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  2. Render layers - Wikipedia

    en.wikipedia.org/wiki/Render_layers

    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.

  3. Ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Ambient_occlusion

    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 ...

  4. Kerkythea - Wikipedia

    en.wikipedia.org/wiki/Kerkythea

    Kerkythea is a standalone rendering system that supports raytracing and Metropolis light transport, uses physically accurate materials and lighting, and is distributed as freeware. Currently, [ as of? ] the program can be integrated with any software that can export files in obj and 3ds formats, including 3ds Max , Blender , LightWave 3D ...

  5. Rendering (computer graphics) - Wikipedia

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

    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 ...

  6. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    Render targets may be frame buffers or texture maps. Render to texture The process of rasterizing into a texture map (or texture buffer) for further use as a resource in subsequent render passes. Used for environment mapping, impostor rendering, shadow mapping and post-processing filters. Requires the ability to use a texture map as a render ...

  7. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity.

  8. Image-based lighting - Wikipedia

    en.wikipedia.org/wiki/Image-based_lighting

    Image-based lighting (IBL) is a 3D rendering technique which involves capturing an omnidirectional representation of real-world light information as an image, typically using a 360° camera. This image is then projected onto a dome or sphere analogously to environment mapping, and this is used to simulate the lighting for the objects in the ...

  9. Cube mapping - Wikipedia

    en.wikipedia.org/wiki/Cube_mapping

    Paraboloid mapping provides some improvement on the limitations of sphere mapping, however it requires two rendering passes in addition to special image warping operations and more involved computation. Conversely, cube mapping requires only a single render pass, and due to its simple nature, is very easy for developers to comprehend and generate.