Appendix B RenderMan Quick Reference

Similar documents
light light light B E

Shading Languages. Seminar Computer Graphics. Markus Kummerer

Advanced Lighting casting shadows where the sun never shines!

CHAPTER 1 Graphics Systems and Models 3

Input Nodes. Surface Input. Surface Input Nodal Motion Nodal Displacement Instance Generator Light Flocking

Computer Graphics 7: Viewing in 3-D

Images from 3D Creative Magazine. 3D Modelling Systems

CS451Real-time Rendering Pipeline

Texture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

Transformations in Ray Tracing. MIT EECS 6.837, Durand and Cutler

3D Rendering and Ray Casting

Set the current projection to perspective with the given field of view angle (degrees)

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL

Data Visualization. What is the goal? A generalized environment for manipulation and visualization of multidimensional data

Hilbert Curve Concepts & Implementation

3D Rendering. Course Syllabus. Where Are We Now? Rendering. 3D Rendering Example. Overview. Rendering. I. Image processing II. Rendering III.

3D Rendering and Ray Casting

Advanced Lighting Techniques Due: Monday November 2 at 10pm

Computer Science 426 Midterm 3/11/04, 1:30PM-2:50PM

CHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY CS2401 COMPUTER GRAPHICS QUESTION BANK

Rendering. Generate an image from geometric primitives II. Rendering III. Modeling IV. Animation. (Michael Bostock, CS426, Fall99)

Topics and things to know about them:

Ray Tracer Due date: April 27, 2011

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

Ray Tracer I: Ray Casting Due date: 12:00pm December 3, 2001

Renderman Geometry. Using the Python API

Maya tutorial. 1 Camera calibration

Computer Graphics 1. Chapter 2 (May 19th, 2011, 2-4pm): 3D Modeling. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2011

BCC Sphere Transition

! Pixar RenderMan / REYES. ! Software shaders. ! Pixar Photorealistic RenderMan (PRMan) ! Basically a sophisticated scanline renderer

Data Visualization. What is the goal? A generalized environment for manipulation and visualization of multidimensional data

VU Rendering SS Unit 9: Renderman

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner

Animation Basics. Learning Objectives

SFU CMPT 361 Computer Graphics Fall 2017 Assignment 2. Assignment due Thursday, October 19, 11:59pm

CS 4620 Midterm, March 21, 2017

SUMMARY. CS380: Introduction to Computer Graphics Projection Chapter 10. Min H. Kim KAIST School of Computing 18/04/12. Smooth Interpolation

CS 464 Review. Review of Computer Graphics for Final Exam

CS602 Midterm Subjective Solved with Reference By WELL WISHER (Aqua Leo)

Definitions. Modeling. Primitives. Creating a model of an object, usually out of a collection of simpler primitives

3D Graphics and OpenGl. First Steps

CPSC / Texture Mapping

CS 465 Program 4: Modeller

Computer Graphics I Lecture 11

Complex Features on a Surface. CITS4241 Visualisation Lectures 22 & 23. Texture mapping techniques. Texture mapping techniques

CS452/552; EE465/505. Clipping & Scan Conversion

Data Representation in Visualisation

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane

Graphics for VEs. Ruth Aylett

Scheme Extensions Aa thru Lz

Working with the BCC Z Space II Filter

Lecture 3 Sections 2.2, 4.4. Mon, Aug 31, 2009

3 Polygonal Modeling. Getting Started with Maya 103

Chapter 4. Chapter 4. Computer Graphics 2006/2007 Chapter 4. Introduction to 3D 1

03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations

A Conceptual and Practical Look into Spherical Curvilinear Projection By Danny Oros

Computer Graphics Fundamentals. Jon Macey

Game Architecture. 2/19/16: Rasterization

Rasterization Overview

Scene Modeling for a Single View

Textures Tutorial. Using Cobalt, Xenon, Argon. Copyright Vellum Investment Partners dba Ashlar-Vellum. All rights reserved.

SPACE - A Manifold Exploration Program

Image Precision Silhouette Edges

3.2 THREE DIMENSIONAL OBJECT REPRESENTATIONS

For this assignment, you are to expand your renderer from assignment 2 with perspective, a polygon clipper, ambient lighting, and obj file reading.

Chapter IV Fragment Processing and Output Merging. 3D Graphics for Game Programming

Computer Graphics: Viewing in 3-D. Course Website:

Working with the BCC Brick Generator

POVRAY: a tool for scientific visualisation Paul Bourke WASP, UWA

ART 268 3D Computer Graphics Texture Mapping and Rendering. Texture Mapping

Graphics and Interaction Rendering pipeline & object modelling

CS 130 Final. Fall 2015

Using the CMA Warp Editor

Graphics for VEs. Ruth Aylett

Working with the BCC Bump Map Generator

Modeling Technology Group

Computer Graphics Prof. Sukhendu Das Dept. of Computer Science and Engineering Indian Institute of Technology, Madras Lecture - 24 Solid Modelling

4) Finish the spline here. To complete the spline, double click the last point or select the spline tool again.

