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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.
Eric Haines is an American software engineer and expert in computer graphics, specifically image rendering. Currently he is with NVIDIA Corporation as Distinguished Engineer. [2] He is a co-author of the book Real-Time Rendering, currently in its fourth edition. [2] Eric Haines earned an M.S. in 1986 from Cornell University.
Real-time rendering is used to interactively render a scene, like in 3D computer games, and generally each frame must be rendered in a few milliseconds. Offline rendering is used to create realistic images and movies, where each frame can take hours or days to complete, or for debugging of complex graphics code by programmers.
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 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 ...
Real-time video editing is a system of editing video where it takes no longer to render a video than the length of that video clip itself. Live video editing is where there are various cameras at various angles and position, capturing single or multiple subjects and the footage is routed through a vision mixing device and edited and transmitted in real-time.
Achievements of this technique include real-time rendering on dynamic scenes with high resolutions, while maintaining quality. It showcases potential applications for future developments in film and other media, although there are current limitations regarding the length of motion captured.
In the 2020s', advances in ray-tracing technology allowed it to be used for real-time rendering, as well as AI-powered graphics for generating or upscaling While ray-tracing existed before, Nvidia was the first to push for ray-tracing with ray-tracing cores, as well as for AI with DLSS and Tensor cores. AMD followed suit with the same; FSR ...