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
2019:
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,
2023:
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
2007:
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
1943:
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
1756:
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
955:
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
1962:
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,
1057:
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
3112:
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
2801:
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
2003:
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
1939:
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
807:
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
2336:
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
2377:
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.
6962:
1291:
2267:, which is a method in which a collection of images from multiple angles of an object are turned into a 3D model. There have also been recent developments in generating and rendering 3D models from text and coarse paintings by notably
1259:
2020:
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
2384:
2027:
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.
2599:
3091:
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
2235:
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;
491:
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).
2936:
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 ).
976:
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.
5159:
4631:
4474:
5726:
2165:
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.
2324:
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.
750:". These can be imported into a larger scene, or loaded on-demand by rendering software or games. A realistic scene may require hundreds of items like household objects, vehicles, and trees, and
322:
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
1743:
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
1167:. It is not, by itself, a rendering method, but it can be incorporated into ray tracing and path tracing, and is used by rasterization to implement screen-space reflection and other effects.
3083:) and attempts to "hide" it by efficiently switching between threads, so a different thread can be performing computations while the first thread is waiting for a read or write to complete.
534:), different rendering applications typically use formats tailored to their needs, and this has led to a proliferation of proprietary and open formats, with binary files being more common.
452:(a form of indirect illumination) – reflection of light off a shiny object, or focusing of light through a transparent object, to produce bright highlights on another object
1138:
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
1126:
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
2008:
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.
2000:
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.
2841:, or jagged edges on objects where the pixel grid is visible. In order to remove aliasing, all rendering algorithms (if they are to produce good-looking images) must use some kind of
479:
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
7501:
1963:
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
345:
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
3651:
1106:
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
6334:
7322:
2011:
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
365:
has been largely motivated by finding ways to simulate these efficiently. Some relate directly to particular algorithms and techniques, while others are produced together.
1017:
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.
1933:
876:
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 "
930:
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
844:
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
334:
in performing complex rendering calculations. If a scene is to look relatively realistic and predictable under virtual lighting, the rendering software must solve the
1189:
Real-time rendering, including video game graphics, typically uses rasterization, but increasingly combines it with ray tracing and path tracing. To enable realistic
284:, giving models and animation their final appearance. With the increasing sophistication of computer graphics since the 1970s, it has become a more distinct subject.
1789:
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
1601:, which sorts shapes by depth (distance from camera) and renders them from back to front. Depth sorting was later avoided by incorporating depth comparison into the
5696:
848:
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.)
754:
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 "
5140:
5000:
4694:
4612:
4455:
3013:, but they are designed for tasks that can be broken into many small, similar, mostly independent sub-tasks (such as rendering individual pixels) and performed in
5967:
5941:
1747:, was important in early computer graphics, and is a fundamental building block for more advanced algorithms. Ray casting can be used to render shapes defined by
4422:
526:
format uses the PostScript language internally. In contrast, although many 3D graphics file formats have been standardized (including text-based formats such as
4531:
5718:
2193:
rendering in the film industry; other commercial and open source path tracing renderers began appearing. Computational cost was addressed by rapid advances in
7236:
6901:
6745:
2830:. In simpler terms, this expresses the idea that an image cannot display details, peaks or troughs in color or intensity, that are smaller than one pixel.
868:.) For any useful resolution, the amount of data in a radiance field is so large that it is impractical to represent it directly as volumetric data, and an
237:
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.
5226:
Liu, Edward; Llamas, Ignacio; Cañada, Juan; Kelly, Patrick (February 25, 2019). "19: Cinematic
Rendering in UE4 with Real-Time Ray Tracing and Denoising".
446: – surfaces illuminated by light reflected off other surfaces, rather than directly from a light source (also known as global illumination)
7635:
1622:
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
8639:
4749:
903:
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
7175:
1458:
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)
988:
algorithms, which iterate over objects in the scene. For simple scenes, object order is usually more efficient, as there are fewer objects than pixels.
