3D

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Revision as of 22:54, 26 March 2018 by Milk (talk | contribs) (→‎General)
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General

  • https://en.wikipedia.org/wiki/3D_computer_graphics - graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be stored for viewing later or displayed in real-time. 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire-frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and 3D may use 2D rendering techniques.


  • https://en.wikipedia.org/wiki/3D_rendering - the 3D computer graphics process of automatically converting 3D wire frame models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic rendering.



Blender








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  • Crowdrender - helps you build a free render farm using your own hardware. Whether you render using GPU or CPU, our network rendering add-on will help you render your scenes amazingly quick using multiple computers.
  • Golem - a global, open source, decentralized supercomputer that anyone can access. It is made up of the combined power of users’ machines, from PCs to entire data centers.Golem is capable of computing a wide variety of tasks, from CGI rendering, through machine learning to scientific computing. Golem’s limitations are only defined by our developer community’s creativity. Golem creates a decentralized sharing economy of computing power and supplies software developers with a flexible, reliable and cheap source of computing power.









  • OGRE - (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilising hardware-accelerated 3D graphics. The class library abstracts all the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other intuitive classes.



  • Mitsuba - physically based renderer - research-oriented rendering system in the style of PBRT, from which it derives much inspiration. It is written in portable C++, implements unbiased as well as biased techniques, and contains heavy optimizations targeted towards current CPU architectures. Mitsuba is extremely modular: it consists of a small set of core libraries and over 100 different plugins that implement functionality ranging from materials and light sources to complete rendering algorithms.

Models



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