3D Renderer
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Rendering is the process of generating a
photorealistic Photorealism is a genre of art that encompasses painting, drawing and other graphic media, in which an artist studies a photograph and then attempts to reproduce the image as realistically as possible in another medium. Although the term can b ...
or non-photorealistic image from input data such as
3D model In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and ...
s. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a " rendering"). Today, to "render" commonly means to generate an image or video from a precise description (often created by an artist) using a
computer program A computer program is a sequence or set of instructions in a programming language for a computer to Execution (computing), execute. It is one component of software, which also includes software documentation, documentation and other intangibl ...
. A
software application Application software is any computer program that is intended for end-user use not computer operator, operating, system administration, administering or computer programming, programming the computer. An application (app, application program, sof ...
or
component Component may refer to: In engineering, science, and technology Generic systems *System components, an entity with discrete structure, such as an assembly or software module, within a system considered at a particular level of analysis * Lumped e ...
that performs rendering is called a rendering
engine An engine or motor is a machine designed to convert one or more forms of energy into mechanical energy. Available energy sources include potential energy (e.g. energy of the Earth's gravitational field as exploited in hydroelectric power ge ...
, render engine,
rendering system Rendering is the process of generating a photorealistic or non-photorealistic image from input data such as 3D models. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imag ...
, graphics engine, or simply a renderer. A distinction is made between
real-time rendering Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface ( GUI) to ...
, in which images are generated and displayed immediately (ideally fast enough to give the impression of motion or animation), and offline rendering (sometimes called
pre-rendering Pre-rendering is the process in which video footage is not rendered in real-time by the hardware that is outputting or playing back the video. Instead, the video is a recording of footage that was previously rendered on different equipment (typ ...
) in which images, or film or video
frames A frame is often a structural system that supports other components of a physical construction and/or steel frame that limits the construction's extent. Frame and FRAME may also refer to: Physical objects In building construction *Framing (con ...
, are generated for later viewing. Offline rendering can use a slower and higher-quality renderer. Interactive applications such as games must primarily use real-time rendering, although they may incorporate pre-rendered content. Rendering can produce images of scenes or objects defined using coordinates in
3D space In geometry, a three-dimensional space (3D space, 3-space or, rarely, tri-dimensional space) is a mathematical space in which three values (''coordinates'') are required to determine the position (geometry), position of a point (geometry), poi ...
, seen from a particular
viewpoint Viewpoint may refer to: * Scenic viewpoint, a high place where people can gather to view scenery In computing * Viewpoint model, a computer science technique for making complex systems more comprehensible to human engineers * Viewpoint Corpora ...
. Such
3D rendering 3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles. Rendering methods Rendering is the final process of creati ...
uses knowledge and ideas from
optics Optics is the branch of physics that studies the behaviour and properties of light, including its interactions with matter and the construction of optical instruments, instruments that use or Photodetector, detect it. Optics usually describes t ...
, the study of
visual perception Visual perception is the ability to detect light and use it to form an image of the surrounding Biophysical environment, environment. Photodetection without image formation is classified as ''light sensing''. In most vertebrates, visual percept ...
,
mathematics Mathematics is a field of study that discovers and organizes methods, Mathematical theory, theories and theorems that are developed and Mathematical proof, proved for the needs of empirical sciences and mathematics itself. There are many ar ...
, and
software engineering Software engineering is a branch of both computer science and engineering focused on designing, developing, testing, and maintaining Application software, software applications. It involves applying engineering design process, engineering principl ...
, and it has applications such as
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s,
simulators A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
,
visual effects Visual effects (sometimes abbreviated as VFX) is the process by which imagery is created or manipulated outside the context of a live-action shot in filmmaking and video production. The integration of live-action footage and other live-action fo ...
for films and television, design visualization, and
medical diagnosis Medical diagnosis (abbreviated Dx, Dx, or Ds) is the process of determining which disease or condition explains a person's symptoms and signs. It is most often referred to as a diagnosis with the medical context being implicit. The information ...
. Realistic 3D rendering requires modeling the propagation of light in an environment, e.g. by applying the
rendering equation In computer graphics, the rendering equation is an integral equation that expresses the amount of light leaving a point on a surface as the sum of emitted light and reflected light. It was independently introduced into computer graphics by David ...
. Real-time rendering uses high-performance ''
rasterization In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, whic ...
'' algorithms that process a list of shapes and determine which
pixel In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a Raster graphics, raster image, or the smallest addressable element in a dot matrix display device. In most digital display devices, p ...
s are covered by each shape. When more realism is required (e.g. for
architectural visualization Architectural rendering, architectural illustration, or architectural visualization (often abbreviated to archviz or ArchViz) is the art of creating three-dimensional images or animations showing the attributes of a proposed architectural design. ...
or
visual effects Visual effects (sometimes abbreviated as VFX) is the process by which imagery is created or manipulated outside the context of a live-action shot in filmmaking and video production. The integration of live-action footage and other live-action fo ...
) slower pixel-by-pixel algorithms such as '' ray tracing'' are used instead. (Ray tracing can also be used selectively during rasterized rendering to improve the realism of lighting and reflections.) A type of ray tracing called ''
path tracing Path tracing is a rendering algorithm in computer graphics that Simulation, simulates how light interacts with Physical object, objects, voxels, and Volumetric_path_tracing, participating media to generate realistic (''physically plausible'') R ...
'' is currently the most common technique for photorealistic rendering. Path tracing is also popular for generating high-quality non-photorealistic images, such as frames for 3D animated films. Both rasterization and ray tracing can be sped up ("accelerated") by specially designed microprocessors called
GPU A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal ...
s. Rasterization algorithms are also used to render images containing only 2D shapes such as
polygon In geometry, a polygon () is a plane figure made up of line segments connected to form a closed polygonal chain. The segments of a closed polygonal chain are called its '' edges'' or ''sides''. The points where two edges meet are the polygon ...
s and
text Text may refer to: Written word * Text (literary theory) In literary theory, a text is any object that can be "read", whether this object is a work of literature, a street sign, an arrangement of buildings on a city block, or styles of clothi ...
. Applications of this type of rendering include
digital illustration Digital illustration or computer illustration is the use of digital tools to produce images under the direct manipulation of the artist, usually through a pointing device such as a graphics tablet or, less commonly, a computer mouse, mouse. It is ...
,
graphic design Graphic design is a profession, academic discipline and applied art that involves creating visual communications intended to transmit specific messages to social groups, with specific objectives. Graphic design is an interdisciplinary branch of ...
, 2D
animation Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
,
desktop publishing Desktop publishing (DTP) is the creation of documents using dedicated software on a personal ("desktop") computer. It was first used almost exclusively for print publications, but now it also assists in the creation of various forms of online co ...
and the display of
user interface In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine fro ...
s. Historically, rendering was called image synthesis but today this term is likely to mean AI image generation. The term "neural rendering" is sometimes used when a
neural network A neural network is a group of interconnected units called neurons that send signals to one another. Neurons can be either biological cells or signal pathways. While individual neurons are simple, many of them together in a network can perfor ...
is the primary means of generating an image but some degree of control over the output image is provided. Neural networks can also assist rendering without replacing traditional algorithms, e.g. by removing noise from path traced images.


