Search results
Results from the WOW.Com Content Network
While posterization is often done for artistic effect, colour banding is an undesired artifact. In 24-bit colour modes, 8 bits per channel is usually considered sufficient to render images in Rec. 709 or sRGB. However the eye can see the difference between the colour levels, especially when there is a sharp border between two large areas of ...
English: A 3D rendered image using ray tracing, radiosity and photon mapping, rendered by the POV-Ray program. The smoothness of the meshes used for the cows has been increased using subdivision.
The output of rendering may be displayed immediately on the screen (many times a second, in the case of real-time rendering such as games) or saved in a raster graphics file format such as JPEG or PNG. High-end rendering applications commonly use the OpenEXR file format, which can represent finer gradations of colors and high dynamic range ...
In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and becomes darker the deeper inside the tube one ...
The color rendering index (CRI) of 1974 is the product of a CIE committee's study on the topic of color rendering. It uses the American colorimetric approach with a panel of human subjects instead of requiring spectrophotometry. Eight samples of varying hue would be alternately lit with two illuminants, and the color appearance compared.
Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism.
In computer graphics, spectral rendering is a technique in which a scene's light transport is modeled with real wavelengths. This process is typically slower than traditional rendering , which renders the scene in its red, green, and blue components and then overlays the images.
However, rendering in layers refers specifically to separating different objects into separate images, such as a layer each for foreground characters, sets, distant landscape, and sky. On the other hand, rendering in passes refers to separating out different aspects of the scene, such as shadows, highlights, or reflections, into separate images.