: 5702: 5700: 5687: 5686: 5682: 5672: 5670: 5663: 5640: 5636: 5626: 5624: 5622: 5599: 5595: 5576:Journal of WSCG 5571: 5565: 5561: 5553: 5545: 5541: 5531: 5529: 5522: 5499: 5495: 5487: 5479: 5475: 5459: 5458: 5453: 5445: 5441: 5431: 5429: 5416: 5415: 5411: 5401: 5399: 5392: 5369: 5356: 5346: 5344: 5341:www.khronos.org 5335: 5334: 5330: 5320: 5318: 5303: 5279: 5275: 5265: 5263: 5248: 5224: 5220: 5208: 5206: 5197: 5196: 5183: 5182: 5178: 5168: 5166: 5162: 5156: 5145: 5130: 5126: 5116: 5114: 5104: 5080: 5073: 5063: 5061: 5057: 5046: 5037: 5030: 5020: 5018: 5016: 5005: 4993: 4984: 4974: 4972: 4968: 4937: 4923:Cook, Robert L. 4920: 4913: 4887: 4880: 4870: 4868: 4864: 4853: 4840: 4831: 4829: 4820: 4813: 4803: 4801: 4791: 4787: 4747: 4740: 4731: 4729: 4717: 4710: 4700: 4698: 4685: 4684: 4680: 4670: 4668: 4655: 4654: 4650: 4640: 4638: 4634: 4628: 4617: 4606: 4602: 4592: 4590: 4565:(August 1986). 4560: 4549: 4540: 4538: 4534: 4528: 4517: 4506: 4493: 4483: 4481: 4477: 4471: 4460: 4448:Cook, Robert L. 4445: 4441: 4431: 4429: 4425: 4419: 4404: 4398: 4385: 4375: 4373: 4358: 4334: 4317: 4310: 4292:Foley, James D. 4289: 4274: 4267: 4253: 4234: 4224: 4222: 4209: 4208: 4204: 4197: 4183: 4176: 4166: 4164: 4153: 4146: 4136: 4134: 4127:10.1145/3592433 4097: 4090: 4080: 4078: 4072: 4065: 4055: 4053: 4038: 4034: 4027: 4013: 4009: 3999: 3997: 3993: 3970: 3964: 3960: 3950: 3948: 3941:www.openvdb.org 3937:"About OpenVDB" 3935: 3934: 3930: 3923: 3909: 3878: 3871: 3863:. Focal Press. 3857: 3850: 3840: 3838: 3832: 3828: 3818: 3816: 3803: 3802: 3795: 3788: 3774:Foley, James D. 3766: 3759: 3749: 3747: 3738: 3737: 3730: 3723: 3709: 3702: 3695: 3687:. Focal Press. 3681: 3666: 3657: 3655: 3646: 3645: 3641: 3637: 3632: 3615: 3606: 3592:Vector graphics 3538: 3436: 3427: 3401: 3396: 3296:Reyes rendering 3177:Texture mapping 3159:Gouraud shading 3118:#External links 3110: 3034:texture mapping 3003: 2997: 2883:vector monitors 2879: 2855: 2843:low-pass filter 2812: 2795: 2771: 2741: 2736: 2722: 2721: 2710: 2696: 2681: 2677: 2676: 2654: 2650: 2645: 2644: 2642: 2622: 2607: 2603: 2601: 2598: 2597: 2585: 2578: 2574: 2570: 2546: 2541: 2523: 2503: 2488: 2484: 2473: 2458: 2454: 2448: 2444: 2420: 2416: 2392: 2388: 2386: 2383: 2382: 2375: 2369: 2322: 2316: 2307: 2301: 2298: 2291:needs expansion 2246: 2238:neural networks 2183:Arnold renderer 2040: 2034: 2017:false radiosity 2013:digital artists 1987: 1981: 1907: 1886: 1862:Newton's method 1787:data structures 1737: 1731: 1685:Gouraud shading 1671:texture mapping 1659:fragment shader 1646:neural-networks 1605:algorithm. The 1397: 1391: 1386: 1385: 1384: 1381: 1358: 1349: 1339: 1330: 1311: 1302: 1295: 1286: 1279: 1270: 1263: 1254: 1251: 1242: 1231: 1220: 1219: 1011:vector graphics 999:vector displays 971: 970: 966: 905:raster graphics 901: 874:Neural networks 858:radiance fields 854: 818: 772:volumetric data 764: 762:Volumetric data 681:Transformations 639: 580:shapes such as 544:vector graphics 540: 477: 376:Texture-mapping 359: 299:, movie and TV 267:graphics engine 231:raster graphics 179:image synthesis 148: 137: 131: 128: 85: 83: 73: 61: 50: 39: 28: 23: 22: 15: 12: 11: 5: 10341: 10331: 10330: 10313: 10312: 10310: 10309: 10299: 10289: 10278: 10275: 10274: 10272: 10271: 10266: 10261: 10256: 10251: 10246: 10241: 10236: 10231: 10226: 10221: 10216: 10211: 10206: 10201: 10196: 10191: 10186: 10181: 10176: 10170: 10168: 10164: 10163: 10161: 10160: 10158:Solid modeling 10155: 10150: 10145: 10140: 10135: 10130: 10125: 10119: 10117: 10111: 10110: 10108: 10107: 10102: 10097: 10092: 10087: 10081: 10079: 10073: 10072: 10070: 10069: 10064: 10059: 10057:Control method 10054: 10049: 10044: 10039: 10034: 10028: 10026: 10020: 10019: 10017: 10016: 10011: 10009:Multithreading 10006: 10001: 9996: 9990: 9988: 9982: 9981: 9979: 9978: 9973: 9968: 9963: 9958: 9952: 9950: 9944: 9943: 9941: 9940: 9935: 9930: 9925: 9920: 9915: 9910: 9905: 9903:Formal methods 9900: 9894: 9892: 9886: 9885: 9883: 9882: 9877: 9875:World Wide Web 9872: 9867: 9862: 9857: 9852: 9847: 9842: 9837: 9832: 9827: 9822: 9817: 9811: 9809: 9803: 9802: 9800: 9799: 9794: 9789: 9784: 9779: 9774: 9769: 9764: 9758: 9756: 9749: 9748: 9746: 9745: 9740: 9735: 9730: 9725: 9719: 9717: 9711: 9710: 9708: 9707: 9702: 9697: 9692: 9687: 9682: 9677: 9676: 9675: 9664: 9662: 9656: 9655: 9653: 9652: 9647: 9642: 9637: 9632: 9627: 9622: 9617: 9612: 9607: 9601: 9599: 9593: 9592: 9590: 9589: 9584: 9579: 9574: 9569: 9564: 9559: 9554: 9549: 9544: 9538: 