In this article, we cover some common terms that you’ll find used with 3D Rendering software.
CPU vs GPU Rendering
GPU vs. CPU Video Rendering and Video Editing
BDSF – Bidirectional Scattering Distribution Functioning
A mathematical function that lends itself to credible shading. It captures how light reflects from and transmits through the material. In the video below from Udacity, he also talks about BSSRDF, which stands for Bidirectional Surface Scattering Reflectance Distribution Functioning. Watch the video below for an explanation.
Biased vs. Unbiased
Biased means that the renderer will estimate values, or do a bit of educated guessing using mathematical functions, and not calculate every single pixel. The benefit is that it’s much faster. The downside is that the results may not be absolutely accurate.
Unbiased, however, means that every pixel is calculated with no interpolation between pixels. Biased rendering methods include light tracking, bidirectional path tracing, and metropolis light transport.
Many renderers are capable of producing both unbiased and biased renderers.
Grant Warwick about Bias and Differences of 3D Rendering Engines
Further reading:
- The Truth About Unbiased Rendering
- Should your renderer be biased or unbiased?
- Octane vs. Corona vs. Redshift has an excellent explanation of bias vs. unbiased.
Global Illumination
Global Illumination is the algorithm that the software uses to recreate natural lighting from the real world. There are several types of algorithms such as radiosity, ray tracing, beam tracing, cone tracing, path tracing, Metropolis light transport, ambient occlusion, photon mapping, and image-based lighting. Even more, these can be used on their own or in combination with each other to create better results. [Source: Wikipedia: Global Illumination]
C4D Fundamentals | 07 – Advanced Rendering – Understanding Global Illumination
While this video is targeted to Cinema 4D, much of the information applies to any other 3D software.
Monte Carlo Method
This is a common algorithm for photo realism used by 3D software and it seems to be tied in with probability in gambling! To explain, “Monte Carlo methods are also efficient in solving coupled integral differential equations of radiation fields and energy transport, and thus these methods have been used in global illumination computations that produce photo-realistic images of virtual 3D models, with applications in video games, architecture, design, computer-generated films, and cinematic special effects.” [Source: Wikipedia: Monte Carlo method]
Further reading:
- Monte Carlo methods for improved rendering – This is an academic paper from the Institute for Applied Computational Sciences, Harvard School of Engineering and Applied Sciences.
Embree, developed at Intel, is a collection of high-performance ray tracing kernels. Hence, it is explained in the video below from Intel.
Many renderers use Embree ray tracing kernels. In addition, V-Ray Next includes a custom Embree ray tracing library “which speeds up anything from proxies to motion blur.” [Source: Interview: V-Ray Next and the Future of Rendering – CG Channel] FluidRay RT, Corona Render, and others also use it.
Further reading:
- How Embree Delivers Uncompromising Photorealism | Intel® Software
- Download Embree here
- The Embree Example Renderer – This is a photo-realistic path tracer that builds on the Embree high-performance ray tracing kernels (Note: not a full-featured renderer and not designed to be used for production rendering)
Physically-Based Rendering (PBR)
Finally, Physically based rendering, often abbreviated as PBR, uses mathematical theories that allow for photorealistic renderings.
What is PBR? Physically-Based Rendering Explained
Further Reading:
- Physically Based Rendering From Theory to Implementation, Second Edition, by Matt Pharr and Greg Humphreys
- Basic Theory Of Physically-based Rendering
- PBR Guide from Allegorithmic – Wes McDermott and his friends at Allegorithmic have updated The PBR Guide. It’s a 2 volume guide to physically based rendering. In order to keep pace with evolving 3D technology, they are keeping the information and techniques in the book up to date. Of course, it’s available as a free download on Substance Academy.
- Maya Monday: How Physically Based Rendering Shaders Work
VDB
A VDB volume is a data structure that works with sparse volumetric data and is incredibly efficient. VDB stands for either Volumetric Data Blocks. or Voxel Data Base [source]. The VDB format was developed by DreamWorks Animation in 2012 for storing 3-dimensional grids of data.
The OpenVDB library is a library of open-source C++ tools that works in Cinema 4D, Renderman, and Houdini.