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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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This procedure sets the times at which the shutter opens and closes. min should be<br />

less than max. If min==max, no motion blur is done.<br />

RIB BINDING<br />

Shutter min max<br />

EXAMPLE<br />

RiShutter (0.1, 0.9);<br />

SEE ALSO<br />

RiMotionBegin<br />

4.1.2 Displays<br />

<strong>The</strong> graphics state contains a set of parameters that control the properties of the display<br />

process. <strong>The</strong> complete set of display options is given in Table 4.3, Display Options.<br />

Rendering programs must be able to produce color, coverage (alpha), and depth images,<br />

and may optionally be able to produce “images” of arbitrary geometric or shader-computed<br />

data. Display parameters control how the values in these images are converted into a displayable<br />

form. Many times it is possible to use none of the procedures described in this<br />

section. If this is done, the rendering process and the images it produces are described in a<br />

completely device-independent way. If a rendering program is designed for a specific display,<br />

it has appropriate defaults for all display parameters. <strong>The</strong> defaults given in Table 4.3,<br />

Display Options characterize a file to be displayed on a hypothetical video framebuffer.<br />

<strong>The</strong> output process is different for color, alpha, and depth information. (See Figure 4.2,<br />

Imaging Pipeline). <strong>The</strong> hidden-surface algorithm will produce a representation of the light<br />

incident on the image plane. This color image is either continuous or sampled at a rate<br />

that may be higher than the resolution of the final image. <strong>The</strong> minimum sampling rate can<br />

be controlled directly, or can be indicated by the estimated variance of the pixel values.<br />

<strong>The</strong>se color values are filtered with a user-selectable filter and filterwidth, and sampled at<br />

the pixel centers. <strong>The</strong> resulting color values are then multiplied by the gain and passed<br />

through an inverse gamma function to simulate the exposure process. <strong>The</strong> resulting colors<br />

are then passed to a quantizer which scales the values and optionally dithers them before<br />

converting them to a fixed-point integer. It is also possible to interpose a programmable<br />

imager (written in the Shading Language) between the exposure process and quantizer.<br />

This imager can be used to perform special effects processing, to compensate for nonlinearities<br />

in the display media, and to convert to device dependent color spaces (such as<br />

CMYK or pseudocolor).<br />

Final output alpha is computed by multiplying the coverage of the pixel (i.e., the subpixel<br />

area actually covered by a geometric primitive) by the average of the color opacity<br />

components. If an alpha image is being output, the color values will be multiplied by this<br />

alpha before being passed to the quantizer. Color and alpha use the same quantizer.<br />

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