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.


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                               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.


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                               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.


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                               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.



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                            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.