REYES REYES REYES. Goals of REYES. REYES Design Principles

Chart And Graph. Features. Features. Quick Start Folders of interest Bar Chart Pie Chart Graph Chart Legend

Volume Illumination. Visualisation Lecture 11. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics

CPSC GLOBAL ILLUMINATION

COMP371 COMPUTER GRAPHICS

Pipeline Operations. CS 4620 Lecture 10

Lecture 5 Basic Rendering

Hardware Accelerated Volume Visualization. Leonid I. Dimitrov & Milos Sramek GMI Austrian Academy of Sciences

Implicit Surfaces & Solid Representations COS 426

3D Body. Modified by Jason Howie on 8-Oct Parent page: PCB Dialogs. Other Related Resources 3D Body (Object)

move object resize object create a sphere create light source camera left view camera view animation tracks

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Answer Key: Three-Dimensional Cross Sections

Object Representation Affine Transforms. Polygonal Representation. Polygonal Representation. Polygonal Representation of Objects

Graphics Hardware and Display Devices

CSE528 Computer Graphics: Theory, Algorithms, and Applications

L15 POV-Ray - Part 1

CS602 MCQ,s for midterm paper with reference solved by Shahid

A Quick Introduction to POV-Ray

CG Surfaces: Materials, Shading, and Texturing

Overview. Hierarchy. Level of detail hierarchy Texture maps Procedural shading and texturing Texture synthesis and noise.

Transcription:

Appendix B RenderMan Quick Reference The reference material contained in this section is based largely on PIXAR s PhotoRealistic RenderMan Application Notes 1 #1 and #8 published in May 1990. The original Quick Reference was intended to be used by programmers and, therefore, contained a great deal of information that is irrelevant to those who wish to write RIB scripts directly by hand. Several RIB statements have been omitted because they relate to very advanced capabilities of the RenderMan interface. The information in this reference is of necessity very terse and is really only intended to act as a memory jogger. RIB Summary Shape geometric primitives Cone Cylinder Disk Hyperboloid Paraboloid Sphere Torus GeneralPolygon PointsGeneralPolygons PointsPolygons Polygon Camera Clipping DepthOfField Display Exposure Format FrameAspectRatio FrameBegin/End MotionBegin/End Perspective Projection Shutter Bookkeeping # Declare Option Space transformations and grouping Rotate Scale Skew Translate AttributeBegin/End ObjectBegin/End ObjectInstance Sides SolidBegin/End TransformBegin/End WorldBegin/End Shading AreaLightSource Atmosphere Color LightSource MakeCubeFaceEnvironment MakeLatLongEnvironment MakeShadow MakeTexture Opacity ShadingInterpolation ShadingRate Surface TextureCoordinates 1 PhotoRealistic RenderMan Application Note #1 A Brief Introduction to the RenderMan Interface ; PhotoRealistic RenderMan Application Note #8 RenderMan Quick Reference 2 These include references to splines, trim curves, patches and patch meshes; transformation matrices; user defined coordinate systems; levels of detail; geometric approximation; bump mapping (not supported on the Macintosh platform); error handling; image filtering, sampling and quantization.

Shape geometric primitives Cone Cone height radius thetamax parameters Defines a partial or complete cone. Cone 0.5 0.5 270 "Cs" [1 0 0 1 0 0 1 1 1 1 1 1] "Cs" defines colours for the parameter space, which in this provides the cone with a red base and a white apex. Cylinder Cylinder radius zmin zmax thetamax parameters Defines a partial or complete cylinder. Cylinder 0.5 0.2 1 360 "Os" [0 0 0 0 0 0 1 1 1 1 1 1] "Os" defines opacity for the parameter space, which in this provides the cylinder with a fully transparent base (opacity = 0,0,0) and a fully opaque top (opacity = 1,1,1). Disk Disk height radius thetamax parameters Defines a partial or complete disk. Disk 1.0 0.5 270 "Os" [0 0 0 0 0 0 1 1 1 1 1 1] Opacity is used here to give the disk a fully transparent rim and a fully opaque centre. Hyperboloid Hyperboloid x1 y1 z1 x2 y2 z2 thetamax parameters Defines a partial or complete hyperboloid. Hyperboloid 1.0-1.0-1.0 1.0 1.0 1.0 360 Paraboloid Paraboloid rmax zmin zmax thetamax parameters Defines a partial or complete paraboloid. Paraboloid 0.5 0.2 0.7 270 Sphere Sphere radius zmin zmax thetamax parameters Defines a partial or complete sphere. Sphere 0.5 0.0 0.5 360 "Cs" [1 0 0 1 0 0 0 0 1 0 0 1] "Os" [0.7 0 0 0.7 0 0 1 1 1 1 1 1] Both opacity and colour are used for the parameter space, which in this provides the sphere with a semi-transparent red base and an opaque blue top.

