ELEARNING GRAPHIC STRATEGIES – 3D RENDERING PART 2: PRE RENDERED VS REAL TIME
Following on the heels on my post about to 3D animation. I outlined what to me is the main hurdle of Pre Rendered 3D animation. Which was render time, and the most logical workaround to this solution is the utilization of Real Time Rendering.
WHAT’S THE DIFFERENCE?
PRE RENDERED GRAPHICS
Pre Rendered graphics run all of the graphical computations to create the images before hand (this is render time) and then those images are compiled into an image sequence or movie.
Visual Fidelity: Highest level of render quality and visual fidelity
Render Time: Varying, can be relatively quick, but generally the more realistic, and complex the longer it takes, ranging from minutes to hours.
Camera Type: Camera movements and paths are set and established prior to rendering.
Result: Most often than not, either video or still image.
REAL TIME GRAPHICS
Real Time rendering is when the image that you view is computed in real time.
Visual Fidelity: Great level of visual fidelity.
Render Time: Zero render time as images are rendered in real time.
Camera Type: Camera is mobile and scenes can be navigated. Alternatively, cameras can be setup and pathed to create a video as well.
Result: Can be an interactive/explorative piece, a video or a still image.
Historically, real time rendering has always looked far worse than pre rendered graphics. However with the passing of time, technological innovations have given way to higher and higher levels of quality produced by real time renderers. To track this progression just look into the rapid evolution of the videogames industry and it’sgraphics which of course are rendered in real time.
For a more concrete example check out this video link. While this video is just over a year old, the levels of realism produced by modern real time graphics engines is essentially indistinguishable from real life.
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