temporarily out of stock
Anthony Apodaca, Larry Gritz
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.
Forward Preface Color Plates Part I Introduction 1. Photosurrealism 1.1 Making Movies 1.2 Altered Reality 1.3 Production Requirements 1.4 Enter RenderMan 1.5 Sign Me Up! 2. Review of Mathematics and Computer Graphics Concepts 2.1 Trigonometry and Vector Algebra 2.2 Geometry 2.3 Physics and Optics 2.4 Computer Graphics Further Reading Part II Scene Description 3. Describing Models and Scenes in RenderMan 3.1 Scene Description API 3.2 Structure of a Scene Description 3.3 Rendering Options 3.4 Primitive Attributes 3.5 Other Shading Attributes 3.6 Lights 3.7 External Resources 3.8 Advanced Features 3.9 The Rest of the Story 4. Geometric Primitives 4.1 Primitive Variables 4.2 Parametric Quadrics 4.3 Polygons and Polyhedra 4.4 Parametric Patches 4.5 NURBS 4.6 Subdivision Meshes 4.7 Reference Geometry 4.8 Constructive Solid Geometry 5. Handling Complexity in Photorealistic Scenes 5.1 Procedural Primitives 5.2 Lightweight Primitives 5.3 Level of Detail 6. How PhotoRealistic RenderMan Works 6.1 History 6.2 Basic Geometric Pipeline 6.3 Enhanced Geometric Pipeline 6.4 Rendering Attributes and Options 6.5 Rendering Artifacts Part III Shading 7. Introduction to Shading Language 7.1 Shader Philosophy 7.2 Shading Language Data Types 7.3 Shading Language Variables 7.4 Statements and Control Flow 7.5 Simple Built-in Functions 7.6 Writing SL Functions Further Reading 8. Texture Mapping and Displacement 8.1 Texture Access in Shading Language 8.2 Displacement and Bump Mapping 8.3 Texture Projections Further Reading 9. Illumination Models and Lights 9.1 Built-in Local Illumination Models 9.2 Reflections 9.3 Illuminance Loops, or How diffuse ( ) and spcular ( ) work 9.4 Identifying Lights with Special Properties 9.5 Custom Material Descriptions 9.6 Light Sources Further Reading 10. Pattern Generation 10.1 Proceduralism versus Stored Textures 10.2 Regular Patterns 10.3 Irregular Patterns: noise ( ) 10.4 Fractional Brownian Motion and Turbulence 10.5 Cellular Patterns Further Reading 11. Shader Antialiasing 11.1 Sources of Aliasing in Shading 11.2 Facilities for Filter Estimation 11.3 Analytic Antialiasing 11.4 Antialiasing by Frequency Clamping 11.5 Conclusions and Caveats Further Reading 12. A Gallery of Procedural Shaders 12.1 Shader Strategy 12.2 Aside: Shading Spaces and Reference Meshes 12.3 Ceramic Tiles 12.4 Wood Grain 12.5 Wood Planks 12.6 Smoke: A Volume Shader 12.7 Lens Flare and Clipping Plane' Shaders Part IV Tricks of the Trade 13. Storytelling through Lighting