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2 mental ray Handbooks Edited by RolfHerken Vol. l Springer-Verlag Wien GmbH
3 Th. Driemeyer Rendering with mental ray Second, revised edition Springer-Verlag Wien GmbH
4 Thomas Driemeyer mental images Gesellschaft fur Computerfilm und Maschinenintelligenz mbh & Co. KG FasanenstraiSe 81 D-l0623 Berlin Copyright Springer-VerlagWien Originally published by Springer-Verlag Wien New York in 2001 AII rights reserved. This document Cbook and CD-ROM) is protected under copyright law. The contents of this document may not be translated copied ar duplicated in any form, in whole or in part, without the express written permission of mental images GmbH & Co. KG. The infarmation contained in this document is subject to change without notice, mental images GmbH & Co. KG and its employees shall not be responsible for incidental or consequential damages resulting from the use of this material or liable for technical ar editorial omissions made herein. mental images, mental ray, mental matter, mental ray Phenomenon, mental ray Phenomena, Phenomenon, Phenomena, Phenomenon Creatar, Phenomenon Editor, Photon MapTM, mental ray Relay LibraryTM, and Relay LibraryTM are trademarks ar, in some countries, registered trademarks of mental images GmbH & Co. KG, Berlin, Germany. AII other product names mentioned in this document may be trademarks ar registered trademarks of their respective companies and are hereby acknowledged. Printed on acid-free and chlarine-free bleached paper SPIN: CIP data applied for With numerous (partly coloured) Figures ISSN ISBN ISBN (ebook) DOI /
5 Table of Contents Series Editor's Foreword 1 Introduction Organization of this Book Typesetting Conventions... 5 WWW Resources Acknowledgements Note on the Second Revised Edition Overview Photorealistic Rendering Scenes and Animations Geometric Objects Materials Light Sources Cameras Shaders Phenomena Scanline Rendering and Ray Tracing Transparency, Refractions, and Reflections Shadows Motion Blur Lenses Caustics, Global Illumination, and Photon Maps Participating Media Parallelism Stages oflmage Generation mental ray Configurations mental ray Versions Changes between Versions 2.0 and Changes between Versions 2.1 and Scene Construction A Simple Scene Anatomy of a Scene Cameras Pinhole Cameras
6 vi Table of Contents 3.2 Image Resolution Aspect Ratio Keystone Distortion Rendering Subwindows Orthographic Camera Clipping Planes ': Lenses: Depth of Field Full Camera Example Surface Shading Color and Illumination Texture Mapping Texture Projections Simple XY Projection Repeated XY Projection Other Projections Texture Vectors Texture Generation from Coordinate Spaces Local Textures: Avoiding Network Transfers Memory Mapped Textures: Reducing Memory Usage Aliasing in Unfiltered Textures Simple Filtered Textures: Reducing Texture Aliasing Elliptic Filtered Textures: Even Better Texture Anti-Aliasing Summary: Selecting Optimal Texturing Methods D Textures Transparency Mapping Bump Mapping Displacement Mapping Displacement Approximation': Anisotropic Shading Environment Mapping Light Mapping Reflection Transparency and Refraction Glossy Reflection Glossy Transmission (Translucency) Summary of Illumination Models light and Shadow 5.1 Point, Spot, and Infinite Lights
7 Table of Contents vii 5.2 Raytraced Shadows Transparent Shadows with Shadow Shaders Soft Shadows with Area Light Sources Shadow Modes: Regular, Sorted, Segmented Fast Shadows with Shadow Maps Internals: How Shadows are Computed ''': Raytraced Shadows Shadow Map Shadows Shadow Summary and Performance Volume Rendering Global Volumes: Atmospheres and Fog Local Volumes: Fur, Fire, Smoke Ray Marching Caustics and Global Illumination Local Illumination vs. Caustics vs. Global Illumination Diffuse, Glossy, and Specular Reflection and Transmission Classification of Light Paths Caustic and Global Illumination Lights Caustics Global Illumination Diffuse Global Illumination (Radiosity) Glossy Global Illumination General Global Illumination Final Gathering Participating Media Volume Caustics Multiple Volume Scattering: Global Illumination in Volumes Global Illumination in Volumes and Surfaces The Importance of Physically Correct Shaders Light and Distance Illumination Models Frequently Asked Questions Summary Performance Motion Blur Motion Transformations Motion Vectors Summary and Performance
8 viii Table of Contents 9 Contours Outline Contours PostScript Contours Edge Contours Contours on Reflections and Refractions Contours at Color Contrasts Variable-Width Contours Glowing Contours Performance Shaders and Phenomena Declarations Definitions Shader Lists Shader Graphs Phenomena Phenomenon Interface Assignments Shader and Phenomenon Options Phenomenon Roots User Data Blocks Summary and Performance Postprocessing and Image Output Image Types Frame Buffers Image Formats Geometric Objects ** Vectors and Vertices Polygonal Geometry Free-Form Surface Geometry Bases Bezier B-Spline Cardinal Basis Matrix Taylor Surfaces Rational Surfaces and NURBS Trimming and Holes
