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Indigo Renderer
Indigo Renderer is a 3D rendering software that uses unbiased rendering technologies to create photo-realistic images. In doing so, it uses equations that simulate the behaviour of light. By simulating the interactions of light, it can produce effects such as: * Depth of field, as when a camera is focused on one object and the background is blurred * Spectral effects, as when a beam of light goes through a prism and a rainbow of colours is produced * Refraction, as when light enters a pool of water and the objects in the pool seem to be "bent" * Reflections, from subtle reflections on a polished concrete floor to the pure reflection of a silvered mirror * Caustics, as in light that has been focused through a magnifying glass and has made a pattern of brightness on a surface It uses methods such as Metropolis light transport (MLT), spectral light calculus, and virtual camera model. Scene data is stored in XML or IGS format. It features Monte-Carlo path tracing, bidirect ...
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Glare Technologies
Glare (derived from GLAss REinforced laminate ) is a fiber metal laminate (FML) composed of several very thin layers of metal (usually aluminum) interspersed with layers of S-2 glass-fiber ''pre-preg'', bonded together with a matrix such as epoxy. The uni-directional pre-preg layers may be aligned in different directions to suit predicted stress conditions. Though Glare is a composite material, its material properties and fabrication are very similar to bulk aluminum metal sheets. It has far less in common with composite structures when it comes to design, manufacture, inspection, or maintenance. Glare parts are constructed and repaired using mostly conventional metal working techniques. Its major advantages over conventional aluminum are: * Better "damage tolerance" behavior, especially in impact and metal fatigue. Since the elastic strain is larger than other metal materials, it can consume more impact energy. It is dented more easily but has a higher penetration resistance ...
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Reflection (physics)
Reflection is the change in direction of a wavefront at an interface between two different media so that the wavefront returns into the medium from which it originated. Common examples include the reflection of light, sound and water waves. The ''law of reflection'' says that for specular reflection (for example at a mirror) the angle at which the wave is incident on the surface equals the angle at which it is reflected. In acoustics, reflection causes echoes and is used in sonar. In geology, it is important in the study of seismic waves. Reflection is observed with surface waves in bodies of water. Reflection is observed with many types of electromagnetic wave, besides visible light. Reflection of Very high frequency, VHF and higher frequencies is important for radio transmission and for radar. Even hard X-rays and gamma rays can be reflected at shallow angles with special "grazing" mirrors. Reflection of light Reflection of light is either ''Specular reflection, specular'' (mi ...
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Rendering Systems
Render, rendered, or rendering may refer to: Computing * Rendering (computer graphics), generating an image from a model by means of computer programs * Architectural rendering, creating two-dimensional images or animations showing the attributes of a proposed architectural design * Artistic rendering, creating, shading, and texturing of an image * Typesetting, composition of text for visual display * Rendering engine, the software that transforms (renders) data into a picture ** 3D rendering, generating image or motion picture from virtual 3D models ** Browser engine, component of a web browser that renders web pages ** High-dynamic-range rendering, allows preservation of details that may be lost due to limiting contrast ratios ** Non-photorealistic rendering, focuses on enabling a wide variety of expressive styles for digital art ** Scanline rendering, algorithm for visible surface determination ** Volume rendering, used to display a 2D projection of a 3D discretely sampled data ...
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Global Illumination Software
Global means of or referring to a globe and may also refer to: Entertainment * ''Global'' (Paul van Dyk album), 2003 * ''Global'' (Bunji Garlin album), 2007 * ''Global'' (Humanoid album), 1989 * ''Global'' (Todd Rundgren album), 2015 * Bruno J. Global, a character in the anime series ''The Super Dimension Fortress Macross'' Companies and brands Television * Global Television Network, in Canada ** Global BC, on-air brand of CHAN-TV, a television station in Vancouver, British Columbia, Canada ** Global Okanagan, on-air brand of CHBC-TV, a television station in Kelowna, British Columbia, Canada ** Global Toronto, a television station in Toronto ** Global Edmonton ** Global Calgary ** Global Montreal ** Global Maritimes ** Canwest Global, former parent company of Global Television Network * Global TV (Venezuela), a regional channel in Venezuela Other industries * Global (cutlery), a Japanese brand * Global Aviation Holdings, the parent company of World Airways, Inc., and North Am ...
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OpenCL
OpenCL (Open Computing Language) is a framework for writing programs that execute across heterogeneous platforms consisting of central processing units (CPUs), graphics processing units (GPUs), digital signal processors (DSPs), field-programmable gate arrays (FPGAs) and other processors or hardware accelerators. OpenCL specifies programming languages (based on C99, C++14 and C++17) for programming these devices and application programming interfaces (APIs) to control the platform and execute programs on the compute devices. OpenCL provides a standard interface for parallel computing using task- and data-based parallelism. OpenCL is an open standard maintained by the non-profit technology consortium Khronos Group. Conformant implementations are available from Altera, AMD, ARM, Creative, IBM, Imagination, Intel, Nvidia, Qualcomm, Samsung, Vivante, Xilinx, and ZiiLABS. Overview OpenCL views a computing system as consisting of a number of ''compute devices'', which migh ...
