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Graphics Rendering Techniques

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Photon Mapping

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Photon mapping, an extension of ray tracing, is a two-pass global illumination algorithm that approximates the full light distribution of a scene by simulating the forward path of photons from light sources and storing their interactions with surfaces.

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Path Tracing

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Path tracing is an extension of ray tracing that simulates light paths to produce images with more realistic global illumination. It randomly samples paths for each pixel to compute color values, often resulting in a more accurate representation of a scene.

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Radiosity

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Radiosity is a rendering technique that calculates the light distribution in diffuse environments by accounting for inter-reflections between surfaces, resulting in a solution that models the indirect light in static scenes extensively used for architectural visualizations.

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Deferred Shading

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Deferred shading is a rendering technique where multiple rendering passes are used. The first pass stores geometry, texture, and the light values in buffers, then lighting calculations are deferred to a second pass, which allows for complex scenes with multiple light sources.

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Ray Casting

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Ray casting is a simplified version of ray tracing where rays are projected from the eye into the scene to determine the closest object blocking the path of the ray. This technique is less computationally expensive and does not account for secondary rays caused by reflection or refraction.

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Rasterization

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Rasterization is a process of converting the 3D models into a 2D image by mapping each vertex to a pixel on the screen, filling the shapes, and applying textures. It is the most common technique used in real-time rendering, like video games.

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Ray Tracing

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Ray tracing is a rendering technique that simulates the physical behavior of light to produce highly realistic images by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects.

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Forward Shading

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Forward shading is the traditional rendering technique where each object is shaded as it is processed. Light interactions are calculated on a per-object basis, which can become costly when dealing with many light sources, thus being less efficient than deferred shading in those scenarios.

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