Software rendering: Difference between revisions

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[[File:Software renderer embedded.gif|thumb|right|Software renderer running on a device without a [[Graphics processing unit|GPU]].]]
 
'''Software rendering''' is the process of generating an image from a model by means of computer software. In the context of [[rendering (computer graphics)|computer graphics rendering]], software rendering refers to a rendering process that is not dependent upon [[graphics hardware]] [[Application-specific integrated circuit|ASICs]], such as a [[graphics card]]. The renderingrhardware, takesbut placethe entirelydisadvantage inthat themore [[Centralsemiconductors processingare unit|CPU]].needed Renderingto everythingobtain withtd theto (general-purpose)interactively CPUreages hasand themovies, mainwhere advantageeach thatframe itcan istake nothours restrictedor days to thecomplete, (limited)or capabilitiesfor debugging of complex graphics hardwarecode by programmers.nder a scene, butlike thein disadvantage[[3D thatcomputer moregame]]s, semiconductorsand aregenerally neededeach toframe obtainmust thebe samerendered speedin a few milliseconds. Offline rendering is used to create realistic im
 
==endering takes place entirely in the [[Central processing unit|CPU]]. Rendering everything with the (general-purpose) CPU has the main advantage that it is not restricted to the (limited) capabilities of graphics Real-time software rendering==
Rendering is used in architecture, simulators, video games, movies and television visual effects and design visualization. Rendering is the last step in an animation process, and gives the final appearance to the models and animation with visual effects such as shading, texture-mapping, shadows, [[reflection (computer graphics)|reflection]]s and motion blurs.<ref>{{Cite web|last=|first=|date=|title=LIVE Design - Interactive Visualizations {{!}} Autodesk|url=http://usa.autodesk.com/adsk/servlet/item?id=17940930&siteID=123112|url-status=dead|archive-url=https://web.archive.org/web/20140221045119/http://usa.autodesk.com/adsk/servlet/item?id=17940930&siteID=123112|archive-date=February 21, 2014|access-date=2016-08-20|website=}}</ref> Rendering can be split into two main categories: [[real-time computer graphics|real-time rendering]] (also known as online rendering), and pre-rendering (also called offline rendering). Real-time rendering is used to interactively render a scene, like in [[3D computer game]]s, and generally each frame must be rendered in a few milliseconds. Offline rendering is used to create realistic images and movies, where each frame can take hours or days to complete, or for debugging of complex graphics code by programmers.
 
==Real-time software rendering==
For real-time rendering the focus is on performance. The earliest texture mapped real-time software renderers for PCs used many tricks to create the illusion of 3D geometry ([[true 3D]] was limited to flat or [[Gouraud shading|Gouraud-shaded]] [[polygon]]s employed mainly in [[flight simulator]]s.) ''[[Ultima Underworld]]'', for example, allowed a limited form of looking up and down, slanted floors, and rooms over rooms, but resorted to [[sprite (computer graphics)|sprites]] for all detailed objects. The technology used in these games is currently categorized as [[2.5D]].