Rendering is the final process of creating the actual 2D image or animation from the prepared scene. This can be compared to taking a photo or filming the scene after the setup is finished in real life. Several different, and often specialized, rendering methods have been developed.
These range from the distinctly non-realistic wireframe rendering through polygon-based rendering, to more advanced techniques such as: scanline rendering, ray tracing, or radiosity.
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.
In real-time rendering, the goal is to show as much information as possible as the eye can process in a fraction of a second (a.k.a. in one frame. In the case of 30 frame-per-second animation a frame encompasses one 30th of a second).
The primary goal is to achieve an as high as possible degree of photorealism at an acceptable minimum rendering speed (usually 24 frames per second, as that is the minimum the human eye needs to see to successfully create the illusion of movement).
In fact, exploitations can be applied in the way the eye 'perceives' the world, and as a result the final image presented is not necessarily that of the real-world, but one close enough for the human eye to tolerate.
Rendering software may simulate such visual effects as lens flares, depth of field or motion blur. These are attempts to simulate visual phenomena resulting from the optical characteristics of cameras and of the human eye. These effects can lend an element of realism to a scene, even if the effect is merely a simulated artifact of a camera.
Animations for non-interactive media, such as feature films and video, are rendered much more slowly. Non-real time rendering enables the leveraging of limited processing power in order to obtain higher image quality. Rendering times for individual frames may vary from a few seconds to several days for complex scenes. Rendered frames are stored on a hard disk then can be transferred to other media such as motion picture film or optical disk. These frames are then displayed sequentially at high frame rates, typically 24, 25, or 30 frames per second, to achieve the illusion of movement.
Related topics: Acoustical Engineering, Amplifiers, Analog-To-Digital Converters, Audio Editing, Cinematic-Techniques, Digital Audio Workstations, Digital-To-Analog Converters, Film Editing, Linear Video Editing, Music Sequencers, Non-Linear Editing System, Offline Editing, Online Editing, Sound Effect, Sound Reinforcement, Special Effect, Streaming Media, Video Server, Virtual Reality, Vision Mixer, Visual Effect, 3D Rendering,3D Modeling.
MarkTechX is not just a simple Multimedia production company in Dubai but our services are varies in Advertising production, Multimedia productions, ecommerce development - Website development and Marketing plannings.
Consider MarkTechX as your own company's department which is capable to provide you Marketing planning, Advertising production (Graphics desiging) and web development - eCommerce development, what could reduce your operational cost more than this?
Contact us now to find out more about the offers and exclusive service packages for corporate contracts.