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Although there are a variety of uses for architectural illustration, house rendering is the most personalized use and is often the most appealing to designers. Architectural renderings are used for a large body of projects from extensions, to office parks to complex water slides, but designing a house can also be greatly enhanced by using 3D renderings. There are a variety of factors that go into quality house design and architectural rendering.

House Renderings and the Interior

One of the key elements of 3D architectural rendering is to properly develop the interior of the house. Not only is this one of the most important factors that clients will be searching for, but it is also a major factor that sets house rendering a part from corporate design.


By using 3D rendering to display and design the interior of a home, you will be able to
use features such as flooring, furniture and lighting to make the interior of a 3D rendering to the needs of your residential customers.

Architectrual Renderings for the Home Exterior

In addition to using house rendering to perfect the interior of a home, it can also be used to design the exterior. Often times, house renderings are used to perfect the front yard or a back yard of a residential space.


House rendering can also be used to see the effects of additional rooms or a patio extension. Using architectural rendering before home improvements are attempted have the potential of saving a lot of money and headaches. They can also be used to help with a change in landscaping themes. With a simple exterior 3D rendering, you can see how the landscaping will look without having to buy any product.

Architectural Renderings and Lighting

One of the things that must not be overlooked in architectural renderings is lighting. Without the proper use of lighting, a 3D rendering is likely to look fake and will not be an accurate representation of what the final product will look like. In order to make the most out of images, you must ensure that the lighting is properly configured.


House rendering that includes the correct lighting, both interior and exterior, will make the home’s image come alive. These architectural illustration images will also help you to show what to expect from the finished product.

Best Benefit of 3D Renderings

Perhaps the greatest benefit of architectural rendering is that you will have the ability to customize your images. Not only is this a way for you to court potential clients, but it will also help to retain your residential customers.


By being able to quickly and professionally respond to the needs of your clients through 3D rendering, you will also save yourself a lot of headache. With house rendering, if your client wants to see a virtual design of different rooms within the home, it is easily accomplished. This level of customization is a huge benefit of architectural rendering.


Although many renderings are of large projects, the use of 3D architectural rendering for residential clients is an extremely powerful tool. Using the key elements of house rendering, such as interior, exterior and lighting will help to improve communicating your final design solution.

Home Improvement

Although there are a variety of uses for architectural rendering, house rendering is the most personalized use and is often the most appealing to designers.


