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The RenderMan Interface - Paul Bourke

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transmit<br />

reflect<br />

transmit<br />

P<br />

E<br />

light<br />

N<br />

P<br />

reflect<br />

light<br />

incident<br />

N<br />

reflect<br />

P<br />

composite<br />

composite<br />

Figure 9.1: <strong>The</strong> ray tracing paradigm<br />

that solid; otherwise, the exterior shader of the spawning primitive is used. Whenever an<br />

incident ray intersects a surface, the surface shader attached to that geometric primitive is<br />

invoked to control the spawning of new rays and to determine the color and intensity of the<br />

incoming or incident ray from the color and intensity of the outgoing rays and the material<br />

properties of the surface. Finally, whenever a ray is cast to a light source, the light source<br />

shader associated with that light source is evaluated to determine the color and intensity<br />

of the light emitted. <strong>The</strong> shader evaluation pipeline is illustrated in Figure 9.2.<br />

This description of the shading process in terms of ray tracing is done because ray tracing<br />

provides a good metaphor for describing the optics of image formation and the properties<br />

of physical materials. However, the Shading Language is designed to work with any rendering<br />

algorithm, including scanline and z-buffer renderers, as well as radiosity and other<br />

global illumination programs.<br />

110

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