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.
Contents 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, a Computer Graphics Perspective
13.1 Introduction
13.2 Objectives of Lighting
13.3 Directing the Viewer's Eye-The
Study of Composition
13.4 Creating Depth
13.5 Conveying Time of Day and Season
13.6 Enhancing Mood, Atmosphere, and Drama
13.7 Revealing
Character Personality and Situation
13.8 Continuity
13.9 Film Considerations
13.10 Conclusion
Further Reading
14. Lighting Controls
for Computer Cinematography
14.1 Introduction
14.2 The Lighting Model
14.3 Implementation Notes
14.4 Examples
Further Reading
15. Volumetric Shaders for Visual Effects
15.1 Using Textured Geometry for Volume Effects
15.2 Ray Marching Techniques
15.3 In the
Real World (Volumetric Effects for Production)
15.4 Conclusion
16. Nonphotorealistic Rendering with RenderMan
16.1 Introduction
16.2 Alternate Camera Models
16.3 Shading Nonphotorealistically
16.4 Indirect Rendering with RenderMan
16.5 Conclusion
Further Reading
17. Ray Tracing in PRMan
17.1 Introduction
17.2 Background: DSO Shadeops in PRMan
17.3 A Ray Server
17.4 New Functionality
17.5
Ray Tracing for Reflections and Refractions
17.6 Using the Ray Server
17.7 Implementation Notes
Futher Reading
Afterword
Glossary
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