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understanding rendering

Started by omega arts Oct 9, 2002 at 11:26 AM 0 replies 600+ views
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omega arts
omega arts
My question is about how OpenGl and new renders work. I have been programming for about a year and know a working knowlege of OpenGl, C/C++, and win32. Most programms like lightwave use OpenGl for the display but use like renderman or mental ray to render. Do these use OpenGl to render or do they build a new engine that calculats the lights and color and basic put the rgb in pixel by pixel. And how do they put new render feacurs into real time things that use OpenGl like ray tracing etc. Im not asking for code just theory.
dedrick
dedrick
you''re asking the difference between realtime graphics and slow time (ray traced) graphics.

to answer the first question, during rendering, opengl may be used to accelerate some portions of it, but it''s mostly the cpu that handles it. (traditionally)

i suppose the fundamental difference would be that in realtime, we''re concerned with speed, making use of the hardware, and generaly we work at a vertex level and interpolate across the pixels of the triangles they form. we''re interested in a fast approximation of the real thing.

in slow time graphics, we''re interestd in the quality, so a lot of effort is put into accurately modelling the interaction of objects in the scene, and everything happens at the pixel level. a ray is cast from the veiwer through each pixel, and then the ray tracer determines how it bounces around in the scene to get the final color.

some of this may change as graphics hardware becomes more and more powerful. already, the cgshaders.org website has some shaders that claim to do fragment raytracing in hw for the upcoming nv30. i haven''t looked at these in depth yet, though.

i haven''t done either process justice with this post, but hopefully this gives you the gist.

dedrick@whiteknucklegames.com
dedrickwww.whiteknucklegames.com

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