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Advanced RenderMan

The Morgan Kaufmann Series in Computer Graphics and

Geometric Modeling

Series Editor, Brian A. Barsky

Advanced RenderMan: Creating CGI for Motion Pictures Anthony A. Apodaca, Larry Gritz

Curves and Surfaces in Geometric Modeling: Theory and Algorithms Jean Gallier

Andrew Glassner's Notebook: Recreational Computer Graphics Andrew S. Glassner

Warping and Morphing of Graphical Objects Jonas Gomes, Lucia Darsa, Bruno Costa, and Luis Velho

Jim Blinn's Corner: Dirty Pixels

Jim Blinn

Rendering with Radiance: The Art and Science of Lighting Visualization Greg Ward Larson and Rob Shakespeare

Introduction to Implicit Surfaces

Edited by Jules Bloomenthal

Jim Blinn's Corner: A Trip Down the Graphics Pipeline Jim Blinn

Interactive Curves and Surfaces: A Multimedia Tutorial on CAGD Alyn Rockwood and Peter Chambers

Wavelets for Computer Graphics: Theory and Applications Eric J. Stollnitz, Tony D. DeRose, and David H. Salesin

Principles of Digital Image Synthesis

Andrew S. Glassner

Radiosity & Global Illumination

Francois X. Sillion and Claude Puech

Knotty: A B-Spline Visualization Program

Jonathan Yen

User Interface Management Systems: Models and Algorithms Dan R. Olsen, Jr.

Making Them Move: Mechanics, Control, and

Animation of Articulated Figures Edited by Norman 1. Badler, Brian A. Barsky, and David Zeltzer

Geometric and Solid Modeling:

An Introduction

Christoph M. Hoffmann

An Introduction to Splines for Use in Computer Graphics and Geometric Modeling

Richard H. Bartels, John C. Beatty, and Brian A. Barsky

Senior Editor Director of Production and

Diane Cerra

Yonie Overton

Manufacturing Senior Production Editor Editorial

Robin Demers

Assistant Cover Design Text Design and Color Insert

Belinda Breyer

Design & Production Copyediting Proofreader

Ross Carron Design

Composition Indexer Printer

Side by Side Studios

 

Progressive Publishing Alternatives

 

Jennifer McClain

 

Windfall Software, using ZzTEX

 

Ty Koontz

Cover image credits: "STUART LITTLE" © 1999

Global Entertainment Productions GmbH & Co. Medien KG. All Rights Reserved. Courtesy of Columbia Pictures, Sony Pictures Imageworks; Toy Story © Disney Enterprises, Inc.; IRON GIANT ©1999 Warner Bros. All Rights Reserved.

Designations used by companies to distinguish their products are often claimed as trademarks or registered trademarks. In all instances where Morgan Kaufmann Publishers is aware of a claim, the product names appear in initial capital or all capital letters. Readers, however, should contact the appropriate companies for more complete information regarding trademarks and registration.

ACADEMIC PRESS A Harcourt Science and Technology

Company 525 B Street, Suite 1900, San Diego, CA 92101-4495,

USA http://Www.academicpress.com

Academic Press Harcourt Place, 32 Jamestown Road, London NW1 7BY United

Kingdom http://Www.hbuk.co.uklapl

Morgan Kaufmann Publishers 340 Pine Street, Sixth Floor, San

Francisco, CA 94104-3205 http://www.mkp.com

© 2000 by Academic Press All rights reserved

Printed in the United States of America

05 04 03 02 01 00 8 7 6 5 4 3 2 1

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means-electronic, mechanical, photocopying, recording, or otherwise-without the prior written permission of the publisher.

Library of Congress Cataloging-in-Publication Data is available for this book ISBN 1-55860-618-1

This book is printed on acid-free paper.

Foreword

Steve Upstill

Pixar Animation Studios

And about time, too.

The RenderMan Companion first appeared, 10 years ago, with several purposes behind it. First, we hoped to promote the RenderMan Interface as a standard for high-quality three-dimensional computer graphics, similar to the role PostScript plays in two dimensions. Second, and more importantly, we hoped to encourage and support the development of the field as a whole in both deed and word. Not only would the book's content enable people to do cool work with RenderMan, but its very existence would encourage subsequent publications that would continue to raise the platform of knowledge and technique.

On most of these counts, the effort must be considered a success. Today, RenderMan is the de facto standard for photorealistic 3D rendering in the digital effects industry. In fact, the revolution in digital effects began (with the "water weenie" of The Abyss) soon after Pixar's PRMan first entered the scene. Coincidence? We think not. And the interface has proven the equal of problems and dataset sizes that were laughable 10 years ago ("Ten million polygons? Don't be ridiculous."), supporting a revolution that continues to blow the minds of audiences the world over.

But still. For 10 years, The RenderMan Companion has been the only book available on the subject, complete with its thin spots, omissions, and obsolete view of the interface. Worse, although the art and practice of RenderMan continued to develop, somehow that progress never saw the ink that would allow the platform to rise and the field to move forward for the world at large. (The only time that people came together to deal with the real nitty-gritty of geometry and shaders was at the Advanced RenderMan courses of SIGGRAPH, organized and presented by many of the authors here.) This is a vacuum that has sorely needed filling, and now I'm delighted to see it being filled, and filled so well.

I have several reasons to be so delighted. First, it takes a longstanding monkey off my back-the need for a followup to the Companion. Second, it finally diverts attention and credit for the interface away from me and toward those who actually deserve it. We live in a world in which the messenger is easily mistaken for the message, and for 10 long years I have been far more closely identified with RenderMan

Foreword

than decency should allow. With this book the real wizards step out from behind the curtain so we can see what they're made of, and it's not a lot of smoke, mirrors, and subwoofers, either.