9 Table of Contents ix Special Points and Curves Texture Surfaces Surface Derivatives Approximations Triangle Count and Performance Connections Adjacency Detection and Edge Merging Procedural Geometry Demand-loaded Placeholder Geometry Instancing and Grouping Instances Instance Groups Multiple Instancing Coordinate Spaces Inheritance Material Inheritance Tagged Material Inheritance Parameter Inheritance Object Flag Inheritance Incremental Changes and Animations 16 Using and Creating Shader Libraries** Parallelism 17.1 Thread Parallelism..., Network Parallelism Parallelism Efficiency Balancing Network Rendering Rendering Animations Filename Rewriting The Options Block Feature Flags Rendering Quality and Performance Shadows Ray Tracing Control Global Illumination and Caustics Scene Modeling Diagnostic Modes
10 x Table of Contents 19 The Architecture of mental ray 3.0 ** Scene Database Caching Multithreading and Networking Cache Behavior Controlling Cache Performance Quality and Performance Tuning Reading the Message Log'' Image Sampling Quality Ray Tracing vs. Scanline Rendering'' OpenGL Hardware Acceleration'' Tuning BSP Ray Tracing Parameters '' Optimizing Memory Usage'' Optimizing the Cache Size ': Address Space Limitations '' Summary: Quality and Performance Checklist Sampling Texture Mapping Light and Shadow Caustics and Global Illumination Geometry Modeling Shaders and Phenomena Networking and Multithreading Cache Management Troubleshooting* Sampling Shading Caustics and Global Illumination Geometry System Color Plates 407 A Command Line Options 425 A.1 mental ray A.2 Inventor mental ray A.3 Environment Variables '' A.4 Image Display: imldisp A.5 Image Copy: imlcopy
11 Table of Contents xi A.6 Image Information: imlinfo A.7 Image Comparison: imldiff A.8 Create Shader Skeletons: mkmishader ': 'c A.9 Convert Scenes to C: mitoapi 'c': B The Sphere and Utah Teapot Models 445 B.l NURBS Sphere B.2 Utah Teapot C Base Shaders * 453 C.l Overview C.2 Texture Space Mapping C.3 Environments C.4 Textures C.5 Sample Compositing C.6 Illumination C.7 Data Conversion C.8 Geometry C.9 Photon C.lO Light C.ll Shadow C.l2 Light Mapping D Physics Shaders * 489 D.l Lens Shader: physicaljens_dof D.2 Light Shader: physicaljight D.3 Materials D.4 Photon Tracing D.S Participating Media D.6 Photon Tracing in Participating Media 495 E Contour Shaders * 497 E.l Contour Store Shaders E.2 Contour Contrast Shaders E.3 Material Contour Shaders E.4 Contour Output Shaders 507 Glossary Bibliography Index
12 Series Editor's Foreword The mental ray series of handbooks is conceived to provide concise and up to date general and technical information about the commercially available rendering software mental ray. The series addresses the needs of professional and non-professional users of the software as well as of software developers who intend to integrate the stand-alone version of mental ray or the mental ray component software into applications that require interactive photorealistic and high image quality programmable rendering. In addition, the series provides comprehensive information to students and researchers in computer graphics. mental ray is a valuable tool for teaching and demonstrating the fundamental concepts of photorealistic and programmable rendering as well as a benchmark and catalyst for further research. The rendering software mental ray and many of its unique underlying concepts are the result of ongoing research and development at the company mental images since its incorporation in Leading vendors of 3D digital content creation and 3D CAD and product design software have made mental ray their rendering software of choice for all purposes of high end visualization and image synthesis ranging from digital special effects and 3D animation for motion picture, video film, and games production to 3D mechanical and architectural CAD and to industrial product design and automotive styling. The first three volumes of the series are written by staff members of the R&D team at mental images. Forthcoming volumes will be written by users and researchers and will focus on advanced topics such as the use of mental ray Phenomena for achieving any imaginable or physically correct visual effect. The development of mental ray was funded in part by the European Commission in ESPRIT projects 6173 (DESIRE) and (DESIRE II). The publication of this series facilitates the dissemination of widely accessible information about the resulting software in a timely manner and in more technical detail than it could be achieved otherwise. It is a great pleasure for me to thank Rudolf Siegle, Director of Springer-Verlag Wien/New York, and Silvia Schilgerius, Planning Department Manager, for their interest in the project and for their willingness to publish the series at Springer-Verlag Wien/New York as part of its distinguished publication program in computer graphics. RolfHerken Berlin, September 1999
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