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  2. Real-time computer graphics - Wikipedia

    en.wikipedia.org/wiki/Real-time_computer_graphics

    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.

  3. Rendering (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Rendering_(computer_graphics)

    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.

  4. Real-time software rendering - Wikipedia

    en.wikipedia.org/wiki/Software_rendering

    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.

  5. Gaussian splatting - Wikipedia

    en.wikipedia.org/wiki/Gaussian_splatting

    Gaussian splatting model of a collapsed building taken from drone footage. 3D Gaussian splatting is a technique used in the field of real-time radiance field rendering. [3] It enables the creation of high-quality real-time novel-view scenes by combining multiple photos or videos, addressing a significant challenge in the field.

  6. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    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 ...

  7. Unity (game engine) - Wikipedia

    en.wikipedia.org/wiki/Unity_(game_engine)

    Unity 5.0 offered real-time global illumination, light mapping previews, Unity Cloud, a new audio system, and the Nvidia PhysX 3.3 physics engine. [23] The fifth generation of the Unity engine also introduced Cinematic Image Effects to help make Unity games look less generic. [24]

  8. Precomputed Radiance Transfer - Wikipedia

    en.wikipedia.org/wiki/Precomputed_Radiance_Transfer

    Precomputed Radiance Transfer (PRT) is a computer graphics technique used to render a scene in real time with complex light interactions being precomputed to save time. Radiosity methods can be used to determine the diffuse lighting of the scene, however PRT offers a method to dynamically change the lighting environment. [1]

  9. Eric Haines - Wikipedia

    en.wikipedia.org/wiki/Eric_Haines

    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.

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