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Advanced RenderMan : creating CGI for motion pictures/ Anthony A Apodaca

By: Contributor(s): Material type: TextTextSan Francisco : Morgan Kaufmann, 1999Description: 544 pages : illustrationsContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9781558606180
Subject(s): LOC classification:
  • TR858 APO
Contents:
Photosurrealism -- Making Movies -- Altered Reality -- Production Requirements -- Enter RenderMan -- Sign Me Up! -- Review of Mathematics and Computer Graphics Concepts -- Trigonometry and Vector Algebra -- Geometry -- Physics and Optics -- Computer Graphics -- Scene Description -- Describing Models and Scenes in RenderMan -- Scene Description API -- Structure of a Scene Description -- Rendering Options -- Primitive Attributes -- Other Shading Attributes -- Lights -- External Resources -- Advanced Features -- The Rest of the Story -- Geometric Primitives -- Primitive Variables -- Parametric Quadrics -- Polygons and Polyhedra -- Parametric Patches -- NURBS -- Subdivision Meshes -- Reference Geometry -- Constructive Solid Geometry -- Handling Complexity in Photorealistic Scenes -- Procedural Primitives -- Lightweight Primitives -- Level of Detail -- How PhotoRealistic RenderMan Works -- History -- Basic Geometric Pipeline -- Enhanced Geometric Pipeline -- Rendering Attributes and Options -- Rendering Artifacts -- Shading -- Introduction to Shading Language -- Shader Philosophy -- Shading Language Data Types -- Shading Language Variables -- Statements and Control Flow -- Simple Built-in Functions -- Writing SL Functions -- Texture Mapping and Displacement -- Texture Access in Shading Language -- Displacement and Bump Mapping -- Texture Projections -- Illumination Models and Lights -- Built-in Local Illumination Models -- Reflections -- Illuminance Loops, or How diffuse() and specular() Work.
Summary: Offers coverage of the standard while providing in-depth information on dozens of advanced topics. Both a reference and a tutorial, this book is useful for technical directors, graphics programmers, modelers, animators and hobbyists. It also includes a chapter reviewing key math and computer graphics concepts.
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Holdings
Item type Current library Home library Call number Copy number Status Date due Barcode
Books Books Harare Institute of Technology Main Library Harare Institute of Technology Main Library TR858 APO (Browse shelf(Opens below)) 1 Available BK002721

Includes index

Photosurrealism --
Making Movies --
Altered Reality --
Production Requirements --
Enter RenderMan --
Sign Me Up! --
Review of Mathematics and Computer Graphics Concepts --
Trigonometry and Vector Algebra --
Geometry --
Physics and Optics --
Computer Graphics --
Scene Description --
Describing Models and Scenes in RenderMan --
Scene Description API --
Structure of a Scene Description --
Rendering Options --
Primitive Attributes --
Other Shading Attributes --
Lights --
External Resources --
Advanced Features --
The Rest of the Story --
Geometric Primitives --
Primitive Variables --
Parametric Quadrics --
Polygons and Polyhedra --
Parametric Patches --
NURBS --
Subdivision Meshes --
Reference Geometry --
Constructive Solid Geometry --
Handling Complexity in Photorealistic Scenes --
Procedural Primitives --
Lightweight Primitives --
Level of Detail --
How PhotoRealistic RenderMan Works --
History --
Basic Geometric Pipeline --
Enhanced Geometric Pipeline --
Rendering Attributes and Options --
Rendering Artifacts --
Shading --
Introduction to Shading Language --
Shader Philosophy --
Shading Language Data Types --
Shading Language Variables --
Statements and Control Flow --
Simple Built-in Functions --
Writing SL Functions --
Texture Mapping and Displacement --
Texture Access in Shading Language --
Displacement and Bump Mapping --
Texture Projections --
Illumination Models and Lights --
Built-in Local Illumination Models --
Reflections --
Illuminance Loops, or How diffuse() and specular() Work.

Offers coverage of the standard while providing in-depth information on dozens of advanced topics. Both a reference and a tutorial, this book is useful for technical directors, graphics programmers, modelers, animators and hobbyists. It also includes a chapter reviewing key math and computer graphics concepts.

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