Features


Photorealistic rendering

A large proportion of
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
research has worked towards producing images that resemble photographs. Fundamental techniques that make this possible were invented in the 1980s, but at the end of the decade, photorealism for complex scenes was still considered a distant goal. Today, photorealism is routinely achievable for offline rendering, but remains difficult for
real-time rendering Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface ( GUI) to ...
. In order to produce realistic images, rendering must simulate how light travels from light sources, is reflected, refracted, and scattered (often many times) by objects in the scene, passes through a camera lens, and finally reaches the film or sensor of the camera. The physics used in these simulations is primarily
geometrical optics Geometrical optics, or ray optics, is a model of optics that describes light Wave propagation, propagation in terms of ''ray (optics), rays''. The ray in geometrical optics is an abstract object, abstraction useful for approximating the paths along ...
, in which particles of light follow (usually straight) lines called ''
rays Ray or RAY may refer to: Fish * Ray (fish), any cartilaginous fish of the superorder Batoidea * Ray (fish fin anatomy), the bony or horny spine on ray-finned fish Science and mathematics * Half-line (geometry) or ray, half of a line split at an ...
'', but in some situations (such as when rendering
thin films A thin film is a layer of materials ranging from fractions of a nanometer ( monolayer) to several micrometers in thickness. The controlled synthesis of materials as thin films (a process referred to as deposition) is a fundamental step in many ...
, like the surface of
soap bubble A soap bubble (commonly referred to as simply a bubble) is an extremely thin soap film, film of soap or detergent and water enclosing air that forms a hollow sphere with an iridescent surface. Soap bubbles usually last for only a few seconds b ...
s) the wave nature of light must be taken into account. Effects that may need to be simulated include: *
Shadow A shadow is a dark area on a surface where light from a light source is blocked by an object. In contrast, shade occupies the three-dimensional volume behind an object with light in front of it. The cross-section of a shadow is a two-dimensio ...
s, including both shadows with sharp edges and ''
soft shadows The umbra, penumbra and antumbra are three distinct parts of a shadow, created by any light source after impinging on an opaque object of lesser size. In cases of equal or smaller impinging objects, only an umbra and penumba are generated. As ...
'' with umbra and penumbra * Reflections in mirrors and smooth surfaces, as well as rough or rippled reflective surfaces *
Refraction In physics, refraction is the redirection of a wave as it passes from one transmission medium, medium to another. The redirection can be caused by the wave's change in speed or by a change in the medium. Refraction of light is the most commo ...
the bending of light when it crosses a boundary between two transparent materials such as air and glass. The amount of bending varies with the wavelength of the light, which may cause colored fringes or "rainbows" to appear. * Volumetric effects Absorption and scattering when light travels through partially transparent or translucent substances (called ''participating media'' because they modify the light rather than simply allow rays to pass through) * Caustics bright patches, sometimes with distinct filaments and a folded or twisted appearance, resulting when light is reflected or refracted before illuminating an object. In realistic scenes, objects are illuminated both by light that arrives directly from a light source (after passing mostly unimpeded through air), and light that has bounced off other objects in the scene. The simulation of this complex lighting is called
global illumination Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting Lighting or illumination is the deliberate use of light to achieve practical or aest ...
. In the past, indirect lighting was often faked (especially when rendering
animated films Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
) by placing additional hidden lights in the scene, but today
path tracing Path tracing is a rendering algorithm in computer graphics that Simulation, simulates how light interacts with Physical object, objects, voxels, and Volumetric_path_tracing, participating media to generate realistic (''physically plausible'') R ...
is used to render it accurately. For true photorealism, the camera used to take the photograph must be simulated. The '' thin lens approximation'' allows combining
perspective projection Linear or point-projection perspective () is one of two types of graphical projection perspective in the graphic arts; the other is parallel projection. Linear perspective is an approximate representation, generally on a flat surface, of ...
with
depth of field The depth of field (DOF) is the distance between the nearest and the farthest objects that are in acceptably sharp focus (optics), focus in an image captured with a camera. See also the closely related depth of focus. Factors affecting depth ...
(and
bokeh In photography, bokeh ( or ; ) is the aesthetic quality of the blur produced in out-of-focus parts of an image, whether foreground or background or both. It is created by using a wide aperture lens. Some photographers incorrectly restr ...
) emulation.
Camera lens A camera lens, photographic lens or photographic objective is an optical lens (optics), lens or assembly of lenses (compound lens) used in conjunction with a camera body and mechanism to Imaging, make images of objects either on photographic film ...
simulations can be made more realistic by modeling the way light is refracted by the components of the lens.
Motion blur Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or l ...
is often simulated if film or video frames are being rendered. Simulated
lens flare A lens flare happens when light is scattered, or ''flared'', in a lens system, often in response to a bright light, producing a sometimes undesirable artifact in the image. This happens through light scattered by the imaging mechanism itself, ...
and
bloom Bloom or blooming may refer to: Science and technology Biology * Bloom, one or more flowers on a flowering plant * Algal bloom, a rapid increase or accumulation in the population of algae in an aquatic system * Jellyfish bloom, a collective n ...
are sometimes added to make the image appear subjectively brighter (although the design of real cameras tries to reduce these effects). Realistic rendering uses mathematical descriptions of how different surface materials reflect light, called ''
reflectance The reflectance of the surface of a material is its effectiveness in reflecting radiant energy. It is the fraction of incident electromagnetic power that is reflected at the boundary. Reflectance is a component of the response of the electronic ...
models'' or (when physically plausible) '' bidirectional reflectance distribution functions (BRDFs)''. Rendering materials such as
marble Marble is a metamorphic rock consisting of carbonate minerals (most commonly calcite (CaCO3) or Dolomite (mineral), dolomite (CaMg(CO3)2) that have recrystallized under the influence of heat and pressure. It has a crystalline texture, and is ty ...
, plant leaves, and human skin requires simulating an effect called
subsurface scattering Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattering, scattered by interacting with the Material (comput ...
, in which a portion of the light travels into the material, is scattered, and then travels back out again. The way color, and properties such as roughness, vary over a surface can be represented efficiently using
texture mapping Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut ap ...
.


Other styles of 3D rendering

For some applications (including early stages of
3D modeling In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based Computer representation of surfaces, representation of a surface of an object (inanimate or living) in Three-dimensional space, three dimensions vi ...
), simplified rendering styles such as wireframe rendering may be appropriate, particularly when the material and surface details have not been defined and only the shape of an object is known. Games and other real-time applications may use simpler and less realistic rendering techniques as an artistic or design choice, or to allow higher
frame rate Frame rate, most commonly expressed in frame/s, or FPS, is typically the frequency (rate) at which consecutive images (Film frame, frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and moti ...
s on lower-end hardware. Orthographic and
isometric The term ''isometric'' comes from the Greek for "having equal measurement". isometric may mean: * Cubic crystal system, also called isometric crystal system * Isometre, a rhythmic technique in music. * "Isometric (Intro)", a song by Madeon from ...
projections can be used for a stylized effect or to ensure that parallel lines are depicted as parallel in
CAD Computer-aided design (CAD) is the use of computers (or ) to aid in the creation, modification, analysis, or optimization of a design. This software is used to increase the productivity of the designer, improve the quality of design, improve c ...
rendering. Non-photorealistic rendering (NPR) uses techniques like
edge detection Edge or EDGE may refer to: Technology Computing * Edge computing, a network load-balancing system * Edge device, an entry point to a computer network * Adobe Edge, a graphical development application * Microsoft Edge, a web browser developed b ...
and
posterization Posterization or posterisation of an image is the conversion of a continuous gradation of tone to several regions of fewer tones, causing abrupt changes from one tone to another. This was originally done with photographic processes to create ...
to produce 3D images that resemble technical illustrations, cartoons, or other styles of drawing or painting.


Inputs

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
text file A text file (sometimes spelled textfile; an old alternative name is flat file) is a kind of computer file that is structured as a sequence of lines of electronic text. A text file exists stored as data within a computer file system. In ope ...
s, which are easier than binary files for humans to edit and debug. For 3D graphics, text formats have largely been supplanted by more efficient binary formats, and by
API An application programming interface (API) is a connection between computers or between computer programs. It is a type of software interface, offering a service to other pieces of software. A document or standard that describes how to build ...
s 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). Traditional rendering algorithms use geometric descriptions of 3D scenes or 2D images. Applications and algorithms that render visualizations of data scanned from the real world, or scientific
simulations A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
, may require different types of input data. The
PostScript PostScript (PS) is a page description language and dynamically typed, stack-based programming language. It is most commonly used in the electronic publishing and desktop publishing realm, but as a Turing complete programming language, it c ...
format (which is often credited with the rise of
desktop publishing Desktop publishing (DTP) is the creation of documents using dedicated software on a personal ("desktop") computer. It was first used almost exclusively for print publications, but now it also assists in the creation of various forms of online co ...
) provides a standardized, interoperable way to describe 2D graphics and
page layout In graphic design, page layout is the arrangement of visual elements on a page. It generally involves organizational principles of composition to achieve specific communication objectives. The high-level page layout involves deciding on the ...
. The Scalable Vector Graphics (SVG) format is also text-based, and the
PDF Portable document format (PDF), standardized as ISO 32000, is a file format developed by Adobe Inc., Adobe in 1992 to present documents, including text formatting and images, in a manner independent of application software, computer hardware, ...
format uses the PostScript language internally. In contrast, although many 3D graphics file formats have been standardized (including text-based formats such as
VRML VRML (Virtual Reality Modeling Language, pronounced ''vermal'' or by its initials, originally—before 1995—known as the Virtual Reality Markup Language) is a standard file format for representing 3-dimensional (3D) interactive vector graph ...
and X3D), 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.


2D vector graphics

A
vector graphics Vector graphics are a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector displ ...
image description may include: *
Coordinates In geometry, a coordinate system is a system that uses one or more numbers, or coordinates, to uniquely determine and standardize the Position (geometry), position of the Point (geometry), points or other geometric elements on a manifold such as ...
and
curvature In mathematics, curvature is any of several strongly related concepts in geometry that intuitively measure the amount by which a curve deviates from being a straight line or by which a surface deviates from being a plane. If a curve or su ...
information for
line segments In geometry, a line segment is a part of a straight line that is bounded by two distinct endpoints (its extreme points), and contains every point on the line that is between its endpoints. It is a special case of an '' arc'', with zero curvatu ...
, arcs, and
Bézier curve A Bézier curve ( , ) is a parametric equation, parametric curve used in computer graphics and related fields. A set of discrete "control points" defines a smooth, continuous curve by means of a formula. Usually the curve is intended to approxima ...
s (which may be used as boundaries of filled shapes) * Center coordinates, width, and height (or bounding rectangle coordinates) of
basic Basic or BASIC may refer to: Science and technology * BASIC, a computer programming language * Basic (chemistry), having the properties of a base * Basic access authentication, in HTTP Entertainment * Basic (film), ''Basic'' (film), a 2003 film ...
shapes such as
rectangle In Euclidean geometry, Euclidean plane geometry, a rectangle is a Rectilinear polygon, rectilinear convex polygon or a quadrilateral with four right angles. It can also be defined as: an equiangular quadrilateral, since equiangular means that a ...
s,
circle A circle is a shape consisting of all point (geometry), points in a plane (mathematics), plane that are at a given distance from a given point, the Centre (geometry), centre. The distance between any point of the circle and the centre is cal ...
s and
ellipse In mathematics, an ellipse is a plane curve surrounding two focus (geometry), focal points, such that for all points on the curve, the sum of the two distances to the focal points is a constant. It generalizes a circle, which is the special ty ...
s * Color, width and pattern (such as dashed or dotted) for rendering lines * Colors, patterns, and
gradients In vector calculus, the gradient of a scalar-valued differentiable function f of several variables is the vector field (or vector-valued function) \nabla f whose value at a point p gives the direction and the rate of fastest increase. The gra ...
for filling shapes *
Bitmap In computing, a bitmap (also called raster) graphic is an image formed from rows of different colored pixels. A GIF is an example of a graphics image file that uses a bitmap. As a noun, the term "bitmap" is very often used to refer to a partic ...
image data (either embedded or in an external file) along with scale and position information * Text to be rendered (along with size, position, orientation, color, and font) *
Clipping Clipping may refer to: Words * Clipping (morphology), the formation of a new word by shortening it, e.g. "ad" from "advertisement" * Clipping (phonetics), shortening the articulation of a speech sound, usually a vowel * Clipping (publications ...
information, if only part of a shape or bitmap image should be rendered * Transparency and
compositing Compositing is the process or technique of combining visual elements from separate sources into single images, often to create the illusion that all those elements are parts of the same scene. Live action, Live-action shooting for compositing ...
information for rendering overlapping shapes *
Color space A color space is a specific organization of colors. In combination with color profiling supported by various physical devices, it supports reproducible representations of colorwhether such representation entails an analog or a digital represe ...
information, allowing the image to be rendered consistently on different displays and printers


