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Rendering komp yuterna vizualizaciya angl rendering vizualizaciya proyavlennya vidmalovuvannya podannya v komp yuternij grafici ce proces otrimannya zobrazhennya za modellyu z dopomogoyu komp yuternoyi programi Tut model ce opis trivimirnih ob yektiv 3D 3D pevnoyu movoyu programuvannya i u viglyadi strukturi danih Takij opis mozhe mistiti geometrichni dani polozhennya tochki sposterigacha informaciyu pro osvitlennya A zobrazhennya ce cifrove rastrove zobrazhennya Rendering za dopomogoyu POV Ray 3 6 kviten 2006 roku Zobrazhennya stvorene spoluchennyam fotofonu ta vizualizovanoyi modeli litaka Iskanderom Vigoa Peresom u 2012 roci Slovo rendering v Ukrayini vzhivayut dlya vkazuvannya procesu vizualizaciyi sho vikonuyetsya za dopomogoyu programnogo zabezpechennya a render dlya poznachennya gotovogo zobrazhennya tobto yak sinonimi do slovospoluchen komp yuterna vizualizaciya komp yuternij rendering vizualizovanij ob yekt render 1 Komp yuterna vizualizaciya odin z najvazhlivishih rozdiliv v komp yuternij grafici i na praktici vin najtisnishim chinom pov yazanij z inshimi Dlya vizualizaciyi stvoryuyutsya samostijni programni paketi renderi poryad iz integraciyeyu yih z programami trivimirnogo modelyuvannya animaciyi videomontazhu 2D malyuvannya ta fotoredaguvannya Zmist 1 Riznovidi komp yuternoyi vizualizaciyi 2 Osoblivosti renderingu 3 Metodi renderingu vizualizaciyi 4 Matematichne obgruntuvannya 4 1 Golovne rivnyannya 5 Hronologiya stvorennya vazhlivih zasobiv vizualizaciyi 6 Programne zabezpechennya dlya renderingu renderi vizualizatori 6 1 Bised renderi 6 2 Unbised renderi 6 3 Paketi trivimirnogo modelyuvannya sho mayut vlasni rendereri 7 Vsesvitno vidomi studiyi komp yuternoyi vizualizaciyi 8 Div takozh 9 Primitki 10 Dzherela ta literatura 11 PosilannyaRiznovidi komp yuternoyi vizualizaciyi Redaguvati Rizni metodi vizualizaciyi vid hudozhnogo stilyu do fotorealizmu yaki zastosovani do odniyeyi 3D sceni 2 Nastupni riznovidi komp yuternoyi vizualizaciyi stvoreni cherez veliku riznomanitnist sferi yiyi zastosuvan fotorealistichna vizualizaciya nefotorealistichna vizualizaciya Ci riznovidi otrimuyutsya za dopomogoyu vikoristannya odnogo chi skupnosti nastupnih metodiv High Dynamic Range Rendering visokodinamichne vidobrazhennya diapazonu Algoritm Scanline Ob yemnij rendering angl volume rendering Z buferizaciya ta in Zalezhno vid meti rozriznyayut pre rendering yak dosit povilnij proces vizualizaciyi sho zastosovuyetsya v osnovnomu pri stvorenni video i rendering u rezhimi realnogo chasu zastosovuvanij u komp yuternih igrah pri stvorenni dopovnenoyi 3 abo virtualnoyi realnostej Osoblivosti renderingu RedaguvatiZobrazhennya rezultat renderingu mozhe buti opisane yak nabir pevnih vizualnih osoblivostej sho vidpovidayut spravzhnim fizichnim yavisham vlastivostyam ob yektu Doslidzhennya ta rozrobki u oblasti renderingu prodovzhuyut shukati najkrashi shlyahi dlya bilsh krashoyi ta efektivnoyi yih simulyaciyi Deyaki z cih osoblivostej mozhut buti priv yazani do konkretnogo algoritmu abo metodu inshi zh yavlyati yih sukupnist teksturna karta angl texture mapping sposib nanesennya na poverhnyu materialu shejding angl shading viznachaye yak kolir i yaskravist poverhni zminyuyetsya v zalezhnosti vid osvitlennya spravzhnij fizichnij vidpovidnik albedo vidobrazhennya angl reflection en dzerkalne abo glyanceve vidobrazhennya glibina rizkosti angl depth of field ob yekti zdayutsya rozmitimi abo ne v fokusi yaksho voni