The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
The RenderMan Interface - Paul Bourke
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If the Detail capability is not supported by a particular implementation, all object representations<br />
which include RI INFINITY in their detail ranges are rendered.<br />
4.2.12 Geometric approximation<br />
Geometric primitives are typically approximated by using small surface elements or polygons.<br />
<strong>The</strong> size of these surface elements affects the accuracy of the geometry since large<br />
surface elements may introduce straight edges at the silhouettes of curved surfaces or cause<br />
particular points on a surface to be projected to the wrong point in the final image.<br />
RiGeometricApproximation ( RtToken type, RtFloat value )<br />
<strong>The</strong> predefined geometric approximation is ”flatness”. Flatness is expressed as a distance<br />
from the true surface to the approximated surface in pixels. Flatness is sometimes<br />
called chordal deviation.<br />
RIB BINDING<br />
GeometricApproximation ”flatness” value<br />
GeometricApproximation type value<br />
EXAMPLE<br />
GeometricApproximation ”flatness” 2.5<br />
SEE ALSO<br />
RiShadingRate<br />
4.2.13 Orientation and sides<br />
<strong>The</strong> handedness of a coordinate system is referred to as its orientation. <strong>The</strong> initial ”camera”<br />
coordinate system is left-handed: x points right, y point up, and z points in. Transformations,<br />
however, can flip the orientation of the current coordinate system. An example<br />
of a transformation that does not preserve orientation is a reflection. (More generally, a<br />
transformation does not preserve orientation if its determinant is negative.)<br />
Similarly, geometric primitives have an orientation, which determines whether their surface<br />
normals are defined using a right-handed or left-handed rule in their object coordinate<br />
system. Defining the orientation of a primitive to be opposite that of the object coordinate<br />
system causes it to be turned inside-out. If a primitive is inside-out, its normal will be computed<br />
so that it points in the opposite direction. This has implications for culling, shading,<br />
and solids (see the section on Solids and Spatial Set Operations). <strong>The</strong> outside surface of a<br />
primitive is the side from which the normal points outward; the inside surface is the opposite<br />
side. <strong>The</strong> interior of a solid is the volume that is adjacent to the inside surface and<br />
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