3D geometry

A geometric scene description may include: * Size, position, and orientation of
geometric primitive In vector computer graphics, CAD systems, and geographic information systems, a geometric primitive (or prim) is the simplest (i.e. 'atomic' or irreducible) geometric shape that the system can handle (draw, store). Sometimes the subroutines ...
s such as spheres and cones (which may be combined in various ways to create more complex objects) * Vertex
coordinates In geometry, a coordinate system is a system that uses one or more numbers, or coordinates, to uniquely determine and standardize the Position (geometry), position of the Point (geometry), points or other geometric elements on a manifold such as ...
and
surface normal In geometry, a normal is an object (e.g. a line, ray, or vector) that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the infinite straight line perpendicular to the tangent line to the ...
vectors for
meshes Medical Subject Headings (MeSH) is a comprehensive controlled vocabulary for the purpose of indexing journal articles and books in the life sciences. It serves as a thesaurus of index terms that facilitates searching. Created and updated by the ...
of triangles or polygons (often rendered as smooth surfaces by subdividing the mesh) * Transformations for positioning, rotating, and scaling objects within a scene (allowing parts of the scene to use different local coordinate systems). * "Camera" information describing how the scene is being viewed (position, direction,
focal length The focal length of an Optics, optical system is a measure of how strongly the system converges or diverges light; it is the Multiplicative inverse, inverse of the system's optical power. A positive focal length indicates that a system Converge ...
, and
field of view The field of view (FOV) is the angle, angular extent of the observable world that is visual perception, seen at any given moment. In the case of optical instruments or sensors, it is a solid angle through which a detector is sensitive to elec ...
) * Light information (location, type, brightness, and color) * Optical properties of surfaces, such as
albedo Albedo ( ; ) is the fraction of sunlight that is Diffuse reflection, diffusely reflected by a body. It is measured on a scale from 0 (corresponding to a black body that absorbs all incident radiation) to 1 (corresponding to a body that reflects ...
, roughness, and
refractive index In optics, the refractive index (or refraction index) of an optical medium is the ratio of the apparent speed of light in the air or vacuum to the speed in the medium. The refractive index determines how much the path of light is bent, or refrac ...
, * Optical properties of media through which light passes (transparent solids, liquids, clouds, smoke), e.g.
absorption Absorption may refer to: Chemistry and biology *Absorption (biology), digestion **Absorption (small intestine) *Absorption (chemistry), diffusion of particles of gas or liquid into liquid or solid materials *Absorption (skin), a route by which su ...
and
scattering In physics, scattering is a wide range of physical processes where moving particles or radiation of some form, such as light or sound, are forced to deviate from a straight trajectory by localized non-uniformities (including particles and radiat ...
cross sections *
Bitmap In computing, a bitmap (also called raster) graphic is an image formed from rows of different colored pixels. A GIF is an example of a graphics image file that uses a bitmap. As a noun, the term "bitmap" is very often used to refer to a partic ...
image data used as
texture maps Texture may refer to: Science and technology * Image texture, the spatial arrangement of color or intensities in an image * Surface texture, the smoothness, roughness, or bumpiness of the surface of an object * Texture (roads), road surface c ...
for surfaces * Small scripts or programs for generating complex 3D shapes or scenes procedurally * Description of how object and camera locations and other information change over time, for rendering an animation Many file formats exist for storing individual 3D objects or "
models A model is an informative representation of an object, person, or system. The term originally denoted the plans of a building in late 16th-century English, and derived via French and Italian ultimately from Latin , . Models can be divided int ...
". 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 3D artists 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 "
assets In financial accounting, an asset is any resource owned or controlled by a business or an economic entity. It is anything (tangible or intangible) that can be used to produce positive economic value. Assets represent value of ownership that can b ...
".


Volumetric data

Scientific and engineering visualization often requires rendering volumetric data generated by 3D scans or
simulations A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
. Perhaps the most common source of such data is medical CT and
MRI Magnetic resonance imaging (MRI) is a medical imaging technique used in radiology to generate pictures of the anatomy and the physiological processes inside the body. MRI scanners use strong magnetic fields, magnetic field gradients, and rad ...
scans, which need to be rendered for diagnosis. Volumetric data can be extremely large, and requires specialized data formats to store it efficiently, particularly if the volume is ''
sparse Sparse is a computer software tool designed to find possible coding faults in the Linux kernel. Unlike other such tools, this static analysis tool was initially designed to only flag constructs that were likely to be of interest to kernel deve ...
'' (with empty regions that do not contain data). Before rendering,
level set In mathematics, a level set of a real-valued function of real variables is a set where the function takes on a given constant value , that is: : L_c(f) = \left\~. When the number of independent variables is two, a level set is call ...
s for volumetric data can be extracted and converted into a mesh of triangles, e.g. by using the
marching cubes Marching cubes is a computer graphics algorithm, published in the 1987 SIGGRAPH proceedings by Lorensen and Cline, for extracting a polygonal mesh of an isosurface from a three-dimensional discrete scalar field (the elements of which are somet ...
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 lower-resolution volumetric data without interpolation, the individual cubes or "
voxel In computing, a voxel is a representation of a value on a three-dimensional regular grid, akin to the two-dimensional pixel. Voxels are frequently used in the Data visualization, visualization and analysis of medical imaging, medical and scient ...
s" may be visible, an effect sometimes used deliberately for game graphics.


Photogrammetry and scanning

Photographs of real world objects can be incorporated into a rendered scene by using them as textures for 3D objects. Photos of a scene can also be stitched together to create panoramic images or environment maps, which allow the scene to be rendered very efficiently but only from a single viewpoint. Scanning of real objects and scenes using
structured light upright=1.3, A structured light pattern projected onto a surface (left) Structured light is a method that measures the shape and depth of a three-dimensional object by projecting a pattern of light onto the object's surface. The pattern can be ...
or
lidar Lidar (, also LIDAR, an acronym of "light detection and ranging" or "laser imaging, detection, and ranging") is a method for determining ranging, ranges by targeting an object or a surface with a laser and measuring the time for the reflected li ...
produces
point cloud A point cloud is a discrete set of data Point (geometry), points in space. The points may represent a 3D shape or object. Each point Position (geometry), position has its set of Cartesian coordinates (X, Y, Z). Points may contain data other than ...
s 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 converted into meshes 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.)


Neural approximations and light fields

A more recent, experimental approach is description of scenes using radiance fields 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
light field A light field, or lightfield, is a vector-valued function, vector function that describes the amount of light flowing in every direction through every point in a space. The space of all possible ''light rays'' is given by the Five-dimensional space ...
recorded by a
hologram Holography is a technique that allows a wavefront to be recorded and later reconstructed. It is best known as a method of generating three-dimensional images, and has a wide range of other uses, including data storage, microscopy, and interf ...
.) 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
approximation An approximation is anything that is intentionally similar but not exactly equal to something else. Etymology and usage The word ''approximation'' is derived from Latin ''approximatus'', from ''proximus'' meaning ''very near'' and the prefix ...
function must be found.
Neural networks A neural network is a group of interconnected units called neurons that send signals to one another. Neurons can be either Cell (biology), biological cells or signal pathways. While individual neurons are simple, many of them together in a netwo ...
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 "
training data In machine learning, a common task is the study and construction of algorithms that can learn from and make predictions on data. Such algorithms function by making data-driven predictions or decisions, through building a mathematical model from ...
". Algorithms related to neural networks have recently been used to find approximations of a scene as 3D Gaussians. The resulting representation is similar to a
point cloud A point cloud is a discrete set of data Point (geometry), points in space. The points may represent a 3D shape or object. Each point Position (geometry), position has its set of Cartesian coordinates (X, Y, Z). Points may contain data other than ...
, except that it uses fuzzy, partially-transparent blobs of varying dimensions and orientations instead of points. As with
neural radiance field A neural radiance field (NeRF) is a method based on deep learning for reconstructing a three-dimensional representation of a scene from two-dimensional images. The NeRF model enables downstream applications of novel view synthesis, scene geometry ...
s, these approximations are often generated from photographs or video frames.


