Production Rendering: Design and Implementation

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Ian Stephenson
Springer Science & Business Media, 1 дек. 2004 г. - Всего страниц: 302

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.

 

Key Topics

·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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Содержание

A System Overview
xv
13 Scene Graph
3
15 Transforms and Coordinate Systems
7
17 Ray Tracing
14
18 Global Illumination
17
19 Hiding
23
110 Resampling
24
111 Exposure Imaging and Quantization
25
58 Other Considerations
145
Ray Tracing
147
62 Ray Tracing Basics
148
63 Acceleration Structures
149
64 RayPrimitive Intersection
158
65 Shading
168
66 Optimizations and Extensions
170
67 Hybrid Renderers versus Pure Ray Tracers
174

112 Conclusions
27
A Rendering Architecture
29
23 Micropolygon Architectures
38
24 Reyes Pipeline
40
25 Primitives
44
26 Grids
46
27 Shader Evaluator
47
28 Micropolygons
48
29 Hiders
51
210 Frameworks
55
211 Conclusion
60
Geometry
61
33 Polygons
85
34 Subdivision
88
35 Points and Curves
93
36 Blobbies
98
Shading
103
42 Architecture of the Virtual Machine
108
43 SIMD Processing
111
44 Implementation
118
45 Shader Specialization
129
46 The Tricky Bits
131
Compiling
135
54 Parsing
137
55 Simplification
139
56 Code Generation
143
Global Illumination
176
72 Light Transport Theory
176
73 Monte Carlo Sampling
179
74 Programmable Shading
182
75 Gathering
183
76 Irradiance Caching
189
77 Photon Mapping
198
78 Volume Rendering
213
79 Additional Notes
218
Image Construction
225
82 Sampling
226
83 Filtering Sampled Data
236
84 Finalizing the Image
240
85 A Sample Implementation
242
Rendering Gems
253
93 Orientation and Handedness
254
94 Geometric Optics
256
96 Fast Power Log2 and Exp2 Functions
264
97 Colour
267
98 Bucket Ordering
271
99 Network Rendering
274
910 Debugging
275
911 A Closedform Solution for the Intersection of a Ray and Bilinear Patch
279
Bibliography
287
Index
293
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