Essential Guide to RenderMan® Shading Plugin Development : Understanding Bxdfs / / by Brad E. Hollister |
Autore | Hollister Brad E |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2023 |
Descrizione fisica | 1 online resource (145 pages) |
Disciplina | 006.6 |
Soggetto topico |
Rendering (Computer graphics)
C++ (Computer program language) |
ISBN | 1-4842-9392-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 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. |
Record Nr. | UNINA-9910734875103321 |
Hollister Brad E | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
GLSL essentials / / Jacobo Rodriguez |
Autore | Rodriguez Jacobo |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (116 p.) |
Collana | Community experience distilled |
Soggetto topico |
Computer graphics
Rendering (Computer graphics) |
Soggetto genere / forma | Electronic books. |
ISBN | 1-84969-801-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The Graphics Rendering Pipeline; A brief history of graphics hardware; The Graphics Rendering Pipeline; Geometry stages (per-vertex operations); Fragment stages (per-fragment operations); External stages; Differences between fixed and programmable designs; Types of shaders; Vertex shaders; Fragment shaders; Geometry shaders; Compute shaders; GPU, a vectorial and parallel architecture; The shader environment; Summary; Chapter 2: GLSL Basics; The Language; Language basics
InstructionsBasic types; Variable initializers; Vector and matrix operations; Castings and conversions; Code comments; Flow control; Loops; Structures; Arrays; Functions; Preprocessor; Shader input/output variables; Uniform variables; Other input variables; Shader output variables; Summary; Chapter 3 : Vertex Shaders; Vertex shader inputs; Vertex attributes; Uniform variables; Vertex shader outputs; Drawing a simple geometry sample; Distorting a geometry sample; Using interpolators; Simple lighting; Basic lighting theory; Lighting example code; Summary; Chapter 4: Fragment Shaders Execution modelTerminating a fragment shader; Inputs and outputs; Examples; Solid color mesh; Interpolated colored mesh; Using interpolators to compute the texture coordinates; Phong lighting; Summary; Chapter 5: Geometry Shaders; Geometry shaders versus vertex shaders; Inputs and outputs; Interface blocks; Example - pass-thru shader; Example - using attributes in the interface blocks; Crowd of butterflies; Summary; Chapter 6: Compute Shaders; Execution model; Render to texture example; Raw data computations; Summary; Index |
Record Nr. | UNINA-9910453440003321 |
Rodriguez Jacobo | ||
Birmingham : , : Packt Publishing, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
GLSL essentials / / Jacobo Rodriguez |
Autore | Rodriguez Jacobo |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (116 p.) |
Collana | Community experience distilled |
Soggetto topico |
Computer graphics
Rendering (Computer graphics) |
ISBN | 1-84969-801-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The Graphics Rendering Pipeline; A brief history of graphics hardware; The Graphics Rendering Pipeline; Geometry stages (per-vertex operations); Fragment stages (per-fragment operations); External stages; Differences between fixed and programmable designs; Types of shaders; Vertex shaders; Fragment shaders; Geometry shaders; Compute shaders; GPU, a vectorial and parallel architecture; The shader environment; Summary; Chapter 2: GLSL Basics; The Language; Language basics
InstructionsBasic types; Variable initializers; Vector and matrix operations; Castings and conversions; Code comments; Flow control; Loops; Structures; Arrays; Functions; Preprocessor; Shader input/output variables; Uniform variables; Other input variables; Shader output variables; Summary; Chapter 3 : Vertex Shaders; Vertex shader inputs; Vertex attributes; Uniform variables; Vertex shader outputs; Drawing a simple geometry sample; Distorting a geometry sample; Using interpolators; Simple lighting; Basic lighting theory; Lighting example code; Summary; Chapter 4: Fragment Shaders Execution modelTerminating a fragment shader; Inputs and outputs; Examples; Solid color mesh; Interpolated colored mesh; Using interpolators to compute the texture coordinates; Phong lighting; Summary; Chapter 5: Geometry Shaders; Geometry shaders versus vertex shaders; Inputs and outputs; Interface blocks; Example - pass-thru shader; Example - using attributes in the interface blocks; Crowd of butterflies; Summary; Chapter 6: Compute Shaders; Execution model; Render to texture example; Raw data computations; Summary; Index |
