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3D Graphics can be interactive, when targeting the web, games, simulation for example, and non-interactive when the rendering quality cannot be achieved in realtime. The highest levels of realistic rendering use heavily compute intensive technics (raytracing, radiosity, ...) which can require important computing needs, for example for image synthesis based movies or special effects. Even if the progress in this domain have been huge since 20 years, it is still difficult to think about realtime rendering for this sophisticated techniques, especially for more and more complex virtual worlds based on huge numbers of polygons and requiring more and more sophisticated effects. Production constraints yielded many image synthesis creation studios to acquire real compute farms, dedicated to image generation for their movies. This does not only concern the entertainment industry, but also scientists, industries, ad companies, car and planes manufacturers, and many others. The applicability of the solutions mentionned on this site will then be very large, and will need to be adapted to each case, based on the real needs. This is the reason why Tridiagonal is focusing also on High End Graphics, which today require high performance computing requirements, which obviously will be based on multicore processors and computing grids.
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