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Essential guide to Renderman® shadin...
~
Hollister, Brad E.
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Essential guide to Renderman® shading plugin development = understanding Bxdfs /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Essential guide to Renderman® shading plugin development/ by Brad E. Hollister.
Reminder of title:
understanding Bxdfs /
Author:
Hollister, Brad E.
Published:
Berkeley, CA :Apress : : 2023.,
Description:
ix, 141 p. :ill., digital ;24 cm.
[NT 15003449]:
Chapter 1: Overview, Brief Contextual History, and Pixar's Non-Commercial RenderMan -- Chapter 2: What RenderMan Plugins Are Made Of: C++ Language and Shared Object Files -- Chapter 3: Radiometry and Bi-Directional Scattering Functions -- Chapter 4: Monte Carlo integration and Global Integrators -- Chapter 5: The RenderMan (Rix) API -- Chapter 6: Canonical Scattering Regimes for Bxdf -- Chapter 7: Developing and Debugging Bxdf -- Chapter 8: PDF Normalization, Sampling, and Anisotropic Bxdf -- Conclusion.
Contained By:
Springer Nature eBook
Subject:
Rendering (Computer graphics) -
Online resource:
https://doi.org/10.1007/978-1-4842-9392-8
ISBN:
9781484293928
Essential guide to Renderman® shading plugin development = understanding Bxdfs /
Hollister, Brad E.
Essential guide to Renderman® shading plugin development
understanding Bxdfs /[electronic resource] :by Brad E. Hollister. - Berkeley, CA :Apress :2023. - ix, 141 p. :ill., digital ;24 cm.
Chapter 1: Overview, Brief Contextual History, and Pixar's Non-Commercial RenderMan -- Chapter 2: What RenderMan Plugins Are Made Of: C++ Language and Shared Object Files -- Chapter 3: Radiometry and Bi-Directional Scattering Functions -- Chapter 4: Monte Carlo integration and Global Integrators -- Chapter 5: The RenderMan (Rix) API -- Chapter 6: Canonical Scattering Regimes for Bxdf -- Chapter 7: Developing and Debugging Bxdf -- Chapter 8: PDF Normalization, Sampling, and Anisotropic Bxdf -- Conclusion.
Understand the fundamentals of Bxdf plugins for RenderMan® 21+, both the technical details and API architecture. The main goal of the book is to enable technical artists, hobbyists, and students in using the noncommercial (NCR), free RenderMan® edition. RenderMan® is an industry standard for rendering software. It has been used for every Pixar film to date and numerous other projects. RenderMan® 21, and all subsequent versions, use Monte Carlo path tracing. This change has necessitated the use of C++ plugins in place of the RenderMan Shader Language (RSL) Because of this, writing Bxdfs now requires knowledge of Monte Carlo integration, probability density functions, and the RenderMan® C++ API. Essential Guide to RenderMan® Shading Plugin Development specifically addresses writing RenderMan® C++ materials. It explores the mathematical models of representative Bxdfs while drawing parallels, when helpful, to earlier RSL implementations. It also includes an overview of Integrators, providing further context for modern RenderMan® programmable shading. What You Will Learn C++ development for Bxdfs Fundamentals of the rendering equation Monte Carlo integration.
ISBN: 9781484293928
Standard No.: 10.1007/978-1-4842-9392-8doiSubjects--Uniform Titles:
RenderMan.
Subjects--Topical Terms:
2018551
Rendering (Computer graphics)
LC Class. No.: T385
Dewey Class. No.: 006.6633
Essential guide to Renderman® shading plugin development = understanding Bxdfs /
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by Brad E. Hollister.
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Chapter 1: Overview, Brief Contextual History, and Pixar's Non-Commercial RenderMan -- Chapter 2: What RenderMan Plugins Are Made Of: C++ Language and Shared Object Files -- Chapter 3: Radiometry and Bi-Directional Scattering Functions -- Chapter 4: Monte Carlo integration and Global Integrators -- Chapter 5: The RenderMan (Rix) API -- Chapter 6: Canonical Scattering Regimes for Bxdf -- Chapter 7: Developing and Debugging Bxdf -- Chapter 8: PDF Normalization, Sampling, and Anisotropic Bxdf -- Conclusion.
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Understand the fundamentals of Bxdf plugins for RenderMan® 21+, both the technical details and API architecture. The main goal of the book is to enable technical artists, hobbyists, and students in using the noncommercial (NCR), free RenderMan® edition. RenderMan® is an industry standard for rendering software. It has been used for every Pixar film to date and numerous other projects. RenderMan® 21, and all subsequent versions, use Monte Carlo path tracing. This change has necessitated the use of C++ plugins in place of the RenderMan Shader Language (RSL) Because of this, writing Bxdfs now requires knowledge of Monte Carlo integration, probability density functions, and the RenderMan® C++ API. Essential Guide to RenderMan® Shading Plugin Development specifically addresses writing RenderMan® C++ materials. It explores the mathematical models of representative Bxdfs while drawing parallels, when helpful, to earlier RSL implementations. It also includes an overview of Integrators, providing further context for modern RenderMan® programmable shading. What You Will Learn C++ development for Bxdfs Fundamentals of the rendering equation Monte Carlo integration.
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Professional and Applied Computing (SpringerNature-12059)
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