znahodyatsya zanadto daleko poperedu abo pozadu ob yekta u fokusi difrakciya angl diffraction viznachaye vigin poshirennya ta interferenciyu svitla sho prohodit poblizu granici ob yekta abo kriz vuzku diafragmu zalomlennya angl refraction vigin svitla pov yazanij z koeficiyentom zalomlennya materialiv relyefne teksturuvannya angl bump mapping metod imitaciyi dribnih nerivnostej na poverhni kaustika forma nepryamogo osvitlennya angl caustics vidbittya svitla vid bliskuchogo ob yekta abo fokusuvannya svitla cherez prozorij ob yekt dlya otrimannya yaskravih vidbliskiv na inshij ob yekt m yaki tini angl soft shadows efekt pereshkod sho chastkovo prihovuyut dzherela svitla nepryame osvitlennya angl indirect illumination viznachaye kilkist svitla vidbitogo vid inshih poverhon a ne bezposeredno vid dzherela svitla takozh vidome yak globalne osvitlennya nefotorealistichna vizualizaciya angl non photorealistic rendering rendering scen v hudozhnomu stili priznachena shob viglyadati yak kartina abo malyunok prozorist optika angl transparency optics prozorist grafika angl transparency graphic abo neprozorist angl opacity viznachaye peredachu svitla kriz tverdi nepovnistyu prozori ob yekti prozorist angl translucency peredacha svitla kriz prozori ob yekti tin angl shadow efekt pereshkod dlya svitla efekt tumanu angl distance fog yak svitlo prohodit cherez nechistu atmosferu abo tuman rozmittya v rusi angl Motion blur ob yekti zdayutsya rozmitimi cherez visoku shvidkist ruhu ob yekta abo kameri Metodi renderingu vizualizaciyi RedaguvatiNa sogodni rozrobleno bezlich algoritmiv vizualizaciyi a isnuyuche programne zabezpechennya mozhe vikoristovuvati sukupno dekilka algoritmiv dlya otrimannya kincevogo zobrazhennya Trasuvannya vsih promeniv svitla v sceni nepraktichne i zajmaye zanadto dovgij chas Navit trasuvannya maloyi kilkosti promeniv dostatnogo dlya togo shob otrimati zobrazhennya zajmaye nadto bagato chasu yaksho ne zastosovuyetsya aproksimaciya Vnaslidok cogo bulo rozrobleno chotiri grupi metodiv bilsh efektivnih nizh modelyuvannya vsih promeniv svitla sho osvitlyuyut scenu Rasterizaciya angl rasterization spilno z metodom skanuvannya ryadkiv Vizualizaciya provoditsya proyekciyuvannyam ob yektiv sceni na ekran bez rozglyadu efektu perspektivi vidnosno sposterigacha Ray casting metod kidannya promeniv angl ray casting Scena rozglyadayetsya yak taka sho sposterigayetsya z pevnoyi tochki Z tochki sposterezhennya na ob yekti sceni napravlyayutsya promeni za dopomogoyu yakih viznachayetsya kolir pikselya na dvovimirnomu ekrani Pri comu promeni pripinyayut svoye poshirennya na vidminu vid metodu zvorotnogo trasuvannya koli dosyagayut bud yakogo ob yekta sceni abo yiyi fonu Mozhlive vikoristannya bud yakih duzhe prostih sposobiv dodavannya optichnih efektiv Efekt perspektivi otrimuyetsya prirodnim chinom yaksho promeni nadhodyat pid kutom sho zalezhit vid polozhennya pikselya na ekrani i maksimalnogo kuta ob yektivu kameri Trasuvannya promeniv angl ray tracing shozha na metod kidannya promeniv Z tochki sposterezhennya na ob yekti sceni napravlyayutsya promeni za dopomogoyu yakih viznachayetsya kolir pikselya na dvovimirnomu ekrani Ale pri comu promin ne pripinyaye svoye poshirennya a rozdilyayetsya na tri promenya kozhen z yakih vnosit svij vnesok v kolir pikselya na dvovimirnomu ekrani vidbitij tinovij i zalomlenij Kilkist takih podiliv na komponenti viznachaye glibinu trasuvannya ta vplivaye na yakist i fotorealistichnist zobrazhennya Zavdyaki svoyim konceptualnim osoblivostyam