Advanced RenderMan : creating CGI for motion pictures/ Anthony A Apodaca
Material type:
- text
- unmediated
- volume
- 9781558606180
- TR858 APO
Item type | Current library | Home library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|---|
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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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