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The RenderMan Interface - Paul Bourke

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may be nested to any depth, subject to their individual restrictions, but it is never legal for<br />

the blocks to overlap.<br />

4.1 Options<br />

<strong>The</strong> graphics state has various options that must be set before rendering a frame. <strong>The</strong> complete<br />

set of options includes: a description of the camera, which controls all aspects of the<br />

imaging process (including the camera position and the type of projection); a description of<br />

the display, which controls the output of pixels (including the types of images desired, how<br />

they are quantized and which device they are displayed on); as well as renderer run-time<br />

controls (such as the hidden surface algorithm to use).<br />

4.1.1 Camera<br />

<strong>The</strong> graphics state contains a set of parameters that define the properties of the camera.<br />

<strong>The</strong> complete set of camera options is described in Table 4.1, Camera Options.<br />

<strong>The</strong> viewing transformation specifies the coordinate transformations involved with imaging<br />

the scene onto an image plane and sampling that image at integer locations to form a<br />

raster of pixel values. A few of these procedures set display parameters such as resolution<br />

and pixel aspect ratio. If the rendering program is designed to output to a particular display<br />

device these parameters are initialized in advance. Explicitly setting these makes the specification<br />

of an image more device dependent and should only be used if necessary. <strong>The</strong><br />

defaults given in the Camera Options table characterize a hypothetical framebuffer and are<br />

the defaults for picture files.<br />

<strong>The</strong> camera model supports near and far clipping planes that are perpendicular to the<br />

viewing direction, as well as any number of arbitrary user-specified clipping planes. Depth<br />

of field is specified by setting an f-stop, focal length, and focal distance just as in a real<br />

camera. Objects located at the focal distance will be sharp and in focus while other objects<br />

will be out of focus. <strong>The</strong> shutter is specified by giving opening and closing times. Moving<br />

objects will blur while the camera shutter is open.<br />

<strong>The</strong> imaging transformation proceeds in several stages. Geometric primitives are specified<br />

in the object coordinate system. This canonical coordinate system is the one in which the<br />

object is most naturally described. <strong>The</strong> object coordinates are converted to the world coordinate<br />

system by a sequence of modeling transformations. <strong>The</strong> world coordinate system is<br />

converted to the camera coordinate system by the camera transformation. Once in camera<br />

coordinates, points are projected onto the image plane or screen coordinate system by the<br />

projection and its following screen transformation. Points on the screen are finally mapped<br />

to a device dependent, integer coordinate system in which the image is sampled. This<br />

is referred to as the raster coordinate system and this transformation is referred to as the<br />

raster transformation. <strong>The</strong>se various coordinate systems are summarized in Table 4.2 Point<br />

Coordinate Systems.<br />

<strong>The</strong>se various coordinate systems are established by camera and transformation commands.<br />

<strong>The</strong> order in which camera parameters are set is the opposite of the order in which the<br />

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