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RenderingEngines

Rendering engines are software systems that convert a description of a 3D scene into a 2D image. They form the core of computer graphics pipelines in applications ranging from video games and virtual reality to film production and architectural visualization. Rendering engines can operate in real time, producing images at interactive frame rates, or offline, generating highly accurate images with extensive sampling.

Scenes are defined by geometry, materials, lights, and cameras. The renderer evaluates visibility, shades surfaces, and

Most engines implement a rendering pipeline with stages such as geometry processing, shading, rasterization or ray

Rendering engines emerged from early scanline and rasterization techniques to advanced physically based renderers. Notable examples

outputs
pixel
values.
Rendering
methods
differ:
rasterization
processes
triangles
and
shading
primarily
for
speed,
while
ray
tracing
follows
rays
from
the
camera
to
determine
intersections
and
lighting;
path
tracing
extends
this
to
approximate
global
illumination
by
sampling
many
light
paths
per
pixel.
Modern
engines
blend
techniques,
use
denoising,
and
support
physically
based
rendering
to
simulate
real-world
light
behavior.
tracing,
and
image
composition.
Real-time
engines
rely
on
GPU
acceleration,
attention
to
memory
bandwidth,
and
acceleration
structures
like
BVHs
or
grids.
Offline
renderers
optimize
for
image
fidelity,
using
advanced
sampling,
global
illumination,
and
physically
based
materials.
Shaders,
materials,
and
lighting
are
controlled
by
domain-specific
languages
or
node-based
editors.
include
RenderMan,
Arnold,
V-Ray,
Octane,
Cycles,
Eevee,
and
the
real-time
renderers
integrated
in
Unreal
Engine
and
Unity.