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Topic: Scanline rendering


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In the News (Sun 27 Dec 09)

  
  3D Gallery Details
Rendering is the final process of creating the actual 2D image or animation from the prepared scene.
Rendering for interactive media, such as games and simulations, is calculated and displayed in real time, at rates of approximately 20 to 120 frames per second.
Polygon representations are not used in all rendering techniques, and in these cases the tessellation step is not included in the transition from abstract representation to rendered scene.
www.akebulan.com /render/gallery.html   (720 words)

  
  3D computer graphics
Polygon representations are not used in all rendering techniques, and in these cases the tesselation step is not included in the transition from abstract representation to rendered scene.
Rendering is the final process of creating the actual 2D image or animation from the prepared scene.
Rendering software may simulate such cinematographic effects as lens flares, depth of field or motion blur.
www.ebroadcast.com.au /lookup/encyclopedia/3d/3D_graphics.html   (1592 words)

  
 Scanline Rendering Encyclopedia Information @ GreatArtworks.com (Great Artworks)   (Site not responding. Last check: )
Scanline rendering is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis.
A similar principle is employed in tiled rendering (most famously the PowerVR 3D chip); that is, primitives are sorted into screen space, then rendered in fast on-chip memory, one tile at a time.
The main advantage of scanline rendering over Z-buffering is that visible pixels are only ever processed once – a benefit for the case of high resolution and expensive shading computations.
www.greatartworks.com /encyclopedia/Scanline_rendering   (1205 words)

  
 Information About Scanline rendering   (Site not responding. Last check: )
Scanline rendering is a rendering algorithm in 3D computer graphics that works on a point-by-point basis rather than polygon-by-polygon basis.
The asset of this method is that it is not necessary to translate the coordinates of all vertices from the main memory into the working memory area each time a new polygon is encountered -- it's probable that some of the vertices have already been loaded in memory from neighboring polygons.
Scanline rendering is used by most modern graphics cards and is typically accessed by the programmer using some 3D API such as OpenGL or Direct3D.
www.carolansrealestate.com /scanline_rendering.html   (169 words)

  
 Rendering Techniques
A Z or depth buffer may also be used to provide quick redrawing effects after a rendering is completed, although some raytracers forego such a feature because the main rendering task does not explicitly require a Z buffer.
Scanline rendering is the preferred method for generating most computer graphics in motion pictures.
As each scanline is stepped through pixel by pixel (from one edge of the polygon to the other), various attributes of the polygon are computed so that each pixel can be colored properly.
www.daylongraphics.com /products/leveller/render/techniques.htm   (1379 words)

  
 Scanline Rendering Beschreibung in Library - Definition und Buch-Tipp.
Eine Übersicht der Artikel, die mit dem Thema Scanline Rendering verwandt sind finden Sie auf der Seite alle Artikel über Scanline Rendering.
Scanline Rendering ist ein Verfahren der 3D-Computergrafik zur Darstellung von Raumdaten.
Alle Tipps zu den Büchern auf dieser Seite wurden automatisch generiert.
scanline_rendering.know-library.net   (631 words)

  
 Exploring Data with Visualization Techniques : Rendering a Volume and Saving as a Two-Dimensional Image
renders each response value using a technique that is much like splatting a snowball against the cutting plane as it moves through the volume grid.
That is, visibility of data points in the rendered image is determined by the location of the opacity line corresponding to the colors of the data points.
To set the size of the rendered data points, which determines how solid the rendered image is to be, adjust the splat width by dragging the slider to the right for a larger width or to the left for a smaller width.
www.vub.ac.be /BFUCC/sas/sasdoc/specv/z0235215.htm   (682 words)

  
 Webmonkey | Reference: Glossary
To render a graphic means to draw a real-world object as it actually appears.
Scanline rendering creates images one vertical line at a time, while ray tracing renders object-by-object.
In general, ray tracing produces better results, but scanline rendering is useful in animation, where the image quality of each individual frame isn't as important as the finished product.
webmonkey.com /webmonkey/glossary/render.html   (70 words)

  
 POV-Ray Questions and Tips - Miscellaneous
Scanline rendering has very little, if anything, to do with raytracing.
But the second statement is much closer to the truth than the first one: differences are usually slow to render, specially when the member objects of the difference are very much bigger than the resulting CSG object.
This speeds rendering considerably since the tests are performed only in the area of the screen where the CSG object is located and nowhere else.
tag.povray.org /povQandT/miscQandT.html   (3128 words)

