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Titlebook: Writing mental ray® Shaders; A Perceptual Introdu Andy Kopra Book 2008 Springer-Verlag Vienna 2008 Performance.computer graphics.learning.m

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书目名称Writing mental ray® Shaders
副标题A Perceptual Introdu
编辑Andy Kopra
视频video
概述A tutorial introduction to mental ray shader programming.Includes the full source code for 100 shaders and illustrated with over 200 rendered scenes and diagrams.Cross-references with the first two vo
丛书名称mental ray® Handbooks
图书封面Titlebook: Writing mental ray® Shaders; A Perceptual Introdu Andy Kopra Book 2008 Springer-Verlag Vienna 2008 Performance.computer graphics.learning.m
描述The word "render" isn‘t unique to the vocabulary of computer graphics. We can talk about a "watercolor rendering," a "musical rendering" or a "poetic rendering." In each of these, there is a transformation from one domain to another: from the landscape before the painter to color on paper, from musical notation to sound, from the associations in a poet‘s mind to a book of poetry. Figure 1.1: Czar‘s Waiting Room, Main Railway Station, Helsinki, Eliel Saarinen, 1910, watercolor. But the type of rendering that may come closest to what we mean when we talk about rendering in computer graphics is in architecture. Geometric blueprints and technical specifications of building materials are transformed in the architectural rendering into a picture of the building 1 Introduction as it will appear when construction is complete. In addition to the designs of the building‘s geometry and its visual characteristics, the artist chooses a point of view to depict the scene in perspective. This is a transformation of a description of imagined space into a picture of that space. In a watercolor by architect Eliel Saarinen (Figure 1.1), the effect of light on marble is demonstrated in a way that would
出版日期Book 2008
关键词Performance; computer graphics; learning; mental ray; model; reflection; rendering; shader programming; soft
版次1
doihttps://doi.org/10.1007/978-3-211-48965-9
isbn_softcover978-3-211-48964-2
isbn_ebook978-3-211-48965-9Series ISSN 1438-9835
issn_series 1438-9835
copyrightSpringer-Verlag Vienna 2008
The information of publication is updating

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Writing mental ray® Shaders978-3-211-48965-9Series ISSN 1438-9835
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A single colorAs we saw in Chapter 3, a shader calculates some output value based on a standard set of input data and the parameters chosen for the shader. Now we’ll see how these concepts are implemented in C.
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The transparency of a surfaceIn previous chapters, we have used variables in the state struct to calculate the color of the surface. We’ve also used a few of the mental ray library functions, like the mi-eval functions for parameters, and some utility functions, like mi_vector_dot. In this chapter, we use a function that examines the rendering environment through ray tracing.
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Light on a surfaceIn our discussion of light shaders in the last chapter, we used a simple material shader that took the light into account to define the color of the surface. In this chapter, we’ll use our light shader with a variety of material shaders that approximate the affect of diffuse and mirror-like reflections from a surface.
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