But the real reason this book is such a tonic is that I get to have it. I am sure that I am not alone in sometimes feeling a little lost and small in dealing with something as powerful as RenderMan. While I do believe that the Companion functions nicely as a field guide to the resources available, here at last are the maps to the territory, the signposts in the dark woods that can make the foreigner feel at home and enable her to make real progress. Here we have an august circle of expert guides to take you by the hand and show you what goes on inside the head of someone who knows their way around. With this book in hand, you may not be a wizard yourself, but you can play one on TV.

My warmest thanks go to Tony, Larry, and all of their contributors for sharing their light so generously and skillfully. But my real excitement, is for you, the reader, who for so few dollars can get the benefit of so much hard-won experience in such a concentrated yet accessible form. As I said 10 years ago, and now say with even more reason: Happy Rendering!

This book is dedicated to the hundreds of hard-working and long-suffering CGI TDs who spend so much of their life and creative energy making motion pictures look so fabulously beautiful, exciting, awe-inspiring, and fun, and whose contributions are rarely recognized by the viewing public who are agape at their results. You are our customers, our colleagues, and our friends. We thank you all.

And in the end, the love you take is equal to the love you make.

-The Beatle;

Contents

 

Foreword

 

vii

 

Preface

 

xiii

 

Color Plates

following pages 192 & 384

Part I Introduction

 

1

1

Photosurrealism

 

3

1.1

Making Movies

 

4

1.2

Altered Reality

 

5

1.3

Production Requirements

 

10

1.4

Enter RenderMan

 

13

1.5

Sign Me Up!

 

15

2 Review of Mathematics and Computer Graphics Concepts

17

2.1 Trigonometry and Vector Algebra

 

18

2.2

Geometry

 

27

2.3

Physics and Optics

 

31

2.4

Computer Graphics

 

38

 

Further Reading

 

54

Part II Scene Description

 

55

3 Describing Models and Scenes in RenderMan

 

 

3.1

Scene Description API

 

57

3.2

Structure of a Scene Description

 

57

3.3

Rendering Options

 

62

3.4

Primitive Attributes

 

69

3.5

Other Shading Attributes

 

76

3.6

Lights

 

79

3.7

External Resources

 

83

3.8

Advanced Features

 

85

3.9

The Rest of the Story

 

89

 

 

 

92

Contents

4 Geometric Primitives

93

4.1

Primitive Variables

94

4.2

Parametric Quadrics

96

4.3

Polygons and Polyhedra

99

4.4

Parametric Patches

102

4.5 NURBS

105

4.6

Subdivision Meshes

109

4.7

Reference Geometry

111

4.8

Constructive Solid Geometry

112

5 Handling Complexity in Photorealistic Scenes

115

5.1

Procedural Primitives

116

5.2

Lightweight Primitives

121

5.3

Level of Detail

125

6 How PhotoRealistic RenderMan Works

135

6.1

History

135

6.2

Basic Geometric Pipeline

136

6.3

Enhanced Geometric Pipeline

143

6.4

Rendering Attributes and Options

146

6.5

Rendering Artifacts

150

Part III Shading

157

7 Introduction to Shading Language

159

7.1

Shader Philosophy

160

7.2

Shading Language Data Types

163

7.3

Shading Language Variables

168

7.4

Statements and Control Flow

172

7.5

Simple Built-in Functions

175

7.6

Writing SL Functions

181

 

Further Reading

182

8 Texture Mapping and Displacement

183

8.1

Texture Access in Shading Language

184

8.2

Displacement and Bump Mapping

192

8.3

Texture Projections

198

 

Further Reading

201

9 Illumination Models and Lights

205

9.1 Built-in Local Illumination Models

205

9.2

Reflections

210

9.3

Illuminance Loops, or How diffuse( ) and specular( ) Work

221

9.4

Identifying Lights with Special Properties

222

9.5

Custom Material Descriptions

224

Contents

 

9.6 Light Sources

232

Further Reading

241

10 Pattern Generation

243

10.1

Proceduralism versus Stored Textures

243

10.2

Regular Patterns

245

10.3

Irregular Patterns: noise( )

247

10.4

Fractional Brownian Motion and Turbulence

251

10.5

Cellular Patterns

255

 

Further Reading

261

11 Shader Antialiasing

263

11.1

Sources of Aliasing in Shading

263

11.2

Facilities for Filter Estimation

266

11.3

Analytic Antialiasing

269

11.4

Antialiasing by Frequency Clamping

275

11.5

Conclusions and Caveats

278

280

 

Further Reading

12 A Gallery of Procedural Shaders

281

12.1

Shader Strategy

282

284

12.2

Aside: Shading Spaces and Reference Meshes

291

12.3

Ceramic Tiles

302

12.4

Wood Grain

310

12.5

Wood Planks

314

12.6

Smoke: A Volume Shader

320

12.7

Lens Flare and "Clipping Plane" Shaders

329

12.8

Cartoon Shaders

 

Part IV Tricks of the Trade

335

13 Storytelling through Lighting, a Computer Graphics

 

 

Perspective

337

13.1

Introduction

337

13.2

Objectives of Lighting

338

13.3

Directing the Viewer's EyeThe Study of Composition

339

13.4

Creating Depth

351

13.5

Conveying Time of Day and Season

362

13.6

Enhancing Mood, Atmosphere, and Drama

363

13.7

Revealing Character Personality and Situation

377

13.8

Continuity

379

13.9

Film Considerations

380

13.10 Conclusion

381

 

Further Reading

381

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