Torus Torus rmajor rmin phimin phimax thetamax parameters Defines a partial or complete torus. Torus 3.5 0.25 0.0 180 300 GeneralPolygon GeneralPolygon nloops nvertices parameters Defines a single convex or concave (general) planar polygon, with optional holes. GeneralPolygon [3 3] "P" [-1.0-1.0 0.0-1.0 1.0 0.0 1.0-1.0 0.0-0.5-0.5 0.0 0.0 0.5 0.0 0.5-0.5 0.0] PointsGeneralPolygons PointsGeneralPolygons numloops numvertices listvertices parameters Defines several planar general polygons, with optional holes, that share vertices. PointsGeneralPolygons [2 2][4 3 4 3][0 1 3 4 6 7 8 1 2 5 4 9 10 11] "P" [0 0 1 0 1 1 0 2 1 0 0 0 0 1 0 0 2 0 0 0.2 0.5 0 0.7 0.7 0 1.7 0.2 0 1.2 0.5 0 1.7 0.7 0 1.7 0.2] PointsPolygons PointsPolygon numvertices listvertices parameters Defines several non-concave polygons, without holes, that share vertices. PointsPolygons [3 3 3][0 3 2 0 1 3 1 4 3] "P" [0 1 1 0 3 1 0 0 0 0 2 0 0 4 0] Polygon Polygon listvertices parameters Defines a single non-concave polygon with optional list of parameters that supplies information about vertex normals, colour, opacity and/or texture coordinates. s no additional parameters Polygon "P" [0.0 1.0 0.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0 0.0 0.0] plus additional parameters relating to vertex colours Polygon "P" [0.0 1.0 0.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0 0.0 0.0] "Cs" [1 0 0 0 1 0 0 0 1 1 1 1] plus additional parameters relating to vertex opacity Polygon "P" [0.0 1.0 0.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0 0.0 0.0] "Os" [1 1 1 0 0 0 0.5 0.5 0.5 0.2 0.5 0.8]

Shape transformations and grouping Rotate Rotate angle dx dy dz Turns the object space so that it is rotated by "angle" degrees around the given axis prior to a shape being defined. Rotate 90 0 1 0 Scale Scale sx sy sz Stretches or compresses the object space so that it is scaled along the x, y and z axes prior to a shape being defined. Scale 0.5 1.0 1.0 Skew Skew angle dx1 dy1 dz1 dx2 dy2 dz2 Shears the object space so that it is skewed by "angle" degrees along the x, y and z axes prior to a shape being defined. Skew 45 01 0 1 0 0 Translate Translate dx dy dz Shifts the origin of the object space so that it is translated along the x, y and z axes prior to a shape being defined. Translate 0.0 1.5 0.0 AttributeBegin/End AttributeBegin/AttributeEnd Forms a group of shapes, transformations and surface attributes. AttributeBegin some attributes such as color 1 0 0 AttributeEnd ObjectBegin/End ObjectBegin identifier/objectend Defines a collection of shapes as a "retained" object that can be inserted, or instanced, within a scene. ObjectBegin 4 object 1 object 2 ObjectEnd ObjectInstance ObjectInstance identifier Inserts, or instancies, a previously retained collection of shapes as a single object. ObjectInstance 4

Sides Sides sides Defines subsequent shapes as single sided or double sided. Sides 2 SolidBegin/End SolidBegin operation/solidend Defines a collection of shapes as a "solid" object according to the rules of constructive solid modelling ie. union, intersection and difference. SolidBegin "union" define two or more objects to be joined together as a single object SolidEnd TransformBegin/End TransformBegin/TransformEnd Forms a group of shapes and transformations but IGNORES surface attributes. TransformBegin some transformations ex. Rotate some shapes TransformEnd WorldBegin/End WorldBegin/WorldEnd Freezes the characteristics of the camera and marks the beginning of a world description. WorldBegin scene description WorldEnd

Camera Clipping Clipping near far Sets the near and far clipping planes along the direction of view. Clipping 0.1 1000 DepthOfField DepthOfField fstop focallength focaldistance Parameters to simulate the depth of field. DepthOfField 22 1 26.7 Display Display name type mode parameters Chooses a display by name and sets the type of output being generated. s Display "filename" "file" "rgba" Display "filename" "zfile" "z" Display "windowname" "framebuffer" "rgba" Exposure Exposure gain gamma Controls the sensitivity and non-linearity of the exposure process. Exposure 1.5 2.3 Format Format xresolution yresolution pixelaspectratio Sets the horizontal and vertical resolution in pixels of the image to be rendered. Format 400 300 1 FrameAspectRatio FrameAspectRatio ratio Ratio sets the ratio of the width to height of the desired image. FrameAspectRatio 1.333 FrameBegin/End FrameBegin/FrameEnd Marks the beginning and end of a frame of animation. FrameBegin 1 scene description for this frame FrameEnd

