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Absit is conducting research on Gamification, ie Implementation of game design elements in real-world contexts for non-gaming purposes, is to foster human motivation and performance in regard to a given activity.

Rendering Engine
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Tuesday, 28 September 2010 15:47

2. Ray tracing

Ray tracing aims to simulate the natural flow of light, interpreted as particles. Often, ray tracing methods are utilized to approximate the solution to the rendering equation by applying Monte Carlo methods to it. Some of the most used methods are Path Tracing, Bidirectional Path Tracing, or Metropolis light transport, but also semi realistic methods are in use, like Whitted Style Ray Tracing, or hybrids. While most implementations let light propagate on straight lines, applications exist to simulate relativistic space time effects. 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 reflection" and more advanced laws that deal with refraction and surface roughness. 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 value observed at the point of view. This is all repeated for each sample, for each pixel.

3. Rasterizer

Besides ray tracing, mental ray also offers other rendering methods for situations where desired results can be produced much more efficiently. A rasterizer is available for efficient first-hit rendering of directly visible objects and transparency. By separating visibility sampling and shading, high quality anti-aliasing can be provided while performing fewer of the expensive shading calculations (e.g. once per pixel). Motion blur can be computed with a relatively small performance impact, by shading once in the motion interval and carry this result along the motion path. This method is well suited e.g. for high quality cinematographic

4. Global Illumination

Global illumination is a general name for a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or non (indirect illumination).

  

1. Theoretically reflections, refractions, and shadows are all examples of global illumination, because when simulating them, one object affects the rendering of another object (as opposed to an object being affected only by a direct light). In practice, however, only the simulation of diffuse inter-reflection or caustics is called global illumination.

2. Images rendered using global illumination algorithms often appear more photorealistic than images rendered using only direct illumination algorithms. However, such images are computationally more expensive and consequently much slower to generate. One common approach is to compute the global illumination of a scene and store that information with the geometry.

Our Features

A rendered image can be understood in terms of a number of visible features. Rendering Engine has been largely motivated by finding ways to simulate efficiently. Some relate directly to particular algorithms and techniques, while others are produced together.

  • • shading : how the color and brightness of a surface varies with lighting
  • • texture-mapping : a method of applying detail to surfaces
  • • bump-mapping : a method of simulating small-scale bumpiness on surfaces
  • • fogging/participating medium : how light dims when passing through non-clear atmosphere or air
  • • shadows : the effect of obstructing light
  • • soft shadows : varying darkness caused by partially obscured light sources
  • • reflection : mirror-like or highly glossy reflection
  • • transparency (optics), transparency (graphic) or opacity : sharp transmission of light through solid objects
  • • translucency : highly scattered transmission of light through solid objects
  • • refraction : bending of light associated with transparency
  • • diffraction : bending, spreading and interference of light passing by an object or aperture that disrupts the ray
  • • indirect illumination : surfaces illuminated by light reflected off other surfaces, rather than directly from a light source (also known as global illumination)

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Last Updated ( Tuesday, 23 August 2016 16:57 )