9536: 9526: 9525: 9523: 9522: 9517: 9512: 9507: 9502: 9496: 9494: 9490: 9489: 9487: 9486: 9481: 9476: 9471: 9466: 9461: 9455: 9453: 9447: 9446: 9444: 9443: 9438: 9433: 9428: 9423: 9417: 9415: 9411: 9410: 9408: 9407: 9398: 9393: 9388: 9383: 9378: 9373: 9368: 9363: 9358: 9352: 9350: 9344: 9343: 9336: 9333: 9332: 9325: 9324: 9317: 9310: 9302: 9293: 9292: 9290: 9289: 9283: 9281: 9277: 9276: 9274: 9273: 9268: 9263: 9262: 9261: 9256: 9251: 9240: 9238: 9232: 9231: 9229: 9228: 9223: 9218: 9213: 9208: 9203: 9198: 9193: 9191:Shadow mapping 9188: 9183: 9178: 9177: 9176: 9171: 9166: 9161: 9156: 9151: 9146: 9136: 9131: 9126: 9121: 9116: 9111: 9105: 9103: 9099: 9098: 9096: 9095: 9090: 9085: 9084: 9083: 9073: 9066: 9061: 9056: 9055: 9054: 9044: 9039: 9034: 9029: 9024: 9018: 9013: 9007: 9002: 8996: 8994: 8988: 8987: 8984: 8983: 8981: 8980: 8975: 8970: 8965: 8960: 8954: 8952: 8943: 8942: 8937: 8932: 8926: 8924: 8918: 8917: 8915: 8914: 8909: 8903: 8901: 8895: 8894: 8887: 8886: 8879: 8872: 8864: 8855: 8854: 8852: 8851: 8846: 8841: 8836: 8831: 8826: 8821: 8816: 8814:Patent drawing 8811: 8806: 8801: 8796: 8791: 8786: 8781: 8779:Graphic design 8776: 8771: 8766: 8765: 8764: 8754: 8749: 8744: 8738: 8736: 8730: 8729: 8726: 8725: 8723: 8722: 8720:Hadley Wickham 8717: 8712: 8707: 8702: 8697: 8692: 8687: 8682: 8677: 8675:Tamara Munzner 8672: 8667: 8662: 8657: 8652: 8647: 8642: 8637: 8632: 8627: 8622: 8617: 8612: 8606: 8604: 8600: 8599: 8597: 8596: 8591: 8586: 8581: 8576: 8574:David Goodsell 8571: 8566: 8561: 8559:Cynthia Brewer 8556: 8551: 8546: 8541: 8536: 8531: 8526: 8521: 8516: 8511: 8506: 8501: 8496: 8491: 8486: 8481: 8476: 8470: 8468: 8464: 8463: 8461: 8460: 8455: 8453:Edgar Anderson 8450: 8445: 8440: 8435: 8430: 8428:Jacques Bertin 8424: 8422: 8418: 8417: 8415: 8414: 8409: 8404: 8399: 8394: 8389: 8384: 8382:John B. Peddle 8379: 8374: 8369: 8364: 8359: 8354: 8348: 8346: 8342: 8341: 8339: 8338: 8336:Francis Galton 8333: 8331:Toussaint Loua 8328: 8323: 8318: 8313: 8311:Georg von Mayr 8308: 8303: 8301:Matthew Sankey 8298: 8293: 8288: 8283: 8278: 8273: 8268: 8263: 8258: 8253: 8247: 8245: 8241: 8240: 8238: 8237: 8232: 8227: 8222: 8216: 8214: 8207: 8203: 8202: 8200: 8199: 8194: 8189: 8184: 8179: 8174: 8169: 8167:Sankey diagram 8164: 8159: 8154: 8149: 8144: 8139: 8134: 8129: 8124: 8118: 8116: 8110: 8109: 8107: 8106: 8101: 8099:Visual culture 8096: 8091: 8086: 8081: 8076: 8071: 8066: 8061: 8056: 8051: 8046: 8041: 8036: 8031: 8026: 8021: 8016: 8010: 8008: 8004: 8003: 7995: 7994: 7987: 7980: 7972: 7966: 7965: 7959: 7951: 7950:External links 7948: 7946: 7945: 7931: 7906: 7900: 7887: 7881: 7869:Shirley, Peter 7865: 7859: 7846: 7840: 7827: 7821: 7807:Gooch, Bruce; 7804: 7798: 7782: 7776: 7763: 7757: 7739: 7733: 7720: 7714: 7701: 7695: 7679: 7673: 7657: 7655: 7652: 7650: 7649: 7606: 7568: 7523: 7520:on 2011-07-24. 7485: 7457: 7425: 7393: 7354: 7340:10.1.1.97.2724 7333:(2): 215–224. 7310: 7284:978-0897916677 7283: 7253: 7216: 7210:10.1.1.57.9761 7184: 7128: 7108: 7102:10.1.1.93.5694 7072: 7065: 7047: 7040: 7026:(4): 143–152. 7006: 6978: 6929: 6923:10.1.1.112.356 6902:Torrance, K.E. 6889: 6873:; Porter, T.; 6862: 6831: 6802:Glassner, A.S. 6793: 6765: 6759:10.1.1.88.7796 6746:Torrance, K.E. 6733: 6704:(6): 343–349. 6685: 6649: 6619: 6591: 6552: 6539:(2): 192–198. 6519: 6497:10.1.1.87.8903 6467: 6464:on 2012-03-27. 6431:(6): 311–316. 6402: 6374: 6371:on 2010-07-02. 6348:(6): 623–629. 6322: 6292: 6251: 6224: 6198: 6168: 6141: 6128:www.nesdev.org 6115: 6108: 6090: 6068: 6038: 6015: 5985: 5959: 5933: 5907: 5891: 5861:Knight, Will. 5853: 5824:(2): 701–727. 5800: 5770: 5740: 5710: 5680: 5662:978-0262048026 5661: 5634: 5621:978-0262048026 5620: 5593: 5559: 5539: 5521:978-0262048026 5520: 5493: 5473: 5439: 5409: 5391:978-0262048026 5390: 5354: 5328: 5301: 5273: 5246: 5218: 5209:|journal= 5176: 5154: 5124: 5102: 5071: 5028: 5014: 4982: 4931:Catmull, Edwin 4911: 4900:(3): 103–108. 4878: 4856:Catmull, Edwin 4838: 4811: 4785: 4764:(9): 527–536. 4738: 4708: 4678: 4648: 4626: 4600: 4577:(4): 143–150. 