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The RenderMan Interface - Paul Bourke

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Depth of Field <strong>The</strong> ability to simulate focusing at different depths. (See the section on<br />

Camera, p. 19.)<br />

Special Camera Projections <strong>The</strong> ability to perform nonstandard camera projections such<br />

as spherical or Omnimax projections. (See the section on Camera, p. 19.)<br />

Displacements <strong>The</strong> ability to handle displacements. (See the section on Transformations,<br />

p. 55.)<br />

Spectral Colors <strong>The</strong> ability to calculate colors with an arbitrary number of spectral color<br />

samples. (See the section on Additional Options, p. 34.)<br />

Volume Shading <strong>The</strong> ability to attach and evaluate volumetric shading procedures. (See<br />

the section on Volume shading, p. 46.)<br />

Ray Tracing <strong>The</strong> ability to evaluate global illumination models using ray tracing. (See the<br />

section on Shading and Lighting Functions, p. 141.)<br />

Global Illumination <strong>The</strong> ability to evaluate indirect illumination models using radiosity<br />

or other global illumination techniques. (See the section on Illuminance and Illuminate<br />

Statements, p. 127.)<br />

Area Light Sources <strong>The</strong> ability to illuminate surfaces with area light sources. (See the section<br />

on Light Sources, p. 41.)<br />

1.2 Structure of this Document<br />

Part I of this document describes the scene description interface. Section 2 describes the<br />

language binding and conventions used in this document. Section 3 provides a brief introduction<br />

to the <strong>RenderMan</strong> Shading Language and its relationship to the <strong>RenderMan</strong><br />

<strong>Interface</strong>. Section 4 describes the graphics state maintained by the interface. <strong>The</strong> state is<br />

divided into options which control the overall rendering process, and attributes which describe<br />

the properties of individual geometric primitives. Rendering options include camera<br />

and display options as well as the type of hidden surface algorithm being used. Rendering<br />

attributes include shading (light sources, surface shading functions, colors, etc.) and<br />

geometric attributes including transformations. Section 5 describes the basic geometric<br />

surfaces and solid modeling representations used by the <strong>RenderMan</strong> <strong>Interface</strong>. Section 6<br />

describes the specification of moving geometry and time-varying shading parameters. Finally,<br />

Section 7 describes the process of generating texture maps from standard image files,<br />

reporting errors, and manipulating archive files.<br />

6

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