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The RenderMan Interface - Paul Bourke

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Surface Element<br />

to Illuminate<br />

L<br />

N<br />

Illuminate Cone<br />

Area Light Primitive<br />

P<br />

(u,v)<br />

dPdu<br />

dPdv<br />

Figure 12.2: Light Source Shader State<br />

12.3 Volume Shaders<br />

A volume shader is not associated with a surface, but rather attenuates a ray color as it<br />

travels through space. As such, it does not have access to any geometric surface parameters,<br />

but only to the light ray I and its associated values. <strong>The</strong> shader computes the new<br />

ray color at the ray origin P −I. <strong>The</strong> length of I is the distance traveled through the volume<br />

from the origin of the ray to the point P.<br />

12.4 Displacement Shaders<br />

<strong>The</strong> displacement shader environment is very similar to a surface shader, except that it only<br />

has access to the geometric surface parameters. It computes a new P and/or a new N. In<br />

rendering implementations that do not support the Displacement capability, modifications<br />

to P will not actually move the surface (change the hidden surface elimination calculation);<br />

however, modifications to N will still occur correctly.<br />

12.5 Imager Shaders<br />

An imager shader manipulates a final pixel color after all of the geometric and shading<br />

processing has concluded. In the context of an imager shader, P is the position of the pixel<br />

center in raster space, with the z component being 0.<br />

122

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