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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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Function<br />

RiOpacity (color)<br />

RiOption (name, parameterlist)<br />

RiOrientation (orientation)<br />

RiPerspective (fov)<br />

RiPixelFilter (filterfunc, xwidth,<br />

ywidth)<br />

RiPixelSamples (xsamples,<br />

ysamples)<br />

RiPixelVariance (variation)<br />

RiProjection (name,<br />

parameterlist)<br />

RiQuantize (type, one, min, max,<br />

ditheramplitude)<br />

RiRelativeDetail (relativedetail)<br />

RiReverseOrientation ()<br />

RiRotate (angle, dx, dy, dz)<br />

Graphics State (continued)<br />

Description<br />

sets the current opacity to color.<br />

sets additional implementation-specific options.<br />

sets the current orientation to be either left-handed<br />

or right-handed.<br />

concatenates a perspective transformation onto the<br />

current transformation.<br />

performs antialiasing by filtering the geometry<br />

(or supersampling) and then sampling at pixel<br />

locations.<br />

sets the effective sampling rate in the horizontal<br />

and vertical directions<br />

sets the amount computed image values are allowed<br />

to deviate from the true image values.<br />

sets the type of projection and marks the current<br />

coordinate system before projection as the camera<br />

coordinate system.<br />

sets the quantization parameters for colors or<br />

depth.<br />

<strong>The</strong> relative level of detail scales the results of all<br />

level of detail calculations.<br />

causes the current orientation to be toggled.<br />

concatenates a rotation of angle degrees about the<br />

given axis onto the current transformation.<br />

RiScale (sx, sy, sz) concatenates a scaling onto the current<br />

transformation.<br />

RiScreenWindow (left, right,<br />

bottom, top)<br />

RiShadingInterpolation ()<br />

RiShadingRate (size)<br />

RiShutter (min, max)<br />

RiSides (sides)<br />

RiSkew (angle, dx1, dy1, dz1,<br />

dx2, dy2, dz2)<br />

defines a rectangle in the image plane that gets<br />

mapped to the raster coordinate system and that<br />

corresponds to the display area selected.<br />

controls how values are interpolated between<br />

shading samples (usually across a polygon).<br />

sets the current shading rate to size.<br />

sets the times at which the shutter opens and<br />

closes.<br />

If sides is 2, subsequent surfaces are considered<br />

two-sided and both the inside and the outside of<br />

the surface will be visible.<br />

concatenates a skew onto the current<br />

transformation.<br />

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