4547: 4526: 4491: 4469: 4439: 4418:978-1138627000 4417: 4383: 4356: 4315: 4308: 4272: 4265: 4232: 4202: 4195: 4174: 4144: 4088: 4063: 4032: 4025: 4007: 3958: 3928: 3922:978-1138627000 3921: 3876: 3869: 3848: 3826: 3793: 3786: 3757: 3728: 3721: 3700: 3693: 3664: 3638: 3636: 3633: 3631: 3630: 3624: 3618: 3612:Virtual studio 3609: 3600: 3595: 3589: 3583: 3577: 3571: 3565: 3559: 3553: 3547: 3541: 3532: 3526: 3520: 3515: 3509: 3506:Normal mapping 3503: 3497: 3491: 3486: 3481: 3475: 3469: 3463: 3457: 3451: 3445: 3439: 3430: 3421: 3415: 3409: 3402: 3400: 3397: 3395: 3394: 3391: 3385: 3378: 3375: 3369: 3363: 3360: 3354: 3347: 3344: 3342:Photon mapping 3338: 3332: 3325: 3319: 3313: 3307: 3304: 3298: 3292: 3286: 3280: 3277: 3270: 3264: 3258: 3252: 3246: 3239: 3233: 3227: 3221: 3215: 3209: 3207:Shadow mapping 3203: 3201:Shadow volumes 3197: 3191: 3185: 3179: 3173: 3167: 3161: 3155: 3149: 3143: 3137: 3130: 3109: 3106: 3054:neural network 2999:Main article: 2996: 2993: 2965:Home computers 2947:James H. Clark 2939:Supercomputers 2881:In the era of 2878: 2875: 2854: 2851: 2811: 2808: 2794: 2791: 2770: 2767: 2763: 2762: 2747: 2744: 2739: 2735: 2729: 2726: 2720: 2716: 2713: 2709: 2706: 2702: 2699: 2695: 2692: 2689: 2684: 2680: 2674: 2671: 2668: 2665: 2662: 2657: 2653: 2648: 2641: 2638: 2635: 2632: 2628: 2625: 2621: 2618: 2615: 2610: 2606: 2584: 2581: 2576: 2572: 2568: 2565: 2564: 2552: 2549: 2544: 2539: 2536: 2533: 2529: 2526: 2522: 2519: 2516: 2513: 2509: 2506: 2502: 2499: 2496: 2491: 2487: 2483: 2479: 2476: 2472: 2469: 2466: 2461: 2457: 2451: 2447: 2443: 2440: 2437: 2434: 2431: 2428: 2423: 2419: 2415: 2412: 2409: 2406: 2403: 2400: 2395: 2391: 2371:Main article: 2368: 2365: 2345:linear algebra 2318:Main article: 2315: 2312: 2309: 2308: 2288: 2286: 2265:photogrammetry 2245: 2242: 2156:photon mapping 2036:Main article: 2033: 2030: 1983:Main article: 1980: 1977: 1903:Main article: 1885: 1882: 1876:, may require 1764:photon mapping 1733:Main article: 1730: 1727: 1707:animated films 1690:normal vectors 1638:multi-sampling 1568:text rendering 1511: 1510: 1501: 1492: 1483: 1474: 1459: 1420:animated films 1393:Main article: 1390: 1387: 1383: 1382: 1378:photon mapping 1359: 1352: 1350: 1340: 1333: 1331: 1327:photon mapping 1312: 1305: 1303: 1296: 1289: 1287: 1280: 1273: 1271: 1264: 1257: 1255: 1252: 1245: 1243: 1232: 1225: 1222: 1221: 1217: 1216: 1215: 1176:photon tracing 1172:photon mapping 1136: 1135: 1116: 1111: 1100: 1095: 1084:depth of field 1068: 1063: 1051: 1046: 1023: 1018: 995: 965: 962: 953:removing noise 900: 897: 864:recorded by a 853: 850: 817: 814: 805:marching cubes 763: 760: 744: 743: 740: 734: 724: 723:cross sections 713: 698: 695: 684: 678: 664:surface normal 654: 638: 635: 634: 633: 627: 620: 614: 608: 602: 595: 592: 570: 539: 536: 497:visualizations 485:binary formats 476: 473: 472: 471: 465: 459: 456:Depth of field 453: 447: 441: 435: 429: 423: 409: 403: 397: 391: 385: 379: 373: 358: 355: 301:visual effects 269:, or simply a 211:data structure 197:by means of a 183:photorealistic 150: 149: 64: 62: 55: 47:browser engine 26: 9: 6: 4: 3: 2: 10340: 10329: 10326: 10325: 10323: 10308: 10300: 10298: 10290: 10288: 10280: 10279: 10276: 10270: 10267: 10265: 10262: 10260: 10257: 10255: 10252: 10250: 10247: 10245: 10242: 10240: 10237: 10235: 10232: 10230: 10227: 10225: 10222: 10220: 10217: 10215: 10212: 10210: 10207: 10205: 10202: 10200: 10197: 10195: 10192: 10190: 10187: 10185: 10182: 10180: 10177: 10175: 10172: 10171: 10169: 10165: 10159: 10156: 10154: 10151: 10149: 10146: 10144: 10143:Mixed reality 10141: 10139: 10136: 10134: 10131: 10129: 10126: 10124: 10121: 10120: 10118: 10116: 10112: 10106: 10103: 10101: 10098: 10096: 10093: 10091: 10088: 10086: 10083: 10082: 10080: 10078: 10074: 10068: 10065: 10063: 10060: 10058: 10055: 10053: 10050: 10048: 10045: 10043: 10040: 10038: 10035: 10033: 10030: 10029: 10027: 10025: 10021: 10015: 10012: 10010: 10007: 10005: 10002: 10000: 9997: 9995: 9992: 9991: 9989: 9987: 9983: 9977: 9976:Accessibility 9974: 9972: 9971:Visualization 9969: 9967: 9964: 9962: 9959: 9957: 9954: 9953: 9951: 9949: 9945: 9939: 9936: 9934: 9931: 9929: 9926: 9924: 9921: 9919: 9916: 9914: 9911: 9909: 9906: 9904: 9901: 9899: 9896: 9895: 9893: 9891: 9887: 9881: 9878: 9876: 9873: 9871: 9868: 9866: 9863: 9861: 9858: 9856: 9853: 9851: 9848: 9846: 9843: 9841: 9838: 9836: 9833: 9831: 9828: 9826: 9823: 9821: 9818: 9816: 9813: 9812: 9810: 9808: 9804: 9798: 9795: 9793: 9790: 9788: 9785: 9783: 9780: 9778: 9775: 9773: 9770: 9768: 9765: 9763: 9760: 9759: 9757: 9755: 9750: 9744: 9741: 9739: 9736: 9734: 9731: 9729: 9726: 9724: 9721: 9720: 9718: 9716: 9712: 9706: 9703: 9701: 9698: 9696: 9693: 9691: 9688: 9686: 9683: 9681: 9678: 9674: 9671: 9670: 9669: 9666: 9665: 9663: 9661: 9657: 9651: 9648: 9646: 9643: 9641: 9638: 9636: 9633: 9631: 9628: 9626: 9623: 9621: 9618: 9616: 9613: 9611: 9608: 9606: 9603: 9602: 9600: 9598: 9594: 