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The RenderMan Interface - Paul Bourke

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z<br />

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point2<br />

height<br />

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x<br />

x<br />

y<br />

0 max<br />

radius<br />

y<br />

point1<br />

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V<br />

0 max<br />

RiDisk<br />

RiHyperboloid<br />

y<br />

0 max<br />

z<br />

0 min<br />

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0 max<br />

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major<br />

radius<br />

minor<br />

radius<br />

RiTorus<br />

Figure 5.4: Quadric Surface Primitives (continued)<br />

82

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