  
 Expertrating -3DS Max Tutorial, Rendering
The image produced by the scanline renderer is displayed in the rendered frame window, a separate window with its own controls.
The Default Scanline Renderer rollout, found in the Renderer panel is the default renderer rollout that appears in the Render Scene dialog box.
Force Wireframe is used to render all surfaces in the scene as wireframes.
www.expertrating.com /courseware/3DCourse/3D-Rendering-3.asp   (624 words)

  
 Christoph's page - Rendering planets
Rendering planetary surfaces in high detail is quite difficult because of the enormous amount of data that needs to be handled.
When rendering only a closeup view of some part of the planet there is no need to handle the whole surface in maximum detail.
For rendering the whole planet in high detail it is still necessary to split the render into several parts.
www.imagico.de /pov/planets.html   (352 words)

  
 Scanline Rendering
Scanline rendering is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis.
The asset of this method is that it is not necessary to translate the coordinates of all vertices from the main memory into the working memory—only vertices defining edges that intersect the current scan line need to be in active memory, and each vertex is read in only once.
This kind of algorithm can be easily integrated with the Phong reflection model, the Z-buffer algorithm, and many other graphics techniques.
www.campusprogram.com /reference/en/wikipedia/s/sc/scanline_rendering.html   (144 words)

  
 Anti-Grain Geometry
The buffer is a rendering canvas that consists of pixels.
But you will have to display the rendered image afterwards and if the buffer format (or color space) is different from the one used in your system, you will have to convert it before displaying every time, which can be too expensive and kill the performance.
A scanline is simply an array of bytes whose values determine the brightness of the corresponding pixels.
www.antigrain.com /agg_docs/doc_tutorial.html   (2528 words)

  
 Rendering Optimization in XSI
Another very powerful way of speeding up the rendering of a scene is to optimize the various settings that tell XSI how to prepare a scene for rendering and which method it shall use.
Rendering is the calculation of your scene in XSI’s internal three dimensional space to create an image or image sequence.
The beauty (and speed) in scanline lies in that only the quadrant the renderer is working on has to be loaded into memory.
www.edharriss.com /tutorials/tutorial_xsi_rendering_optimization/rendering.htm   (1876 words)

  
 GameDev.net - WWH - Rendering Convex N-Gons
Rendering convex n-gons (shapes that have more than 2 vertices) to the frame buffer can be a challenge, especially if you wish to accomplish this with any amount of speed.
Unlike triangles, the deltas for U and V (texture) across the surface of an n-gon horizontally may not be constant from scanline to scanline.
However, Z and W (depth) across the surface of the n-gon does not suffer from the same potential problems as do the U and V. The delta depth across each scanline in the n-gon is constant from scanline to scanline.
www.gamedev.net /reference/articles/article663.asp   (1477 words)

  
 Website Glossary at Dynamic Shopping Cart
To render a graphic means to draw a real-world object as it actually appears.
Scanline rendering creates images one vertical line at a time, while ray tracing renders object-by-object.
In general, ray tracing produces better results, but scanline rendering is useful in animation, where the image quality of each individual frame isn't as important as the finished product.
www.dynamicshoppingcart.com /Glossary_R.asp   (1025 words)

  
 Radiosity - A Rendering Technique
The rendering pipeline is made up of four spaces or stages–local space, world space, eye space, and screen space–and describes the process of transforming 3D information from each stage to the next.
While the first four steps are common to all rendering pipelines, the last step can be done in many different ways, using many techniques such as scanline rendering, ray tracing or the more recently developed Radiosity.
If the raytrace renderer only follows the big bouncing balls then the scene is rendered very starkly–shadows have sharp edges, reflected lights have sharp edges, and recursive reflections remain in sharp focus.
www-users.cs.umn.edu /~thadani/radiosity.html   (7037 words)

  
 The White Flame Page of Learning
Many ray tracers are capable of outputting a suitable spherical render from a given position in a scene.
These new polygons are known as 'portals.' During rendering, only polygons within the current sector are transformed, backface culled, and rendered to the screen.
The renderer proceeds to construct a mathematical parametric ray from the camera, through an individual pixel in the field of view, and tests this ray for intersections with the scene objects.
www.white-flame.com /pol.html   (6153 words)

  
 Caustics
Where the camera sees a reflective or refractive object, the ray that started at the camera may be bounced or bent and projected off that object into another direction, such as to render what is seen in a reflection.
Caustics are an addition to your rendering that calculates photons of light starting at a light source (like real light), which can be reflected, refracted, bounced off mirrors, or concentrated by a lens, accurately simulating more of the ways real light can move through a scene.
The rendering below combines raytracing (for the mirrors, shadows, refractive vase) and photon mapped caustics (for the light reflected off the mirror onto the side wall, the light focused by refraction through the vase, and the light reflected onto the top of the dresser by the vase.)
www.3drender.com /light/caustics.html   (543 words)