7493:
7196:
6909:
1551:
860:
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
6665:
968:
Choosing how to render a 3D scene usually involves trade-offs between speed, memory usage, and realism (although realism is not always desired). The
877:
483:, which are easier than binary files for humans to edit and understand. For 3D graphics, text formats have largely been supplanted by more efficient
225:
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
7119:
5425:
8310:
7088:
6897:
3812:
338:. The rendering equation does not account for all lighting phenomena, but instead acts as a general lighting model for computer-generated imagery.
3113:
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
1912:
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
5314:
5259:
4369:
3024:
Due to their origins, GPUs typically still provide specialized hardware acceleration for some steps of a traditional 3D rasterization
683:
for positioning, rotating, and scaling objects within a scene (allowing parts of the scene to use different local coordinate systems).
6640:
1253:
A low quality path traced image, rendered by
Blender's Cycles renderer with only 16 sampled paths per pixel and a low-resolution mesh
1037:
techniques. Different realistic or stylized effects can be obtained by coloring the pixels covered by the objects in different ways.
6417:
832:, which allow the scene to be rendered very efficiently but only from a single viewpoint. Scanning of real objects and scenes using
5605:
5281:
Boksansky, Jakub; Wimmer, Michael; Bittner, Jiri (February 25, 2019). "13. Ray Traced
Shadows: Maintaining Real-Time Frame Rates".
2231:
probability distribution in each volume of space, so paths can be sampled more effectively. Many techniques have been developed to
1785:
When rendering scenes containing many objects, testing the intersection of a ray with every object becomes very expensive. Special
101:
6853:
2826:(or Kotelnikov theorem), any spatial waveform that can be displayed must consist of at least two pixels, which is proportional to
7989:
7551:
6098:
Fox, Charles (2024). "11. RETRO ARCHITECTURES: 16-Bit
Computer Design with the Commodore Amiga: Understanding the Architecture".
3040:, but these features are no longer always used. Recent GPUs have features to accelerate finding the intersections of rays with a
2185:, first released in 1998, proved that path tracing was practical for rendering frames for films, and that there was a demand for
1640:
techniques) solve the problem less precisely but with higher performance. For real-time 3D graphics, it has become common to use
3075:
in an algorithm involves many memory accesses. GPU design accepts high latency as inevitable (in part because a large number of
10036:
10008:
4965:
3072:
1059:
495:
Traditional rendering algorithms use geometric descriptions of 3D scenes or 2D images. Applications and algorithms that render
3743:
3125:
10061:
9270:
9243:
7899:
7880:
7858:
7839:
7820:
7797:
7775:
7756:
7732:
7713:
7694:
7672:
7064:
7039:
6107:
5300:
5245:
5153:
5101:
5013:
4625:
4525:
4468:
4355:
4264:
4194:
4024:
3868:
3785:
2932:
used by researchers at the
University of Utah. It was difficult to speed up using specialized hardware because it involves a
2147:
and scenes where light enters indirectly through narrow spaces. Attempts were made to address these weaknesses in the 1990s.
1045:
of triangles before being rasterized. Rasterization is usually synonymous with "object order" rendering (as described above).
108:
5878:
5054:
2928:
Shaded 3D graphics rendering in the 1970s and early 1980s was usually implemented on general-purpose computers, such as the
2174:
when combining samples from more than one sampling method, particularly when some samples are much noisier than the others.
9912:
9286:
8890:
8761:
6773:
6599:
5994:
4400:
Akenine-Möller, Tomas; Haines, Eric; Hoffman, Naty; Pesce, Angelo; Iwanicki, Michał; Hillaire, Sébastien (August 6, 2018).
3101:
2987:
with 3D rendering acceleration began to appear, and in the 1990s such technology became commonplace. Today, even low-power
2823:
1628:
approaches addressed this by detecting when a pixel is partially covered by a shape, and calculating the covered area. The
891:, except that it uses fuzzy, partially-transparent blobs of varying dimensions and orientations instead of points. As with
245:
7379:
7296:
2220:. However bidirectional path tracing and Metropolis light transport are more difficult to implement efficiently on a GPU.