metod dozvolyaye otrimati duzhe fotorealistichni zobrazhennya ale pri comu vin duzhe resursozatratnij i proces vizualizaciyi zajmaye znachni periodi chasu Trasuvannya shlyahu angl path tracing mistit shozhij princip trasuvannya promeniv sho poshiryuyutsya odnak cej metod ye najbilsh nablizhenim do fizichnih zakoniv poshirennya svitla Vidpovidno vin ye najbilsh resursozatratnim Peredove programne zabezpechennya zazvichaj poyednuye v sobi dekilka tehnik shob otrimati dostatno yakisne i fotorealistichne zobrazhennya pri prijnyatnih vitratah obchislyuvalnih resursiv Matematichne obgruntuvannya RedaguvatiRealizaciya mehanizmu renderingu zavzhdi gruntuyetsya na fizichnij modeli Obchislennya sho vikonuyutsya vidnosyatsya do tiyeyi chi inshoyi fizichnoyi abo abstraktnoyi modeli Golovni ideyi prosti dlya rozuminnya ale skladni dlya zastosuvannya Yak pravilo kinceve elegantne rishennya abo algoritm bilsh skladni i mistyat v sobi kombinaciyu riznih metodiv 4 Golovne rivnyannya Redaguvati Dokladnishe Rivnyannya renderinguKlyuchem do teoretichnogo obgruntuvannya modelej renderingu sluzhit rivnyannya renderingu Vono ye najbilsh povnim formalnim opisom chastini renderingu sho ne vidnositsya do sprijnyattya kincevogo zobrazhennya Vsi modeli yavlyayut soboyu yake nebud nablizhene rishennya cogo rivnyannya L o x w L e x w W f r x w w L i x w w n d w displaystyle L o x vec w L e x vec w int limits Omega f r x vec w vec w L i x vec w vec w cdot vec n d vec w Neformalne tlumachennya kilkist svitlovogo viprominyuvannya Lo sho vihodit z pevnoyi tochki v pevnomu napryamku ye vlasne viprominyuvannya i vidbite viprominyuvannya Vidbite viprominyuvannya ye dobutok sumi po vsih napryamah viprominyuvannya sho nadhodit Li ta koeficiyentu vidbittya z danogo kuta Ob yednuyuchi v odnomu rivnyanni svitlo yake nadhodit z tim sho viprominyuyetsya v odnij tochci ce rivnyannya formuye opis usogo svitlovogo potoku v zadanij sistemi Hronologiya stvorennya vazhlivih zasobiv vizualizaciyi Redaguvati1968 Kidannya promeniv angl Ray casting 5 1970 Algoritm Scanline angl Scanline rendering algoritm viznachennya vidimoyi poverhni 6 1971 Zatemnennya za Guro angl Gouraud shading interpolyacijnij metod bezperervnoyi zalivki poverhon predstavlenoyi sitki poligoniv 7 1974 Tekstura teksturna karta angl Texture mapping 8 1974 Z buferizaciya angl Z buffering 8 1975 Zatemnennya za Fongom angl Phong shading 9 1976 Karta vidobrazhennya angl Environment mapping 10 1977 Ob yemna tin angl Shadow volumes 11 1978 Shadow buffer 12 1978 Karta tinej angl Shadow mapping 1978 Bump mapping 13 1980 Dvijkove rozbivannya prostoru angl BSP trees 14 1980 Trasuvannya promeniv angl Ray tracing 15 1981 Cook shader 16 1983 MIP teksturuvannya angl MIP maps 17 1984 Derevo oktantiv angl Octree ray tracing 18 1984 Alfa kompoziting angl Alpha compositing 19 1984 Rozpodilene trasuvannya promeniv angl Distributed ray tracing 20 1984 Radiosity 21 1985 Hemicube 22 1986 Light source tracing 23 1986 Rivnyannya renderingu angl Rendering equation 24 1987 Reyes rendering 25 1991 Hierarchical radiosity 26 1993 Tonalne vidobrazhennya angl Tone mapping 27 1993 Pidpoverhneve rozsiyuvannya angl Subsurface scattering 28 1995 Metod fotonnih kart angl Photon mapping 29 1997 Metropolis light transport 30 1997 Instant Radiosity 31 2002 Poperedno obchislyuvana peredacha syajva angl Precomputed Radiance Transfer 4 Programne zabezpechennya dlya renderingu renderi vizualizatori RedaguvatiBised renderi Redaguvati Bised renderi renderi yaki pracyuyut pokrokovo