Difference between revisions of "Offline vs. Real-Time Rendering"

From polycount
Jump to: navigation, search
 
m (2 revisions)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]] > [[Offline vs. Real-Time Rendering]]
 
 
 
= Offline Rendering vs. Real-Time Rendering =
 
= Offline Rendering vs. Real-Time Rendering =
  
 
* ''"Offline rendering systems, such as those used in CAD applications, stress accuracy over frame rate... each frame of animation might take hours to render. Real-time renderers, like game engines and simulators, tend to emphasize constant frame rate to keep animations smooth and fluid, and are willing to sacrifice both geometric and texture detail in order to do this."'' - from the [http://www.extremetech.com/article2/0,3973,9722,00.asp ExtremeTech 3D Pipeline Tutorial] by [http://www.extremetech.com/author_bio/0,1728,a%253D234,00.asp Dave Salvator]
 
* ''"Offline rendering systems, such as those used in CAD applications, stress accuracy over frame rate... each frame of animation might take hours to render. Real-time renderers, like game engines and simulators, tend to emphasize constant frame rate to keep animations smooth and fluid, and are willing to sacrifice both geometric and texture detail in order to do this."'' - from the [http://www.extremetech.com/article2/0,3973,9722,00.asp ExtremeTech 3D Pipeline Tutorial] by [http://www.extremetech.com/author_bio/0,1728,a%253D234,00.asp Dave Salvator]
  
<<BR>>
+
----
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Rendering]] > [[Offline vs. Real-Time Rendering]]
+
[[Category:Rendering]]

Latest revision as of 04:44, 29 July 2014

Offline Rendering vs. Real-Time Rendering

  • "Offline rendering systems, such as those used in CAD applications, stress accuracy over frame rate... each frame of animation might take hours to render. Real-time renderers, like game engines and simulators, tend to emphasize constant frame rate to keep animations smooth and fluid, and are willing to sacrifice both geometric and texture detail in order to do this." - from the ExtremeTech 3D Pipeline Tutorial by Dave Salvator

Personal tools
Namespaces

Variants
Actions
Navigation
Tools