3D Rendering first developed in the early 1970’s and now has evolved though new technology, new breed of artist such as
- Adrian Tiba
- Paul Hatton
and also fast computers.
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so yeah 3d computering started a long time ago but it wasn’t rendering that was being produced it was wireframe (visual presentation of an electronic representation of a three dimensional or physical object used in 3D Computer Graphics)
<——– This is a Non-wireframe Object
This is a Wireframe Object————>![]()
Hidden line removal is an extension of wireframe rendering were the lines covered by the surface are usually not seen or drawn. as the software and hardware became more available the user could move the object around
Radiosity: is a rendering technology that realistically simulates the way light interacts in the environment. Radiosity offers you significant benefits over standard light.![]()
Improved Image Quality:
The radiosity technology of the software 3D Studio Max produces more accurate photometric simulations of the lighting scenes. Effects such as indirect light, Soft shadow and colour bleeding between surfaces produce images of natural realisim that are not attainable with standard scanline rendering
More Intuitive Lighting:
in conjunction with radiosity techniques 3D Studio Max also provides a real world lighting interface. Instead of specifying lighting intensity with arbitrary values, Light intensity is specified using photometric units. the characteristics of real world lighting fixtures can be defined by using industry standard luminous intensity distubution files. You can intuitively set up the lighting in your scene by focusing more on your design exploration than on the computer graphic technique required to visualize them accurately.
Photomatic Format Files
CIBSE (Chartered Institute of Building Services)
CIE (Commission International l’Eclairage)
EULUMDAT
BSR/IESNA
Photometric Units
Photometric Units is the measurement of light.
Lumens: Symbol (Im) is in the SI unit for Luminous Flux, the measure of the total power of light sent out.
Candelas:Symbol (cd) the Candelas is the luminous intensity power emitted by the light source in a particular direction
There are two types of global illminations algorithms that are used in 3D Studio Max. They are Ray Tracing & Radiosity.
Ray Tracing
rays are traced though a camera though a pixel to the geometry then back to the light source) is on of the first global illumination developes is know as Ray Tracing. The algorithm reconises that billions of photons may betraveling in and around the room. the photons we primarily care about are the ones that enter our eyes. it works by tracing rays backwards. each pixel on the screen turns it into a 3D model. if a intrsected surface is shiny or transparent we have to determine what is seen in or though the surface being processed, steps 1 and 2 are repeated in the feflected in the direction till another surface is encountered. the colour at the subsequent intersection point is then caluclated into it’s original place/point. the disadvantage is that the technique doesn’t account for one very important characterisic of global rendering, only the light arriving directly from the light source themselves is accuratly accounted for.
Radiosity: is a ray of light that hits a surface is reflected by multiple diffuses of rays which can illuminate other surfaces. the early version of radiosity algorithm the distribution of light among mesh elements hhad to be completely calculated before any useful results could be displayed on the screen. in 1999 the technique called stochastic relaxation radiosity (SRR) was invented. this provides a discreet integrated solution
Light Algorithm: Ray Tracing
ADV: Accurately renders direct illumination, shadows, specular reflections, transparency effects and memory efficent
DIS: Computationally expensive. takes longer to produce an image thats greatly effective by the number of light sources. the process must be repeated for each view.
Light Algorithm: Radiosity
ADV: Calculates diffuse, interreflections between surfaces, provides view independent solutions for fast display of arbitrary views, offers immediate visual results
DIS: 3D mesh requires more memory then the original surfaces, surface sampling algorithm is more suscepitible to imaging artifacts than ray tracing. doesn’t account for specular reflections or transparency effects.
first thing when raytracing is that you must be working in a 3D scene/enviroment. it will consist of of mainly polygons to start off with.
<—– Has a lot less polygons
<—– Has a lot more polygons the the other picture