Outputs

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
raster graphics upright=1, The Smiley, smiley face in the top left corner is a raster image. When enlarged, individual pixels appear as squares. Enlarging further, each pixel can be analyzed, with their colors constructed through combination of the values for ...
file format such as
JPEG JPEG ( , short for Joint Photographic Experts Group and sometimes retroactively referred to as JPEG 1) is a commonly used method of lossy compression for digital images, particularly for those images produced by digital photography. The degr ...
or
PNG Portable Network Graphics (PNG, officially pronounced , colloquially pronounced ) is a raster-graphics file format that supports lossless data compression. PNG was developed as an improved, non-patented replacement for Graphics Interchange ...
. High-end rendering applications commonly use the
OpenEXR OpenEXR is a high-dynamic range, multi-channel raster file format, released as an open standard along with a set of software tools created by Industrial Light & Magic (ILM), under a free software license similar to the BSD license. It is notab ...
file format, which can represent finer gradations of colors and
high dynamic range High dynamic range (HDR), also known as wide dynamic range, extended dynamic range, or expanded dynamic range, is a signal with a higher dynamic range than usual. The term is often used in discussing the dynamic ranges of images, videos, audio o ...
lighting, allowing
tone mapping Tone mapping is a technique used in image processing and computer graphics to map one set of colors to another to approximate the appearance of high-dynamic-range (HDR) images in a medium that has a more limited dynamic range. Print-outs, C ...
or other adjustments to be applied afterwards without loss of quality. 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
cluster may refer to: Science and technology Astronomy * Cluster (spacecraft), constellation of four European Space Agency spacecraft * Cluster II (spacecraft), a European Space Agency mission to study the magnetosphere * Asteroid cluster, a small ...
or ''
render farm A render farm is a high-performance computer system, e.g. a computer cluster, built to render computer-generated imagery (CGI), typically for film and television visual effects. A render farm is different from a render wall, which is a network ...
'' and may take hours or even days to render) are output as separate files and combined later into a video clip. The output of a renderer sometimes includes more than just RGB color values. 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
texture maps Texture may refer to: Science and technology * Image texture, the spatial arrangement of color or intensities in an image * Surface texture, the smoothness, roughness, or bumpiness of the surface of an object * Texture (roads), road surface c ...
for real-time rendering, or used to assist in removing noise 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 be adjusted after rendering. The
OpenEXR OpenEXR is a high-dynamic range, multi-channel raster file format, released as an open standard along with a set of software tools created by Industrial Light & Magic (ILM), under a free software license similar to the BSD license. It is notab ...
format allows storing many channels of data in a single file. Renderers such as
Blender A blender (sometimes called a mixer (from Latin ''mixus, the PPP of miscere eng. to Mix)'' or liquidiser in British English) is a kitchen and laboratory appliance used to mix, crush, purée or emulsify food and other substances. A stationary ...
and
Pixar RenderMan Pixar RenderMan (also known as RenderMan) is a photorealistic 3D rendering software produced by Pixar Animation Studios. Pixar uses RenderMan to render their in-house 3D animated movie productions and it is also available as a commercial product ...
support a large variety of configurable values called Arbitrary Output Variables (AOVs).


Techniques

Choosing how to render a 3D scene usually involves trade-offs between speed, memory usage, and realism (although realism is not always desired). The 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. An important distinction is between
image order In computer graphics, image order algorithms iterate over the pixels in the image to be produced, rather than the elements in the scene to be rendered. Object order algorithms are those that iterate over the elements in the scene to be rendered, r ...
algorithms, which iterate over pixels in the image, and object order algorithms, which iterate over objects in the scene. For simple scenes, object order is usually more efficient, as there are fewer objects than pixels. ; 2D vector graphics : The
vector displays A vector monitor, vector display, or calligraphic display is a display device used for computer graphics up through the 1970s. It is a type of CRT, similar to that of an early oscilloscope. In a vector display, the image is composed of drawn lin ...
of the 1960s-1970s used deflection of an
electron beam Since the mid-20th century, electron-beam technology has provided the basis for a variety of novel and specialized applications in semiconductor manufacturing, microelectromechanical systems, nanoelectromechanical systems, and microscopy. Mechani ...
to draw
line segment In geometry, a line segment is a part of a line (mathematics), straight line that is bounded by two distinct endpoints (its extreme points), and contains every Point (geometry), point on the line that is between its endpoints. It is a special c ...
s directly on the screen. Nowadays,
vector graphics Vector graphics are a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector displ ...
are rendered by
rasterization In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, whic ...
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. ; 3D rasterization : Adapts 2D rasterization algorithms so they can be used more efficiently for 3D rendering, handling
hidden surface removal In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts o ...
via
scanline A scan line (also scanline) is one line, or row, in a raster scanning pattern, such as a line of video on a cathode-ray tube (CRT) display of a television set or computer monitor. On CRT screens the horizontal scan lines are visually discernib ...
or
z-buffer A z-buffer, also known as a depth buffer, is a type of data buffer used in computer graphics to store the depth information of Fragmentation (computing), fragments. The values stored represent the distance to the camera, with 0 being the closest ...
techniques. Different realistic or stylized effects can be obtained by coloring the pixels covered by the objects in different ways.
Surfaces A surface, as the term is most generally used, is the outermost or uppermost layer of a physical object or space. Surface or surfaces may also refer to: Mathematics *Surface (mathematics), a generalization of a plane which needs not be flat * Sur ...
are typically divided into
meshes Medical Subject Headings (MeSH) is a comprehensive controlled vocabulary for the purpose of indexing journal articles and books in the life sciences. It serves as a thesaurus of index terms that facilitates searching. Created and updated by the ...
of triangles before being rasterized. Rasterization is usually synonymous with "object order" rendering (as described above). ;
Ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing (graphics), ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from th ...
: Uses geometric formulas to compute the first object that a
ray Ray or RAY may refer to: Fish * Ray (fish), any cartilaginous fish of the superorder Batoidea * Ray (fish fin anatomy), the bony or horny spine on ray-finned fish Science and mathematics * Half-line (geometry) or ray, half of a line split at an ...
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 an enemy can see in a
game A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art ...
. ; Ray tracing : Simulates the bouncing paths of light caused by
specular reflection Specular reflection, or regular reflection, is the mirror-like reflection (physics), reflection of waves, such as light, from a surface. The law of reflection states that a reflected ray (optics), ray of light emerges from the reflecting surf ...
and
refraction In physics, refraction is the redirection of a wave as it passes from one transmission medium, medium to another. The redirection can be caused by the wave's change in speed or by a change in the medium. Refraction of light is the most commo ...
, requiring a varying number of ray casting operations for each path. Advanced forms use Monte Carlo techniques to render effects such as area lights,
depth of field The depth of field (DOF) is the distance between the nearest and the farthest objects that are in acceptably sharp focus (optics), focus in an image captured with a camera. See also the closely related depth of focus. Factors affecting depth ...
, blurry reflections, and
soft shadows The umbra, penumbra and antumbra are three distinct parts of a shadow, created by any light source after impinging on an opaque object of lesser size. In cases of equal or smaller impinging objects, only an umbra and penumba are generated. As ...
, but computing
global illumination Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting Lighting or illumination is the deliberate use of light to achieve practical or aest ...
is usually in the domain of path tracing. ; Radiosity : A
finite element analysis Finite element method (FEM) is a popular method for numerically solving differential equations arising in engineering and mathematical models, mathematical modeling. Typical problem areas of interest include the traditional fields of structural ...
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
irradiance In radiometry, irradiance is the radiant flux ''received'' by a ''surface'' per unit area. The SI unit of irradiance is the watt per square metre (symbol W⋅m−2 or W/m2). The CGS unit erg per square centimetre per second (erg⋅cm−2⋅s−1) ...
of each surface is known, the scene can be rendered using rasterization or ray tracing. ;
Path tracing Path tracing is a rendering algorithm in computer graphics that Simulation, simulates how light interacts with Physical object, objects, voxels, and Volumetric_path_tracing, participating media to generate realistic (''physically plausible'') R ...
: Uses
Monte Carlo integration In mathematics, Monte Carlo integration is a technique for numerical integration using random numbers. It is a particular Monte Carlo method that numerically computes a definite integral. While other algorithms usually evaluate the integrand at ...
with a simplified form of ray tracing, computing the average brightness of a
sample Sample or samples may refer to: * Sample (graphics), an intersection of a color channel and a pixel * Sample (material), a specimen or small quantity of something * Sample (signal), a digital discrete sample of a continuous analog signal * Sample ...
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 statistically unbiased way to solve the
rendering equation In computer graphics, the rendering equation is an integral equation that expresses the amount of light leaving a point on a surface as the sum of emitted light and reflected light. It was independently introduced into computer graphics by David ...
, giving ray tracing a rigorous mathematical foundation. 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
usage The usage of a language is the ways in which its written and spoken variations are routinely employed by its speakers; that is, it refers to "the collective habits of a language's native speakers", as opposed to idealized models of how a languag ...
of terminology related to ray tracing and path tracing has changed significantly over time.
Ray marching Ray marching is a class of rendering methods for 3D computer graphics where rays are traversed iteratively, effectively dividing each ray into smaller ray segments, sampling some function at each step. For example, in volume ray casting the funct ...
is a family of algorithms, used by ray casting, for finding intersections between a ray and a complex object, such as a volumetric dataset or a surface defined by a
signed distance function In mathematics and its applications, the signed distance function or signed distance field (SDF) is the orthogonal distance of a given point ''x'' to the boundary of a set Ω in a metric space (such as the surface of a geometric shape), with t ...
. 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. A technique called
photon mapping In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001Jensen, H. (1996). ''Global Illumination using Photon Maps''. nlineAvailable at: http://graphics.sta ...
traces paths of photons from a light source to an object, accumulating data about
irradiance In radiometry, irradiance is the radiant flux ''received'' by a ''surface'' per unit area. The SI unit of irradiance is the watt per square metre (symbol W⋅m−2 or W/m2). The CGS unit erg per square centimetre per second (erg⋅cm−2⋅s−1) ...
which is then used during conventional ray tracing or path tracing. Rendering a scene using only rays traced from the light source to the camera 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. Some authors call conventional ray tracing "backward" ray tracing because it traces the paths of photons backwards from the camera to the light source, and call following paths from the light source (as in photon mapping) "forward" ray tracing. However, sometimes the meaning of these terms is reversed. Tracing rays starting at the light source can also be called ''particle tracing'' or ''light tracing'', which avoids this ambiguity. Real-time rendering, including video game graphics, typically uses rasterization, but increasingly combines it with ray tracing and path tracing. To enable realistic
global illumination Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting Lighting or illumination is the deliberate use of light to achieve practical or aest ...
, real-time rendering often relies on pre-rendered ("baked") lighting for stationary objects. For moving objects, it may use a technique called ''light probes'', 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
interpolation In the mathematics, mathematical field of numerical analysis, interpolation is a type of estimation, a method of constructing (finding) new data points based on the range of a discrete set of known data points. In engineering and science, one ...
). These are similar to environment maps, but typically use a very low resolution or an approximation such as
spherical harmonics In mathematics and physical science, spherical harmonics are special functions defined on the surface of a sphere. They are often employed in solving partial differential equations in many scientific fields. The table of spherical harmonics co ...
. (Note:
Blender A blender (sometimes called a mixer (from Latin ''mixus, the PPP of miscere eng. to Mix)'' or liquidiser in British English) is a kitchen and laboratory appliance used to mix, crush, purée or emulsify food and other substances. A stationary ...
uses the term 'light probes' for a more general class of pre-recorded lighting data, including reflection maps.)


