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Dean Arthur Heller (born May 10, 1960) is an American businessman and politician who served as a United States senator representing Nevada from 2011 to 2019. A member of the Republican Party, he served as the 15th secretary of state of Nevada from 1995 to 2007 and U.S. representative for Nevada's 2nd congressional district from 2007 to 2011.
Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface ( GUI ) to real-time image analysis , but is most often used in reference to interactive 3D computer graphics ...
Rendering can be split into two main categories: real-time rendering (also known as online rendering), and pre-rendering (also called offline 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 ...
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.
Brazil Rendering System was a proprietary commercial plugin for 3D Studio Max, Autodesk VIZ and Rhinoceros 3D. Steve Blackmon and Scott Kirvan started developing Brazil R/S while working as the R&D team of Blur Studio , and formed the company SplutterFish to sell and market Brazil.
Pharr joined Pixar's Rendering R&D group, working on the RenderMan Interface Specification and the RenderMan Shading Language. While at Pixar he was a Rendering Software Engineer for the films A Bug's Life and Toy Story 2. He then became a co-founder of Exluna, whose flagship product was Entropy, a RenderMan renderer based on BMRT.
Shading languages for real-time rendering are now widespread. They provide both higher hardware abstraction and a more flexible programming model than previous paradigms, which hardcoded transformation and shading equations. They deliver more control and richer content with less overhead.
It's is the one responsible for the transformation of the prepared 3D scene into a 2D image or animation. 3D render engines can be based on different methods, such as ray-tracing, rasterization, path-tracing, also depending on the speed and the outcome expected, it comes in different types – real-time and non real-time, which was described above