9588: 9585: 9583: 9580: 9578: 9575: 9573: 9570: 9568: 9565: 9563: 9560: 9558: 9555: 9553: 9550: 9548: 9545: 9543: 9540: 9539: 9537: 9535: 9531: 9527: 9521: 9518: 9516: 9513: 9511: 9508: 9506: 9503: 9501: 9498: 9497: 9495: 9491: 9485: 9482: 9480: 9477: 9475: 9472: 9470: 9467: 9465: 9462: 9460: 9457: 9456: 9454: 9452: 9448: 9442: 9439: 9437: 9434: 9432: 9431:Dependability 9429: 9427: 9424: 9422: 9419: 9418: 9416: 9412: 9406: 9402: 9399: 9397: 9394: 9392: 9389: 9387: 9384: 9382: 9379: 9377: 9374: 9372: 9369: 9367: 9364: 9362: 9359: 9357: 9354: 9353: 9351: 9349: 9345: 9340: 9334: 9330: 9323: 9318: 9316: 9311: 9309: 9304: 9303: 9300: 9288: 9285: 9284: 9282: 9278: 9272: 9269: 9267: 9264: 9260: 9257: 9255: 9252: 9250: 9247: 9246: 9245: 9242: 9241: 9239: 9237: 9233: 9227: 9224: 9222: 9219: 9217: 9214: 9212: 9209: 9207: 9204: 9202: 9199: 9197: 9196:Shadow volume 9194: 9192: 9189: 9187: 9184: 9182: 9179: 9175: 9172: 9170: 9167: 9165: 9162: 9160: 9157: 9155: 9152: 9150: 9147: 9145: 9142: 9141: 9140: 9137: 9135: 9132: 9130: 9127: 9125: 9122: 9120: 9117: 9115: 9112: 9110: 9107: 9106: 9104: 9100: 9094: 9091: 9089: 9086: 9082: 9079: 9078: 9077: 9074: 9071: 9070:Triangle mesh 9067: 9065: 9062: 9060: 9057: 9053: 9050: 9049: 9048: 9045: 9043: 9040: 9038: 9035: 9033: 9030: 9028: 9025: 9022: 9019: 9017: 9014: 9012: 9008: 9006: 9003: 9001: 9000:3D projection 8998: 8997: 8995: 8993: 8989: 8979: 8976: 8974: 8971: 8969: 8966: 8964: 8961: 8959: 8956: 8955: 8953: 8951: 8947: 8941: 8940:Text-to-image 8938: 8936: 8933: 8931: 8928: 8927: 8925: 8923: 8919: 8913: 8910: 8908: 8905: 8904: 8902: 8900: 8896: 8892: 8885: 8880: 8878: 8873: 8871: 8866: 8865: 8862: 8850: 8847: 8845: 8842: 8840: 8837: 8835: 8832: 8830: 8827: 8825: 8822: 8820: 8817: 8815: 8812: 8810: 8807: 8805: 8802: 8800: 8797: 8795: 8792: 8790: 8787: 8785: 8782: 8780: 8777: 8775: 8774:Graph drawing 8772: 8770: 8767: 8763: 8760: 8759: 8758: 8755: 8753: 8750: 8748: 8745: 8743: 8740: 8739: 8737: 8731: 8721: 8718: 8716: 8713: 8711: 8708: 8706: 8703: 8701: 8698: 8696: 8695:Claudio Silva 8693: 8691: 8688: 8686: 8683: 8681: 8678: 8676: 8673: 8671: 8668: 8666: 8663: 8661: 8660:Mauro Martino 8658: 8656: 8653: 8651: 8648: 8646: 8643: 8641: 8638: 8636: 8633: 8631: 8628: 8626: 8623: 8621: 8618: 8616: 8613: 8611: 8608: 8607: 8605: 8601: 8595: 8592: 8590: 8587: 8585: 8584:Michael Maltz 8582: 8580: 8577: 8575: 8572: 8570: 8567: 8565: 8562: 8560: 8557: 8555: 8552: 8550: 8549:George Furnas 8547: 8545: 8542: 8540: 8537: 8535: 8532: 8530: 8529:Howard Wainer 8527: 8525: 8522: 8520: 8517: 8515: 8512: 8510: 8507: 8505: 8502: 8500: 8497: 8495: 8492: 8490: 8487: 8485: 8482: 8480: 8477: 8475: 8472: 8471: 8469: 8465: 8459: 8456: 8454: 8451: 8449: 8446: 8444: 8441: 8439: 8436: 8434: 8433:Rudolf Modley 8431: 8429: 8426: 8425: 8423: 8419: 8413: 8410: 8408: 8405: 8403: 8400: 8398: 8397:Max O. Lorenz 8395: 8393: 8390: 8388: 8385: 8383: 8380: 8378: 8375: 8373: 8370: 8368: 8365: 8363: 8360: 8358: 8355: 8353: 8350: 8349: 8347: 8343: 8337: 8334: 8332: 8329: 8327: 8324: 8322: 8319: 8317: 8314: 8312: 8309: 8307: 8306:Charles Booth 8304: 8302: 8299: 8297: 8294: 8292: 8289: 8287: 8284: 8282: 8281:Luigi Perozzo 8279: 8277: 8274: 8272: 8271:August Kekulé 8269: 8267: 8264: 8262: 8259: 8257: 8254: 8252: 8251:Charles Dupin 8249: 8248: 8246: 8242: 8236: 8235:Gaspard Monge 8233: 8231: 8228: 8226: 8223: 8221: 8220:Edmond Halley 8218: 8217: 8215: 8211: 8208: 8204: 8198: 8195: 8193: 8190: 8188: 8185: 8183: 8180: 8178: 8175: 8173: 8170: 8168: 8165: 8163: 8160: 8158: 8155: 8153: 8150: 8148: 8145: 8143: 8140: 8138: 8135: 8133: 8130: 8128: 8125: 8123: 8120: 8119: 8117: 8111: 8105: 8102: 8100: 8097: 8095: 8092: 8090: 8087: 8085: 8082: 8080: 8077: 8075: 8072: 8070: 8067: 8065: 8062: 8060: 8057: 8055: 8052: 8050: 8047: 8045: 8042: 8040: 8037: 8035: 8032: 8030: 8027: 8025: 8024:Crime mapping 8022: 8020: 8017: 8015: 8012: 8011: 8009: 8005: 8000: 7999:Visualization 7993: 7988: 7986: 7981: 7979: 7974: 7973: 7970: 7963: 7960: 7957: 7954: 7953: 7942: 7938: 7934: 7928: 7924: 7920: 7916: 7912: 7907: 7903: 7897: 7893: 7888: 7884: 7878: 7874: 7870: 7866: 7862: 7856: 7852: 7847: 7843: 7837: 7833: 7828: 7824: 7818: 7814: 7810: 7805: 7801: 7795: 7791: 7787: 7783: 7779: 7773: 7769: 7764: 7760: 7754: 7750: 7749: 7744: 7740: 7736: 7730: 7726: 7721: 7717: 7711: 7707: 7702: 7698: 7692: 7688: 7684: 7680: 7676: 7670: 7666: 7665: 7659: 7658: 7637: 7633: 7629: 7625: 7621: 7617: 7610: 7595: 7591: 7587: 7583: 7579: 7572: 