Production Rendering: Design and Implementation
In the past, rendering systems used a range of different approaches, each compatible and able to handle certain kinds of images. However, the last few years have seen the development of practical techniques, which bring together many areas of research into stable, production ready rendering tools. Written by experienced graphics software developers, Production Rendering: Design and Implementation provides not only a complete framework of different topics including shading engines and compilers, but discusses also the techniques used to implement feature film quality rendering engines.
·A Rendering framework for managing a micro polygon-oriented graphics pipeline
·Problems presented by different types of geometry showing how different surface types can be made ready for shading
·Shading and how it fits into a rendering pipeline
·How to write a good shader compiler
·Ray tracing in a production renderer
·Incorporating global illumination into a renderer
·Gathering surface samples into a final image
·Tips and tricks in rendering
About the authors
Mark Elendt , Senior Mathematician, has been with Side Effects Software Inc, Canada for 11 years and has written at least 5 renderers over these years. He was chief architect for the Houdini renderers Mantra and VMantra. In 1997 he received a Technical Achievement Award from the Academy of Motion Picture Arts and Sciences.
Rick LaMont, co-founder and CTO of Dot C Software, USA, currently acts as lead programmer of RenderDotC and Mai-Tai. He received the Computerworld Smithsonian Award for Technology Benefiting Mankind for his work on the Weyerhaeuser Design Center (Foley and van Dam, Second Edition, color plate I.8).
Jacopo Pantaleoni, is currently a Developer for LightFlow Technologies, Italy, which he founded in 1999. His interests in mathematics, computer programming and, realistic rendering lead to the publication of Lightflow Rendering Tools. In 2000, he also began working with a team of beta testers, on a connection between his rendering software and MayaTM.
Scott Iverson, is the chief developer of the AIR renderer, and founder of Sitex Graphics Inc, USA
Paul Gregory, works for the Aqsis Team, UK. He is the originator, and lead developer of the open source renderer "Aqsis".
Matthew Bentham, is currently at ART VPS Ltd, UK. He is also the software developer responsible for compiler technology at ART VPS, creators of the RenderDrive rendering appliance.
Ian Stephenson, is a Senior Lecturer at the National Centre for Computer Animation (NCCA), Bournemouth University, UK. Developer of the Angel rendering system, he is also the author of Essential RenderMan Fast.
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A System Overview
13 Scene Graph
15 Transforms and Coordinate Systems
17 Ray Tracing
18 Global Illumination
111 Exposure Imaging and Quantization
58 Other Considerations
62 Ray Tracing Basics
63 Acceleration Structures
64 RayPrimitive Intersection
66 Optimizations and Extensions
67 Hybrid Renderers versus Pure Ray Tracers
A Rendering Architecture
23 Micropolygon Architectures
24 Reyes Pipeline
27 Shader Evaluator
35 Points and Curves
42 Architecture of the Virtual Machine
43 SIMD Processing
45 Shader Specialization
46 The Tricky Bits
56 Code Generation
72 Light Transport Theory
73 Monte Carlo Sampling
74 Programmable Shading
76 Irradiance Caching
77 Photon Mapping
78 Volume Rendering
79 Additional Notes
83 Filtering Sampled Data
84 Finalizing the Image
85 A Sample Implementation
93 Orientation and Handedness
94 Geometric Optics
96 Fast Power Log2 and Exp2 Functions
98 Bucket Ordering
99 Network Rendering
911 A Closedform Solution for the Intersection of a Ray and Bilinear Patch