Rasterization

The term ''rasterization'' (in a broad sense) encompasses many techniques used for 2D rendering and
real-time Real-time, realtime, or real time may refer to: Computing * Real-time computing, hardware and software systems subject to a specified time constraint * Real-time clock, a computer clock that keeps track of the current time * Real-time Control Syst ...
3D rendering. 3D
animated films Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
were rendered by rasterization before ray tracing and
path tracing Path tracing is a rendering algorithm in computer graphics that Simulation, simulates how light interacts with Physical object, objects, voxels, and Volumetric_path_tracing, participating media to generate realistic (''physically plausible'') R ...
became practical. A renderer combines rasterization with ''geometry processing'' (which is not specific to rasterization) and ''pixel processing'' which computes the RGB color values to be placed in the ''
framebuffer A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Mode ...
'' for display. The main tasks of rasterization (including pixel processing) are: * 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) * Blending between colors and depths defined at the vertices of shapes, e.g. using
barycentric coordinates In geometry, a barycentric coordinate system is a coordinate system in which the location of a point is specified by reference to a simplex (a triangle for points in a plane, a tetrahedron for points in three-dimensional space, etc.). The bar ...
(''interpolation'') * Determining if parts of shapes are hidden by other shapes, due to 2D layering or 3D depth (''
hidden surface removal In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts o ...
'') * Evaluating a function for each pixel covered by a shape (''
shading Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the object's ...
'') * Smoothing edges of shapes so pixels are less visible (''
anti-aliasing Anti-aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording. Specific topics in anti-aliasing include: * Anti-aliasing filter, a filter used b ...
'') * Blending overlapping transparent shapes (''
compositing Compositing is the process or technique of combining visual elements from separate sources into single images, often to create the illusion that all those elements are parts of the same scene. Live action, Live-action shooting for compositing ...
'') 3D rasterization is typically part of a ''
graphics pipeline The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2 ...
'' in which an application provides lists of triangles to be rendered, and the rendering system transforms and
projects A project is a type of assignment, typically involving research or design, that is carefully planned to achieve a specific objective. An alternative view sees a project managerially as a sequence of events: a "set of interrelated tasks to be ...
their coordinates, determines which triangles are potentially visible in the ''
viewport A viewport is a polygon viewing region in computer graphics. In computer graphics theory, there are two region-like notions of relevance when rendering some objects to an image. In textbook terminology, the ''world coordinate window'' is the area ...
'', and performs the above rasterization and pixel processing tasks before displaying the final result on the screen. Historically, 3D rasterization used algorithms like the ''
Warnock algorithm The Warnock algorithm is a hidden surface algorithm invented by John Warnock that is typically used in the field of computer graphics. It solves the problem of rendering a complicated image by recursive subdivision of a scene until areas are ob ...
'' and ''
scanline rendering Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of ...
'' (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. High-performance algorithms exist for rasterizing 2D lines, including anti-aliased lines, as well as ellipses and filled triangles. An important special case of 2D rasterization is text rendering, which requires careful anti-aliasing and rounding of coordinates to avoid distorting the
letterform A letterform, letter-form or letter form is a term used especially in typography, palaeography, calligraphy and epigraphy to mean a letter (alphabet), letter's shape. A letterform is a type of glyph, which is a specific, concrete way of writing a ...
s and preserve spacing, density, and sharpness. After 3D coordinates have been
projected Projected is an American rock supergroup consisting of Sevendust members John Connolly and Vinnie Hornsby, Alter Bridge and Creed drummer Scott Phillips, and former Submersed and current Tremonti guitarist Eric Friedman. The band released the ...
onto the
image plane In 3D computer graphics, the image plane is that plane in the world which is identified with the plane of the display monitor used to view the image that is being rendered. It is also referred to as screen space. If one makes the analogy of taki ...
, rasterization is primarily a 2D problem, but the 3rd dimension necessitates ''
hidden surface removal In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts o ...
''. Early computer graphics used
geometric algorithms An algorithm is fundamentally a set of rules or defined procedures that is typically designed and used to solve a specific problem or a broad set of problems. Broadly, algorithms define process(es), sets of rules, or methodologies that are to be f ...
or ray casting to remove the hidden portions of shapes, or used the ''
painter's algorithm The painter's algorithm (also depth-sort algorithm and priority fill) is an algorithm for Hidden-surface determination#Visible surface determination, visible surface determination in 3D computer graphics that works on a polygon, polygon-by-polyg ...
'', 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
scanline rendering Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of ...
algorithm. The ''
z-buffer A z-buffer, also known as a depth buffer, is a type of data buffer used in computer graphics to store the depth information of Fragmentation (computing), fragments. The values stored represent the distance to the camera, with 0 being the closest ...
'' algorithm performs the comparisons indirectly by including a depth or "z" value in the
framebuffer A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Mode ...
. 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. A drawback of the basic z-buffer algorithm 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 ''
anti-aliasing Anti-aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording. Specific topics in anti-aliasing include: * Anti-aliasing filter, a filter used b ...
'' approaches addressed this by detecting when a pixel is partially covered by a shape, and calculating the covered area. The A-buffer (and other
supersampling Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer p ...
and multi-sampling techniques) solve the problem less precisely but with higher performance. For real-time 3D graphics, it has become common to use complicated heuristics (and even neural-networks) to perform anti-aliasing. In 3D rasterization, color is usually determined by a ''
pixel shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as '' shading''. Shaders have evolved to perform a variety of s ...
'' or ''fragment shader'', 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
shadows A shadow is a dark area on a surface where light from a light source is blocked by an object. In contrast, shade occupies the three-dimensional volume behind an object with light in front of it. The cross-section of a shadow is a two-dimensiona ...
and reflections using only
texture mapping Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut ap ...
and multiple passes. Older and more basic 3D rasterization implementations did not support shaders, and used simple shading techniques such as ''
flat shading Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the object's ...
'' (lighting is computed once for each triangle, which is then rendered entirely in one color), ''
Gouraud shading Gouraud shading ( ), named after Henri Gouraud (computer scientist), Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by Polygon mesh, polygon meshes. In practice, Gouraud ...
'' (lighting is computed using normal vectors defined at vertices and then colors are interpolated across each triangle), or ''
Phong shading In 3D computer graphics, Phong shading, Phong interpolation, or normal-vector interpolation shading is an interpolation technique for surface shading invented by computer graphics pioneer Bui Tuong Phong. Phong shading interpolates surface no ...
'' (normal vectors are interpolated across each triangle and lighting is computed for each pixel). Until relatively recently,
Pixar Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney ...
used rasterization for rendering its
animated films Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
. Unlike the renderers commonly used for real-time graphics, the Reyes rendering system in Pixar's
RenderMan The name RenderMan can cause confusion because it has been used to refer to different things developed by Pixar Animation Studios: * RenderMan Interface Specification (RISpec), an open API An application programming interface (API) is a connec ...
software was optimized for rendering very small (pixel-sized) polygons, and incorporated
stochastic Stochastic (; ) is the property of being well-described by a random probability distribution. ''Stochasticity'' and ''randomness'' are technically distinct concepts: the former refers to a modeling approach, while the latter describes phenomena; i ...
sampling techniques more typically associated with ray tracing.