v obrahunku fizichnih vlastivostej abo nablizheni do cogo rezhimu Bilshist iz vlastivostej mozhna bezposeredno zminiti v nalashtuvannyah vizualizatora otzhe vin zasnovanij ne na pravdivomu opisi fizichnih procesiv a na vlasnih dopushennyah yaki namagayutsya stvoriti vrazhennya realnih Bised renderi tehnichno podilyayutsya na Bised renderi CPU renderi yaki dlya obchislennya vikoristovuyut tilki centralnij procesor Bised renderi GPU renderi yak dlya obchislennya vikoristovuyut tilki grafichnij procesor videokartu 3Delight zapatentovanij RenderMan renderer AIR Angel AQSIS bezkoshtovnij ta vidkritij z standartom RenderMan ART Artlantis Render Studio CPU nefotorealistichnij rushij 3D renderingu BMRT Blue Moon Rendering Tools CPU poshirennya zupineno Brazil R S BusyRay Entropy CPU prodazh zupineno finalRender Freestyle vilnij licenziya GPL nefotorealistichnij rushij 3D vimalovuvannya 32 Gelato rozrobka zupinena u zv yazku z pokupkoyu NVIDIA mental ray Holomatix Renditio interaktivnij rejtrejser Hypershot Kerkythea bezkoshtovna renderingova sistema sho pidtrimuye trasuvannya promeniv Mozhe integruvatisya z 3ds Max Blender SketchUp ta Silo Kerkythea ce avtonomnij renderer sho vikoristovuye fizichno tochni materiali ta osvitlennya Keyshot Mantra renderer CPU mental ray CPU Meridian Pixie fotorealistichnij renderer z vidkritim kodom POV Ray RenderDotC RenderMan PhotoRealistic RenderMan Pixar s RenderMan abo PRMan CPU Substance Designer Sunflow fotorealistichnij renderer napisanij na Java Turtle V Ray CPU YafaRay renderer rozroblenij v LGPL Bilshe ne pidtrimuyetsya Unbised renderi Redaguvati Unbised render renderi bez nalashtuvan yaki pracyuyut v rezhimi realnogo chasu abo nablizheni do cogo rezhimu V yih osnovu rozrobniki zakladayut formuli dlya rozrahunku povodzhennya dennogo svitla ta in maksimalno nablizheni do realnosti opisuyut fizichni zakoni yaki prohodyat v prirodi generuvannya svitla padinnya jogo na poverhnyu zalomlennya vidobrazhennya poglinannya Nezvazhayuchi na chislenni perevagi yaki daye fizichna paradigma chas neobhidnij dlya otrimannya yakisnogo rezultatu zazvichaj u bagato raziv perevishuye analogichnij pokaznik dlya ne fizichnih sistem vizualizaciyi bised renderiv Tomu dlya zruchnoyi roboti slid vikoristovuvati bagatoyaderni i bagatoprocesorni konfiguraciyi komp yuteriv Unbised rendertehnichno podilyayutsya na Unbised renderi CPU renderi yaki dlya obchislennya vikoristovuyut tilki centralnij procesor Unbised renderi GPU renderi yak dlya obchislennya vikoristovuyut tilki grafichnij procesor videokartu Biased unbised renderi CPU GPU renderi yaki dlya obchislennya vikoristovuyut sukupno yak centralnij procesor tak i grafichnij Arion Render GPU Arion CPU Arnold CPU Artlantis Render Studio z viborom v nalashtuvannyah aktivnogo dviguna vizualizaciyi Maxwell Render CPU Brazil IR CPU Corona render CPU Cycles Render CPU FinalRender CPU Fryrender CPU Indigo CPU IndigoRT GPU iRay CPU Lumion GPU real time render nefotorealistichnij dvigun 3D renderingu LuxRender CPU Maxwell Render CPU Octane Render GPU Rendition CPU Shaderlight CPU Showcase CPU SmallLuxGPU GPU Thea Presto CPU GPU Thea CPU GPU Twinmotion GPU real time render nefotorealistichnij dvigun 3D renderingu VrayRT CPU GPU Paketi trivimirnogo modelyuvannya sho mayut vlasni rendereri Redaguvati Blender Realsoft 3D SketchUp Terragen Autodesk 3ds MAX Scanline Autodesk Maya Maya Software Maya Hardware Maya Vector Daz3D Bryce e on Software Vue Luxology Modo Maxon Cinema 4D Advanced Render NewTek LightWave 