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. Now this phenomenon works only when we see these frames very quickly. If the frames are played back slowly, our brain understands the difference between each of them. ‘He’ probably says “Hey, these images are not same! Although they look, but we have quite a uniqueness in each. Do you think I am a fool? Um?”

This illusion occurs because of few things. Mainly it’s because of the retina and the brain to eye connection system. Although, we are not going to talk today about this part. We will keep it for the ‘Animation’ Section. But the key point here is, it is very much necessary to see the frames with a certain speed, so that our brain can be ‘fooled’ for a good reason and we can get a clear and seamless visual. That is the goal even for films made-up using computer graphics. Typically called ‘Animation films’. And here comes the ‘Rendering’ part. In CG, ‘Rendering’ means nothing but the process of developing such frames. So that we get some kind of output from it, like a printout or a video film.

In almost all animation softwares (like 3DS MAX, Maya, Softimage, C4D and of-course Blender), there exists a separate section, dedicated for rendering. This is just like a car’s engine, which processes the input (Fuel, ignition, air etc) to produce output in form of torque, so that the wheels rotate. May be that is why it is called ‘The Rendering Engine’. In 3D softwares this engine renders the frames using the 3d models as the input. The output usually is in image formates such as JPEG of PNG etc.    (to be contd…)

Well, lets stop for today! We will continue this in the next talk. Thanks for reading. Please leave your comments, questions in the reply section below. Please subscribe the blog for email notifications, if you have not done already. You can also share this, via email, facebook etc.

See you soon…

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3 thoughts on “Fundamentals of Rendering: 01_Introduction

  1. Pingback: Fundamentals of Rendering: 02_ Converting 3d into 2d | mahesh deshpande

  2. Pingback: Fundamentals of Rendering: 03_Resolution | mahesh deshpande

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