Ray casting

One of the simplest ways to render a 3D scene is to test if a
ray Ray or RAY may refer to: Fish * Ray (fish), any cartilaginous fish of the superorder Batoidea * Ray (fish fin anatomy), the bony or horny spine on ray-finned fish Science and mathematics * Half-line (geometry) or ray, half of a line split at an ...
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 ''ray casting'', 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 '' constructive solid geometry'' (CSG) operations. 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 and plotting the intersection points (similar to the later technique called ''
photon mapping In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001Jensen, H. (1996). ''Global Illumination using Photon Maps''. nlineAvailable at: http://graphics.sta ...
''). When rendering scenes containing many objects, testing the intersection of a ray with every object becomes very expensive. Special
data structure In computer science, a data structure is a data organization and storage format that is usually chosen for Efficiency, efficient Data access, access to data. More precisely, a data structure is a collection of data values, the relationships amo ...
s 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
database index A database index is a data structure that improves the speed of data retrieval operations on a database table at the cost of additional writes and storage space to maintain the index data structure. Indexes are used to quickly locate data withou ...
es for finding the relevant objects. The most common are the ''
bounding volume hierarchy A bounding volume hierarchy (BVH) is a tree structure on a set of geometric objects. All geometric objects, which form the leaf nodes of the tree, are wrapped in bounding volumes. These nodes are then grouped as small sets and enclosed within lar ...
'' (BVH), which stores a pre-computed bounding box or sphere for each branch of a
tree In botany, a tree is a perennial plant with an elongated stem, or trunk, usually supporting branches and leaves. In some usages, the definition of a tree may be narrower, e.g., including only woody plants with secondary growth, only ...
of objects, and the ''
k-d tree In computer science, a ''k''-d tree (short for ''k-dimensional tree'') is a space-partitioning data structure for organizing points in a ''k''-dimensional space. K-dimensional is that which concerns exactly k orthogonal axes or a space of any ...
'' which
recursively Recursion occurs when the definition of a concept or process depends on a simpler or previous version of itself. Recursion is used in a variety of disciplines ranging from linguistics to logic. The most common application of recursion is in m ...
divides space into two parts. Recent
GPU A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal ...
s include hardware acceleration for BVH intersection tests. K-d trees are a special case of ''
binary space partitioning In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a representa ...
'', which was frequently used in early computer graphics (it can also generate a rasterization order for the
painter's algorithm The painter's algorithm (also depth-sort algorithm and priority fill) is an algorithm for Hidden-surface determination#Visible surface determination, visible surface determination in 3D computer graphics that works on a polygon, polygon-by-polyg ...
). ''
Octree An octree is a tree data structure in which each internal node has exactly eight child node, children. Octrees are most often used to partition a three-dimensional space by recursive subdivision, recursively subdividing it into eight Octant (geo ...
s'', another historically popular technique, are still often used for volumetric data. Geometric formulas are sufficient for finding the intersection of a ray with shapes like
sphere A sphere (from Ancient Greek, Greek , ) is a surface (mathematics), surface analogous to the circle, a curve. In solid geometry, a sphere is the Locus (mathematics), set of points that are all at the same distance from a given point in three ...
s,
polygon In geometry, a polygon () is a plane figure made up of line segments connected to form a closed polygonal chain. The segments of a closed polygonal chain are called its '' edges'' or ''sides''. The points where two edges meet are the polygon ...
s, and
polyhedra In geometry, a polyhedron (: polyhedra or polyhedrons; ) is a three-dimensional figure with flat polygonal faces, straight edges and sharp corners or vertices. The term "polyhedron" may refer either to a solid figure or to its boundary su ...
, but for most curved surfaces there is no
analytic solution In mathematics, an expression or equation is in closed form if it is formed with constants, variables, and a set of functions considered as ''basic'' and connected by arithmetic operations (, and integer powers) and function composition. ...
, or the intersection is difficult to compute accurately using limited precision
floating point numbers In computing, floating-point arithmetic (FP) is arithmetic on subsets of real numbers formed by a ''significand'' (a signed sequence of a fixed number of digits in some base) multiplied by an integer power of that base. Numbers of this form ...
.
Root-finding algorithm In numerical analysis, a root-finding algorithm is an algorithm for finding zeros, also called "roots", of continuous functions. A zero of a function is a number such that . As, generally, the zeros of a function cannot be computed exactly nor ...
s such as
Newton's method In numerical analysis, the Newton–Raphson method, also known simply as Newton's method, named after Isaac Newton and Joseph Raphson, is a root-finding algorithm which produces successively better approximations to the roots (or zeroes) of a ...
can sometimes be used. To avoid these complications, curved surfaces are often approximated as Triangle mesh, meshes of triangles. Volume rendering (e.g. rendering clouds and smoke), and some surfaces such as fractals, may require ray marching instead of basic ray casting.


Ray tracing

Ray casting can be used to render an image by tracing Ray (optics), light rays backwards from a simulated camera. After finding a point on a surface where a ray originated, another ray is traced towards the light source to determine if anything is casting a shadow on that point. If not, a ''Bidirectional reflectance distribution function, reflectance model'' (such as Lambertian reflectance for Paint sheen, matte surfaces, or the Phong reflection model for glossy surfaces) is used to compute the probability that a photon arriving from the light would be reflected towards the camera, and this is multiplied by the brightness of the light to determine the pixel brightness. If there are multiple light sources, brightness contributions of the lights are added together. For color images, calculations are repeated for multiple Visible spectrum, wavelengths of light (e.g. red, green, and blue). ''Classical ray tracing'' (also called ''Whitted-style'' or ''recursive'' ray tracing) extends this method so it can render mirrors and transparent objects. If a ray traced backwards from the camera originates at a point on a mirror, the Specular reflection, reflection formula from geometric optics is used to calculate the direction the reflected ray came from, and another ray is cast backwards in that direction. If a ray originates at a transparent surface, rays are cast backwards for both Specular reflection, reflected and Refraction, refracted rays (using Snell's law to compute the refracted direction), and so ray tracing needs to support a branching "tree" of rays. In simple implementations, a Recursion (computer science), recursive function is called to trace each ray. Ray tracing usually performs
anti-aliasing Anti-aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording. Specific topics in anti-aliasing include: * Anti-aliasing filter, a filter used b ...
by taking the average of multiple Sampling (statistics), samples for each pixel. It may also use multiple samples for effects like
depth of field The depth of field (DOF) is the distance between the nearest and the farthest objects that are in acceptably sharp focus (optics), focus in an image captured with a camera. See also the closely related depth of focus. Factors affecting depth ...
and motion blur. If evenly spaced ray directions or times are used for each of these features, many rays are required, and some aliasing will remain. ''Cook-style'', ''stochastic'', or ''Monte Carlo ray tracing'' avoids this problem by using Monte Carlo method, random sampling instead of evenly spaced samples. This type of ray tracing is commonly called distributed ray tracing, ''distributed ray tracing'', or ''distribution ray tracing'' because it samples rays from probability distributions. Distribution ray tracing can also render realistic "soft" shadows from large lights by using a random sample of points on the light when testing for shadowing, and it can simulate chromatic aberration by sampling multiple wavelengths from the Visible spectrum, spectrum of light. Real surface materials reflect small amounts of light in almost every direction because they have small (or microscopic) bumps and grooves. A distribution ray tracer can simulate this by sampling possible ray directions, which allows rendering blurry reflections from glossy and metallic surfaces. However, if this procedure is repeated Recursion, recursively to simulate realistic indirect lighting, and if more than one sample is taken at each surface point, the tree of rays quickly becomes huge. Another kind of ray tracing, called ''path tracing'', handles indirect light more efficiently, avoiding branching, and ensures that the distribution of all possible paths from a light source to the camera is sampled in an Unbiased rendering, unbiased way. Ray tracing was often used for rendering reflections in animated films, until path tracing became standard for film rendering. Films such as Shrek 2 and Monsters University also used distribution ray tracing or path tracing to precompute indirect illumination for a scene or frame prior to rendering it using rasterization. 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, 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 DirectX Raytracing, DirectX, Metal (API), Metal, and Vulkan. Ray tracing has been used to render simulated black holes, and the appearance of objects moving at close to the speed of light, by taking curved spacetime, spacetime curvature and Special relativity, relativistic effects into account during light ray simulation.


Radiosity

Radiosity (named after the Radiosity (radiometry), radiometric quantity of the same name) is a method for rendering objects illuminated by light Diffuse reflection, bouncing off rough or matte surfaces. This type of illumination is called ''indirect light'', ''environment lighting'', ''diffuse lighting'', or ''diffuse interreflection'', and the problem of rendering it realistically is called ''global illumination''. Rasterization and basic forms of ray tracing (other than distribution ray tracing and path tracing) can only roughly approximate indirect light, e.g. by adding a uniform "ambient" lighting amount chosen by the artist. Radiosity techniques are also suited to rendering scenes with ''area lights'' such as rectangular fluorescent lighting panels, which are difficult for rasterization and traditional ray tracing. Radiosity is considered a Physically based rendering, physically-based method, meaning that it aims to simulate the flow of light in an environment using equations and experimental data from physics, however it often assumes that all surfaces are opaque and perfectly Lambertian reflectance, Lambertian, which reduces realism and limits its applicability. In the original radiosity method (first proposed in 1984) now called ''classical radiosity'', surfaces and lights in the scene are split into pieces called ''patches'', a process called ''Mesh generation, meshing'' (this step makes it a finite element method). The rendering code must then determine what fraction of the light being emitted or Diffuse reflection, diffusely reflected (scattered) by each patch is received by each other patch. These fractions are called ''form factors'' or ''view factors'' (first used in engineering to model Thermal radiation, radiative heat transfer). The form factors are multiplied by the
albedo Albedo ( ; ) is the fraction of sunlight that is Diffuse reflection, diffusely reflected by a body. It is measured on a scale from 0 (corresponding to a black body that absorbs all incident radiation) to 1 (corresponding to a body that reflects ...
of the receiving surface and put in a Matrix (mathematics), matrix. The lighting in the scene can then be expressed as a matrix equation (or equivalently a system of linear equations) that can be solved by methods from linear algebra. Solving the radiosity equation gives the total amount of light emitted and reflected by each patch, which is divided by area to get a value called ''Radiosity (radiometry), radiosity'' that can be used when rasterizing or ray tracing to determine the color of pixels corresponding to visible parts of the patch. For real-time rendering, this value (or more commonly the
irradiance In radiometry, irradiance is the radiant flux ''received'' by a ''surface'' per unit area. The SI unit of irradiance is the watt per square metre (symbol W⋅m−2 or W/m2). The CGS unit erg per square centimetre per second (erg⋅cm−2⋅s−1) ...
, which does not depend on local surface albedo) can be pre-computed and stored in a texture (called an ''irradiance map'') or stored as vertex data for 3D models. This feature was used in architectural visualization software to allow real-time walk-throughs of a building interior after computing the lighting. The large size of the matrices used in classical radiosity (the square of the number of patches) causes problems for realistic scenes. Practical implementations may use Jacobi method, Jacobi or Gauss–Seidel method, Gauss-Seidel iterations, which is equivalent (at least in the Jacobi case) to simulating the propagation of light one bounce at a time until the amount of light remaining (not yet absorbed by surfaces) is insignificant. The number of iterations (bounces) required is dependent on the scene, not the number of patches, so the total work is proportional to the square of the number of patches (in contrast, solving the matrix equation using Gaussian elimination requires work proportional to the cube of the number of patches). Form factors may be recomputed when they are needed, to avoid storing a complete matrix in memory. The quality of rendering is often determined by the size of the patches, e.g. very fine meshes are needed to depict the edges of shadows accurately. An important improvement is ''hierarchical radiosity'', which uses a coarser mesh (larger patches) for simulating the transfer of light between surfaces that are far away from one another, and adaptively sub-divides the patches as needed. This allows radiosity to be used for much larger and more complex scenes. Alternative and extended versions of the radiosity method support non-Lambertian surfaces, such as glossy surfaces and mirrors, and sometimes use volumes or "clusters" of objects as well as surface patches. Stochastic or Monte Carlo method, Monte Carlo radiosity uses Sampling (statistics), random sampling in various ways, e.g. taking samples of incident light instead of integrating over all patches, which can improve performance but adds noise (this noise can be reduced by using deterministic iterations as a final step, unlike path tracing noise). Simplified and partially precomputed versions of radiosity are widely used for real-time rendering, combined with techniques such as ''octree radiosity'' that store approximations of the
light field A light field, or lightfield, is a vector-valued function, vector function that describes the amount of light flowing in every direction through every point in a space. The space of all possible ''light rays'' is given by the Five-dimensional space ...
.


