Essential Guide to RenderMan? Shading Plugin Development - Hollister, Brad E.; - Prospero Internetes Könyváruház

Essential Guide to RenderMan? Shading Plugin Development: Understanding Bxdfs
 
A termék adatai:

ISBN13:9781484293911
ISBN10:1484293916
Kötéstípus:Puhakötés
Terjedelem:141 oldal
Méret:254x178 mm
Súly:303 g
Nyelv:angol
Illusztrációk: 17 Illustrations, black & white; 25 Illustrations, color
564
Témakör:

Essential Guide to RenderMan? Shading Plugin Development

Understanding Bxdfs
 
Kiadás sorszáma: 1st ed.
Kiadó: Apress
Megjelenés dátuma:
Kötetek száma: 1 pieces, Book
 
Normál ár:

Kiadói listaár:
EUR 64.19
Becsült forint ár:
27 364 Ft (26 061 Ft + 5% áfa)
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Az Ön ára:

21 891 (20 849 Ft + 5% áfa )
Kedvezmény(ek): 20% (kb. 5 473 Ft)
A kedvezmény érvényes eddig: 2024. december 31.
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  példányt

 
Rövid leírás:

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

Hosszú leírás:
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
 
Who Is This Book For
Beginner plugin writers for RenderMan?, such as technical artists, students, or hobbyists who may already have experience with RSL or another shader language. More experienced C++ developers without knowledge of RenderMan? or Monte Carlo path tracing will benefit from the content as well. While some prior experience in computer graphics is helpful, the book provides background and references for further study.
Tartalomjegyzék:
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.