3D SideFX Houdini ta in Vsesvitno vidomi studiyi komp yuternoyi vizualizaciyi RedaguvatiBlur StudioDiv takozh RedaguvatiModelyuvannya ta rendering na osnovi zobrazhen Render ferma Tekstura trivimirna grafika Shejder Oklyuziya Kompoziting Chajnik Yuta Programne zabezpechennya dlya komp yuternoyi 3D grafikiPrimitki Redaguvati https repository kpi kharkov ua server api core bitstreams 19a181f5 9306 4cb9 82ac c8c2d7eff3c9 content The top image took about 1 second to render on a standard 2005 PC The buttom image took about 3 minutes to render at that time Shegelska Yu P Sposobi aktivaciyi dvovimirnih sistem AR renderingu v praktici promocijnih komunikacij Tehnologiya i tehnika drukarstva 1 71 2021 C 90 97 1 a b Sloan P Kautz J Snyder J 2002 Precomputed Radiance Transfer for Real Time Rendering in Dynamic Low Frequency Lighting Environments Computer Graphics Proceedings of SIGGRAPH 2002 29 s 527 536 Arhiv originalu za 24 lipnya 2011 Procitovano 20 sichnya 2014 Appel A 1968 Some techniques for shading machine renderings of solids Proceedings of the Spring Joint Computer Conference 32 s 37 49 Bouknight W J 1970 A procedure for generation of three dimensional half tone computer graphics presentations Communications of the ACM 13 9 527 536 doi 10 1145 362736 362739 Gouraud H 1971 Continuous shading of curved surfaces IEEE Transactions on Computers 20 6 623 629 Arhiv originalu za 2 lipnya 2010 Procitovano 1 travnya 2014 a b Catmull E 1974 A subdivision algorithm for computer display of curved surfaces University of Utah Proignorovano nevidomij parametr degree dovidka Phong B T 1975 Illumination for computer generated pictures Communications of the ACM 18 6 311 316 doi 10 1145 360825 360839 Arhiv originalu za 16 sichnya 2015 Procitovano 1 travnya 2014 Blinn J F Newell M E 1976 Texture and reflection in computer generated images Communications of the ACM 19 542 546 doi 10 1145 360349 360353 CiteSeerX 10 1 1 87 8903 Crow F C 1977 Shadow algorithms for computer graphics Computer Graphics Proceedings of SIGGRAPH 1977 11 2 s 242 248 Arhiv originalu za 13 sichnya 2012 Procitovano 1 travnya 2014 Williams L 1978 Casting curved shadows on curved surfaces Computer Graphics Proceedings of SIGGRAPH 1978 12 3 s 270 274 CiteSeerX 10 1 1 134 8225 Blinn J F 1978 Simulation of wrinkled surfaces Computer Graphics Proceedings of SIGGRAPH 1978 12 3 s 286 292 Fuchs H Kedem Z M Naylor B F 1980 On visible surface generation by a priori tree structures Computer Graphics Proceedings of SIGGRAPH 1980 14 3 s 124 133 CiteSeerX 10 1 1 112 4406 Whitted T 1980 An improved illumination model for shaded display Communications of the ACM 23 6 343 349 doi 10 1145 358876 358882 CiteSeerX 10 1 1 114 7629 Cook R L Torrance K E 1981 A reflectance model for computer graphics Computer Graphics Proceedings of SIGGRAPH 1981 15 3 s 307 316 CiteSeerX 10 1 1 88 7796 Williams L 1983 Pyramidal parametrics Computer Graphics Proceedings of SIGGRAPH 1983 17 3 s 1 11 CiteSeerX 10 1 1 163 6298 Glassner A S 1984 Space subdivision for fast ray tracing IEEE Computer Graphics amp Applications 4 10 15 22 doi 10 1109 mcg 1984 6429331 Porter T Duff T 1984 Compositing digital images Computer Graphics Proceedings of SIGGRAPH 1984 18 3 s 253 259 Cook R L Porter T Carpenter L 1984 Distributed ray tracing Computer Graphics Proceedings of SIGGRAPH 1984 18 3 s 137 145 nedostupne posilannya z kvitnya 2019 Goral C Torrance K E Greenberg D P Battaile B 1984 Modeling the interaction of light between diffuse surfaces Computer Graphics