Record Nr. | UNINA-9910790721903321 |
Rodriguez Jacobo | ||
Birmingham : , : Packt Publishing, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
GLSL essentials / / Jacobo Rodriguez |
Autore | Rodriguez Jacobo |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (116 p.) |
Disciplina | 006.696;794.8/1526 |
Collana | Community experience distilled |
Soggetto topico |
Computer graphics
Rendering (Computer graphics) |
ISBN | 1-84969-801-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The Graphics Rendering Pipeline; A brief history of graphics hardware; The Graphics Rendering Pipeline; Geometry stages (per-vertex operations); Fragment stages (per-fragment operations); External stages; Differences between fixed and programmable designs; Types of shaders; Vertex shaders; Fragment shaders; Geometry shaders; Compute shaders; GPU, a vectorial and parallel architecture; The shader environment; Summary; Chapter 2: GLSL Basics; The Language; Language basics
InstructionsBasic types; Variable initializers; Vector and matrix operations; Castings and conversions; Code comments; Flow control; Loops; Structures; Arrays; Functions; Preprocessor; Shader input/output variables; Uniform variables; Other input variables; Shader output variables; Summary; Chapter 3 : Vertex Shaders; Vertex shader inputs; Vertex attributes; Uniform variables; Vertex shader outputs; Drawing a simple geometry sample; Distorting a geometry sample; Using interpolators; Simple lighting; Basic lighting theory; Lighting example code; Summary; Chapter 4: Fragment Shaders Execution modelTerminating a fragment shader; Inputs and outputs; Examples; Solid color mesh; Interpolated colored mesh; Using interpolators to compute the texture coordinates; Phong lighting; Summary; Chapter 5: Geometry Shaders; Geometry shaders versus vertex shaders; Inputs and outputs; Interface blocks; Example - pass-thru shader; Example - using attributes in the interface blocks; Crowd of butterflies; Summary; Chapter 6: Compute Shaders; Execution model; Render to texture example; Raw data computations; Summary; Index |
Altri titoli varianti | OpenGL Shading Language essentials |
Record Nr. | UNINA-9910817297703321 |
Rodriguez Jacobo | ||
Birmingham : , : Packt Publishing, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
KeyShot 3D rendering [[electronic resource] ] : showcase your 3D models and create hyperrealistic images with KeyShot in the fastest and most efficient way possible / / Jei Lee Jo |
Autore | Jo Jei Lee |
Pubbl/distr/stampa | Birmingham, UK, : Packt Pub., 2012 |
Descrizione fisica | 1 online resource (125 p.) |
Disciplina | 006.696 |
Collana | Community experience distilled |
Soggetto topico |
Three-dimensional imaging
Rendering (Computer graphics) |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-93806-5
1-84969-483-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: KeyShot's Overview; Introducing KeyShot; KeyShot versus traditional rendering programs; Getting started; Importing projects; The interface; Scene; Material; Material properties window; Environment; Environment properties window; Summary; Chapter 2: Understanding Materials and Textures; Placing and editing materials; Pad; Tablet case; Buttons; Transparent cover; Adding a label; USB cable; Wacom stylus; Understanding materials and their properties; Textures properties
Labels tabHow to create materials; Plastics; Creating glass using plastic; Metals; Glass; Advanced; Texturing materials and methods; Summary; Chapter 3: Lighting Made Easy; Setting up our scene; Lighting properties; HDRI editor; Real-time settings; Working with cameras; Camera attributes; Insulated cup; Duplicating models; Summary; Chapter 4: Showcasing and Product Presentation; Preparing our project; Rendering in KeyShot; Output menu; Quality menu; Queue menu; Region menu; Network menu; Creating a turntable presentation; Summary; Chapter 5: Adding Effects with Photoshop Replacing our backgroundSummary; Appendix: Command List and Hotkeys; Shortcuts menu; Files and documents; Toggling; Space and environment; Camera hotkeys; General hotkeys; Material hotkeys; Animation hotkeys; Real-time hotkeys; Index |
Record Nr. | UNINA-9910463224103321 |
Jo Jei Lee | ||
