The Renderman Interface

The Renderman Interface

The RenderMan Interface Version 3.2 July, 2000 Copyright c 2000 Pixar. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or other- wise, without the prior permission of Pixar. The information in this publication is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by Pixar. Pixar assumes no responsibility or liability for any errors or inaccuracies that may appear in this publication. RenderMan R is a registered trademark of Pixar. i TABLE OF CONTENTS List of Figures vii List of Tables viii Preface x Part I The RenderMan Interface 1 Section 1 INTRODUCTION 2 1.1 Features and Capabilities . 4 1.1.1 Required features . 4 1.1.2 Advanced Capabilities . 5 1.2 Structure of this Document . 6 Section 2 LANGUAGE BINDING SUMMARY 7 2.1 C Binding . 7 2.2 Bytestream Protocol . 10 2.3 Additional Information . 11 Section 3 RELATIONSHIP TO THE RENDERMAN SHADING LANGUAGE 12 Section 4 GRAPHICS STATE 15 4.1 Options . 19 4.1.1 Camera . 19 4.1.2 Displays . 28 4.1.3 Additional options . 34 4.1.4 Implementation-specific options . 36 4.2 Attributes . 37 4.2.1 Color and opacity . 38 4.2.2 Texture coordinates . 40 4.2.3 Light sources . 41 4.2.4 Surface shading . 44 4.2.5 Displacement shading . 46 4.2.6 Volume shading . 46 4.2.7 Shading rate . 48 4.2.8 Shading interpolation . 49 4.2.9 Matte objects . 49 4.2.10 Bound . 51 ii 4.2.11 Detail . 51 4.2.12 Geometric approximation . 53 4.2.13 Orientation and sides . 53 4.3 Transformations . 55 4.3.1 Named coordinate systems . 58 4.3.2 Transformation stack . 60 4.4 Implementation-specific Attributes . 60 Section 5 GEOMETRIC PRIMITIVES 62 5.1 Polygons . 63 5.2 Patches . 68 5.3 Subdivision Surfaces . 75 5.4 Quadrics . 77 5.5 Point and Curve Primitives . 83 5.6 Blobby Implicit Surfaces . 85 5.7 Procedural Primitives . 87 5.8 Implementation-specific Geometric Primitives . 92 5.9 Solids and Spatial Set Operations . 92 5.10 Retained Geometry . 94 Section 6 MOTION 96 Section 7 EXTERNAL RESOURCES 99 7.1 Texture Map Utilities . 99 7.1.1 Making texture maps . 99 7.1.2 Making environment maps . 100 7.1.3 Making shadow maps . 102 7.2 Errors . 103 7.3 Archive Files . 104 Part II The RenderMan Shading Language 106 Section 8 INTRODUCTION TO THE SHADING LANGUAGE 107 Section 9 OVERVIEW OF THE SHADING PROCESS 109 Section 10 RELATIONSHIP TO THE RENDERMAN INTERFACE 112 Section 11 TYPES 114 11.1 Floats . 114 11.2 Colors . 114 11.3 Points, Vectors, and Normals . 115 11.4 Transformation Matrices . 116 11.5 Strings . 117 11.6 Arrays . 117 11.7 Uniform and Varying Variables . 118 Section 12 SHADER EXECUTION ENVIRONMENT 119 iii 12.1 Surface Shaders . 119 12.2 Light Source Shaders . 120 12.3 Volume Shaders . 122 12.4 Displacement Shaders . 122 12.5 Imager Shaders . 122 Section 13 LANGUAGE CONSTRUCTS 125 13.1 Expressions . 125 13.2 Standard Control Flow Constructs . 125 13.3 Illuminance and Illuminate Statements . 127 Section 14 SHADERS AND FUNCTIONS 129 14.1 Shaders . 129 14.2 Functions . 131 Section 15 BUILT-IN FUNCTIONS 133 15.1 Mathematical Functions . 133 15.2 Geometric Functions . 137 15.3 Color Functions . 140 15.4 Matrix Functions . 140 15.5 String Functions . 141 15.6 Shading and Lighting Functions . 141 15.7 Texture Mapping Functions . 143 15.7.1 Basic texture maps . 145 15.7.2 Environment maps . 145 15.7.3 Shadow depth maps . 146 15.7.4 Getting Information About Texture Maps . 146 15.8 Message Passing and Information Functions . 146 Section 16 EXAMPLE SHADERS 151 16.1 Surface Shaders . 151 16.1.1 Turbulence . 151 16.1.2 Ray tracer . 152 16.2 Light Sources . 152 16.3 Volume Shader . 153 16.4 Displacement Shaders . 154 16.5 Imager Shaders . 154 Section A STANDARD RENDERMAN INTERFACE SHADERS 155 A.1 Null Shader . 155 A.2 Surface Shaders . 155 A.2.1 Constant surface . 155 A.2.2 Matte surface . 155 A.2.3 Metal surface . 156 A.2.4 Shiny metal surface . 156 A.2.5 Plastic surface . 156 A.2.6 Painted plastic surface . 157 A.3 Light Source Shaders . 157 A.3.1 Ambient light source . 157 iv A.3.2 Distant light source . 157 A.3.3 Point light source . 158 A.3.4 Spotlight source . ..

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    226 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us