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"Real time" Vs. "Rendered" (referring to graphics)
what does this mean?
what does this mean?
http://www.acm.uiuc.edu/banks/feb96/toystory.htmlWhat do you get when you combine 28 animators, 117 dual and quad-processor SPARCstation 20 systems in a Renderfarm, 1,300 Renderman Shaders, 4.5 million lines of object code, and 34 terabytes of Renderman data files?
You end up with a 79 minute computer-generated animated movie...
With the success of Toy Story, the entertainment industry is now exploring areas of computer entertainment. The industry needs more than artists to make movies like this possible. Application developers are needed to create 3D programs, effects and shaders; as well as to develop the massively parallel renderfarm which took only 800,000 computer hours to generate the film's 114,240 frames. As a side note, if the producers began rendering Toy Story today on an average one-processor home computer, and the computer was used exclusively for the purpose of frame rendering, the animation would be complete in approximately 43 years.
Real-time graphics refer to graphics that are generated and displayed in real-time, meaning they are created and rendered as the user interacts with them. Rendered graphics, on the other hand, are pre-created and stored, and are only displayed when called upon.
This depends on the specific needs and goals of the game. Real-time graphics are typically used for fast-paced, interactive games, while rendered graphics are more commonly seen in slower-paced or cinematic games.
The main advantage of real-time graphics is the ability to respond and adapt in real-time, allowing for more interactive and immersive experiences. Additionally, real-time graphics are more efficient for games that require a lot of dynamic changes.
Rendered graphics offer more control and precision in terms of visual quality, as they are pre-created and can be fine-tuned before being displayed. They also tend to have less strain on hardware, making them ideal for high-end graphics.
Yes, it is common for games and other applications to utilize both real-time and rendered graphics. This allows for a balance between interactivity and visual quality, as well as efficient use of resources.