Advanced_Renderman_Book[torrents.ru]
.pdfllab scan kcome , ocr
renderman
300dpi
welcome to
http://3dfreebook.yeah.net
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 |