What is the goal of rendering?

In computer graphic programming, the goal of rendering is a computer memory area in which you draw another image to be displayed. Most often it is used to increase the rendering rate, the target of rendering is usually in the area of ​​reserved memory on the graphics card near the graphics processing unit (GPU). Although the concept is almost the same, there are some minor differences in the implementation and the name of conventions connected with the aim of rendering; It depends on the use of a programming language or library, with some languages ​​calling it a reverse memory, a framebuffer object or double buffer. It is also possible, especially in three -dimensional (3D) computer graphics, use the target rendering target to draw textures on objects to help optimize the final imaging image when compiled. In some cases it is possible to have multiple targets of rendering (MRT), with different parts of the frame being drawn on different surfaces and then compose on the final target.

WeThe portion of the rendering objective is similar to the process used in double balancing. The image is basically drawn on the surface outside the screen, which is really a memory area, so when it is time for the next frame to be attracted to a imaging device or screen, it can be done as quickly as possible because all drawing functions have already been made. The difference with the aim of rendering in many implementations is that the used area of ​​the used memory can be on the graphics card and managed through hardware or other aspects of the GPU, which is much more efficient and faster than software -managed design with double buffering.

In the case of 3D computer graphics programming, you can use the rendering target to optimize the rendering of objects that use images for their surface textures. The rendering context is inside graphics hardware, so it can allow very fast rasterization of 3D objects. Special effects ALSOs can be drawn in this way, so assembling the final scene on the back inYetmorate memory very quickly, because most graphic information moves only for a short distance on the graphics card.

Graphic hardware, drivers and libraries that are used can some difference in how the rendering goal works. One specific limitation is using MRT, in which the graphics card determines how many goals can be used simultaneously. Also, some cards have no hardware support for rendering targets, although similar features can usually be achieved by alternative means.

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