In computer graphics, graphics rendering, referred to as rendering, is the process of creating an image from a model (or a set of models) into a certain scene or image by using computer software. A model is a description of three-dimensional objects in a tightly defined language or a data structure. This description includes information about the geometry, point of view, material and lighting layout of the object. This image may be a digital image or a point graphic. The term may be similar to “painting an artist’s process” of a landscape. The term “render” is also used to refer to the process of calculating effects in a movie editing file to produce the final video result.
Rendering is one of the main subtopics of three-dimensional computer graphics. In practice, it is always closely related to other topics. In ‘graphics processing’, rendering is the last important step to creating the final appearance of models and animation. With the increasing complexity of computer graphics, from 1970 until now, rendering rendered has become a separate topic.
Render graphics are used in video and electronic games, in simulations, in movies or special effects on TV, and in visualizing designs, each applying a balance between different characteristics and techniques. Currently, there are many diverse software products used for graphic rendering. Some are combined in animation and modeling software suites, others are standalone software and some are free and open-source projects. Inside them, a renderer program is an application that is carefully designed and built, based on some disciplines: optical physics, visual perception, mathematics, and Software Development.
In the case of 3D graphics, rendering is a slow process, such as in a previous rendering process, or real-time rendering. Prerendering is a process that requires a large amount of computation, especially used in film making, while real-time rendering is often used in 3D video games, and depends on graphics adapters with 3D hardware accelerators.
Featured of the Rendering process
People can understand an image that has been rendered through some of its visible characteristics. The motive for graphic rendering research and development is aimed at finding ways to effectively simulate these characteristics. Some of these methods are directly related to specific algorithms and techniques, while others are produced simultaneously in the search process
Shading techniques – under certain lighting arrangements, how the color and light intensity on the surface changes
Texture-mapping technology – a method for adding details to the surfaces of an object
Bump-mapping technique – a method of reproducing the undulating, jagged effect of surfaces on a miniature scale
Fogging and participating medium technology – how light is darkened as they pass through impure atmospheres or air
Shadows: techniques to create shadows – the effect of light when they are obscured by objects (such as reclining shadows)
Soft shadows: technique to create soft shadows – the variation of shadows caused by light source only partially obscured
Reflection: techniques for creating reflective effects – reflection effects such as mirrors or by glossy surfaces
Transparency effects technology – the effect of transmitting light through solid objects
Technology translucency – the high dispersion of light when transmitted through solid objects
Refraction: techniques for creating refractive effects – the direction of light when passing through transparent objects
Indirect illumination: indirect lighting technique – surfaces glow when light reflects from other surfaces that are not directly illuminated by a light source
Convergence (a form of reflection) – the reflection of light from a glossy object, or the convergence of light passing through a transparent object, creating bright spots on objects otherwise
Depth of field: Technique for creating the depth effect of a vision – objects are blurred or unknown when they are too far away, or behind an object that is within sight
Motion blur: technique for creating the blur effect of a moving object – the object is blurred out while moving at high speed, or due to the motion of the camcorder
Photorealistic morphing: techniques for creating realistic images of photographs – creating effects such as photos taken by 3D rendering to make images look like the real thing
Non-photorealistic rendering: rendering techniques unlike photographs – rendering landscapes in artist style, to make it more like paintings (oil paintings) or drawings
Graphical rendering algorithm
Many rendering algorithms have been studied and software used in the rendering process can apply some rendering techniques to achieve the final image.
Simulating each ray of light in a scene is impractical and requires a huge amount of time. Even specifying a large enough part to create an image requires an excessive amount of time if the sampling process is not cleverly and intelligently restricted.
Because of the aforementioned reasons, four image rendering methods have been developed to meet the different types of pixel imaging requirements (rasterisation), including rendering of screen scan lines
(scanline rendering), consider the objects in the landscape and express them to create an image, while there is no means to create the law effect from near and far from a perspective (perspective), light irradiation technology reproduces the scene as viewed from a particular perspective (ray casting), Calculate the observed image based on geometry and basic optical laws of the intensity of the reflection of light, or use Monte Carlo techniques to reduce noise, and ray tracing technology (ray tracing). A more generalized version of the ray casting method, often using Monte Carlo techniques to achieve more realistic results, at a speed that is many times faster than the usual very slow speed of the process.
Render service speeds up the After Effect render process
Rendering is a frustrating (but unavoidable) job when working with motion graphics. However, there are a few steps you can take to make After Effects render as quickly as possible ( collected by SuperRendersFarm)