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........
Read
More.....
|