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Architectural_Design_with_SketchUp

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<strong>Architectural</strong> <strong>Design</strong> <strong>with</strong> <strong>SketchUp</strong><br />

computations in the graphics card itself (commonly called the GPU). In any case, the necessary<br />

calculations typically are too slow to allow for real-time rendering at a high level of quality.<br />

Therefore, whenever you set up a view for rendering, you will send it from <strong>SketchUp</strong> to the<br />

rendering software and then wait for the rendering calculations to finish.<br />

As you will see in the following sections, software is available that tightly integrates itself into<br />

<strong>SketchUp</strong> and that will execute all of these steps <strong>with</strong>out requiring you to move files between<br />

different software. Some of the available programs are actually very fast (mainly because<br />

they now use both the CPU and the GPU), which will give you near-instant feedback on the<br />

rendered appearance once you apply a change (e.g., a material change or a camera move).<br />

Before we look at rendering techniques, let’s quickly review how rendering works.<br />

What Is Photorealistic Rendering?<br />

In real life, a light source like the sun or a desk lamp emits light particles (photons) in either<br />

a single direction, as is the case <strong>with</strong> a highly focused lamp or a laser, or radially in all directions,<br />

as <strong>with</strong> the sun or an unshielded light bulb. Briefly ignoring Einstein, we’ll assume that,<br />

for all intents and purposes, these particles travel in a straight line.<br />

These light particles then land on an object (your work desk or this book, for instance),<br />

where they are either absorbed by the surface (and turned into heat in the case of a black<br />

surface), reflected (as is the case <strong>with</strong> most surfaces), or refracted while they travel through<br />

the material (their direction is “bent,” as is the case <strong>with</strong> water). Different materials exhibit<br />

different absorption, reflection, and refraction properties—water, a mirror, and a brick are<br />

three fundamentally different examples.<br />

If a light particle is reflected, then it has the chance to land on another object—or many<br />

more, as happens in a hall of mirrors, for example. Depending on the surface properties of<br />

the materials these particles land on, reflection is either very directional (e.g., <strong>with</strong> a mirror)<br />

or scattered (e.g., on a painted wall). See Figure 5.5.<br />

136<br />

Figure 5.5: Various reflections in real materials (brushed metal, coated wood, natural stone,<br />

shiny metal)

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