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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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Section 1<br />

INTRODUCTION<br />

<strong>The</strong> <strong>RenderMan</strong> <strong>Interface</strong> is a standard interface between modeling programs and rendering<br />

programs capable of producing photorealistic quality images. A rendering program<br />

implementing the <strong>RenderMan</strong> <strong>Interface</strong> differs from an implementation of earlier graphics<br />

standards in that:<br />

• A photorealistic rendering program must simulate a real camera and its many attributes<br />

besides just position and direction of view. High quality implies that the<br />

simulation does not introduce artifacts from the computational process. Expressed<br />

in the terminology of computer graphics, this means that a photorealistic rendering<br />

program must be capable of:<br />

– hidden surface removal so that only visible objects appear in the computed image,<br />

– spatial filtering so that aliasing artifacts are not present,<br />

– dithering so that quantization artifacts are not noticeable,<br />

– temporal filtering so that the opening and closing of the shutter causes moving<br />

objects to be blurred,<br />

– and depth of field so that only objects at the current focal distance are sharply in<br />

focus.<br />

• A photorealistic rendering program must also accept curved geometric primitives<br />

so that not only can geometry be accurately displayed, but also so that the basic<br />

shapes are rich enough to include the diversity of man-made and natural objects.<br />

This requires patches, quadrics, and representations of solids, as well as the ability to<br />

deal with complicated scenes containing on the order of 10,000 to 1,000,000 geometric<br />

primitives.<br />

• A photorealistic rendering program must be capable of simulating the optical properties<br />

of different materials and light sources. This includes surface shading models<br />

that describe how light interacts with a surface made of a given material, volume<br />

shading models that describe how light is scattered as it traverses a region in space,<br />

and light source models that describe the color and intensity of light emitted in different<br />

directions. Achieving greater realism often requires that the surface properties<br />

of an object vary. <strong>The</strong>se properties are often controlled by texture mapping an image<br />

2

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