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Software rendering
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Software renderer running on a device without a GPU.
Software rendering is the process of generating an image from a model
by means of computer software. In the context of computer graphics
rendering, software rendering refers to a rendering process that is not
dependent upon graphics hardware ASICs, such as a graphics card. The
rendering takes place entirely in the CPU. Rendering everything with
the (general-purpose) CPU has the main advantage that it is not
restricted to the (limited) capabilities of graphics hardware, but the
disadvantage is that more semiconductors are needed to obtain the same
speed.
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, reflections and motion blur.^[1] Rendering
can be split into two main categories: 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 games, 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.
[ ]
Contents
* 1 Real-time software rendering
+ 1.1 Software fallback
* 2 Pre-rendering
* 3 See also
* 4 References
Real-time software rendering[edit]
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-shaded polygons employed mainly in flight simulators.) Ultima
Underworld, for example, allowed a limited form of looking up and down,
slanted floors, and rooms over rooms, but resorted to sprites for all
detailed objects. The technology used in these games is currently
categorized as 2.5D.
One of the first games architecturally similar to modern 3D titles,
allowing full 6DoF, was Descent, which featured 3D models entirely made
from bitmap textured triangular polygons. Voxel-based graphics also
gained popularity for fast and relatively detailed terrain rendering,
as in Delta Force, but popular fixed-function hardware eventually made
its use impossible. Quake features an efficient software renderer by
Michael Abrash and John Carmack. With its popularity, Quake and other
polygonal 3D games of that time helped the sales of graphics cards, and
more games started using hardware APIs like DirectX and OpenGL. Though
software rendering fell off as a primary rendering technology, many
games well into the 2000s still had a software renderer as a fallback,
Unreal and Unreal Tournament for instance, feature software renderers
able to produce enjoyable quality and performance on CPUs of that
period. One of the last AAA games without a hardware renderer was
Outcast, which featured advanced voxel technology but also texture
filtering and bump mapping as found on graphics hardware.
In the video game console and arcade game markets, the evolution of 3D
was more abrupt, as they had always relied heavily on single-purpose
chipsets. 16 bit consoles gained RISC accelerator cartridges in games
such as StarFox and Virtua Racing which implemented software rendering
through tailored instruction sets. The Jaguar and 3DO were the first
consoles to ship with 3D hardware, but it wasn't until the PlayStation
that such features came to be used in most games.
Games for children and casual gamers (who use outdated systems or
systems primarily meant for office applications) during the late 1990s
to early 2000s typically used a software renderer as a fallback. For
example, Toy Story 2: Buzz Lightyear to the Rescue has a choice of
selecting either hardware or software rendering before playing the
game, while others like Half-Life default to software mode and can be
adjusted to use OpenGL or DirectX in the Options menu. Some 3D modeling
software also features software renderers for visualization. And
finally the emulation and verification of hardware also requires a
software renderer. An example of the latter is the Direct3D reference
rasterizer.
But even for high-end graphics, the 'art' of software rendering hasn't
completely died out. While early graphics cards were much faster than
software renderers and originally had better quality and more features,
it restricted the developer to 'fixed-function' pixel processing.
Quickly there came a need for diversification of the looks of games.
Software rendering has no restrictions because an arbitrary program is
executed. So graphics cards reintroduced this programmability, by
executing small programs per vertex and per pixel/fragment, also known
as shaders. Shader languages, such as High Level Shader Language (HLSL)
for DirectX or the OpenGL Shading Language (GLSL), are C-like
programming languages for shaders and start to show some resemblance
with (arbitrary function) software rendering.
Since the adoption of graphics hardware as the primary means for
real-time rendering, CPU performance has grown steadily as ever. This
allowed for new software rendering technologies to emerge. Although
largely overshadowed by the performance of hardware rendering, some
modern real-time software renderers manage to combine a broad feature
set and reasonable performance (for a software renderer), by making use
of specialized dynamic compilation and advanced instruction set
extensions like SSE. Although nowadays the dominance of hardware
rendering over software rendering is undisputed because of unparalleled
performance, features, and continuing innovation, some believe that
CPUs and GPUs will converge one way or another and the line between
software and hardware rendering will fade.^[2]
Software fallback[edit]
For various reasons such as hardware failure, broken drivers,
emulation, quality assurance, software programming, hardware design,
and hardware limitations, it is sometimes useful to let the CPU assume
some or all functions in a graphics pipeline.
As a result, there are a number of general-purpose software packages
capable of replacing or augmenting an existing hardware graphical
accelerator, including:
* RAD Game Tools' Pixomatic, sold as middleware intended for static
linking inside D3D 7-9 client software.
* SwiftShader, a library sold as middleware intended for bundling
with D3D9 & OpenGL ES 2 client software.
* The swrast, softpipe, & LLVMpipe renderers inside Mesa work as a
shim at the system level to emulate an OpenGL 1.4-3.2 hardware
device.
* WARP, provided since Windows Vista by Microsoft, which works at the
system level to provide fast D3D 9.1 and above emulation. This is
in addition to the extremely slow software-based reference
rasterizer Microsoft has always provided to developers.
* The Apple software renderer in CGL, provided in Mac OS X by Apple,
which works at the system level to provide fast OpenGL 1.1-4.1
emulation.
Pre-rendering[edit]
Contrary to real-time rendering, performance is only of second priority
with pre-rendering. It is used mainly in the film industry to create
high-quality renderings of lifelike scenes. Many special effects in
today's movies are entirely or partially created by computer graphics.
For example, the character of Gollum in the Peter Jackson The Lord of
the Rings films is completely computer-generated imagery (CGI). Also
for animation movies, CGI is gaining popularity. Most notably Pixar has
produced a series of movies such as Toy Story and Finding Nemo, and the
Blender Foundation the world's first open movie Elephants Dream.
Because of the need for very high-quality and diversity of effects,
offline rendering requires a lot of flexibility. Even though commercial
real-time graphics hardware is becoming higher in quality and more
programmable by the day, most photorealistic CGI still requires
software rendering. Pixar's RenderMan, for example, allows shaders of
unlimited length and complexity, demanding a general-purpose processor.
Techniques for high realism like raytracing and global illumination are
also inherently unsuited for hardware implementation and in most cases
are realized purely in software.
See also[edit]
* 3D computer graphics
* Z-buffering
References[edit]
1. ^ "LIVE Design - Interactive Visualizations | Autodesk". Archived
from the original on February 21, 2014. Retrieved 2016-08-20.
2. ^ Valich, Theo (2012-12-13). "Tim Sweeney, Part 2: "DirectX 10 is
the last relevant graphics API" | TG Daily". TG Daily. Archived
from the original on March 4, 2016. Retrieved 2016-11-07.
Retrieved from
"https://en.wikipedia.org/w/index.php?title=Software_rendering&oldid=10
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