Proceedings of SIGGRAPH 1984 18 3 s 213 222 CiteSeerX 10 1 1 112 356 Cohen M F Greenberg D P 1985 The hemi cube a radiosity solution for complex environments Computer Graphics Proceedings of SIGGRAPH 1985 19 3 s 31 40 doi 10 1145 325165 325171 Arvo J 1986 Backward ray tracing SIGGRAPH 1986 Developments in Ray Tracing course notes CiteSeerX 10 1 1 31 581 Kajiya J 1986 The rendering equation Computer Graphics Proceedings of SIGGRAPH 1986 20 4 s 143 150 CiteSeerX 10 1 1 63 1402 Cook R L Carpenter L Catmull E 1987 The Reyes image rendering architecture Computer Graphics Proceedings of SIGGRAPH 1987 21 4 s 95 102 Hanrahan P Salzman D Aupperle L 1991 A rapid hierarchical radiosity algorithm Computer Graphics Proceedings of SIGGRAPH 1991 25 4 s 197 206 CiteSeerX 10 1 1 93 5694 Tumblin J Rushmeier H E 1993 Tone reproduction for realistic computer generated images IEEE Computer Graphics amp Applications 13 6 42 48 doi 10 1109 38 252554 Hanrahan P Krueger W 1993 Reflection from layered surfaces due to subsurface scattering Computer Graphics Proceedings of SIGGRAPH 1993 27 s 165 174 CiteSeerX 10 1 1 57 9761 Jensen H W Christensen N J 1995 Photon maps in bidirectional monte carlo ray tracing of complex objects Computers amp Graphics 19 2 215 224 doi 10 1016 0097 8493 94 00145 o CiteSeerX 10 1 1 97 2724 Veach E Guibas L 1997 Metropolis light transport Computer Graphics Proceedings of SIGGRAPH 1997 16 s 65 76 CiteSeerX 10 1 1 88 944 Keller A 1997 Instant Radiosity Computer Graphics Proceedings of SIGGRAPH 1997 24 s 49 56 CiteSeerX 10 1 1 15 240 http freestyle sourceforge net Sajt rushiya vimalovuvannya Freestyle angl Dzherela ta literatura RedaguvatiPharr Matt Humphreys Greg 2004 Physically based rendering from theory to implementation Amsterdam Elsevier Morgan Kaufmann ISBN 0 12 553180 X Shirley Peter Morley R Keith 2003 Realistic ray tracing vid 2 Natick Mass AK Peters ISBN 1 56881 198 5 Dutre Philip Bekaert Philippe Bala Kavita 2003 Advanced global illumination vid Online Ausg Natick Mass A K Peters ISBN 1 56881 177 2 Akenine Moller Tomas Haines Eric 2004 Real time rendering vid 2 Natick Mass AK Peters ISBN 1 56881 182 9 Strothotte Thomas Schlechtweg Stefan 2002 Non photorealistic computer graphics modeling rendering and animation vid 2 San Francisco CA Morgan Kaufmann ISBN 1 55860 787 0 Gooch Bruce Gooch Amy 2001 Non photorealistic rendering Natick Mass A K Peters ISBN 1 56881 133 0 Jensen Henrik Wann 2001 Realistic image synthesis using photon mapping vid Nachdr Natick Mass AK Peters ISBN 1 56881 147 0 Blinn Jim 1996 Jim Blinn s corner a trip down the graphics pipeline San Francisco Calif Morgan Kaufmann Publishers ISBN 1 55860 387 5 Glassner Andrew S 2004 Principles of digital image synthesis vid 2 San Francisco Calif Kaufmann ISBN 1 55860 276 3 Cohen Michael F Wallace John R 1998 Radiosity and realistic image synthesis vid 3 Boston Mass u a Academic Press Professional ISBN 0 12 178270 0 Foley James D Van Dam Feiner Hughes 1990 Computer graphics principles and practice vid 2 Reading Mass Addison Wesley ISBN 0 201 12110 7 Andrew S Glassner red 1989 An introduction to ray tracing vid 3 London u a Acad Press ISBN 0 12 286160 4 Description of the Radiance systemPosilannya RedaguvatiSIGGRAPH Specialna grupa za interesami ACMs u grafici najbilsha akademichna ta profesijna asociaciya Ce nezavershena stattya pro komp yuternu grafiku Vi mozhete dopomogti proyektu vipravivshi abo dopisavshi yiyi Otrimano z https uk wikipedia org w index php title Rendering amp oldid 39530270