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3D Rendering

In computer graphics 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 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, antialiasing and so on. The table below should help you choose the base 3D rendering method for your specific program.

The methods may be tagged with the following:

  • 2.5D: primitive 3D, often called pseudo 3D 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 (rendering by pixels) vs object order (rendering by objects)
method notes
3D raycasting IO off, shoots rays from camera
2D raycasting IO 2.5D, e.g. Wolf3D
beamtracing IO off
billboarding OO
BSP rendering 2.5D, e.g. Doom
conetracing IO off
"dungeon crawler" OO 2.5D, e.g. Eye of the Beholder
ellipsoid rasterization OO, e.g. Ecstatica
flat-shaded 1 point perspective OO 2.5D, e.g. Skyroads
reverse raytracing (photon tracing) OO off, inefficient
image based rendering generating inbetween views
mode 7 IO 2.5D, e.g. F-Zero
parallax scrolling 2.5D, very primitive
pathtracing IO off, Monte Carlo, high realism
portal rendering 2.5D, e.g. Duke3D
prerendered view angles 2.5D, e.g. Iridion II (GBA)
raymarching IO off, e.g. with SDFs
raytracing IO off, recursive 3D raycasting
segmented road OO 2.5D, e.g. Outrun
shear warp rednering IO, volumetric
splatting OO, rendering with 2D blobs
triangle rasterization OO, traditional in GPUs
voxel space rendering OO 2.5D, e.g. Comanche
wireframe rendering OO, just lines

TODO: Rescue On Fractalus!

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)