Real time Vs. Rendered (referring to graphics)

  • Thread starter Thread starter avant-garde
  • Start date Start date
  • Tags Tags
    Graphics Time
Click For Summary

Discussion Overview

The discussion revolves around the concepts of "real time" versus "rendered" graphics, particularly in the context of video games and animation. Participants explore the implications of these terms in various applications, including film production and interactive gaming.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification
  • Debate/contested

Main Points Raised

  • Some participants define "real time" as processing that occurs while the user is actively engaged, contrasting it with "rendered" graphics, which are pre-generated images.
  • One participant notes that "real time rendering" allows for immediate visual feedback, while slower systems require waiting for images to be generated.
  • Another participant discusses the stages of editing, indicating that creative processes often utilize real-time capabilities, while final outputs undergo high-quality rendering.
  • A participant uses video games as an example, explaining that real-time rendering is necessary for player interactions, while cut-scenes are pre-rendered to enhance visual quality without real-time constraints.
  • It is mentioned that the realism of graphics in cut-scenes is typically higher than in real-time gameplay due to the differences in rendering requirements.

Areas of Agreement / Disagreement

Participants present various perspectives on the definitions and applications of real-time versus rendered graphics, with no clear consensus reached on the implications or best practices in different contexts.

Contextual Notes

Some discussions touch on the limitations of real-time rendering in terms of graphical fidelity and processing power, as well as the trade-offs involved in achieving high-quality visuals versus interactive performance.

avant-garde
Messages
195
Reaction score
0
"Real time" Vs. "Rendered" (referring to graphics)

what does this mean?
 
Computer science news on Phys.org


"Real time" means something is done as you are watching it. "Rendered" is how a computer makes a picture. So "real time rendering" means a computer is generating the images as you are watching them, as opposed to what happens on a slower computer, where you have to wait.

IIRC, Toy Story is the first fully computer generated movie...
What 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.
http://www.acm.uiuc.edu/banks/feb96/toystory.html
 
Last edited by a moderator:


it usually refers to processing acquired footage.
In editing, you have several stages.
The creative editing, making the story etc.. is usually done using real time as much as possible, even though it may show worse results.
When the project is finished, high quality rendering(not real time) is done.
 


Think of video games. If you are actively playing the game (moving around in some environment for example), then the world is rendered (drawn) in real-time. It must be, because the game cannot predict what move you'll make. If you decide to look to your left, then the game suddenly has to draw what is to the left of you, and stop drawing what is to the right of you.

If, however, you encounter a cut-scene (as many games have), then you cannot actively control the game, but instead it plays a little 'movie' for you. Now, the game does know where 'you' will be looking next, so it doesn't have to render everything 'on the spot'. Instead, these cut-scenes are usually rendered during development. They are literally made into little movies that are simply played back to you.

This is the reason that cut-scenes often look much more realistic then in-game graphics: rendering a scene costs computing time. When the realism goes up, the computing time goes up too. Of course, while you are playing the game you don't want to wait 2 seconds before you can move 1 step forward, just because the game is busy rendering the world. So, less realistic graphics are used that can be rendered quickly.
For cut-scenes, the rendering is done beforehand, and it doesn't matter if it takes 2 second to generate a new frame. Once the scene has been rendered it can simply be replayed in the game at the correct speed.
 

Similar threads

Replies
3
Views
2K
  • · Replies 27 ·
Replies
27
Views
4K
  • · Replies 3 ·
Replies
3
Views
2K
Replies
4
Views
3K
Replies
7
Views
2K
  • · Replies 6 ·
Replies
6
Views
2K
Replies
1
Views
2K
  • · Replies 10 ·
Replies
10
Views
3K
  • · Replies 3 ·
Replies
3
Views
1K
Replies
3
Views
4K