Path tracing

As part of the approach known as ''physically based rendering'',
path tracing Path tracing is a rendering algorithm in computer graphics that Simulation, simulates how light interacts with Physical object, objects, voxels, and Volumetric_path_tracing, participating media to generate realistic (''physically plausible'') R ...
has become the dominant technique for rendering realistic scenes, including effects for movies. For example, the popular open source 3D software
Blender A blender (sometimes called a mixer (from Latin ''mixus, the PPP of miscere eng. to Mix)'' or liquidiser in British English) is a kitchen and laboratory appliance used to mix, crush, purée or emulsify food and other substances. A stationary ...
uses path tracing in its Cycles renderer. Images produced using path tracing for
global illumination Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting Lighting or illumination is the deliberate use of light to achieve practical or aest ...
are generally noisier than when using Radiosity (computer graphics), radiosity (the main competing algorithm for realistic lighting), but radiosity can be difficult to apply to complex scenes and is prone to artifacts that arise from using a Tessellation (computer graphics), tessellated representation of
irradiance In radiometry, irradiance is the radiant flux ''received'' by a ''surface'' per unit area. The SI unit of irradiance is the watt per square metre (symbol W⋅m−2 or W/m2). The CGS unit erg per square centimetre per second (erg⋅cm−2⋅s−1) ...
. Like ''distributed ray tracing'', path tracing is a kind of ''
stochastic Stochastic (; ) is the property of being well-described by a random probability distribution. ''Stochasticity'' and ''randomness'' are technically distinct concepts: the former refers to a modeling approach, while the latter describes phenomena; i ...
'' or ''Randomized algorithm, randomized'' ray tracing that uses Monte Carlo integration, Monte Carlo or Quasi-Monte Carlo method, Quasi-Monte Carlo integration. It was proposed and named in 1986 by Jim Kajiya in the same paper as the
rendering equation In computer graphics, the rendering equation is an integral equation that expresses the amount of light leaving a point on a surface as the sum of emitted light and reflected light. It was independently introduced into computer graphics by David ...
. Kajiya observed that much of the complexity of distributed ray tracing 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 output images by using ''stratified sampling'' and ''importance sampling'' 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 variance to an acceptable level was too high. Monster House (film), Monster House, the first feature film rendered entirely using path tracing, was not released until 20 years later. In its basic form, path tracing is inefficient (requiring too many samples) for rendering Caustic (optics), caustics and scenes where light enters indirectly through narrow spaces. Attempts were made to address these weaknesses in the 1990s. ''Path tracing#Bidirectional path tracing, Bidirectional path tracing'' has similarities to
photon mapping In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001Jensen, H. (1996). ''Global Illumination using Photon Maps''. nlineAvailable at: http://graphics.sta ...
, tracing rays from the light source and the camera separately, and then finding ways to connect these paths (but unlike photon mapping it usually samples new light paths for each pixel rather than using the same cached data for all pixels). ''Metropolis light transport'' 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. ''Multiple importance sampling'' provides a way to reduce variance when combining samples from more than one sampling method, particularly when some samples are much noisier than the others. This later work was summarized and expanded upon in Eric Veach's 1997 PhD thesis, which helped raise interest in path tracing in the computer graphics community. The Autodesk Arnold, Arnold renderer, first released in 1998, proved that path tracing was practical for rendering frames for films, and that there was a demand for Unbiased rendering, unbiased and Physically based rendering, physically based rendering in the film industry; other commercial and open source path tracing renderers began appearing. Computational cost was addressed by rapid advances in CPU and
cluster may refer to: Science and technology Astronomy * Cluster (spacecraft), constellation of four European Space Agency spacecraft * Cluster II (spacecraft), a European Space Agency mission to study the magnetosphere * Asteroid cluster, a small ...
performance. Path tracing's relative simplicity and its nature as a Monte Carlo method (sampling hundreds or thousands of paths per pixel) have made it attractive to implement on a Graphics processing unit, GPU, especially on recent GPUs that support ray tracing acceleration technology such as Nvidia's Nvidia RTX, RTX and OptiX. However bidirectional path tracing and Metropolis light transport are more difficult to implement efficiently on a GPU. Research into improving path tracing continues. Many variations of bidirectional path tracing and Metropolis light transport have been explored, and ways of combining path tracing with photon mapping. Recent ''path guiding'' approaches construct approximations of the
light field A light field, or lightfield, is a vector-valued function, vector function that describes the amount of light flowing in every direction through every point in a space. The space of all possible ''light rays'' is given by the Five-dimensional space ...
probability distribution in each volume of space, so paths can be sampled more effectively. Techniques have been developed to Noise reduction, denoise 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; Artificial neural network, neural networks are now widely used for this purpose.


Neural rendering

Neural rendering is a rendering method using artificial neural networks. Neural rendering includes image-based rendering methods that are used to 3D reconstruction, reconstruct 3D models from 2-dimensional images. One of these methods are photogrammetry, 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 Nvidia, Google and various other companies.


Scientific and mathematical basis

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. The term "''physically based rendering, physically based''" 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. 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 different techniques. Rendering research is concerned with both the adaptation of scientific models and their efficient application. Mathematics used in rendering includes: linear algebra, calculus, numerical analysis, numerical mathematics, digital signal processing, signal processing, and Monte Carlo methods.


The rendering equation

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. : 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' Meaning: at a particular position and direction, the outgoing light (Lo) is the sum of the emitted light (Le) and the reflected light. The reflected light being the sum of the incoming light (Li) 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.


The bidirectional reflectance distribution function

The bidirectional reflectance distribution function (BRDF) expresses a simple model of light interaction with a surface as follows: : f_r(x, \omega', \omega) = \frac Light interaction is often approximated by the even simpler models: diffuse reflection and specular reflection, although both can ALSO be BRDFs.


Geometric optics

Rendering is practically exclusively concerned with the particle aspect of light physics known as
geometrical optics Geometrical optics, or ray optics, is a model of optics that describes light Wave propagation, propagation in terms of ''ray (optics), rays''. The ray in geometrical optics is an abstract object, abstraction useful for approximating the paths along ...
. 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 Compact disc, CDs and DVDs) and polarisation (as seen in Liquid-crystal display, LCDs). Both types of effect, if needed, are made by appearance-oriented adjustment of the reflection model.


Visual perception

Though it receives less attention, an understanding of human visual perception 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 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
tone mapping Tone mapping is a technique used in image processing and computer graphics to map one set of colors to another to approximate the appearance of high-dynamic-range (HDR) images in a medium that has a more limited dynamic range. Print-outs, C ...
.


Sampling and filtering

One problem that any rendering system must deal with, no matter which approach it takes, is the sampling problem. Essentially, the rendering process tries to depict a continuous function from image space to colors by using a finite number of pixels. As a consequence of the Nyquist–Shannon sampling theorem (or Kotelnikov theorem), any spatial waveform that can be displayed must consist of at least two pixels, which is proportional to image resolution. 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. If a naive rendering algorithm is used without any filtering, high frequencies in the image function will cause ugly aliasing to be present in the final image. Aliasing typically manifests itself as jaggies, 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 low-pass filter on the image function to remove high frequencies, a process called Spatial anti-aliasing, antialiasing.


Hardware

Rendering is usually limited by available computing power and memory Bandwidth (computing), bandwidth, and so specialized Computer hardware, hardware has been developed to speed it up ("accelerate" it), particularly for
real-time rendering Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface ( GUI) to ...
. Hardware features such as a
framebuffer A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Mode ...
for raster graphics are required to display the output of rendering smoothly in real time.


History

In the era of vector monitors (also called ''calligraphic displays''), a display processing unit (DPU) was a dedicated Central processing unit, CPU or coprocessor that maintained a list of visual elements and redrew them continuously on the screen by controlling an
electron beam Since the mid-20th century, electron-beam technology has provided the basis for a variety of novel and specialized applications in semiconductor manufacturing, microelectromechanical systems, nanoelectromechanical systems, and microscopy. Mechani ...
. Advanced DPUs such as Evans & Sutherland's Line Drawing System-1 (and later models produced into the 1980s) incorporated 3D coordinate transformation features to accelerate rendering of Wire-frame model, wire-frame images. Evans & Sutherland also made the Digistar planetarium 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 Star Trek II: The Wrath of Khan – some of the first 3D computer graphics sequences ever seen in a feature film. Shaded 3D graphics rendering in the 1970s and early 1980s was usually implemented on general-purpose computers, such as the PDP-10 used by researchers at the University of Utah. It was difficult to speed up using specialized hardware because it involves a Graphics pipeline, pipeline 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 ). Supercomputers or specially designed multi-CPU computers or computer cluster, clusters were sometimes used for ray tracing. In 1981, James H. Clark and Marc Hannah designed the Geometry Engine, a Very-large-scale integration, VLSI chip for performing some of the steps of the 3D rasterization pipeline, and started the company Silicon Graphics (SGI) to commercialize this technology. Home computers and Video game console, game consoles in the 1980s contained graphics coprocessors that were capable of scrolling and filling areas of the display, and drawing Sprite (computer graphics), sprites and lines, though they were not useful for rendering realistic images. Towards the end of the 1980s Graphics card, PC graphics cards and Arcade video game, arcade games with 3D rendering acceleration began to appear, and in the 1990s such technology became commonplace. Today, even low-power mobile processors typically incorporate 3D graphics acceleration features.


