Wireframe Rendering Wireframe rendering is the fastest, yet crudest form of 3D rendering. In fact, many of the charactoristics of three dimesions are lost when rendered using this method. The main advantage of using wireframe rendering is it's very fast speed. From the standpoint of the computer, it is the simplest method of rendering in which lines are drawn from every vertex to every other vertex which it is connected to. Typically, wireframe rendering is used as a quick way of previewing a model, and isn't generally used in the final rendering. Most, if not every, 3D modeller is capable of wireframe rendering. Some only offer it in the modeller and not in the renderer. -------------------------------------------------------------------------- Constant shading Flat surface rendering (or 'constant shading') is the simplest rendering format which involves some basic surface properties such as color distinctions and reflectivity. This method is exclusively used on polygon models, such as Strata Vision, to produce a rendering which has nothing done to 'smooth' over the facets which make up the surface. The resulting visualization shows an object which appears to have surfaces faceted like a diamond. From the stand point of the computer, this method of rendering only requires computation of a color for each visible facet. The whole facet then is filled with this color. Images can be produced fairly quickly this way than otherwise more complicated methods. -------------------------------------------------------------------------- Gouraud Shading Gouraud shading is the next step of realism after flat surface shading. Gouraud shading uses the information attained from flat surface shading and linearly interpolates the color shade of one surface normal to other adjacently connected surface normals. The result is a much smoother looking sufaces on rounded objects at the price of a moderate increase in rendering time. A drawback to Gouraud shading is the occational presence of artifacts around polygon edges and around areas of specular highlights. Gouraud shading is available in Strata Vision as an intermediate rendering step between quick previewing and final proofs. -------------------------------------------------------------------------- Phong Shading Phong shading is similar to Gouraud surface shading, but instead of color being interpolated from polygon normal to polygon normal, normals are interpolated. The result is a larger number of normals, each corresponding to a pixel in the viewing plane (i.e. the rendering window). The resulting normals are then used to calculate the color shades. This results in renderings similar to Gouraud shading, except reflections on the surface of the objects are sharper and more defined. The main advantage, though, of Phong shading is the ability to 'tinker' with the surface normals with surface maps and enviromental variables to further increase realism. Again, this technique is used exclusively for polygon based models, and is the most realistic surface map rendering technique currently available in commercial rendering packages. --------------------------------------------------------------------------- Radiosity Shading Radiosity shading is a rare rendering method primarily used for animation purposes. It works by altering surface maps on an object to properly realize the amount of light which that surface is reflecting. The result is a model which can be rendered quickly (such as with flat surface shading) but looks similar to a ray traced image (shadows, textures, etc.). The advantage of this is to quickly render 3D animations 'on the fly' which have very quick rendering times with realistic lighting attributes. A common drawback to radiosity is the appearance of 'dull' non-reflective surfaces. This is due to the fact that any reflections (e.g. a light source seen through a mirror) depends on the point of view of the rendering. In general, any point of view dependant charactoristics are severely hampered, such as shadows produced by the 'camera', reflections, surface glossiness, texture bumpiness (unnoticable in small textures), etc. Radiosity is very common on Silicon Graphic machines (SGIs) where 3D 'spinning' engineering models are a common-place. (SGIs are generally very fast at surface mapping). Another form of radiosity is common in video games such as Marathon or DOOM. This is actually debatable whether these games actually used radiosity since it is likely that some (if not all) of the surface map 'rendering' was done by hand. But, never-the-less, they do render pre-shaded surface maps on the fly using a fast renderer such as flat surface shading. There is a simliar rendering method in Strata Vision Pro called 'Raydiosity' (note the 'y'). This has some similarities to radiosity, but is used as an alternative to ray tracing. From what I have heard, it produces dull textured objects with more realistic 'fuzzy' shadows, and tends take something on the order of ten times longer than normal ray tracing. This isn't used for quick animating as described above and is quite different from 'real' radiosity. .