1676:
Older and more basic 3D rasterization implementations did not support shaders, and used simple shading techniques such as
10066:
9338:
5786:
5688:
2909:(and later models produced into the 1980s) incorporated 3D coordinate transformation features to accelerate rendering of
1038:
6077:
4686:
4586:
1159:
is a family of algorithms, used by ray casting, for finding intersections between a ray and a complex object, such as a
90:
9571:
9010:
8751:
8694:
8300:
7282:
6330:
5660:
5619:
5519:
5389:
4416:
3920:
3483:
440: – bending, spreading, and interference of light passing by an object or aperture that disrupts the ray
5375:
4401:
10218:
10046:
9576:
6150:
5568:
4512:
4307:
3720:
3692:
3053:
2833:
If a naive rendering algorithm is used without any filtering, high frequencies in the image function will cause ugly
720:
141:
7233:
Proceedings of Third
International Conference on Computational Graphics and Visualization Techniques (CompuGraphics)
2773:
Rendering is practically exclusively concerned with the particle aspect of light physics – known as
2294:
1533:, and performs the above rasterization and pixel processing tasks before displaying the final result on the screen.
10306:
9400:
7225:
4859:
3310:
2067:
1849:
985:
981:
6389:
9694:
8874:
8305:
6050:
5915:
5448:
4074:
Mildenhall, Ben; Srinivasan, Pratul P.; Tancik, Matthew; Barron, Jonathan T.; Ramamoorthi, Ravi; Ng, Ren (2020).
3911:
Akenine-Möller, Tomas; Haines, Eric; Hoffman, Naty; Pesce, Angelo; Iwanicki, Michał; Hillaire, Sébastien (2018).
2922:
1213:
uses the term 'light probes' for a more general class of pre-recorded lighting data, including reflection maps.)
742:
Description of how object and camera locations and other information change over time, for rendering an animation
7661:
Akenine-Möller, Tomas; Haines, Eric; Hoffman, Naty; Pesce, Angelo; Iwanicki, Micał; Hillaire, Sébastien (2018).
884:
9985:
9947:
9604:
9312:
9133:
8934:
7930:
7615:
5756:
5666:
5525:
5395:
3435: – creating two-dimensional images or animations showing the attributes of a proposed architectural design
3301:
2340:
Rendering research is concerned with both the adaptation of scientific models and their efficient application.
1666:
1641:
1559:
458: – objects appear blurry or out of focus when too far in front of or behind the object in focus
405:
79:
6878:
940:
and may take hours or even days to render) are output as separate files and combined later into a video clip.
10104:
9834:
9824:
9258:
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8013:
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4160:
3543:
3488:
3366:
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2063:
1984:
1555:
1466:
1373:
1322:
1097:
7614:
Bitterli, Benedikt; Wyman, Chris; Pharr, Matt; Shirley, Peter; Lefohn, Aaron; Jarosz, Wojciech (July 2020).
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9253:
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3477:
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1823:, which was frequently used in early computer graphics (it can also generate a rasterization order for the
1587:
1478:
1087:
1026:
616:
467:
349:
rendering is often done for 3D video games and other applications that must dynamically create scenes. 3D
186:
4823:
2024:
improve on the flatness of ray casting, without seriously impacting the overall rendering time-per-frame.
715:
Optical properties of media through which light passes (transparent solids, liquids, clouds, smoke), e.g.
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115:
17:
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7915:
Proceedings of the 21st annual conference on
Computer graphics and interactive techniques - SIGGRAPH '94
7267:
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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2190:
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2044:
1929:
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783:
573:
261:
218:
182:
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2149:
2140:, the first feature film rendered entirely using path tracing, was not released until 20 years later.