7553: 7549: 7545: 7541: 7534: 7527: 7516: 7509: 7508: 7503: 7499: 7495: 7489: 7480: 7479:10.1.1.15.240 7475: 7471: 7467: 7461: 7452: 7451:10.1.1.88.944 7447: 7443: 7439: 7435: 7429: 7420: 7419:10.1.1.88.944 7415: 7411: 7407: 7403: 7397: 7381: 7377: 7373: 7369: 7365: 7358: 7350: 7346: 7341: 7336: 7332: 7328: 7324: 7320: 7314: 7298: 7294: 7290: 7286: 7280: 7276: 7272: 7268: 7264: 7257: 7238: 7234: 7227: 7220: 7211: 7206: 7202: 7198: 7194: 7188: 7177: 7173: 7169: 7165: 7161: 7157: 7153: 7146: 7142: 7138: 7132: 7125: 7121: 7118: 7112: 7103: 7098: 7094: 7090: 7086: 7082: 7076: 7068: 7062: 7058: 7051: 7043: 7037: 7033: 7029: 7025: 7021: 7017: 7010: 7001: 7000:10.1.1.31.581 6996: 6992: 6988: 6982: 6968:on 2014-04-24 6964: 6960: 6956: 6949: 6948: 6943: 6939: 6933: 6924: 6919: 6915: 6911: 6907: 6903: 6899: 6893: 6882: 6881: 6876: 6875:Carpenter, L. 6872: 6866: 6855: 6848: 6847: 6842: 6835: 6827: 6823: 6819: 6815: 6812:(10): 15–22. 6811: 6807: 6803: 6797: 6788: 6783: 6779: 6775: 6769: 6760: 6755: 6751: 6747: 6743: 6737: 6729: 6725: 6721: 6717: 6712: 6707: 6703: 6699: 6695: 6689: 6680: 6675: 6671: 6667: 6663: 6659: 6653: 6642: 6635: 6634: 6629: 6623: 6614: 6609: 6605: 6601: 6595: 6581:on 2012-01-13 6577: 6573: 6566: 6562: 6556: 6547: 6542: 6538: 6534: 6530: 6523: 6515: 6511: 6507: 6503: 6498: 6493: 6489: 6485: 6481: 6477: 6471: 6460: 6456: 6452: 6448: 6444: 6439: 6434: 6430: 6426: 6419: 6415: 6409: 6407: 6391: 6387: 6381: 6379: 6367: 6363: 6359: 6355: 6351: 6347: 6343: 6336: 6332: 6326: 6308: 6307: 6302: 6301:Warnock, John 6296: 6281: 6277: 6273: 6269: 6265: 6258: 6256: 6239: 6235: 6228: 6212: 6208: 6202: 6186: 6179: 6172: 6156: 6152: 6145: 6130:. nesdev wiki 6129: 6125: 6119: 6111: 6105: 6101: 6094: 6086: 6079: 6072: 6056: 6052: 6045: 6043: 6031: 6030: 6022: 6020: 6003: 5996: 5989: 5973: 5969: 5963: 5947: 5943: 5937: 5921: 5917: 5911: 5903: 5902: 5895: 5880: 5876: 5872: 5868: 5864: 5857: 5849: 5845: 5841: 5837: 5832: 5827: 5823: 5819: 5815: 5807: 5805: 5788: 5784: 5780: 5774: 5758: 5754: 5750: 5744: 5728: 5724: 5720: 5714: 5698: 5694: 5690: 5684: 5668: 5664: 5658: 5654: 5653: 5648: 5644: 5638: 5623: 5617: 5613: 5612: 5607: 5603: 5597: 5589: 5585: 5581: 5577: 5570: 5563: 5552: 5551: 5543: 5527: 5523: 5517: 5513: 5512: 5507: 5503: 5497: 5486: 5485: 5477: 5469: 5463: 5452: 5451: 5443: 5427: 5423: 5419: 5413: 5397: 5393: 5387: 5383: 5382: 5377: 5373: 5367: 5365: 5363: 5361: 5359: 5342: 5338: 5332: 5316: 5312: 5308: 5304: 5298: 5294: 5290: 5286: 5285: 5277: 5261: 5257: 5253: 5249: 5243: 5239: 5235: 5231: 5230: 5222: 5214: 5201: 5192: 5191:10.1.1.56.830 5187: 5180: 5161: 5157: 5151: 5144: 5143: 5138: 5134: 5133:Hanrahan, Pat 5128: 5113: 5109: 5105: 5099: 5095: 5091: 5087: 5086: 5078: 5076: 5056: 5052: 5045: 5041: 5035: 5033: 5017: 5011: 5004: 5003: 4998: 4991: 4989: 4987: 4967: 4963: 4959: 4955: 4951: 4947: 4943: 4936: 4933:(July 1987). 4932: 4928: 4924: 4918: 4916: 4907: 4903: 4899: 4895: 4891: 4885: 4883: 4863: 4862: 4857: 4851: 4849: 4847: 4845: 4843: 4827: 4826: 4818: 4816: 4800: 4796: 4789: 4781: 4777: 4772: 4767: 4763: 4759: 4755: 4751: 4745: 4743: 4727: 4726: 4722:(June 1969), 4721: 4720:Warnock, John 4715: 4713: 4696: 4692: 4688: 4682: 4666: 4662: 4658: 4652: 4633: 4629: 4623: 4616: 4615: 4610: 4604: 4588: 4584: 4580: 4576: 4572: 4568: 4564: 4558: 4556: 4554: 4552: 4533: 4529: 4523: 4516: 4515: 4510: 4504: 4502: 4500: 4498: 4496: 4476: 4472: 4466: 4459: 4458: 4453: 4449: 4443: 4424: 4420: 4414: 4410: 4403: 4396: 4394: 4392: 4390: 4388: 4371: 4367: 4363: 4359: 4353: 4349: 4345: 4341: 4340: 4332: 4330: 4328: 4326: 4324: 4322: 4320: 4311: 4309:0-201-14468-9 4305: 4301: 4297: 4293: 4287: 4285: 4283: 4281: 4279: 4277: 4268: 4262: 4258: 4251: 4249: 4247: 4245: 4243: 4241: 4239: 4237: 4220: 4216: 4212: 4206: 4198: 4192: 4188: 4181: 4179: 4162: 4158: 4151: 4149: 4132: 4128: 4124: 4119: 4114: 4110: 4106: 4102: 4095: 4093: 4077: 4070: 4068: 4051: 4047: 4043: 4036: 4028: 4022: 4018: 4011: 3992: 3988: 3984: 3980: 3976: 3969: 3962: 3946: 3942: 3938: 3932: 3924: 3918: 3914: 3907: 3905: 3903: 3901: 3899: 3897: 3895: 3893: 3891: 3889: 3887: 3885: 3883: 3881: 3872: 3866: 3862: 3855: 3853: 3837: 3830: 3814: 3810: 3806: 3800: 3798: 3789: 3783: 3779: 3775: 3771: 3764: 3762: 3745: 3741: 3735: 3733: 3724: 3722:0-201-18127-4 3718: 3714: 3707: 3705: 3696: 3694:0-240-51935-3 3690: 3686: 3679: 3677: 3675: 3673: 3671: 3669: 3653: 3649: 3643: 3639: 3628: 3625: 3622: 3619: 3613: 3610: 3604: 3603:Virtual model 