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The RenderMan Interface - Paul Bourke

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LIST OF FIGURES<br />

4.1 Camera-to-Raster Projection Geometry . . . . . . . . . . . . . . . . . . . . . 22<br />

4.2 Imaging pipeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31<br />

5.1 Bicubic patch vertex ordering . . . . . . . . . . . . . . . . . . . . . . . . . . . 70<br />

5.2 Patch Meshes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72<br />

5.3 Quadric Surface Primitives . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81<br />

5.4 Quadric Surface Primitives (continued) . . . . . . . . . . . . . . . . . . . . . 82<br />

9.1 <strong>The</strong> ray tracing paradigm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110<br />

9.2 Shader evaluation pipeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111<br />

12.1 Surface shader state . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120<br />

12.2 Light Source Shader State . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122<br />

C.1 Example encoded RIB byte stream . . . . . . . . . . . . . . . . . . . . . . . . 184<br />

vii

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