MotionBegin/End MotionBegin t0 t1 tn-1/motionend Marks the beginning and end of motion MotionBegin [0 1] transformation information at time 0 transformation information at time 1 MotionEnd Perspective Perspective fov Sets the camera to give a perspective view. Perspective 90 Projection Projection name parameters Sets the type of projection and activates the camera coordinate system ie. the world coordinate system is only active between WorldBegin and WorldEnd. Projection "perspective" "fov" 40 Shutter Shutter opentime closetime Sets the times at which the shutter opens and closes. Shutter 0 1

Shading AreaLightSource AreaLightSource name int parameters Creates an area light and makes it the current light source. Each subsequent object is added to the list of surfaces that define the area light. AreaLightSource "finitelight" 1 "decayexponent" 0.5 AreaLightSource "glowlight" 2 "color" [0.5 0 0] "intensity" 0.6 Atmosphere Atmosphere name parameters Sets the currently active atmosphere shader. s Atmosphere "fog" "background" [0.2 0.2 0.3] "distance" 39.4 Atmosphere "depthcue" "background" [0.2 0.2 0.3] "mindistance"? "maxdistance"? Color Color red green blue Sets the colour that will be applied to subsequent objects. Color 0.2 0.3 0.9 LightSource LightSource name sequencenumber parameters Creates a non-area ie. infinitely small, light source, turns it on, and adds it to any other lights previously created. LightSource "ambient" 2 "intensity" 10 MakeCubeFaceEnvironment MakeCubeFaceEnvironment px nx py ny pz nz texturename fov filter swidth twidth parameters Converts six images in a standard picture file (for a TIFF file) representing six viewing directions into an environment map. MakeCubeFaceEnvironment "foo.x" "foo.nx" "foo.y" "foo.ny" "foo.z" "foo.nz" "foo.env" 95 "gaussian" 2.0 2.0 MakeLatLongEnvironment MakeLatLongEnvironment picturename texturename filter swidth twidth parameters Converts an image in a standard picture file (for a TIFF file) representing a latitude-longitude map whose name is picturename into an environment map called texturename. MakeLatLongEnvironment "long.tiff" "long.tx" "gaussian" 2 2

MakeShadow MakeShadow picturename texturename parameters Convers a depth image file into a shadow map. MakeShadow "shadow.tiff" "shadow.tx" MakeTexture MakeTexture picturename texturename swrap twrap filter swidth twidth Converts an image in a standard picture file (eg. TIFF) into a texture file. s MakeTexture "globe.tiff" "globe.tx" "periodic" "periodic" "gaussian" 2 2 MakeTexture "globe.tiff" "globe.tx" "black" "black" "gaussian" 2 2 MakeTexture "globe.tiff" "globe.tx" "clamp" "clamp" "gaussian" 2 2 In the first the image will if necessay repeat horizontally and vertically. In the second the image will be mapped once and will be surrounded by black. While in the last, the colour of the pixels image at the extreme edge of the image will be smeared outward if there is enough space available on the object being texture mapped. Opacity Opacity c1 c2 c3 Sets the opacity to the colour channels c1, c2, c3, like the use of Color, subsequent objects are set to these levels of opacity. Opacity 0.5 1.0 1.0 ShadingInterpolation ShadingInterpolation type Controls how the values are interpolated ie. estimated, between shading samples. s ShadingInterpolation "constant" ShadingInterpolation "smooth" ShadingRate ShadingRate size Sets the number screen pixels, across and down the image, the renderer will skip between making its shading calculations large numbers give fast but coarse images. The skipped pixels are either shaded with constant or smoothed colour see above. ShadingRate 10 Surface Surface name parameters Sets the current surface shader, subsequent surfaces acquire the look of the chosen surface. Surface "wood" "roughness" 0.3 "Kd" 1.0 TextureCoordinates TextureCoordinates s1 t1 s2 t2 s3 t3 s4 t4 Sets the current set of texture coordinates. TextureCoordinates 0.0 0.0 2.0-0.5-0.5 1.75 3.0 3.0

Bookkeeping # any text upto the end of a line is a comment Enables notes to be included in a RIB file and ensures these will be ignored by the renderer. s # this is a comment Color 1 0 0 #this is another comment Declare Declare name declaration Declares a non-standard parameter. Declare "centrepoint" "uniform float" Option Option name parameterslist Allows any pre-set option to be set from within a RIB file. Option "limits" "bucketsize" [24 24] Option "limits" "texturememory" [1024]