  
 Exploring Data with Visualization Techniques : Rendering a Volume and Saving as a Two-Dimensional Image
renders each response value using a technique that is much like splatting a snowball against the cutting plane as it moves through the volume grid.
In the Opacity window, which is located at the bottom of the interface, adjust the opacity line to specify a degree of opacity or transparency for response values with the various color ranges.
That is, visibility of data points in the rendered image is determined by the location of the opacity line corresponding to the colors of the data points.
www.asu.edu /it/fyi/dst/helpdocs/statistics/sas/sasdoc/sashtml/specv/z0235215.htm   (682 words)

  
 The Scanline Rendering Engine
Central to every rendering system is a rendering engine which converts the mathematical descriptions of the modeling primitives into shaded and hidden-surface images.
In order to minimize memory, the renderer does not allocate any memory for an object until the current scanline intersects with its bounding box; at this point the renderer begins to allocate memory for the object on a per-scanline and a per-pixel basis.
The alpha channel output from the renderer is computed as the total area coverage of the pixel fragments within a pixel.
www.okino.com /new/toolkit/1-7.htm   (366 words)

  
 DEMO.DESIGN FAQ
As each edge is rasterized, the framebuffer coordinates of all of the points along that edge will be found; so instead of having to calculate intersections with scanlines we can simply put these points in the appropriate Їintersection¦ or span list corresponding to the y-values of the points.
Since this is a horizontal scanline approach to rasterization, horizontal edges will be filled since the nonhorizontal edges adjacent to the horizontal edges share the same endpoints and will end up filling this row anyway.
This SpanArray seems to only work for one polygon face at a time; right now, this is true since the rasterized points must be sorted by x-values for each polygon face separately or we may create spans between different faces that are not there (take the case of overlapping triangles).
www.enlight.ru /demo/faq/smth.phtml?query=alg_scanline   (1240 words)

  
 3D computer graphics at AllExperts
Often renderers are included in 3D software packages, but there are some rendering systems that are used as plugins to popular 3D applications.
The output of the renderer is often used as only one small part of a completed motion-picture scene.
Many layers of material may be rendered separately and integrated into the final shot using compositing software.
en.allexperts.com /e/0/3D_computer_graphics.htm   (1567 words)

  
 Autodesk - Autodesk 3ds Max - Differences between 3ds max Net Rendering and mental ray Distributed Rendering   (Site not responding. Last check: )
In 3D Studio MAX, the task of network rendering is split up, frame-by-frame, with each rendering server working on a single frame at a time.
The 3D Studio MAX Network Rendering Manager will be in charge of splitting the different jobs among the network servers.
In mental ray, the task of distributed rendering is split up socket-by-socket, with each rendering computer working on a single socket at a time.
usa.autodesk.com /getdoc/id=TD405   (562 words)

  
 faq:index - Aqsis Wiki
Renderman® is a standard defined by Pixar to define a method of communications between modelling/animation software and renderers.
It is a fully functional Reyes (a scanline rendering algorithm) renderer.
Although there are many different rendering methodologies, the two most common are Raytracing and Scanline.
wiki.aqsis.org /faq/index   (1162 words)

  
 Lab 7: 3-D Scanline Rendering
Each triangle has three possible pairings of adjacent edges, but we only actually care about two, because the point of the edge pairs is that, given a pair of edges, for a given scanline we only need to color in the pixels that project from the area between those two edges.
This means that it works with perspective projections and hierarchical models as currently implemented, though at the moment the scanline rendering function only deals with polygons.
We came to the conclusion that lines weren't really a useful part of our hierarchical modeling system because they do not scale well; the width of a line is defined by the size of the image, and does not scale proportionally with its length.
www.sccs.swarthmore.edu /users/05/zap/labs/E26/lab7/index.html   (695 words)

  
 AIR
AIR is an advanced 3D graphics renderer with a unique architecture and extensive features designed for the rapid production of high-quality images.
AIR is a hybrid renderer, combining the advantages of scanline rendering - fast rendering of complex scenes, motion blur, and depth of field - with the flexibility of on-demand ray tracing for accurate reflections, soft shadows, global illumination, and caustics.
AIR employs tiled rendering with user-controllable tile order for efficient rendering of complex scenes.
www.sitexgraphics.com /html/air.html   (270 words)

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