3D rendering
For rendering of 3D scalar fields, see Volume rendering.
Rendering methods
Rendering is the final process of creating the actual 2D image or animation from the prepared scene. This can be compared to taking a photo or filming the scene after the setup is finished in real life.[1] Several different, and often specialized, rendering methods have been developed. These range from the distinctly non-realistic wireframe rendering through polygon-based rendering, to more advanced techniques such as: scanline rendering, ray tracing, or radiosity. Rendering may take from fractions of a second to days for a single image/frame. In general, different methods are better suited for either photorealistic rendering, or real-time rendering.
Main article: Real-time computer graphics
A screenshot from Second Life, a 2003 online virtual world which renders frames in real-time
Rendering for interactive media, such as games and simulations, is calculated and displayed in real time, at rates of approximately 20 to 120 frames per second. In real-time rendering, the goal is to show as much information as possible as the eye can process in a fraction of a second (a.k.a. "in one frame": In the case of a 30 frame-per-second animation, a frame encompasses one 30th of a second).
The primary goal is to achieve an as high as possible degree of photorealism at an acceptable minimum rendering speed (usually 24 frames per second, as that is the minimum the human eye needs to see to successfully create the illusion of movement). In fact, exploitations can be applied in the way the eye 'perceives' the world, and as a result, the final image presented is not necessarily that of the real world, but one close enough for the human eye to tolerate.
Rendering software may simulate such visual effects as lens flares, depth of field or motion blur. These are attempts to simulate visual phenomena resulting from the optical characteristics of cameras and of the human eye. These effects can lend an element of realism to a scene, even if the effect is merely a simulated artifact of a camera. This is the basic method employed in games, interactive worlds and VRML.
The rapid increase in computer processing power has allowed a progressively higher degree of realism even for real-time rendering, including techniques such as HDR rendering. Real-time rendering is often polygonal and aided by the computer's GPU.
Non real-time
Animations for non-interactive media, such as feature films and video, can take much more time to render.[4] Non real-time rendering enables the leveraging of limited processing power in order to obtain higher image quality. Rendering times for individual frames may vary from a few seconds to several days for complex scenes. Rendered frames are stored on a hard disk, then transferred to other media such as motion picture film or optical disk. These frames are then displayed sequentially at high frame rates, typically 24, 25, or 30 frames per second (fps), to achieve the illusion of movement.
When the goal is photo-realism, techniques such as ray tracing, path tracing, photon mapping or radiosity are employed. This is the basic method employed in digital media and artistic works. Techniques have been developed for the purpose of simulating other naturally occurring effects, such as the interaction of light with various forms of matter. Examples of such techniques include particle systems (which can simulate rain, smoke, or fire), volumetric sampling (to simulate fog, dust and other spatial atmospheric effects), caustics (to simulate light focusing by uneven light-refracting surfaces, such as the light ripples seen on the bottom of a swimming pool), and subsurface scattering (to simulate light reflecting inside the volumes of solid objects, such as human skin).
The rendering process is computationally expensive, given the complex variety of physical processes being simulated. Computer processing power has increased rapidly over the years, allowing for a progressively higher degree of realistic rendering. Film studios that produce computer-generated animations typically make use of a render farm to generate images in a timely manner. However, falling hardware costs mean that it is entirely possible to create small amounts of 3D animation on a home computer system. The output of the renderer is often used as only one small part of a completed motion-picture scene. Many layers of material may be rendered separately and integrated into the final shot using compositing software.
Reflection and shading models
Models of reflection/scattering and shading are used to describe the appearance of a surface. Although these issues may seem like problems all on their own, they are studied almost exclusively within the context of rendering. Modern 3D computer graphics rely heavily on a simplified reflection model called the Phong reflection model (not to be confused with Phong shading). In the refraction of light, an important concept is the refractive index; in most 3D programming implementations, the term for this value is "index of refraction" (usually shortened to IOR).
Shading can be broken down into two different techniques, which are often studied independently:
Surface shading - how light spreads across a surface (mostly used in scanline rendering for real-time 3D rendering in video games)
Reflection/scattering - how light interacts with a surface at a given point (mostly used in ray-traced renders for non real-time photorealistic and artistic 3D rendering in both CGI still 3D images and CGI non-interactive 3D animations)
Surface shading algorithms
Popular surface shading algorithms in 3D computer graphics include:
Flat shading: a technique that shades each polygon of an object based on the polygon's "normal" and the position and intensity of a light source
Gouraud shading: invented by H. Gouraud in 1971; a fast and resource-conscious vertex shading technique used to simulate smoothly shaded surfaces
Phong shading: invented by Bui Tuong Phong; used to simulate specular highlights and smooth shaded surfaces
Reflection or scattering is the relationship between the incoming and outgoing illumination at a given point. Descriptions of scattering are usually given in terms of a bidirectional scattering distribution function or BSDF.[5]
Shading addresses how different types of scattering are distributed across the surface (i.e., which scattering function applies where). Descriptions of this kind are typically expressed with a program called a shader.[6] A simple example of shading is texture mapping, which uses an image to specify the diffuse color at each point on a surface, giving it more apparent detail.
Some shading techniques include:
Bump mapping: Invented by Jim Blinn, a normal-perturbation technique used to simulate wrinkled surfaces.[7]
Cel shading: A technique used to imitate the look of hand-drawn animation.
Transport describes how illumination in a scene gets from one place to another. Visibility is a major component of light transport.
The shaded three-dimensional objects must be flattened so that the display device - namely a monitor - can display it in only two dimensions, this process is called 3D projection. This is done using projection and, for most applications, perspective projection. The basic idea behind perspective projection is that objects that are further away are made smaller in relation to those that are closer to the eye. Programs produce perspective by multiplying a dilation constant raised to the power of the negative of the distance from the observer. A dilation constant of one means that there is no perspective. High dilation constants can cause a "fish-eye" effect in which image distortion begins to occur. Orthographic projection is used mainly in CAD or CAM applications where scientific modeling requires precise measurements and preservation of the third dimension.
See also
Architectural rendering
Ambient occlusion
Computer vision
Geometry pipeline
Geometry processing
Graphics processing unit (GPU)
Graphical output devices
Image processing
Industrial CT scanning
Painter's algorithm
Parallel rendering
Reflection (computer graphics)
Volume rendering