Skip to main content

Advanced RenderMan

Creating CGI for Motion Pictures

  • 1st Edition - December 8, 1999
  • Latest edition
  • Authors: Anthony A. Apodaca, Larry Gritz
  • Language: English

Advanced RenderMan: Creating CGI for Motion Pictures is precisely what you and other RenderMan users are dying for. Written by the world's foremost RenderMan experts, it offers th… Read more

World Book Day celebration

Where learning shapes lives

Up to 25% off trusted resources that support research, study, and discovery.

Description

Advanced RenderMan: Creating CGI for Motion Pictures is precisely what you and other RenderMan users are dying for. Written by the world's foremost RenderMan experts, it offers thoroughly updated coverage of the standard while moving beyond the scope of the original RenderMan Companion to provide in-depth information on dozens of advanced topics. Both a reference and a tutorial, this book will quickly prove indispensable, whether you're a technical director, graphics programmer, modeler, animator, or hobbyist.

Key features

Explore the Power of RenderMan

  • Use the entire range of geometric primitives supported by RenderMan.
  • Understand how and when to use procedural primitives and level of detail.
  • Master every nuance of the Shading Language.
  • Write detailed procedural shaders using texture, displacement, pattern generation, and custom reflection models.
  • Write shaders for special effects relating to volumes, custom lighting, and non-photorealistic media.
  • Use antialiasing to ensure that your shaders are free of artifacts.
  • Minimize the expense of rendering scenes by optimizing input.

Other Features from Advanced RenderMan

  • Offers expert advice and instruction applicable to any RenderMan-compliant renderer.
  • Filled with technical illustrations and many full-color representations of effects supported by the RenderMan standard.
  • Includes a chapter reviewing key math and computer graphics concepts.

Table of contents

Part I Introduction



1. Photosurrealism


1.1 Making Movies


1.2 Altered Reality


1.3 Production Requirements


1.4 Enter RenderMan


1.5 Sign Me Up!



2. Review of Mathematics and Computer Graphics Concepts


2.1 Trigonometry and Vector Algebra


2.2 Geometry


2.3 Physics and Optics


2.4 Computer Graphics

Further Reading



Part II Scene Description



3. Describing Models and Scenes in RenderMan


3.1 Scene Description API


3.2 Structure of a Scene Description


3.3 Rendering Options


3.4 Primitive Attributes


3.5 Other Shading Attributes


3.6 Lights


3.7 External Resources


3.8 Advanced Features


3.9 The Rest of the Story



4. Geometric Primitives


4.1 Primitive Variables


4.2 Parametric Quadrics


4.3 Polygons and Polyhedra


4.4 Parametric Patches


4.5 NURBS


4.6 Subdivision Meshes


4.7 Reference Geometry


4.8 Constructive Solid Geometry



5. Handling Complexity in Photorealistic Scenes


5.1 Procedural Primitives


5.2 Lightweight Primitives


5.3 Level of Detail



6. How PhotoRealistic RenderMan Works


6.1 History


6.2 Basic Geometric Pipeline


6.3 Enhanced Geometric Pipeline


6.4 Rendering Attributes and Options


6.5 Rendering Artifacts



Part III Shading



7. Introduction to Shading Language


7.1 Shader Philosophy


7.2 Shading Language Data Types


7.3 Shading Language Variables


7.4 Statements and Control Flow


7.5 Simple Built-in Functions


7.6 Writing SL Functions

Further Reading



8. Texture Mapping and Displacement


8.1 Texture Access in Shading Language


8.2 Displacement and Bump Mapping


8.3 Texture Projections

Further Reading



9. Illumination Models and Lights


9.1 Built-in Local Illumination Models


9.2 Reflections


9.3 Illuminance Loops, or How diffuse ( ) and spcular ( ) work


9.4 Identifying Lights with Special Properties


9.5 Custom Material Descriptions


9.6 Light Sources

Further Reading



10. Pattern Generation


10.1 Proceduralism versus Stored Textures


10.2 Regular Patterns


10.3 Irregular Patterns: noise ( )


10.4 Fractional Brownian Motion and Turbulence


10.5 Cellular Patterns

Further Reading






11. Shader Antialiasing


11.1 Sources of Aliasing in Shading


11.2 Facilities for Filter Estimation


11.3 Analytic Antialiasing


11.4 Antialiasing by Frequency Clamping


11.5 Conclusions and Caveats

Further Reading



12. A Gallery of Procedural Shaders


12.1 Shader Strategy


12.2 Aside: Shading Spaces and Reference Meshes


12.3 Ceramic Tiles


12.4 Wood Grain


12.5 Wood Planks


12.6 Smoke: A Volume Shader


12.7 Lens Flare and "Clipping Plane" Shaders


Part IV Tricks of the Trade




13. Storytelling through Lighting, a Computer Graphics Perspective


13.1 Introduction


13.2 Objectives of Lighting


13.3 Directing the Viewer's Eye-The Study of Composition


13.4 Creating Depth


13.5 Conveying Time of Day and Season


13.6 Enhancing Mood, Atmosphere, and Drama


13.7 Revealing Character Personality and Situation


13.8 Continuity


13.9 Film Considerations


13.10 Conclusion

Further Reading



14. Lighting Controls for Computer Cinematography


14.1 Introduction


14.2 The Lighting Model


14.3 Implementation Notes


14.4 Examples

Further Reading



15. Volumetric Shaders for Visual Effects


15.1 Using Textured Geometry for Volume Effects


15.2 Ray Marching Techniques


15.3 In the Real World (Volumetric Effects for Production)


15.4 Conclusion



16. Nonphotorealistic Rendering with RenderMan


16.1 Introduction


16.2 Alternate Camera Models


16.3 Shading Nonphotorealistically


16.4 Indirect Rendering with RenderMan


16.5 Conclusion

Further Reading



17. Ray Tracing in PRMan


17.1 Introduction


17.2 Background: DSO Shadeops in PRMan


17.3 A Ray Server


17.4 New Functionality


17.5 Ray Tracing for Reflections and Refractions


17.6 Using the Ray Server


17.7 Implementation Notes

Product details

  • Edition: 1
  • Latest edition
  • Published: December 8, 1999
  • Language: English

About the authors

AA

Anthony A. Apodaca

Tony Apodaca is Director of Graphics R&D at Pixar Animation Studios, co-creator of the RenderMan Specification, and lead engineer of the PhotoRealistic RenderMan. His film credits include Tin Toy, Knick-knack, Toy Story, and A Bug’s Life. In 1993, Tony and five other engineers received a Scientific and Technical Academy Award from the Academy of Motion Picture Arts and Sciences for work on PhotoRealistic RenderMan.
Affiliations and expertise
Pixar Animation Studios, Emeryville, CA, U.S.A.

LG

Larry Gritz

Larry Gritz is a co-founder of Exluna, www.exluna.com, part of Nvidia, where he is a co-designer and the current technical lead of the Entropy renderer. Prior to joining Exluna, Larry was the head of the rendering research group at Pixar Animation Studios and editor of the RenderMan Interface 3.2 Specification, as well as serving as a lighting and shading TD on film and commercial projects. His film credits include Toy Story, A Bug's Life, Toy Story 2, and Monsters, Inc. Larry has a B.S. degree from Cornell University and M.S. and Ph.D. degrees from the George Washington University. Prior to joining Pixar in early 1995, Larry was the original creator of BMRT. Larry's research interests include global illumination, shading languages and systems, and rendering of hideously complex scenes.
Affiliations and expertise
Exluna/Nvidia, Berkeley, California, U.S.A.