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Escape-time rendering of Mandelbrot and Julia sets lends itself extremely well to parallel processing. On multi-core machines the area to be plotted can be divided into a series of rectangular areas which can then be provided as a set of tasks to be rendered by a pool of rendering threads. This is an embarrassingly parallel [15] computing problem.
Delta time or delta timing is a concept used amongst programmers in relation to hardware and network responsiveness. [1] In graphics programming, the term is usually used for variably updating scenery based on the elapsed time since the game last updated, [2] (i.e. the previous "frame") which will vary depending on the speed of the computer, and how much work needs to be done in the program at ...
Animations for non-interactive media, such as feature films and video, can take much more time to render. [4] Non-real-time rendering enables the leveraging of limited processing power in order to obtain higher image quality. Rendering times for individual frames may vary from a few seconds to several days for complex scenes.
Rendering is usually limited by available computing power and memory bandwidth, and so specialized hardware has been developed to speed it up ("accelerate" it), particularly for real-time rendering. Hardware features such as a framebuffer for raster graphics are required to display the output of rendering smoothly in real time.
The graphics rendering pipeline ("rendering pipeline" or simply "pipeline") is the foundation of real-time graphics. [4] Its main function is to render a two-dimensional image in relation to a virtual camera, three-dimensional objects (an object that has width, length, and depth), light sources, lighting models, textures and more.
Although most of the time LOD is applied to geometry detail only, the basic concept can be generalized. Recently, LOD techniques also included shader management to keep control of pixel complexity. A form of level of detail management has been applied to texture maps for years, under the name of mipmapping, also providing higher rendering quality.
The rendering equation describes the total amount of light emitted from a point x along a particular viewing direction, given a function for incoming light and a BRDF.. In computer graphics, the rendering equation is an integral equation in which the equilibrium radiance leaving a point is given as the sum of emitted plus reflected radiance under a geometric optics approximation.
The model of the graphics pipeline is usually used in real-time rendering. Often, most of the pipeline steps are implemented in hardware, which allows for special optimizations . The term "pipeline" is used in a similar sense for the pipeline in processors : the individual steps of the pipeline run in parallel as long as any given step has what ...