It's literally the transition phase from 3 dimensional models (vector-based curves, points, and polygons) to final pixel-based raster images.
Rendering transforms the wireframe models into images.
3D graphics always involve a renderer of some kind. There are different classes of rendering. The kind that video games use are optimized for speed and interactivity, they are still rasterizing the 3D models into images, but the images are dumped to the video buffer and disposed of, with each new frame, at 30 frames per second.
This article discusses renderers that are not concerned with speed or interactivity. The finished frames are retained and polished with compositing and photo editing software, including photoshop. In this case, the renderer is permitted to crunch numbers on a frame for minutes, hours or days, rather than 30 disposable frames per second.
It's literally the transition phase from 3 dimensional models (vector-based curves, points, and polygons) to final pixel-based raster images.
Rendering transforms the wireframe models into images.
3D graphics always involve a renderer of some kind. There are different classes of rendering. The kind that video games use are optimized for speed and interactivity, they are still rasterizing the 3D models into images, but the images are dumped to the video buffer and disposed of, with each new frame, at 30 frames per second.
This article discusses renderers that are not concerned with speed or interactivity. The finished frames are retained and polished with compositing and photo editing software, including photoshop. In this case, the renderer is permitted to crunch numbers on a frame for minutes, hours or days, rather than 30 disposable frames per second.