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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
Friday, 17 September 2010 17:36

Rendering Engine automate the process of generating an image from a model, by means of 3D Max plug-in. The model is a description of three-dimensional objects in a strictly defined language like 3D Max. It would contain geometry, viewpoint, texture, lighting, and shading information. The image is a digital image or raster graphics image. The term may be by analogy with an "artist's rendering" of a scene.

Rendering has uses in architecture, simulators, movie or TV special effects, and design visualization, each employing
a different balance of features and techniques. Rendering engine is a carefully engineered program plug-in, based on a selective mixture of disciplines related to: light physics, visual perception, mathematics, and software development.

Our Rendering Technique

Many rendering algorithms have been researched, and software used for rendering may employ a number of different techniques to obtain a final image.

Tracing every ray of light in a scene is impractical and would take an enormous amount of time. Even tracing a portion large enough to produce an image takes an inordinate amount of time if the sampling is not intelligently restricted.

Therefore, four loose families of more-efficient light transport modeling techniques have emerged: rasterization including scanline rendering, geometrically projects objects in the scene to an image plane, without advanced optical effects; ray casting considers the scene as observed from a specific point-of-view, calculating the observed image based only on geometry and very basic optical laws of reflection intensity, and ray tracing is similar to ray casting, but employs more advanced optical simulation.

1. Ray casting

Ray casting is primarily used for realtime simulations, such as those used in 3D computer games and cartoon animations, where detail is not important, or where it is more efficient to manually fake the details in order to obtain better performance in the computational stage. This is usually the case when a large number of frames need to be animated. The resulting surfaces have a characteristic 'flat' appearance when no additional tricks are used, as if objects in the scene were all painted with matte finish. The geometry which has been modeled is parsed pixel by pixel, line by line, from the point of view outward, as if casting rays out from the point of view. Where an object is intersected, the color value at the point may be evaluated using several methods. In the simplest, the color value of the object at the point of intersection becomes the value of that pixel. The color may be determined from a texture-map. A more sophisticated method is to modify the colour value by an illumination factor, but without calculating the relationship to a simulated light source. To reduce artifacts, a number of rays in slightly different directions may be averaged. Rough simulations of optical properties may be additionally employed: a simple calculation of the ray from the object to the point of view is made. Another calculation is made of the angle of incidence of light rays from the light source(s), and from these as well as the specified intensities of the light sources........

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Last Updated ( Saturday, 20 August 2016 11:09 )