Fundamentals of Rendering: 03_Resolution

Welcome to this third post regarding ‘Fundamentals of Rendering’. As you know, in the last few posts we have already talked about basics of rendering, render engines and 3d to 2d conversion. And now we will talk about ‘Resolution’.
If you remember our last discussion, its now clear that at the time of rendering, software converts all the 3d vector data in to 2d raster data, just like the real camera takes the projection of the real 3d world on a 2d film. Continue reading

Fundamentals of Rendering: 02_ Converting 3d into 2d

camera taking a photographHi! As in the last post, I made an introduction to rendering and we talked about ‘Engines’. Now in this post, we will talk about a process of converting the 3d data into 2d.

Let’s Talk about some output devices first. Like the computer screen, monitors, printers, projectors, etc. If you have observed them closely, non of these device produce actual 3d output. Our PC screen is flat, the printer paper is flat, even the projector projects on a flat background. When we see a film or read a printed paper, we see only the surface of the screen or paper. We don’t actually consider the thickness. That means all of these devices are based on 2d projection system, not on 3d. Continue reading

Fundamentals of Rendering: 01_Introduction

Hi! As mentioned in the last post, here I am starting now the discussion on ‘Rendering’:

A typical animation film production lineup consists of three main parts, as everybody knows, namely pre-production, production and post production. In todays discussion, we are going to talk about one of the very important section of the Production part – that is ‘Rendering‘. Once the modeling, texturing, rigging, lighting and animation work is over the rendering phase starts.

As we already know, a video film is made up of several still pictures or images. Each such picture is in conjunction with the next one. That means all the images are in a sequential order. In technical language, each of these continuous image, is called a ‘Frame‘. If we start looking at all those frames quickly enough, then it makes an illusion to our eyes. Instead of identifying any single frame separately, we ‘think’ that its a single, continuous visual. That means, this is nothing but ‘fooling’ our eyes or rather brain, to be precise. Isn’t it funny. Continue reading

Preparing for “Fundamentals of Rendering”


I am planning to post some write-up on Fundamentals of Rendering soon. I am now preparing for some good topics on that. I am getting this ready, by using my collection of articles, notes, tutorials and by my personal experience of last 8 years in CG field.

The points will cover fundamentals of digital rendering in 3d softwares, such as Render Engines, Rasterisation, Resolution, Anti-aliasing, Aspect ratio, Ray-tracing, Render passes, Effects like DOF, Blur, Indirect Illumination, and so on…

If you have some more points regarding rendering, please list them below in the reply area. We all will discuss them together.

Stay tuned! See ya soon!!