1925:
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9699:
9305:
8048:
7507:
Precomputed
Radiance Transfer for Real-Time Rendering in Dynamic, Low Frequency Lighting Environments
4995:
Arvo, James; Kirk, David (April 11, 2019) . "6. A Survey of Ray Tracing Acceleration Techniques". In
4795:"The Raster Tragedy at Low-Resolution Revisited: Opportunities and Challenges beyond "Delta-Hinting""
4656:
3194:
3041:
2356:
2252:
2237:
1853:
1819:
1795:
1637:
1563:
1404:
786:
scans, which need to be rendered for diagnosis. Volumetric data can be extremely large, and requires
6786:
6710:
6678:
6612:
6437:
6177:
5212:
2979:
and lines, though they were not useful for rendering realistic images. Towards the end of the 1980s
10137:
9970:
9556:
9425:
8073:
8068:
8033:
7998:
7339:
7209:
7101:
6922:
6758:
6496:
3000:
2209:
2103:
1948:
1164:
1025:
Adapts 2D rasterization algorithms so they can be used more efficiently for 3D rendering, handling
883:
Algorithms related to neural networks have recently been used to find approximations of a scene as
845:
767:
716:
680:
496:
362:
327:
7955:
7513:. Computer Graphics (Proceedings of SIGGRAPH 2002). Vol. 29. pp. 527–536. Archived from
7478:
7450:
7418:
6999:
5450:
Arnold at Sony Pictures Imageworks: From Monster House to Smurfs: The Lost Village (course slides)
5190:
10198:
10132:
10023:
9839:
9499:
3967:
3432:
3255:
3010:
2890:
2798:
2115:
2099:
2079:
331:
288:
68:
35:
3537: – component used in a printing system which produces a raster image also known as a bitmap
2957:
chip for performing some of the steps of the 3D rasterization pipeline, and started the company
2814:
One problem that any rendering system must deal with, no matter which approach it takes, is the
1698:(normal vectors are interpolated across each triangle and lighting is computed for each pixel).
10263:
10094:
9975:
9742:
9732:
9727:
9265:
9215:
9180:
9158:
9153:
8644:
8196:
8083:
7975:
7514:
7473:
7445:
7413:
7334:
7204:
7096:
6994:
6917:
6781:
6753:
6705:
6673:
6607:
6491:
6432:
5813:
5482:
5185:
4041:
3549:
3534:
3511:
3224:
3170:
3134:
3088:
3045:
2786:
2095:
1904:
1864:
can sometimes be used. To avoid these complications, curved surfaces are often approximated as
1857:
1824:
1722:
1597:
1592:
1423:
1369:
1318:
1065:
803:
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
737:
607:
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
2873:
for raster graphics are required to display the output of rendering smoothly in real time.
2137:
2091:
1944:
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
1602:
1567:
1544:
1419:
1361:
1342:
1298:
1282:
1234:
1210:
1202:
1160:
1131:
1127:
1119:
1110:
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
2842:
2232:
2182:
2058:
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
5237:
5229:
Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs
5093:
5085:
Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs
4347:
4339:
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
2964:
2938:
1865:
1694:
1653:
1578:
1527:
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
2313:
2177:
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:
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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:
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1280:
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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:
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570:
539:
536:
497:visualizations
485:binary formats
476:
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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:
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10143:Mixed reality
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9977:
9976:Accessibility
9974:
9972:
9971:Visualization
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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:
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9387:
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9334:
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9318:
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9311:
9309:
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9300:
9288:
9285:
9284:
9282:
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9272:
9269:
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9264:
9260:
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9224:
9222:
9219:
9217:
9214:
9212:
9209:
9207:
9204:
9202:
9199:
9197:
9196:Shadow volume
9194:
9192:
9189:
9187:
9184:
9182:
9179:
9175:
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9127:
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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:
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8896:
8892:
8885:
8880:
8878:
8873:
8871:
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8865:
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8830:
8827:
8825:
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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:
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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:
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8646:
8643:
8641:
8638:
8636:
8633:
8631:
8628:
8626:
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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:
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8490:
8487:
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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:
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8350:
8349:
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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:
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8025:
8024:Crime mapping
8022:
8020:
8017:
8015:
8012:
8011:
8009:
8005:
8000:
7999:Visualization
7993:
7988:
7986:
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7509:
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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:
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7017:
7010:
7001:
7000:10.1.1.31.581
6996:
6992:
6988:
6982:
6968:on 2014-04-24
6964:
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6882:
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6875:Carpenter, L.
6872:
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6855:
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6812:(10): 15–22.
