TAPESTRY: The Art of Representation and Abstraction


Rendering Ubiquity

Ubiquitous refers to something which is everywhere. Rendering is ubiquitous because without it we cannot, do not, see any visual representation of our 3D universe. It comes in a great many different levels of complexity, ranging from simple wire-frame rendering all the way up to ray-tracing and radiosity. Colors may be abstract or representational. Lines may be hidden or not.

While rendering itself is ubiquitous, it is not uniform across all programs, and it can take an appreciable amount of time to create an image. It can be categorized and described in terms of certain important visual components or representational aspects. We can learn about these milestones and understand how they are produced, both conceptually and mathematically.

Two Types of Digital Images

There are two fundamentally different representations for 2D graphical information. They go by a number of names: raster vs. vector or object, paint vs. draw, pixel vs. object, and so on.

Viewing Models in the Light of Day

The real world has many different types of lights sources, each with its own characteristics. The digital world has a much simpler palette of lights, starting with the digital equivalent of "sunlight" as the most straightforward.
Last updated: April, 2014

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