Electric Image
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Electric Image
The Electric Image Animation System (EIAS) is a 3D computer graphics package published by EIAS3D. It currently runs on the macOS and Windows platforms. History Electric Image, Inc. was initially a visual effects production company. They developed their own in-house 3D animation and rendering package for the Macintosh beginning in the late 1980s, calling it ElectricImage Animation System. (To avoid confusion with the current product with its similar name, we will refer to this initial incarnation of the product simply as ''ElectricImage''.) When the company later decided to offer their software for sale externally, it quickly gained a customer base that lauded the developers for the software's exceptionally fast rendering engine and high image quality. Because it was capable of film-quality output on commodity hardware, ElectricImage was popular in the movie and television industries throughout the decade. It was used by the "Rebel Unit" at Industrial Light and Magic quite extensiv ...
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MacOS
macOS (; previously OS X and originally Mac OS X) is a Unix operating system developed and marketed by Apple Inc. since 2001. It is the primary operating system for Apple's Mac computers. Within the market of desktop and laptop computers it is the second most widely used desktop OS, after Microsoft Windows and ahead of ChromeOS. macOS succeeded the classic Mac OS, a Mac operating system with nine releases from 1984 to 1999. During this time, Apple cofounder Steve Jobs had left Apple and started another company, NeXT, developing the NeXTSTEP platform that would later be acquired by Apple to form the basis of macOS. The first desktop version, Mac OS X 10.0, was released in March 2001, with its first update, 10.1, arriving later that year. All releases from Mac OS X 10.5 Leopard and after are UNIX 03 certified, with an exception for OS X 10.7 Lion. Apple's other operating systems (iOS, iPadOS, watchOS, tvOS, audioOS) are derivatives of macOS. A promi ...
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Lightwave 3D
LightWave 3D is a 3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for th ... program developed by NewTek. It has been used in films, television, motion graphics, digital matte painting, visual effects, video game development, product design, Architectural visualization, architectural visualizations, Virtual product development, virtual production, Music video, music videos, Previsualization, pre-visualizations and advertising. Overview LightWave is a software package used for rendering computer graphics, 3D images, both animated and static. It includes a fast rendering engine that supports such advanced features as realistic reflection, Radiosity (computer graphics), radiosity, Caustic (optics), caustics, and 999 Parallel rendering, render nodes. The 3D modeling com ...
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3D Graphics Software
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics ...
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Form-Z
Form·Z is a general-purpose solid and surface modeling software. It offers 2D/ 3D form manipulating and sculpting capabilities. It can be used on Windows and Macintosh computers. It is available in English, German, Italian, Spanish, French, Greek, Korean and Japanese languages. Modeling Form·Z allows design in 3D or in 2D, using numeric or interactive graphic input through either line or smooth shaded drawings (OpenGL). Modeling features include Boolean solids to generate complex composite objects; the ability to create curved surfaces from splines, including NURBS and Bézier/Coons patches; mechanical and organic forms using the previous as well as metaforms, patches, subdivisions, displacements, or skinning, plus tools such as Terrain models, Platonic solids, geodesic In geometry, a geodesic () is a curve representing in some sense the shortest path ( arc) between two points in a surface, or more generally in a Riemannian manifold. The term also has meaning in any dif ...
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Render Farm
A render farm is a high-performance computer system, e.g. a computer cluster, built to render computer-generated imagery (CGI), typically for film and television visual effects. Origin of the term The term ''render farm'' was born during the production of the Autodesk 3D Studio animated short ''The Bored Room'' in July 1990 when, to meet an unrealistic deadline, a room filled with Compaq 386 computers was configured to do the rendering. At the time the system wasn't networked so each computer had to be set up by hand to render a specific animation sequence. The rendered images would then be 'harvested' via a rolling platform to a large-format optical storage drive, then loaded frame by frame to a Sony CRV disc. The Autodesk technician assigned to manage this early render farm (Jamie Clay) had a regular habit of wearing farmer's overalls and the product manager for the software (Bob Bennett) joked that what Clay was doing was farming the frames and at that moment he named the ...