3601: 3599: 3596: 3593: 3590: 3587: 3584: 3581: 3578: 3575: 3572: 3569: 3566: 3563: 3560: 3557: 3554: 3551: 3548: 3545: 3542: 3536: 3533: 3530: 3529:Pre-rendering 3527: 3524: 3521: 3519: 3516: 3513: 3510: 3507: 3504: 3501: 3498: 3495: 3492: 3490: 3487: 3485: 3482: 3479: 3476: 3473: 3470: 3467: 3464: 3461: 3458: 3455: 3452: 3449: 3446: 3443: 3440: 3434: 3431: 3425: 3422: 3419: 3416: 3413: 3410: 3407: 3404: 3403: 3392: 3390: 3386: 3383: 3379: 3376: 3374: 3370: 3368: 3364: 3361: 3359: 3355: 3352: 3348: 3345: 3343: 3339: 3337: 3333: 3330: 3326: 3324: 3320: 3318: 3314: 3312: 3308: 3305: 3303: 3299: 3297: 3293: 3291: 3287: 3285: 3281: 3278: 3275: 3271: 3269: 3265: 3263: 3259: 3257: 3253: 3251: 3247: 3244: 3240: 3238: 3234: 3232: 3228: 3226: 3222: 3220: 3216: 3214: 3210: 3208: 3204: 3202: 3198: 3196: 3192: 3190: 3186: 3184: 3180: 3178: 3174: 3172: 3168: 3166: 3165:Phong shading 3162: 3160: 3156: 3154: 3150: 3148: 3144: 3142: 3138: 3136: 3132: 3131: 3129: 3127: 3123: 3120:, as well as 3119: 3114: 3105: 3103: 3099: 3095: 3090: 3084: 3082: 3078: 3074: 3073:critical path 3070: 3066: 3062: 3057: 3055: 3052:, as well as 3051: 3047: 3043: 3039: 3035: 3031: 3027: 3022: 3020: 3016: 3012: 3008: 3002: 2992: 2990: 2986: 2982: 2978: 2974: 2970: 2969:game consoles 2966: 2962: 2960: 2956: 2952: 2948: 2944: 2940: 2935: 2931: 2926: 2924: 2919: 2916: 2912: 2908: 2904: 2900: 2899:electron beam 2896: 2892: 2888: 2885:(also called 2884: 2874: 2872: 2868: 2864: 2860: 2850: 2848: 2844: 2840: 2836: 2831: 2829: 2825: 2821: 2817: 2807: 2805: 2800: 2790: 2788: 2784: 2780: 2776: 2766: 2745: 2742: 2724: 2718: 2714: 2711: 2700: 2697: 2693: 2690: 2682: 2678: 2669: 2666: 2663: 2655: 2651: 2639: 2633: 2630: 2626: 2623: 2619: 2616: 2608: 2604: 2596: 2595: 2594: 2592: 2591: 2580: 2550: 2547: 2534: 2531: 2527: 2524: 2514: 2511: 2507: 2504: 2500: 2497: 2489: 2485: 2477: 2474: 2470: 2467: 2459: 2455: 2445: 2441: 2435: 2432: 2429: 2421: 2417: 2413: 2407: 2404: 2401: 2393: 2389: 2381: 2380: 2379: 2374: 2364: 2362: 2358: 2354: 2350: 2346: 2341: 2338: 2334: 2332: 2331: 2325: 2321: 2305: 2302:February 2022 2296: 2292: 2289:This section 2287: 2284: 2280: 2279: 2276: 2274: 2270: 2266: 2262: 2258: 2254: 2250: 2241: 2239: 2234: 2230: 2226: 2221: 2219: 2215: 2211: 2207: 2202: 2201:performance. 2200: 2196: 2192: 2188: 2184: 2180: 2175: 2173: 2169: 2164: 2163: 2158: 2157: 2153:incorporates 2152: 2151: 2146: 2141: 2139: 2138:Monster House 2135: 2130: 2129: 2124: 2123: 2117: 2113: 2109: 2105: 2101: 2097: 2094: 2093: 2088: 2087: 2082: 2081: 2075: 2073: 2069: 2065: 2061: 2057: 2053: 2052: 2047: 2046: 2039: 2029: 2025: 2021: 2018: 2014: 2009: 2005: 2001: 1998: 1996: 1991: 1986: 1976: 1974: 1970: 1966: 1960: 1959:experiments. 1958: 1954: 1950: 1945: 1941: 1937: 1935: 1931: 1927: 1923: 1919: 1915: 1911: 1906: 1898: 1894: 1890: 1881: 1879: 1875: 1871: 1867: 1863: 1859: 1855: 1851: 1847: 1843: 1839: 1834: 1832: 1831: 1826: 1822: 1821: 1816: 1812: 1811: 1806: 1802: 1798: 1797: 1792: 1788: 1780: 1776: 1772: 1768: 1766: 1765: 1760: 1754: 1752: 1751: 1746: 1742: 1736: 1726: 1724: 1720: 1716: 1712: 1708: 1704: 1699: 1697: 1696: 1695:Phong shading 1691: 1687: 1686: 1681: 1680: 1674: 1672: 1668: 1664: 1660: 1656: 1655: 1649: 1647: 1643: 1639: 1635: 1631: 1627: 1626: 1625:anti-aliasing 1621: 1616: 1614: 1610: 1609: 1604: 1600: 1599: 1594: 1590: 1589: 1584: 1580: 1575: 1573: 1569: 1565: 1562:, as well as 1561: 1557: 1553: 1549: 1547: 1546: 1541: 1540: 1534: 1532: 1531: 1526: 1522: 1518: 1517: 1508: 1507: 1502: 1499: 1498: 1497:anti-aliasing 1493: 1490: 1489: 1484: 1481: 1480: 1475: 1472: 1471:interpolation 1468: 1464: 1460: 1457: 1456: 1455: 1452: 1451:for display. 1450: 1449: 1444: 1440: 1436: 1431: 1429: 1425: 1421: 1417: 1413: 1412:rasterization 1406: 1401: 1396: 1395:Rasterization 1389:Rasterization 1379: 1375: 1371: 1367: 1364:image, using 1363: 1356: 1351: 1348: 1344: 1337: 1332: 1328: 1324: 1320: 1316: 1309: 1304: 1300: 1293: 1288: 1284: 1277: 1272: 1268: 1261: 1256: 1249: 1244: 1240: 1236: 1229: 1224: 1223: 1214: 1212: 1208: 1204: 1200: 1199:interpolation 1196: 1192: 1187: 1185: 1182:(also called 1181: 1177: 1173: 1168: 1166: 1162: 1158: 1152: 1147: 1143: 1141: 1133: 1129: 1125: 1121: 1117: 1115: 1112: 1109: 1105: 1101: 1099: 1096: 1093: 1089: 1085: 1081: 1077: 1073: 1069: 1067: 1064: 1061: 1056: 1052: 1050: 1047: 1044: 1040: 1036: 1032: 1028: 1024: 1022: 1019: 1016: 1015:rasterization 1012: 1008: 1007:line segments 1004: 1003:electron