6811:
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6581:on 2012-01-13
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6301:Warnock, John
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6130:. nesdev wiki
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5191:10.1.1.56.830
5187:
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5157:
5151:
5144:
5143:
5138:
5134:
5133:Hanrahan, Pat
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4722:(June 1969),
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4720:Warnock, John
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3603:Virtual model
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3165:Phong shading
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3144:
3142:
3138:
3136:
3132:
3131:
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3127:
3123:
3120:, as well as
3119:
3114:
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3090:
3084:
3082:
3078:
3074:
3073:critical path
3070:
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3057:
3055:
3052:, as well as
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3016:
3012:
3008:
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2969:game consoles
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2924:
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2885:(also called
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2302:February 2022
2296:
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2289:This section
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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:
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2124:
2123:
2117:
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2105:
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2069:
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2057:
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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:
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1911:
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1627:
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1625:anti-aliasing
1621:
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1604:
1600:
1599:
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1569:
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1562:, as well as
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1499:
1498:
1497:anti-aliasing
1493:
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1481:
1480:
1475:
1472:
1471:interpolation
1468:
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1455:
1452:
1451:for display.
1450:
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1431:
1429:
1425:
1421:
1417:
1413:
1412:rasterization
1406:
1401:
1396:
1395:Rasterization
1389:Rasterization
1379:
1375:
1371:
1367:
1364:image, using
1363:
1356:
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1223:
1214:
1212:
1208:
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1199:interpolation
1196:
1192:
1187:
1185:
1182:(also called
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1024:
1022:
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1016:
1015:rasterization
1012:
1008:
1007:line segments
1004:
1003:electron beam
1000:
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994:
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983:
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946:
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928:
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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:
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777:
773:
769:
768:visualization
759:
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735:
732:
728:
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722:
718:
714:
711:
707:
703:
699:
696:
693:
692:field of view
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583:
579:
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567:Bézier curves
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559:line segments
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306:
305:light physics
302:
298:
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274:
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268:
264:
263:
258:
257:render engine
254:
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232:
228:
227:digital image
224:
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208:
204:
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196:
192:
189:image from a
188:
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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
5831:2004.03805
5793:27 January
5763:27 January
5733:27 January
5703:27 January
5582:(1): 1–8.
5432:27 January
5347:27 January
4701:27 January
4671:27 January
4593:27 January
4541:2024-01-27
4118:2308.04079
3658:2024-02-21
3635:References
3098:wavefronts
3089:ray-traced
3081:memory bus
2327:The term "
2179:Eric Veach
2108:Jim Kajiya
2098:that uses
2092:randomized
2086:stochastic
2072:irradiance
1779:Mandelbulb
1719:stochastic
1644:(and even
1239:shadow map
1108:irradiance
1076:refraction
972:algorithms
964:Techniques
801:level sets
752:3D artists
721:scattering
717:absorption
582:rectangles
508:PostScript
481:text files
432:Refraction
406:Reflection
297:simulators
250:rendering
207:scene file
102:newspapers
10128:Rendering
10123:Animation
9754:computing
9705:Semantics
9396:Processor
9259:rendering
9249:animation
9139:Rendering
8747:Chartjunk
8715:Bang Wong
8610:Polo Chau
8316:John Snow
8291:John Venn
8172:Schematic
8157:Pictogram
7498:Kautz, J.
7494:Sloan, P.
7474:CiteSeerX
7446:CiteSeerX
7434:Veach, E.
7414:CiteSeerX
7402:Veach, E.
7335:CiteSeerX
7205:CiteSeerX
7097:CiteSeerX
6995:CiteSeerX
6918:CiteSeerX
6898:Goral, C.
6782:CiteSeerX
6754:CiteSeerX
6706:CiteSeerX
6674:CiteSeerX
6658:Fuchs, H.
6608:CiteSeerX
6492:CiteSeerX
6433:CiteSeerX
6362:123827991
6187:: 425-432
5875:1059-1028
5848:215416317
5588:1213-6972
5186:CiteSeerX
5040:Appel, A.
4962:0097-8930
4511:(2011) .
