Heuristic42
Blog
Opengl
Meta
Rendering
1
comment
Nov 24 at 1:24
Matrices
the macbook i bought from your amazon store is not working.. th…
–
anonymous
edited
Sep 17 at 23:20
Writing custom C++ containers, iterators and value references
Generic containers are awesome. 1. The effort required to wr…
–
pknowles
created
Sep 17 at 23:16
Writing custom C++ containers, iterators and value references
Generic containers are awesome. 1. The effort required to wr…
–
pknowles
comment
Sep 15 at 19:08
DerBard: Custom Split Mechanical Keyboard Prototype
Hey. Thanks for your interest! I've uploaded the files here, bu…
–
pknowles
comment
Sep 13 at 15:06
DerBard: Custom Split Mechanical Keyboard Prototype
Hi! Is it possible to get some models so I can also make it?
–
anonymous
edited
Aug 14 at 17:55
On docker stealing routes and breaking the internet
Boy this is frustrating. The internet just doesn't work with do…
–
pknowles
edited
Aug 14 at 16:55
On docker stealing routes and breaking the internet
Boy this is frustrating. The internet just doesn't work with do…
–
pknowles
created
Aug 14 at 16:52
On docker stealing routes and breaking the internet
Boy this is frustrating. The internet just doesn't work with do…
–
pknowles
comment
Jul 13 at 6:48
Matrices
[deleted]
–
anonymous
comment
Jul 6 at 0:39
Matrices
[deleted]
–
anonymous
edited
Jun 19 at 20:22
DerBard: Custom Split Mechanical Keyboard Prototype
![DerBard Cover Image][1] In my last post I presented my que…
–
pknowles
comment
Jun 2 at 11:49
Matrices
[deleted]
–
anonymous
comment
Jun 2 at 10:31
Matrices
[deleted]
–
anonymous
created
May 30 at 5:22
Calling Babel from Django for React+JSX
Sharing my frustrations so you can enjoy them too... :) As o…
–
pknowles
edited
May 22 at 18:57
Microsoft Natural Ergonomic 4000 Replacement
![my old natural 4k][1] **They stopped making it!** I'm actu…
–
pknowles
comment
May 22 at 16:00
Prime Mover - Processor (final problem) [Spoilers!]
this should be fixed now
–
pknowles
edited
May 18 at 22:15
Clip Space
Clip space is a linearly dependent vector space between eye spa…
–
pknowles
created
May 18 at 21:56
Clip Space
Clip space is a linearly dependent vector space between eye spa…
–
pknowles
edited
May 18 at 19:50
Vector Spaces
A number of vector spaces are discussed below and widely used i…
–
pknowles
edited
May 18 at 19:43
Projection Matrix
A projection is fundamental to [cameras](/8/rendering/cameras/)…
–
pknowles
edited
May 18 at 18:32
Matrices
Matrices are 2D arrays of numbers, grouped as such to enable hi…
–
pknowles
edited
May 14 at 21:47
DerBard: Custom Split Mechanical Keyboard Prototype
In my last post I talked about a [MS Natural 4K replacement](/b…
–
pknowles
created
May 14 at 21:46
Matching complex shapes for a custom keyboard in Fusion360
For my [custom mechanical keyboard](/blog/55/derbard-custom-spl…
–
pknowles
comment
May 8 at 0:32
Matrices
[deleted]
–
anonymous
…
View All
Log in
3D Rendering (Computer Graphics)
leave this field blank to prove your humanity
Slug
*
A URL path component
Parent page
<root>
3D Rendering (Computer Graphics)
--- Cameras
--- Matrices
------ Projection Matrix
--- Vectors
--- 3D Geometry
------ triangle_meshes
--- Shading
------ Transparency and Alpha Blending
--- Lights
--- rasterization
------ Deep Image
--- Shadows
--- Vector Spaces
------ Tangent Space
------ Clip Space
--- rotations
--- images
------ mipmapping
--- materials
OpenGL Tutorials
--- Order Independent Transparency (OIT)
--- The Framebuffer
Pages About This Site
--- Contributing
--- Bugs
--- Why does this website exist?
The parent page this belongs to.
Article title
*
Article revisions must have a non-empty title
Article body
*
Rendering in 3D computer graphics is computing a 2D image from a 3D model. This computation is physically based, to varying degree, but commonly models a camera and some form of lighting effects to be somewhat realistic and create more relatable and familiar images, even in cases of non-photorealistic rendering. To compute an image, virtual descriptions of objects or light interacting material is lit and a virtual camera defines a projection for the final image to be rendered. The light contribution from the scene is then computed for each pixel. For efficiency, this can be partially done forwards or backwards. When raytracing, possible light paths from pixels are projected through the camera and into the scene, often computing secondary light bounces too. Rasterization is an efficient way to compute the first pixel--scene intersections by projecting geometry into the image. This first intersection is fundamental to all rendering methods. Photon mapping and radiosity trace light paths from the light and into the scene for more efficient secondary lighting effects such as indirect illumination, volumetric lighting and caustics. Shadow mapping and reflective shadow maps are similarly computed from the light’s point of view. A number of methods exist to describe the geometry of 3D objects but the most widely used in real-time applications is polygons. In particular triangles, forming triangle meshes, are simple and have some convenient attributes. Other object descriptions include point clouds, lines, voxels, and higher order geometry such as freeform surfaces and isosurfaces. Light sources emit light and may be just as complex as any other 3D geometry in the scene. For example, geometry surfaces may be defined to glow, or the gaseous volume of a flame may emit light. Indirect light bouncing off geometry in the scene may be considered a light source. However, light sources are typically simpler, such as points, for faster computation. To light geometry it also needs materials that define how light interacts with its surfaces or volume before entering the virtual camera. Primarily, the virtual camera must define a projection, which creates a mapping between the virtual 3D world and 2D image coordinates. A position and orientation in relation to objects in the scene are also common. The following pages continue these concepts in more detail. - [Geometry](/12/rendering/geometry/) (Triangle Meshes, etc.) - [Cameras](/8/rendering/cameras/) (Model, View, Projection Matrices) - Pixel--Geometry Intersection Testing - Rasterization - Ray Tracing - [Shading](/14/rendering/shading/) (Lights and Materials)
Toggle Preview
Edit message
*
A description of the changes made
Discard Draft
Save Draft
leave this field blank to prove your humanity
Flag
the thing you clicked
for moderator attention.
Reason choice:
Spam, promoting, advertising without disclosure
Rude, inappropriate, generally offensive
Too arrogant or demeaning to others
Other
Reason:
The reason for raising the flag
Error