Birmingham, UK, : Packt Pub., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
KeyShot 3D rendering [[electronic resource] ] : showcase your 3D models and create hyperrealistic images with KeyShot in the fastest and most efficient way possible / / Jei Lee Jo |
Autore | Jo Jei Lee |
Pubbl/distr/stampa | Birmingham, UK, : Packt Pub., 2012 |
Descrizione fisica | 1 online resource (125 p.) |
Disciplina | 006.696 |
Collana | Community experience distilled |
Soggetto topico |
Three-dimensional imaging
Rendering (Computer graphics) |
ISBN |
1-283-93806-5
1-84969-483-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: KeyShot's Overview; Introducing KeyShot; KeyShot versus traditional rendering programs; Getting started; Importing projects; The interface; Scene; Material; Material properties window; Environment; Environment properties window; Summary; Chapter 2: Understanding Materials and Textures; Placing and editing materials; Pad; Tablet case; Buttons; Transparent cover; Adding a label; USB cable; Wacom stylus; Understanding materials and their properties; Textures properties
Labels tabHow to create materials; Plastics; Creating glass using plastic; Metals; Glass; Advanced; Texturing materials and methods; Summary; Chapter 3: Lighting Made Easy; Setting up our scene; Lighting properties; HDRI editor; Real-time settings; Working with cameras; Camera attributes; Insulated cup; Duplicating models; Summary; Chapter 4: Showcasing and Product Presentation; Preparing our project; Rendering in KeyShot; Output menu; Quality menu; Queue menu; Region menu; Network menu; Creating a turntable presentation; Summary; Chapter 5: Adding Effects with Photoshop Replacing our backgroundSummary; Appendix: Command List and Hotkeys; Shortcuts menu; Files and documents; Toggling; Space and environment; Camera hotkeys; General hotkeys; Material hotkeys; Animation hotkeys; Real-time hotkeys; Index |
Record Nr. | UNINA-9910786069603321 |
Jo Jei Lee | ||
Birmingham, UK, : Packt Pub., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
KeyShot 3D rendering : showcase your 3D models and create hyperrealistic images with KeyShot in the fastest and most efficient way possible / / Jei Lee Jo |
Autore | Jo Jei Lee |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham, UK, : Packt Pub., 2012 |
Descrizione fisica | 1 online resource (125 p.) |
Disciplina | 006.696 |
Collana | Community experience distilled |
Soggetto topico |
Three-dimensional imaging
Rendering (Computer graphics) |
ISBN |
1-283-93806-5
1-84969-483-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: KeyShot's Overview; Introducing KeyShot; KeyShot versus traditional rendering programs; Getting started; Importing projects; The interface; Scene; Material; Material properties window; Environment; Environment properties window; Summary; Chapter 2: Understanding Materials and Textures; Placing and editing materials; Pad; Tablet case; Buttons; Transparent cover; Adding a label; USB cable; Wacom stylus; Understanding materials and their properties; Textures properties
Labels tabHow to create materials; Plastics; Creating glass using plastic; Metals; Glass; Advanced; Texturing materials and methods; Summary; Chapter 3: Lighting Made Easy; Setting up our scene; Lighting properties; HDRI editor; Real-time settings; Working with cameras; Camera attributes; Insulated cup; Duplicating models; Summary; Chapter 4: Showcasing and Product Presentation; Preparing our project; Rendering in KeyShot; Output menu; Quality menu; Queue menu; Region menu; Network menu; Creating a turntable presentation; Summary; Chapter 5: Adding Effects with Photoshop Replacing our backgroundSummary; Appendix: Command List and Hotkeys; Shortcuts menu; Files and documents; Toggling; Space and environment; Camera hotkeys; General hotkeys; Material hotkeys; Animation hotkeys; Real-time hotkeys; Index |
Record Nr. | UNINA-9910815187703321 |
Jo Jei Lee | ||
Birmingham, UK, : Packt Pub., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenGL 4 shading language cookbook / / David Wolff |
Autore | Wolff David |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (394 pages) : illustrations |
Soggetto topico |
Computer graphics
Rendering (Computer graphics) |
Soggetto genere / forma | Electronic books. |
ISBN | 1-78216-703-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910453162603321 |
Wolff David | ||
