Subscribe
Add to Technorati Favourites
Add to del.icio.us
Thursday, November 12, 2009

3d Rendering

Posted by Unknown

Rendering is the final process of creating the actual 2D image or animation from the prepared scene. This can be compared to taking a photo or filming the scene after the setup is finished in real life. Several different, and often specialized, rendering methods have been developed. These range from the distinctly non-realistic wireframe rendering through polygon-based rendering, to more advanced techniques such as: scanline rendering, ray tracing, or radiosity. Rendering may take from fractions of a second to days for a single image/frame. In general, different methods are better suited for either photo-realistic rendering, or real-time rendering.

Reflection and shading models

Models of reflection/scattering and shading are used to describe the appearance of a surface. Although these issues may seem like problems all on their own, they are studied almost exclusively within the context of rendering. Modern 3D computer graphics rely heavily on a simplified reflection model called Phong reflection model (not to be confused with Phong shading). In refraction of light, an important concept is the refractive index. In most 3D programming implementations, the term for this value is "index of refraction," usually abbreviated "IOR." Shading can be broken down into two orthogonal issues, which are often studied independently:

* Reflection/Scattering - How light interacts with the surface at a given point
* Shading - How material properties vary across the surface

Reflection
The Utah teapot

http://upload.wikimedia.org/wikipedia/commons/a/ad/Utah_teapot.png

Reflection or scattering is the relationship between incoming and outgoing illumination at a given point. Descriptions of scattering are usually given in terms of a bidirectional scattering distribution function or BSDF. Popular reflection rendering techniques in 3D computer graphics include:

* Flat shading: A technique that shades each polygon of an object based on the polygon's "normal" and the position and intensity of a light source.
* Gouraud shading: Invented by H. Gouraud in 1971, a fast and resource-conscious vertex shading technique used to simulate smoothly shaded surfaces.
* Texture mapping: A technique for simulating a large amount of surface detail by mapping images (textures) onto polygons.
* Phong shading: Invented by Bui Tuong Phong, used to simulate specular highlights and smooth shaded surfaces.
* Bump mapping: Invented by Jim Blinn, a normal-perturbation technique used to simulate wrinkled surfaces.
* Cel shading: A technique used to imitate the look of hand-drawn animation.

Shading

Shading addresses how different types of scattering are distributed across the surface (i.e., which scattering function applies where). Descriptions of this kind are typically expressed with a program called a shader. (Note that there is some confusion since the word "shader" is sometimes used for programs that describe local geometric variation.) A simple example of shading is texture mapping, which uses an image to specify the diffuse color at each point on a surface, giving it more apparent detail.

Projection
Perspective Projection

http://upload.wikimedia.org/wikipedia/commons/9/90/Perspective_Projection_Principle.jpg
The shaded three-dimensional objects must be flattened so that the display device - namely a monitor - can display it in only two dimensions, this process is called 3D projection. This is done using projection and, for most applications, perspective projection. The basic idea behind perspective projection is that objects that are further away are made smaller in relation to those that are closer to the eye. Programs produce perspective by multiplying a dilation constant raised to the power of the negative of the distance from the observer. A dilation constant of one means that there is no perspective. High dilation constants can cause a "fish-eye" effect in which image distortion begins to occur. Orthographic projection is used mainly in CAD or CAM applications where scientific modeling requires precise measurements and preservation of the third dimension.

1 comments:

Dhoom said...

For rendering project go here! Veduta Design

Post a Comment

If you want any more knowledge related to 3d just mail me or report a post to this blog. I will be happy to help you.