Search:

Product Information All Elsevier Sites   Advanced Product Search
SiteStat.jsp
ADVANCED RENDERMAN
Advanced RenderMan
Creating CGI for Motion Pictures
To order this title, and for more information, click here

By
Anthony Apodaca, Pixar Animation Studios, Emeryville, CA, U.S.A.
Larry Gritz, Exluna/Nvidia, Berkeley, California, U.S.A.

Included in series
The Morgan Kaufmann Series in Computer Graphics,

Description


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

Bibliographic details
Paperback, 560 pages, publication date: DEC-1999
ISBN-13: 978-1-55860-618-0
ISBN-10: 1-55860-618-1
Imprint: MORGAN KAUFFMAN

Price and Ordering
Price:
GBP 67.99
EUR 79.95
USD 75.95
order now
Books and book related electronic products are priced in US dollars (USD), euro (EUR), and Great Britain Pounds (GBP). USD prices apply to the Americas and Asia Pacific. EUR prices apply in Europe and the Middle East. GBP prices apply to the UK and all other countries.
See also information about conditions of sale & ordering procedures, and links to our regional sales offices.

077/747
Last update: 7 Sep 2009
Book contents
Table of contents
Reviews
Submit your review
Bookmark this page
Recommend this publication
Overview of all books
Printer-friendly version   Printer-friendly version