GPUs

The Graphics card, 3D graphics accelerators of the 1990s evolved into modern GPUs. GPUs are general-purpose processors, like Central processing unit, CPUs, 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 Parallel computing, parallel. 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 Kludge#Computer science, tricks could be used to perform more general computations). Due to their origins, GPUs typically still provide specialized hardware acceleration for some steps of a traditional 3D rasterization Graphics pipeline, pipeline, including hidden surface removal using a
z-buffer A z-buffer, also known as a depth buffer, is a type of data buffer used in computer graphics to store the depth information of Fragmentation (computing), fragments. The values stored represent the distance to the camera, with 0 being the closest ...
, and
texture mapping Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut ap ...
with mipmaps, but these features are no longer always used. Recent GPUs have features to accelerate finding the intersections of rays with a
bounding volume hierarchy A bounding volume hierarchy (BVH) is a tree structure on a set of geometric objects. All geometric objects, which form the leaf nodes of the tree, are wrapped in bounding volumes. These nodes are then grouped as small sets and enclosed within lar ...
, to help speed up all variants of ray tracing and
path tracing Path tracing is a rendering algorithm in computer graphics that Simulation, simulates how light interacts with Physical object, objects, voxels, and Volumetric_path_tracing, participating media to generate realistic (''physically plausible'') R ...
, as well as
neural network A neural network is a group of interconnected units called neurons that send signals to one another. Neurons can be either biological cells or signal pathways. While individual neurons are simple, many of them together in a network can perfor ...
acceleration features sometimes useful for rendering. GPUs are usually integrated with GDDR SDRAM, high-bandwidth memory systems to support the read and write memory bandwidth, bandwidth requirements of high-resolution, real-time rendering, particularly when multiple passes are required to render a frame, however memory memory latency, latency may be higher than on a CPU, which can be a problem if the Analysis of parallel algorithms#Critical path, critical path in an algorithm involves many memory accesses. GPU design accepts high latency as inevitable (in part because a large number of Thread (computing), threads are sharing the Bus (computing)#Memory bus, memory bus) 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. 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 Ray tracing (graphics), ray-traced 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 ''warps'' or ''wavefronts'' in Single instruction, multiple threads, lock-step (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.


Chronology of algorithms and techniques

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 or teams working in the same area (including earlier related work). When a method is first proposed it is often very inefficient, and it takes additional research and practical efforts to turn it into a useful technique. The list focuses on academic research and does not include hardware. (For more history see #External links, as well as Computer graphics#History and Golden age of arcade video games#Technology.) * 1760 – Lambertian reflectance, Lambertian reflectance model * 1931 – CIE 1931 color space, Standardized RGB representation of color * 1967 – Torrance-Sparrow reflectance model * 1968 –
Ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing (graphics), ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from th ...
* 1968 – Warnock algorithm, Warnock hidden surface removal * 1970 – Scanline rendering * 1971 –
Gouraud shading Gouraud shading ( ), named after Henri Gouraud (computer scientist), Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by Polygon mesh, polygon meshes. In practice, Gouraud ...
* 1973 –
Phong shading In 3D computer graphics, Phong shading, Phong interpolation, or normal-vector interpolation shading is an interpolation technique for surface shading invented by computer graphics pioneer Bui Tuong Phong. Phong shading interpolates surface no ...
* 1973 – Phong reflection model, Phong reflectance model * 1974 – Texture mapping * 1974 – Z-buffering * 1976 – Reflection mapping, Environment mapping * 1977 – Blinn–Phong reflection model, Blinn–Phong reflectance model * 1977 – Shadow volumes * 1978 – Shadow mapping * 1978 – Bump mapping * 1980 – Binary space partitioning, BSP trees * 1980 – Ray tracing * 1981 – Specular highlight#Cook–Torrance model, Cook-Torrance reflectance model * 1983 – Mipmap, MIP maps * 1984 –
Octree An octree is a tree data structure in which each internal node has exactly eight child node, children. Octrees are most often used to partition a three-dimensional space by recursive subdivision, recursively subdividing it into eight Octant (geo ...
ray tracing * 1984 – Alpha compositing * 1984 – Distributed ray tracing * 1984 – Radiosity (method for non-trivial scenes in 1985) * 1984 – A-buffer * 1985 – Hemicube (computer graphics), Hemicube radiosity * 1986 – Light source tracing * 1986 – Rendering equation * 1986 –
Path tracing Path tracing is a rendering algorithm in computer graphics that Simulation, simulates how light interacts with Physical object, objects, voxels, and Volumetric_path_tracing, participating media to generate realistic (''physically plausible'') R ...
* 1987 – Reyes rendering * 1988 – Irradiance caching * 1991 – Xiaolin Wu's line algorithm, Xiaolin Wu line anti-aliasing * 1991 – Hierarchical radiosity * 1993 – Oren–Nayar reflectance modelM. Oren and S.K. Nayar,
Generalization of Lambert's Reflectance Model
". SIGGRAPH. pp.239-246, Jul, 1994
* 1993 – Tone mapping * 1993 – Subsurface scattering * 1993 – Path tracing#Bidirectional path tracing, Bidirectional path tracing (Lafortune & Willems formulation) * 1994 – Ambient occlusion * 1995 – Photon mapping * 1995 – Multiple importance sampling * 1997 – Path tracing#Bidirectional path tracing, Bidirectional path tracing (Veach & Guibas formulation) * 1997 – Metropolis light transport * 1997 – Instant Radiosity * 2002 – Precomputed Radiance Transfer * 2002 – Primary sample space Metropolis light transport * 2003 – Mitsubishi Electric Research Laboratories, MERL Bidirectional reflectance distribution function, BRDF database * 2005 – Lightcuts * 2005 – Radiance caching * 2009 – Stochastic progressive photon mapping (SPPM) * 2012 – Vertex connection and merging (VCM) (also called unified path sampling) * 2012 – Manifold exploration * 2013 – Gradient-domain rendering * 2014 – Multiplexed Metropolis light transport * 2014 – Michael J. Black#Differentiable rendering, Differentiable rendering * 2015 – Manifold next event estimation (MNEE) * 2017 – Path guiding (using adaptive SD-tree) * 2020 – Spatiotemporal Reservoir sampling, reservoir resampling (ReSTIR) * 2020 – Neural radiance fields * 2023 – 3D Gaussian splatting


See also

* 2D computer graphics * 3D computer graphics *
3D modeling In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based Computer representation of surfaces, representation of a surface of an object (inanimate or living) in Three-dimensional space, three dimensions vi ...
*
3D rendering 3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles. Rendering methods Rendering is the final process of creati ...
* Architectural rendering * Augmented reality * * Computer animation * Computer-generated imagery, Computer-generated imagery (CGI) General term for images rendered by a computer (e.g. when used for visual effects in a film) * Computer graphics * Computer graphics (computer science) * Digital compositing * Font rasterization Rendering text * Global illumination Rendering light that bounces between surfaces in a scene (in addition to direct light) * Glossary of computer graphics * Graphics library A software component that performs rendering and/or other graphics-related functions, usable by multiple applications, or an interface between a rendering component or graphics pipeline and the applications that use it (in the latter case called an API) * Graphics pipeline Sequence of steps for real-time 3D rendering, usually accelerated by special-purpose hardware (e.g. a GPU) * High-dynamic-range rendering Rendering that uses a larger range of light intensities than typically displayed on a computer screen * History of computer animation * List of 3D graphics libraries * List of 3D rendering software * List of computer graphics and descriptive geometry topics * List of rendering APIs * Non-photorealistic rendering * On-set virtual production Use of LED panels to display a rendered background on a film or TV set * Physically based rendering Rendering techniques that aim to realistically simulate the physics of light and the optical properties of materials * Pre-rendering Rendering for later viewing (in contrast to real-time rendering). Also called offline rendering. * Projection mapping Projection of moving or static images (including rendered images) onto objects in the real world other than conventional screens * Raster graphics Type of data that rendering usually outputs, consisting of a 2D grid of (pixel) values * Raster image processor Rendering component in a printer or printing system * Real-time computer graphics, Real-time rendering * Scientific visualization * Software rendering 3D rendering using a general-purpose CPU (instead of a hardware-accelerated graphics pipeline). Distinction is less clear in the era of GPUs that can run arbitrary code. * Technical drawing * Timeline of computer animation in film and television * Unbiased rendering Rendering techniques that avoid statistical bias (usually a refinement of physically based rendering) * * Virtual reality * Visual effects, Visual effects (VFX) Rendered images (or manipulated footage, shots of physical models, etc.) combined with live-action film footage * Volume rendering Visualization of a 3D data set (data set that assigns values to points or cells (voxels) in a 3D grid)


References


Further reading

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External links


SIGGRAPH
the ACMs special interest group in graphics the largest academic and professional association and conference
vintage3d.org "The way to home 3d"
Extensive history of computer graphics hardware, including research, commercialization, and video games and consoles {{DEFAULTSORT:Rendering (Computer Graphics) 3D rendering