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Graphics Processing Unit
A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. Modern GPUs are efficient at manipulating computer graphics and image processing. Their parallel structure makes them more efficient than general-purpose central processing units (CPUs) for algorithms that process large blocks of data in parallel. In a personal computer, a GPU can be present on a video card or embedded on the motherboard. In some CPUs, they are embedded on the CPU die. In the 1970s, the term "GPU" originally stood for ''graphics processor unit'' and described a programmable processing unit independently working from the CPU and responsible for graphics manipulation and output. Later, in 1994, Sony used the term (now standing for ''graphics processing unit'' ...
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Subsurface Scattering
Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface at a different point. The light will generally penetrate the surface and be reflected a number of times at irregular angles inside the material before passing back out of the material at a different angle than it would have had if it had been reflected ''directly'' off the surface. Subsurface scattering is important for realistic 3D computer graphics, being necessary for the rendering of materials such as marble, skin, leaves, wax and milk. If subsurface scattering is not implemented, the material may look unnatural, like plastic or metal. Rendering techniques To improve rendering efficiency, many real-time computer graphics algorithms only compute the reflectance at the *surface* of an object. In reality, many materials are slightly t ...
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Bidirectional Path Tracing
In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images. On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as in still computer-generated images, and film and television visual effects (VFX), but was less suited to real-time applications such as video games, where speed is critical in rendering each frame. Since 2018, however, hardware acceleration for real-time ray tracing has become standard on new commercial graphics cards, and graphics APIs have followed suit, allowing developers to use hybrid ray tracing and rasterization-ba ...
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Path Tracing
Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function (BRDF) to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image. When combined with physically accurate models of surfaces, accurate models of real light sources (light bulbs), and optically correct cameras, path tracing can produce still images that are indistinguishable from photographs. Path tracing naturally simulates many effects that have to be specifically added to other methods (conventional ray tracing or scanline rendering), such as soft shadows, depth of field, motion blur, caustics, ambient occlusion, and indirect lighting. Implementa ...
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Monte Carlo Method
Monte Carlo methods, or Monte Carlo experiments, are a broad class of computational algorithms that rely on repeated random sampling to obtain numerical results. The underlying concept is to use randomness to solve problems that might be deterministic in principle. They are often used in physical and mathematical problems and are most useful when it is difficult or impossible to use other approaches. Monte Carlo methods are mainly used in three problem classes: optimization, numerical integration, and generating draws from a probability distribution. In physics-related problems, Monte Carlo methods are useful for simulating systems with many coupled degrees of freedom, such as fluids, disordered materials, strongly coupled solids, and cellular structures (see cellular Potts model, interacting particle systems, McKean–Vlasov processes, kinetic models of gases). Other examples include modeling phenomena with significant uncertainty in inputs such as the calculation of ris ...
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IGES
The Initial Graphics Exchange Specification (IGES) is a vendor-neutral file format that allows the digital exchange of information among computer-aided design (CAD) systems. It's an ASCII-based textual format. The official title of IGES is ''Digital Representation for Communication of Product Definition Data'', first published in March, 1980 by the U.S. National Bureau of Standards as NBSIR 80-1978. Many documents (like early versions of the Defense Standards MIL-PRF-28000 and MIL-STD-1840) referred to it as ASME Y14.26M, the designation of the ANSI committee that approved IGES Version 1.0. Using IGES, a CAD user can exchange product data models in the form of circuit diagrams, wireframe, freeform surface or solid modeling representations. Applications supported by IGES include traditional engineering drawings, models for analysis, and other manufacturing functions. History IGES was an initiative of the United States Air Force (USAF) Integrated Computer Aided Manufacturing (IC ...
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Metropolis Light Transport
Metropolis light transport (MLT) is a global illumination application of a variant of the Monte Carlo method called the Metropolis–Hastings algorithm to the rendering equation for generating images from detailed physical descriptions of three-dimensional scenes. The procedure constructs paths from the eye to a light source using bidirectional path tracing, then constructs slight modifications to the path. Some careful statistical calculation (the Metropolis algorithm) is used to compute the appropriate distribution of brightness over the image. This procedure has the advantage, relative to bidirectional path tracing, that once a path has been found from light to eye, the algorithm can then explore nearby paths; thus difficult-to-find light paths can be explored more thoroughly with the same number of simulated photons. In short, the algorithm generates a path and stores the path's 'nodes' in a list. It can then modify the path by adding extra nodes and creating a new light pat ...
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