4225:31 August
4167:31 August
4137:31 August
4081:31 August
4056:31 August
4000:31 August
3951:31 August
3841:31 August
3819:31 August
3750:31 August
3598:VirtualGL
3544:Radiosity
3472:Heightmap
3382:reservoir
3276:radiosity
3262:Radiosity
3219:BSP trees
3102:lock-step
3065:bandwidth
2859:bandwidth
2743:ω
2728:→
2719:⋅
2712:ω
2698:ω
2670:ω
2634:ω
2624:ω
2548:ω
2532:⋅
2525:ω
2515:ω
2505:ω
2475:ω
2450:Ω
2446:∫
2436:ω
2408:ω
2064:radiosity
1990:Radiosity
1979:Radiosity
1846:polyhedra
1715:RenderMan
1634:sub-pixel
1608:z-buffer
1581:onto the
1579:projected
1416:real-time
1410:The term
1374:radiosity
1323:radiosity
1209:. (Note:
1098:Radiosity
840:produces
677:the mesh)
599:gradients
555:curvature
487:, and by
347:real-time
246:component
203:rendering
175:Rendering
10322:Category
10287:Category
10115:Graphics
9890:Security
9552:Compiler
9451:Networks
9348:Hardware
9254:modeling
9181:Rotation
9119:Clipping
9102:Concepts
9081:Deferred
9047:Lighting
9027:Aliasing
9021:Unbiased
9016:Spectral
8733:Related
8142:Ideogram
7956:SIGGRAPH
7811:(2001).
7788:(2004).
7685:(1996).
7636:Archived
7552:Archived
7504:(2002).
7468:(1997).
7440:(1997).
7408:(1997).
7380:Archived
7297:Archived
7293:15271113
7237:Archived
7199:(1993).
7176:Archived
7143:(1993).
7120:Archived
7091:(1991).
6989:(1986).
6987:Arvo, J.
6944:(1985).
6912:(1984).
6877:(1984).
6854:Archived
6843:(1984).
6841:Duff, T.
6826:16965964
6776:(1983).
6748:(1981).
6668:(1980).
6641:Archived
6630:(1978).
6563:(1977).
6416:(1975).
6390:Archived
6333:(1971).
5879:Archived
5787:Archived
5757:Archived
5727:Archived
5697:Archived
5667:Archived
5526:Archived
5462:citation
5426:Archived
5396:Archived
5315:Archived
5311:71144394
5260:Archived
5256:71144394
5160:Archived
5112:71144394
5055:Archived
5042:(1968).
4966:Archived
4780:15941472
4752:(1970).
4695:Archived
4665:Archived
4632:Archived
4587:Archived
4532:Archived
4475:Archived
4423:Archived
4370:Archived
4366:71144394
4298:(1982).
4219:Archived
4161:Archived
4131:Archived
4050:Archived
3991:Archived
3945:Archived
3813:Archived
3744:Archived
3652:Archived
3399:See also
3274:Hemicube
3268:A-buffer
3237:MIP maps
3030:z-buffer
3026:pipeline
3015:parallel
2943:clusters
2934:pipeline
2915:Digistar
2863:hardware
2853:Hardware
2835:aliasing
2746:′
2715:′
2701:′
2627:′
2551:′
2528:′
2508:′
2478:′
2349:calculus
2187:unbiased
2172:variance
2145:caustics
2134:variance
1995:ambience
1874:fractals
1860:such as
1842:polygons
1810:k-d tree
1781:fractal.
1759:plotting
1630:A-buffer
1564:ellipses
1556:2D lines
1530:viewport
1525:projects
1463:vertices
1380:features
1329:features
1039:Surfaces
1035:z-buffer
1031:scanline
1005:to draw
866:hologram
822:textures
617:Clipping
590:ellipses
450:Caustics
357:Features
271:renderer
219:lighting
215:textures
195:3D model
132:May 2020
10297:Outline
9186:Scaling
9076:Shading
8615:Ben Fry
8127:Diagram
7941:2487835
7172:6459836
6728:9524504
6455:1439868
5139:(ed.).
4999:(ed.).
4454:(ed.).
