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Basic Rendering Techniques

Basic Rendering Techniques. Guilford County SciVis V106.03. Rendering and Shading Techniques. Rendering produces a finished image . The closer the rendering is to create a natural scene , the more complex it is, and the longer it takes to render the scene.

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Basic Rendering Techniques

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  1. Basic Rendering Techniques Guilford County SciVis V106.03

  2. Rendering and Shading Techniques • Rendering produces a finished image. • The closer the rendering is to create a natural scene, the more complex it is, and the longer it takes to render the scene. • Rendering the scene to a file may include such things as the background, output size, compression, file type, and output path. • Rendering previews are small and quick to check your scene prior to doing a full render.

  3. Texture Mapping • Surfaces may have single colors or they may have multiple color patterns, which are commonly referred to as textures. • For example: wood has a characteristic appearance because of its varying color patterns. • Even materials like metals which seen to be one color, when closely examined, reveal varying shades and colors mixed in random patterns.

  4. Texture Mapping • The term texture in 3D computer graphics refers to image patterns rather than the “feel” of materials. • The most basic type of texture is a 2D picture (often saved as a .jpeg, .bmp, or .tga file), which is applied to an object.

  5. Texture Mapping • Opacity maps control whether a material is opaque, transparent, or translucent. • Adding textures to the object is an extremely important part of making objects look realistic.

  6. Texture Mapping • Textures may be acquired in different ways. • Most 3D programs come with libraries where you can select various materials and patterns.

  7. UV Space • UV mapping is a way of trying to solve the distortion problems that occur when applying image maps (textures) to complex surfaces. • Many 3D graphic programs allow texture image scaling and placement controls.

  8. UV Space • U represents the horizontal component of an image. It corresponds to the X axis dimension in 2D coordinate space. • V represents the vertical component of an image. It corresponds to the Y axis dimension in 2D coordinate space. • W represents the z axis or depth in 3D coordinate space.

  9. UV Space • Tilingallows pattern to be repeated, much like tiles on a floor.

  10. Bump Mapping • Bump maps simulate the roughness of surfaces even though the surfaces are perfectly flat. • Bump maps make an object appear to have a bumpy or irregular surface. This is possible because of higher areas are light and lower areas are dark.

  11. Lighting • 3D programs have some type of default lighting, which can be changed to create a more realistic appearance.

  12. The End

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