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A distinction is made between real-time rendering, in which images are generated and displayed immediately (ideally fast enough to give the impression of motion or animation), and offline rendering (sometimes called pre-rendering) in which images, or film or video frames, are generated for later viewing. Offline rendering can use a slower and ...
JPEG XR / HD Photo: JPEG XR / HD Photo Microsoft.wdp, .hdp, .jxr image/vnd.ms-photo General purpose royalty-free KDC: Kodak DC40/DC50 RAW Kodak: TIFF .kdc K25: Kodak DC25 RAW Kodak: TIFF .k25 Logluv TIFF: Greg Ward TIFF Supported by LibTIFF: MNG: Multiple-image Network Graphics PNG.mng video/x-mng Yes NEF: Nikon RAW Nikon: TIFF .nef MIFF ...
Some high-definition television networks and TV stations use "stylized pillarboxing", meaning they fill-in the blank areas on the sides with their HD logo or other still or motion graphics, when the program being shown is only available in 4:3 aspect ratio (standard definition).
A normal shader (left) and an NPR shader using cel-shading (right). Non-photorealistic rendering (NPR) is an area of computer graphics that focuses on enabling a wide variety of expressive styles for digital art, in contrast to traditional computer graphics, which focuses on photorealism.
Khail Girban's The Prophet, a 2014 animated film computer cel. Feast, a 2014 American 2D animated romantic comedy short film. The Peanuts Movie (2015) Mutafukaz: Operation Blackhead, a 2017 crime short film that became the basis for the comic book for the same name produced by Run. Spider-Man: Into the Spider-Verse (2018) Tom & Jerry (2021)
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 1990, Eihachiro Nakame and associates presented a lighting model for driving simulators that highlighted the need for high-dynamic-range processing in realistic simulations. [4] In 1995, Greg Spencer presented Physically-based glare effects for digital images at SIGGRAPH, providing a quantitative model for flare and blooming in the human eye ...
Virtual cinematography is the set of cinematographic techniques performed in a computer graphics environment. It includes a wide variety of subjects like photographing real objects, often with stereo or multi-camera setup, for the purpose of recreating them as three-dimensional objects and algorithms for the automated creation of real and simulated camera angles.