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