ABSTRACT

Rendering algorithms convert a scene description into a rendered image. They can be broadly classified into object-order rasterizers, which are high performance, and image-order raytracers, which allow true reflections, refraction, and other lighting effects. In this entry, we examine rendering algorithm fundamentals such as parallelism, discuss the current and future state of graphics hardware acceleration, and discuss common features of existing implementations. Specific topics include antialiasing, local and global lighting calculations such as shadow maps and path tracing, programmable shading, spectral color handling, radiometry and high dynamic range processing, and physically based rendering.