3387:2020 -
3371:2014 -
3365:2002 -
3356:1997 -
3349:1997 -
3340:1995 -
3334:1994 -
3327:1993 -
3321:1993 -
3315:1993 -
3309:1993 -
3300:1991 -
3294:1987 -
3288:1986 -
3282:1986 -
3272:1985 -
3266:1984 -
3260:1984 -
3254:1984 -
3248:1984 -
3241:1984 -
3235:1983 -
3229:1981 -
3223:1980 -
3217:1980 -
3211:1978 -
3205:1978 -
3199:1977 -
3193:1977 -
3187:1976 -
3181:1974 -
3175:1974 -
3169:1973 -
3163:1973 -
3157:1971 -
3151:1970 -
3145:1968 -
3139:1968 -
3133:1760 -
3077:threads
3069:latency
3038:mipmaps
2977:sprites
2877:History
2839:jaggies
2233:denoise
2199:cluster
2056:Blender
1965:DirectX
1897:POV-Ray
1838:spheres
1830:Octrees
1663:shadows
1488:shading
1366:POV-Ray
1343:Blender
1315:POV-Ray
1299:Blender
1283:Blender
1267:POV-Ray
1235:Blender
1211:Blender
958:OpenEXR
932:cluster
917:OpenEXR
899:Outputs
667:vectors
586:circles
420:opacity
394:Shadows
370:Shading
223:shading
168:POV-Ray
116:scholar
9206:Shader
8978:Skybox
8963:Mode 7
8935:Layers
8735:topics
8206:People
8113:Image
8007:Fields
7939:
7929:
7898:
7879:
7857:
7838:
7819:
7796:
7774:
7755:
7731:
7712:
7693:
7671:
7476:
7448:
7416:
7337:
7291:
7281:
7207:
7170:
7099:
7063:
7038:
6997:
6920:
6824:
6784:
6756:
6726:
6708:
6676:
6610:
6514:408793
6512:
6494:
6453:
6435:
6360:
6106:
6085:Lambda
6004:: 1038
5873:
5846:
5659:
5618:
5586:
5518:
5388:
5309:
5299:
5254:
5244:
5188:
5152:
5110:
5100:
5012:
4960:
4778:
4624:
4524:
4467:
4415:
4364:
4354:
4306:
4263:
4193:
4023:
3919:
3867:
3784:
3719:
3691:
3243:Octree
3032:, and
3019:tricks
2930:PDP-10
2359:, and
2273:Google
2269:Nvidia
1973:Vulkan
1971:, and
1844:, and
1124:sample
1043:meshes
810:voxels
793:sparse
756:assets
748:models
727:Bitmap
708:, and
702:albedo
690:, and
671:meshes
657:Vertex
605:Bitmap
565:, and
518:. The
475:Inputs
315:, and
252:engine
221:, and
118:
111:
104:
97:
89:
9700:Logic
9534:tools
9226:Voxel
9211:Texel
8912:Pixel
8187:Table
8122:Chart
8115:types
7937:S2CID
7626:(4).
7555:(PDF)
7536:(PDF)
7518:(PDF)
7511:(PDF)
7303:7 May
7289:S2CID
7240:(PDF)
7229:(PDF)
7179:(PDF)
7168:S2CID
7148:(PDF)
6966:(PDF)
6951:(PDF)
6884:(PDF)
6857:(PDF)
6850:(PDF)
6822:S2CID
6724:S2CID
6644:(PDF)
6637:(PDF)
6579:(PDF)
6568:(PDF)
6510:S2CID
6462:(PDF)
6451:S2CID
6421:(PDF)
6369:(PDF)
6358:S2CID
6338:(PDF)
6310:(PDF)
6181:(PDF)
6081:(PDF)
6033:(PDF)
5998:(PDF)
5867:Wired
5844:S2CID
5826:arXiv
5572:(PDF)
5554:(PDF)
5488:(PDF)
5454:(PDF)
5376:"1.6"
5307:S2CID
5252:S2CID
5163:(PDF)
5146:(PDF)
5108:S2CID
5058:(PDF)
5047:(PDF)
5006:(PDF)
4969:(PDF)
4938:(PDF)
4865:(PDF)
4776:S2CID
4635:(PDF)
4618:(PDF)
4535:(PDF)
4518:(PDF)
4478:(PDF)
4461:(PDF)
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