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Features included in the LuxCoreRender 2.0+ project reboot (current version) include: [19] Microkernel pure-OpenCL "Path" render engine, supporting any number of GPUs and OpenCL-enabled CPUs concurrently. Interactive viewport rendering, including real-time material and object manipulation. Material node support.
Maxwell Render is an unbiased 3D render engine, developed by Next Limit Technologies in Madrid, Spain. This stand-alone software is used in the film, animation, and VFX industry, as well as in architectural and product design visualization.
SB/XA is a 4GL development and runtime environment originally written for the Pick family of computer databases/environments and now part of the Rocket U2 software suite.. The SystemBuilder environment comprises SB+ Server, often running on a Rocket U2 database, SBClient which runs as a Microsoft Windows desktop client and the SB/XA Communications server for browser clients.
Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU. Rendering everything with ...
The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a "rendering"). Today, to "render" commonly means to generate an image or video from a precise description (often created by an artist) using a computer program. [1] [2] [3] [4]
Bryce 2.0 was also ported to the Windows platform, although the first stable version, 2.1, was not released until 1997. The ability to animate a scene was added (in a stable form) with the cross-platform Bryce 3D (version 3.1) in 1997 by the newly formed MetaCreations Corporation. A "camera object" unseen in the final image acted as the observer.
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In real-time computer graphics, geometry instancing is the practice of rendering multiple copies of the same mesh in a scene at once. This technique is primarily used for objects such as trees, grass, or buildings which can be represented as repeated geometry without appearing unduly repetitive, but may also be used for characters.