Advanced RenderMan : Creating CGI for Motion Pictures

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Format: Paperback
Pub. Date: 1999-12-08
Publisher(s): Elsevier Science
List Price: $88.95

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Summary

Advanced RenderMan: Creating CGI for Motion Pictures is precisely what you and other RenderMan users are dying for. Written by the world's foremost RenderMan experts, it offers thoroughly updated coverage of the standard while moving beyond the scope of the original RenderMan Companion to provide in-depth information on dozens of advanced topics. Both a reference and a tutorial, this book will quickly prove indispensable, whether you're a technical director, graphics programmer, modeler, animator, or hobbyist. Explore the Power of RenderMan * Use the entire range of geometric primitives supported by RenderMan. * Understand how and when to use procedural primitives and level of detail. * Master every nuance of the Shading Language. * Write detailed procedural shaders using texture, displacement, pattern generation, and custom reflection models. * Write shaders for special effects relating to volumes, custom lighting, and non-photorealistic media. * Use antialiasing to ensure that your shaders are free of artifacts. * Minimize the expense of rendering scenes by optimizing input. Other Features from Advanced RenderMan * Offers expert advice and instruction applicable to any RenderMan-compliant renderer. * Filled with technical illustrations and many full-color representations of effects supported by the RenderMan standard. * Includes a chapter reviewing key math and computer graphics concepts.

Table of Contents

Foreword vii
Preface xiii
Color Plates 192
Part I Introduction 1(54)
Photosurrealism
3(14)
Making Movies
4(1)
Altered Reality
5(5)
Production Requirements
10(3)
Enter RenderMan
13(2)
Sign Me Up!
15(2)
Review of Mathematics and Computer Graphics Concepts
17(38)
Trigonometry and Vector Algebra
18(9)
Geometry
27(4)
Physics and Optics
31(7)
Computer Graphics
38(17)
Further Reading
54(1)
Part II Scene Description 55(102)
Describing Models and Scenes in RenderMan
57(36)
Scene Description API
57(5)
Structure of a Scene Description
62(7)
Rendering Options
69(7)
Primitive Attributes
76(3)
Other Shading Attributes
79(4)
Lights
83(2)
External Resources
85(4)
Advanced Features
89(3)
The Rest of the Story
92(1)
Geometric Primitives
93(22)
Primitive Variables
94(2)
Parametric Quadrics
96(3)
Polygons and Polyhedra
99(3)
Parametric Patches
102(3)
NURBS
105(4)
Subdivision Meshes
109(2)
Reference Geometry
111(1)
Constructive Solid Geometry
112(3)
Handling Complexity in Photorealistic Scenes
115(20)
Procedural Primitives
116(5)
Lightweight Primitives
121(4)
Level of Detail
125(10)
How PhotoRealistic RenderMan Works
135(22)
History
135(1)
Basic Geometric Pipeline
136(7)
Enhanced Geometric Pipeline
143(3)
Rendering Attributes and Options
146(4)
Rendering Artifacts
150(7)
Part III Shading 157(178)
Introduction to Shading Language
159(24)
Shader Philosophy
160(3)
Shading Language Data Types
163(5)
Shading Language Variables
168(4)
Statements and Control Flow
172(3)
Simple Built-in Functions
175(6)
Writing SL Functions
181(2)
Further Reading
182(1)
Texture Mapping and Displacement
183(22)
Texture Access in Shading Language
184(8)
Displacement and Bump Mapping
192(6)
Texture Projections
198(7)
Further Reading
201(4)
Illumination Models and Lights
205(38)
Built-in Local Illumination Models
205(5)
Reflections
210(11)
Illuminance Loops, or How diffuse() and specular() Work
221(1)
Identifying Lights with Special Properties
222(2)
Custom Material Descriptions
224(8)
Light Sources
232(11)
Further Reading
241(2)
Pattern Generation
243(20)
Proceduralism versus Stored Textures
243(2)
Regular Patterns
245(2)
Irregular Patterns: noise()
247(4)
Fractional Brownian Motion and Turbulence
251(4)
Cellular Patterns
255(8)
Further Reading
261(2)
Shader Antialiasing
263(18)
Sources of Aliasing in Shading
263(3)
Facilities for Filter Estimation
266(3)
Analytic Antialiasing
269(6)
Antialiasing by Frequency Clamping
275(3)
Conclusions and Caveats
278(3)
Further Reading
280(1)
A Gallery of Procedural Shaders
281(54)
Shader Strategy
282(2)
Aside: Shading Spaces and Reference Meshes
284(7)
Ceramic Tiles
291(11)
Wood Grain
302(8)
Wood Planks
310(4)
Smoke: A Volume Shader
314(6)
Lens Flare and ``Clipping Plane'' Shaders
320(9)
Cartoon Shaders
329(6)
Part IV Tricks of the Trade 335(172)
Storytelling through Lighting, a Computer Graphics Perspective
337(46)
Introduction
337(1)
Objectives of Lighting
338(1)
Directing the Viewer's Eye--The Study of Composition
339(12)
Creating Depth
351(11)
Conveying Time of Day and Season
362(1)
Enhancing Mood, Atmosphere, and Drama
363(14)
Revealing Character Personality and Situation
377(2)
Continuity
379(1)
Film Considerations
380(1)
Conclusion
381(2)
Further Reading
381(2)
Lighting Controls for Computer Cinematography
383(28)
Introduction
384(1)
The Lighting Model
384(9)
Implementation Notes
393(13)
Examples
406(5)
Further Reading
408(3)
Volumetric Shaders for Visual Effects
411(30)
Using Textured Geometry for Volume Effects
412(4)
Ray Marching Techniques
416(15)
In the Real Worl (Volumetric Effects for Production)
431(6)
Conclusion
437(4)
Nonphotorealistic Rendering with RenderMan
441(40)
Introduction
441(6)
Alternate Camera Models
447(9)
Shading Nonphotorealistically
456(12)
Indirect Rendering with RenderMan
468(11)
Conclusion
479(2)
Further Reading
479(2)
Ray Tracing in PRMan
481(26)
Introduction
481(2)
Background: DSO Shadeops in PRMan
483(1)
A Ray Server
484(1)
New Functionality
485(2)
Ray Tracing for Reflections and Refractions
487(5)
Using the Ray Server
492(5)
Implementation Notes
497(10)
Further Reading
497(10)
Afterword 507(4)
Glossary 511(4)
Bibliography 515(6)
Index 521(22)
About the Authors 543

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