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Global Illumination
Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (''direct illumination''), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not (''indirect illumination''). Theoretically, reflections, refractions, and shadows are all examples of global illumination, because when simulating them, one object affects the rendering of another (as opposed to an object being affected only by a direct source of light). In practice, however, only the simulation of diffuse inter-reflection or caustics is called global illumination. Algorithms Images rendered using global illumination algorithms often appear more photorealistic than those using only direct illumination algorithms. However, such images are co ...
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Photon Mapping
In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001Jensen, H. (1996). ''Global Illumination using Photon Maps''. nlineAvailable at: http://graphics.stanford.edu/~henrik/papers/ewr7/egwr96.pdf that approximately solves the rendering equation for integrating light radiance at a given point in space. Rays from the light source (like photons) and rays from the camera are traced independently until some termination criterion is met, then they are connected in a second step to produce a radiance value. The algorithm is used to realistically simulate the interaction of light with different types of objects (similar to other photorealistic rendering techniques). Specifically, it is capable of simulating the refraction of light through a transparent substance such as glass or water (including caustics), diffuse interreflection between illuminated objects, the subsurface scattering of light in tr ...
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Radiosity (computer Graphics)
In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that use Monte Carlo algorithms (such as path tracing), which handle all types of light paths, typical radiosity only account for paths (represented by the code "LD*E") which leave a light source and are reflected diffusely some number of times (possibly zero) before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints. Radiosity methods were first developed in about 1950 in the engineering field of heat transfer. They were later refined specifically for the problem of rendering computer graphics in 1984 by ...
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Caustic (optics)
In optics, a caustic or caustic network is the envelope of light rays which have been reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface. The caustic is a curve or surface to which each of the light rays is tangent, defining a boundary of an envelope of rays as a curve of concentrated light. Therefore, in the photo to the right, caustics can be seen as patches of light or their bright edges. These shapes often have cusp singularities. Explanation Concentration of light, especially sunlight, can burn. The word ''caustic'', in fact, comes from the Greek καυστός, burnt, via the Latin ''causticus'', burning. A common situation where caustics are visible is when light shines on a drinking glass. The glass casts a shadow, but also produces a curved region of bright light. In ideal circumstances (including perfectly parallel rays, as if from a point source at infinity), a nephroid-shaped patch of light ...
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Motion Blur
Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or long exposure. Usages / Effects of motion blur Photography When a camera creates an image, that image does not represent a single instant of time. Because of technological constraints or artistic requirements, the image may represent the scene over a period of time. Most often this exposure time is brief enough that the image captured by the camera appears to capture an instantaneous moment, but this is not always so, and a fast moving object or a longer exposure time may result in blurring artifacts which make this apparent. As objects in a scene move, an image of that scene must represent an integration of all positions of those objects, as well as the camera's viewpoint, over the period of exposure determined by the shutter speed. In ...
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Spatial Anti-aliasing
In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics, digital audio, and many other applications. Anti-aliasing means removing signal components that have a higher frequency than is able to be properly resolved by the recording (or sampling) device. This removal is done before (re)sampling at a lower resolution. When sampling is performed without removing this part of the signal, it causes undesirable artifacts such as black-and-white noise. In signal acquisition and audio, anti-aliasing is often done using an analog anti-aliasing filter to remove the out-of-band component of the input signal prior to sampling with an analog-to-digital converter. In digital photography, optical anti-aliasing filters made of birefringent materials smooth the signal in the spatial optical domain. The anti-a ...
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Scanline Rendering
Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of the polygons to be rendered are first sorted by the top y coordinate at which they first appear, then each row or scan line of the image is computed using the intersection of a scanline with the polygons on the front of the sorted list, while the sorted list is updated to discard no-longer-visible polygons as the active scan line is advanced down the picture. The main advantage of this method is that sorting vertices along the normal of the scanning plane reduces the number of comparisons between edges. Another advantage is that it is not necessary to translate the coordinates of all vertices from the main memory into the working memory—only vertices defining edges that intersect the current scan line need to be in active memory, an ...
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