beam 1000: 996: 994: 991: 990: 989: 987: 983: 978: 975: 961: 959: 954: 950: 946: 941: 939: 938: 933: 928: 926: 922: 918: 914: 910: 906: 896: 894: 890: 886: 881: 879: 878:training data 875: 871: 870:approximation 867: 863: 859: 849: 847: 843: 839: 835: 831: 827: 823: 813: 811: 806: 802: 797: 795: 794: 789: 785: 781: 777: 773: 769: 768:visualization 759: 757: 753: 749: 741: 739: 735: 732: 728: 725: 722: 718: 714: 711: 707: 703: 699: 696: 693: 692:field of view 689: 685: 682: 679: 676: 672: 668: 665: 661: 658: 655: 652: 648: 644: 643: 642: 631: 628: 625: 621: 618: 615: 612: 609: 606: 603: 600: 596: 593: 591: 587: 583: 579: 575: 571: 568: 567:Bézier curves 564: 560: 559:line segments 556: 552: 549: 548: 547: 545: 535: 533: 529: 525: 521: 517: 513: 509: 504: 502: 498: 493: 490: 486: 482: 469: 466: 463: 460: 457: 454: 451: 448: 445: 442: 439: 436: 433: 430: 427: 424: 421: 417: 413: 410: 407: 404: 401: 398: 395: 392: 389: 386: 383: 380: 377: 374: 371: 368: 367: 366: 364: 354: 352: 348: 344: 339: 337: 333: 329: 325: 320: 318: 314: 310: 306: 305:light physics 302: 298: 294: 290: 285: 283: 279: 274: 272: 268: 264: 263: 258: 257:render engine 254: 253: 247: 243: 238: 236: 232: 228: 227:digital image 224: 220: 216: 212: 208: 204: 200: 196: 192: 189:image from a 188: 184: 180: 176: 169: 164: 156: 146: 143: 135: 124: 121: 117: 114: 110: 107: 103: 100: 96: 93: –  92: 88: 87:Find sources: 81: 77: 71: 70: 65:This article 63: 59: 54: 53: 48: 44: 37: 33: 19: 10328:3D rendering 10239:Cyberwarfare 10127: 9898:Cryptography 9201:Shear matrix 9164:Path tracing 9149:Cone tracing 9144:Beam tracing 9138: 9064:Polygon mesh 9005:3D rendering 8809:Neuroimaging 8769:CPK coloring 8752:Color coding 8690:Hans Rosling 8670:Miriah Meyer 8635:Aaron Koblin 8620:Jeffrey Heer 8514:Edward Tufte 8509:Pat Hanrahan 8479:Nigel Holmes 8357:Otto Neurath 8296:Oliver Byrne 8244:19th century 7914: 7891: 7872: 7850: 7831: 7812: 7789: 7767: 7747: 7724: 7705: 7686: 7663: 7640:. Retrieved 7623: 7619: 7609: 7597:. Retrieved 7585: 7581: 7571: 7559:. Retrieved 7539: 7526: 7515:the original 7506: 7488: 7469: 7460: 7441: 7428: 7409: 7396: 7384:. Retrieved 7367: 7357: 7330: 7326: 7319:Jensen, H.W. 7313: 7301:. Retrieved 7266: 7256: 7244:. Retrieved 7232: 7219: 7200: 7193:Hanrahan, P. 7187: 7158:(6): 42–48. 7155: 7151: 7131: 7111: 7092: 7089:Aupperle, L. 7081:Hanrahan, P. 7075: 7056: 7050: 7023: 7019: 7009: 6990: 6981: 6970:. Retrieved 6963:the original 6946: 6932: 6913: 6910:Battaile, B. 6892: 6879: 6865: 6845: 6839:Porter, T.; 6834: 6809: 6805: 6796: 6777: 6774:Williams, L. 6768: 6749: 6736: 6701: 6697: 6688: 6669: 6666:Naylor, B.F. 6652: 6632: 6622: 6603: 6600:Williams, L. 6594: 6583:. Retrieved 6576:the original 6571: 6555: 6536: 6532: 6522: 6487: 6483: 6480:Newell, M.E. 6470: 6459:the original 6428: 6424: 6394:. Retrieved 6366:the original 6345: 6341: 6325: 6316:19 September 6314:, retrieved 6305: 6295: 6285:15 September 6283:. Retrieved 6271: 6267: 6244:13 September 6242:. Retrieved 6237: 6227: 6217:13 September 6215:. Retrieved 6210: 6201: 6191:13 September 6189:. Retrieved 6185:SIGRAPH 2000 6184: 6171: 6161:13 September 6159:. Retrieved 6154: 6144: 6134:13 September 6132:. Retrieved 6127: 6118: 6099: 6093: 6084: 6071: 6061:13 September 6059:. Retrieved 6054: 6028: 6008:13 September 6006:. Retrieved 6001: 5988: 5978:13 September 5976:. Retrieved 5971: 5962: 5952:13 September 5950:. Retrieved 5945: 5936: 5926:13 September 5924:. Retrieved 5919: 5910: 5900: 5894: 5883:. Retrieved 5866: 5856: 5821: 5817: 5791:. Retrieved 5782: 5773: 5761:. Retrieved 5752: 5743: 5731:. Retrieved 5722: 5713: 5701:. Retrieved 5692: 5683: 5671:. Retrieved 5651: 5637: 5625:. Retrieved 5610: 5596: 5579: 5575: 5562: 5549: 5542: 5530:. Retrieved 5510: 5496: 5483: 5476: 5449: 5442: 5430:. Retrieved 5421: 5412: 5400:. Retrieved 5380: 5345:. Retrieved 5340: 5331: 5319:. Retrieved 5283: 5276: 5264:. Retrieved 5228: 5221: 5200:cite journal 5179: 5169:22 September 5167:. Retrieved 5141: 5127: 5117:13 September 5115:. Retrieved 5084: 5064:19 September 5062:. Retrieved 5050: 5021:13 September 5019:. Retrieved 5001: 4975:19 September 4973:. Retrieved 4945: 4941: 4897: 4893: 4871:19 September 4869:. Retrieved 4860: 4832:19 September 4830:, retrieved 4824: 4804:19 September 4802:. Retrieved 4798: 4788: 4761: 4757: 4732:19 September 4730:, retrieved 4724: 4699:. Retrieved 4690: 4681: 4669:. Retrieved 4660: 4651: 4639:. Retrieved 4613: 4603: 4591:. Retrieved 4574: 