Birmingham : , : Packt Publishing, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenGL 4 shading language cookbook / / David Wolff |
Autore | Wolff David |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (394 pages) : illustrations |
Soggetto topico |
Computer graphics
Rendering (Computer graphics) |
ISBN | 1-78216-703-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910790817403321 |
Wolff David | ||
Birmingham : , : Packt Publishing, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenGL 4 shading language cookbook / / David Wolff |
Autore | Wolff David |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (394 pages) : illustrations |
Disciplina | 006.686 |
Soggetto topico |
Computer graphics
Rendering (Computer graphics) |
ISBN | 1-78216-703-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Getting Started With GLSL -- Introduction -- Using a function loader to access the latest OpenGL functionality -- Using GLM for mathematics -- Determining the GLSL and OpenGL version -- Compiling a shader -- Sending data to a shader using vertex attributes and vertex buffer objects -- Getting a list of active vertex input attributes and locations -- Sending data to a shader using uniform variables -- Getting a list of active uniform variables -- Using uniform blocks and uniform buffer objects -- Getting debug messages -- Building a C++ shader program class -- Chapter 2: The Basics of GLSL Shaders -- Introduction -- Implementing diffuse, per-vertex shading with a single point light source -- Implementing per-vertex ambient, diffuse, and specular (ADS) shading -- Using functions in shaders -- Implementing two-sided shading -- Implementing flat shading -- Using subroutines to select shader functionality -- Discarding fragments to create a perforated look -- Chapter 3: Lighting, Shading, and Optimization -- Introduction -- Shading with multiple positional lights -- Shading with a directional light source -- Using per-fragment shading for improved realism -- Using the halfway vector for improved performance -- Simulating a spotlight -- Creating a cartoon shading effect -- Simulating fog -- Configuring the depth test -- Chapter 4: Using Textures -- Introduction -- Applying a 2D texture -- Applying multiple textures -- Using alpha maps to discard pixels -- Using normal maps -- Simulating reflection with cube maps -- Simulating refraction with cube maps -- Applying a projected texture -- Rendering to a texture -- Using sampler objects -- Chapter 5: Image Processing and Screen Space Techniques -- Introduction.
Applying an edge detection filter -- Applying a Gaussian blur filter -- Implementing HDR lighting with tone mapping -- Creating a bloom effect -- Using gamma correction to improve image quality -- Using multisample anti-aliasing -- Using deferred shading -- Implementing order-independent transparency -- Chapter 6: Using Geometry and Tessellation Shaders -- Introduction -- Point sprites with the geometry shader -- Drawing a wireframe on top of a shaded mesh -- Drawing silhouette lines using the geometry shader -- Tessellating a curve -- Tessellating a 2D quad -- Tessellating a 3D surface -- Tessellating based on depth -- Chapter 7: Shadows -- Introduction -- Rendering shadows with shadow maps -- Anti-aliasing shadow edges with PCF -- Creating soft shadow edges with random sampling -- Creating shadows using shadow volumes and the geometry shader -- Chapter 8: Using Noise in Shaders -- Introduction -- Creating a noise texture using GLM -- Creating a seamless noise texture -- Creating a cloud-like effect -- Creating a wood-grain effect -- Creating a disintegration effect -- Creating a paint-spatter effect -- Creating a night-vision effect -- Chapter 9: Particle Systems and Animation -- Introduction -- Animating a surface with vertex displacement -- Creating a particle fountain -- Creating a particle system using transform feedback -- Creating a particle system using instanced particles -- Simulating fire with particles -- Simulating smoke with particles -- Chapter 10: Using Compute Shaders -- Introduction -- Implementing a particle simulation with the compute shader -- Using the compute shader for cloth simulation -- Implementing an edge detection filter with the compute shader -- Creating a fractal texture using the compute shader -- Index. |
Record Nr. | UNINA-9910806918503321 |
Wolff David | ||
Birmingham : , : Packt Publishing, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|