In [computer graphics](graphics.md) 3D rendering is concerned with computing images that represent a projected view of 3D objects through a virtual camera. There are many methods and [algorithms](algorithm.md) for doing so differing in many aspects such as computation complexity, implementation complexity, realism of the result, representation of the 3D data, limitations of viewing and so on.
A table of some common rendering methods follows, including the most simple, most advanced and some unconventional ones. Note that here we talk about methods and techniques rather than algorithms, i.e. general approaches that are often modified and combined into a specific rendering algorithm. For example the traditional triangle rasterization is sometimes combined with raytracing to add e.g. realistic reflections. The methods may also be further enriched with features such as [texturing](texture.md), [antialiasing](antialiasing.md) and so on. The table below should help you choose the base 3D rendering method for your specific program.
- *2.5D*: primitive 3D, often called [pseudo 3D](pseudo_3d.md) or fake 3D, having significant limitations e.g. in degrees of freedom of the camera
- *off*: slow method usually used for offline (non-realtime) rendering (even though they indeed may run in real time e.g. with the help of powerful GPUs)
- *IO* vs *OO*: [image order](image_order.md) (rendering by pixels) vs [object order](object_order.md) (rendering by objects)
TODO: find out how build engine/slab6 voxel rendering worked and possibly add it here (from http://advsys.net/ken/voxlap.htm seems to be based on raycasting)
TODO: VoxelQuest has some innovative voxel rendering, check it out (https://www.voxelquest.com/news/how-does-voxel-quest-work-now-august-2015-update)