Reyes rendering

Reyes renders curved surfaces, such as those represented by parametric patches, by dividing them into micropolygons, small quadrilaterals each less than one pixel in size.

Reyes employs an innovative hidden-surface algorithm or hider which performs the necessary integrations for motion blur and depth of field without requiring more geometry or shading samples than an unblurred render would need.

The hider accumulates micropolygon colors at each pixel across time and lens position using a Monte Carlo method called stochastic sampling.

The basic Reyes pipeline has the following steps: In this design, the renderer must store the entire frame buffer in memory since the final image cannot be output until all primitives have been processed.

For typical scenes, this leads to a significant reduction in memory usage compared to the unmodified Reyes algorithm.