4570: 4539:. Retrieved 4513: 4482:. Retrieved 4456: 4442: 4430:. Retrieved 4408: 4374:. Retrieved 4338: 4299: 4256: 4223:. Retrieved 4214: 4205: 4186: 4165:. Retrieved 4135:. Retrieved 4108: 4104: 4079:. Retrieved 4054:. Retrieved 4045: 4035: 4016: 4010: 3998:. Retrieved 3978: 3974: 3961: 3949:. Retrieved 3940: 3931: 3912: 3860: 3839:. Retrieved 3829: 3817:. Retrieved 3808: 3777: 3748:. Retrieved 3712: 3684: 3656:. Retrieved 3642: 3418:3D rendering 3317:Tone mapping 3290:Path tracing 3213:Bump mapping 3115: 3111: 3097: 3093: 3085: 3058: 3050:path tracing 3023: 3004: 2985:arcade games 2973:coprocessors 2963: 2927: 2886: 2880: 2856: 2847:antialiasing 2832: 2815: 2813: 2804:tone mapping 2796: 2772: 2764: 2588: 2586: 2566: 2376: 2342: 2339: 2335: 2328: 2326: 2323: 2299: 2295:adding to it 2290: 2248: 2247: 2225:path guiding 2224: 2222: 2203: 2176: 2167: 2160: 2154: 2148: 2142: 2126: 2120: 2090: 2084: 2078: 2076: 2051:path tracing 2049: 2043: 2041: 2038:Path tracing 2032:Path tracing 2026: 2022: 2010: 2006: 2002: 1999: 1989: 1988: 1961: 1953:path tracing 1946: 1942: 1938: 1922:path tracing 1916:by applying 1909: 1908: 1892: 1878:ray marching 1835: 1828: 1818: 1808: 1794: 1784: 1775:Ray marching 1762: 1755: 1748: 1744: 1738: 1700: 1693: 1683: 1679:flat shading 1677: 1675: 1658: 1654:pixel shader 1652: 1650: 1623: 1617: 1606: 1596: 1586: 1576: 1558:, including 1550: 1543: 1537: 1535: 1528: 1514: 1512: 1504: 1495: 1486: 1477: 1470: 1453: 1446: 1438: 1434: 1432: 1428:path tracing 1411: 1409: 1195:light probes 1194: 1188: 1183: 1179: 1175: 1169: 1157:Ray marching 1155: 1151:ray marching 1137: 1114:Path tracing 1088:soft shadows 986:object order 979: 969: 967: 949:texture maps 942: 935: 929: 925:tone mapping 902: 885:3D Gaussians 882: 855: 842:point clouds 819: 798: 791: 765: 745: 738:procedurally 733:for surfaces 731:texture maps 688:focal length 640: 541: 505: 494: 478: 426:Translucency 400:Soft shadows 382:Bump-mapping 360: 343:pre-rendered 340: 321: 289:architecture 286: 275: 270: 266: 260: 256: 249: 239: 206: 202: 178: 174: 173: 138: 129: 119: 112: 105: 98: 86: 74:Please help 69:verification 66: 43:3D rendering 10249:Video games 10229:Digital art 9986:Concurrency 9855:Data mining 9767:Probability 9500:Interpreter 9216:Translation 9169:Ray casting 9159:Ray tracing 9037:Cel shading 9011:Image-based 8992:3D graphics 8973:Ray casting 8922:2D graphics 8742:Cartography 8680:Ade Olufeko 8650:Manuel Lima 8579:Kwan-Liu Ma 8504:Stuart Card 8474:Borden Dent 8412:Erwin Raisz 8367:Henry Gantt 7642:2 September 7599:4 September 7561:2 September 7386:2 September 7246:2 September 7197:Krueger, W. 7137:Tumblin, J. 7085:Salzman, D. 6938:Cohen, M.F. 6694:Whitted, T. 6662:Kedem, Z.M. 6628:Blinn, J.F. 6476:Blinn, J.F. 6331:Gouraud, H. 5673:January 27, 5643:Pharr, Matt 5627:8 September 5602:Pharr, Matt 5532:January 27, 5502:Pharr, Matt 5402:January 27, 5372:Pharr, Matt 5321:January 27, 5266:January 27, 4641:January 27, 4484:January 27, 4432:January 27, 4376:January 27, 4111:(4): 1–14. 3550:Ray tracing 3494:Motion blur 3245:ray tracing 3225:Ray tracing 3183:Z-buffering 3141:Ray casting 3046:ray tracing 2951:Marc Hannah 2918:planetarium 2895:coprocessor 2871:framebuffer 2229:light field 2100:Monte Carlo 2096:ray tracing 2068:tessellated 1957:Monte Carlo 1910:Ray tracing 1884:Ray tracing 1745:ray casting 1735:Ray casting 1729:Ray casting 1723:ray tracing 1713:in Pixar's 1669:using only 1667:reflections 1632:(and other 1613:framebuffer 1583:image plane 1572:letterforms 1506:compositing 1448:framebuffer 1424:ray tracing 1370:ray tracing 1319:ray tracing 1066:Ray tracing 1049:Ray casting 982:image order 937:render farm 889:point cloud 862:light field 776:simulations 706:reflectance 675:subdividing 660:coordinates 637:3D geometry 630:Color space 624:compositing 551:Coordinates 516:page layout 501:simulations 462:Motion blur 438:Diffraction 313:mathematics 293:video games 18:3D renderer 10307:Glossaries 10179:E-commerce 9772:Statistics 9715:Algorithms 9673:Stochastic 9505:Middleware 9361:Peripheral 9280:Algorithms 9134:Reflection 8665:John Maeda 8443:John Tukey 8407:Harry Beck 8402:Fritz Kahn 8152:Photograph 7932:0897916670 7809:Gooch, Amy 7683:Blinn, Jim 7502:Snyder, J. 7466:Keller, A. 7438:Guibas, L. 7406:Guibas, L. 6972:2020-03-25 6871:Cook, R.L. 6742:Cook, R.L. 6585:2011-07-15 6561:Crow, F.C. 6414:Phong, B-T 6396:2021-11-22 6211:nvidia.com 5885:2022-02-08 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