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 |
9781484293928
1484293924 |
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 | ||
|
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 | ||
|
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 insights / / edited by Patrick Cozzi and Christophe Riccio |
Edizione | [1st edition] |
Pubbl/distr/stampa | Boca Raton, Fla. : , : CRC Press, , 2013 |
Descrizione fisica | 1 online resource (708 p.) |
Disciplina | 006.6/8 |
Altri autori (Persone) |
CozziPatrick
RiccioChristophe |
Soggetto topico |
Computer graphics
Rendering (Computer graphics) |
Soggetto genere / forma | Electronic books. |
ISBN |
0-429-11289-0
1-4398-9377-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Dedication; Contents; Foreword; Preface; Tips; I. Discovering; 1. Teaching Computer Graphics Starting with Shader-Based OpenGL; 2. Transitioning Students to Post-Deprecation OpenGL; 3. WebGL for OpenGL Developers; 4. Porting Mobile Apps to WebGL; 5. The GLSL Shader Interfaces; 6. An Introduction to Tessellation Shaders; 7. Procedural Textures in GLSL; 8. OpenGL SC Emulation Based on OpenGL and OpenGL ES; 9. Mixing Graphics and Compute with Multiple GPUs; II. Rendering Techniques; 10. GPU Tessellation: We Still Have a LOD of Terrain to Cover
11. Antialiased Volumetric Lines Using Shader-Based Extrusion12. 2D Shape Rendering by Distance Fields; 13. Efficient Text Rendering in WebGL; 14. Layered Textures Rendering Pipeline; 15. Depth of Field with Bokeh Rendering; 16. Shadow Proxies; III. Bending the Pipeline; 17. Real-Time Physically Based Deformation Using Transform Feedback; 18. Hierarchical Depth Culling and Bounding-BoxManagement on the GPU; 19. Massive Number of Shadow-Casting Lights with Layered Rendering; 20. Efficient Layered Fragment Buffer Techniques; 21. Programmable Vertex Pulling 22. Octree-Based Sparse Voxelization Using the GPU Hardware RasterizerIV. Performance; 23. Performance Tuning for Tile-Based Architectures; 24. Exploring Mobile vs. Desktop OpenGL Performance; 25. Improving Performance by Reducing Calls to the Driver; 26. Indexing Multiple Vertex Arrays; 27. Multi-GPU Rendering on NVIDIA Quadro; V. Transfers; 28. Asynchronous Buffer Transfers; 29. Fermi Asynchronous Texture Transfers; 30. WebGL Models: End-to-End; 31. In-Game Video Capture with Real-Time Texture Compression; 32. An OpenGL-Friendly Geometry File Format and Its Maya Exporter VI. Debugging and Profiling33. ARB debug output: A Helping Hand for Desperate Developers; 34. The OpenGL Timer Query; 35. A Real-Time Profiling Tool; 36. Browser Graphics Analysis and Optimizations; 37. Performance State Tracking; 38. Monitoring Graphics Memory Usage; VII. Software Design; 39. The ANGLE Project: Implementing OpenGL ES 2.0 on Direct3D; 40. SceneJS: A WebGL-Based Scene Graph Engine; 41. Features and Design Choices in SpiderGL; 42. Multimodal Interactive Simulations on the Web; 43. A Subset Approach to Using OpenGL and OpenGL ES; 44. The Build Syndrome; About the Contributors |
Record Nr. | UNINA-9910462401803321 |
Boca Raton, Fla. : , : CRC Press, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenGL insights / / edited by Patrick Cozzi and Christophe Riccio |
Edizione | [1st edition] |
Pubbl/distr/stampa | Boca Raton, Fla. : , : CRC Press, , 2013 |
Descrizione fisica | 1 online resource (708 p.) |
Disciplina | 006.6/8 |
Altri autori (Persone) |
CozziPatrick
RiccioChristophe |
Soggetto topico |
Computer graphics
Rendering (Computer graphics) |
ISBN |
0-429-11289-0
1-4398-9377-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Dedication; Contents; Foreword; Preface; Tips; I. Discovering; 1. Teaching Computer Graphics Starting with Shader-Based OpenGL; 2. Transitioning Students to Post-Deprecation OpenGL; 3. WebGL for OpenGL Developers; 4. Porting Mobile Apps to WebGL; 5. The GLSL Shader Interfaces; 6. An Introduction to Tessellation Shaders; 7. Procedural Textures in GLSL; 8. OpenGL SC Emulation Based on OpenGL and OpenGL ES; 9. Mixing Graphics and Compute with Multiple GPUs; II. Rendering Techniques; 10. GPU Tessellation: We Still Have a LOD of Terrain to Cover
11. Antialiased Volumetric Lines Using Shader-Based Extrusion12. 2D Shape Rendering by Distance Fields; 13. Efficient Text Rendering in WebGL; 14. Layered Textures Rendering Pipeline; 15. Depth of Field with Bokeh Rendering; 16. Shadow Proxies; III. Bending the Pipeline; 17. Real-Time Physically Based Deformation Using Transform Feedback; 18. Hierarchical Depth Culling and Bounding-BoxManagement on the GPU; 19. Massive Number of Shadow-Casting Lights with Layered Rendering; 20. Efficient Layered Fragment Buffer Techniques; 21. Programmable Vertex Pulling 22. Octree-Based Sparse Voxelization Using the GPU Hardware RasterizerIV. Performance; 23. Performance Tuning for Tile-Based Architectures; 24. Exploring Mobile vs. Desktop OpenGL Performance; 25. Improving Performance by Reducing Calls to the Driver; 26. Indexing Multiple Vertex Arrays; 27. Multi-GPU Rendering on NVIDIA Quadro; V. Transfers; 28. Asynchronous Buffer Transfers; 29. Fermi Asynchronous Texture Transfers; 30. WebGL Models: End-to-End; 31. In-Game Video Capture with Real-Time Texture Compression; 32. An OpenGL-Friendly Geometry File Format and Its Maya Exporter VI. Debugging and Profiling33. ARB debug output: A Helping Hand for Desperate Developers; 34. The OpenGL Timer Query; 35. A Real-Time Profiling Tool; 36. Browser Graphics Analysis and Optimizations; 37. Performance State Tracking; 38. Monitoring Graphics Memory Usage; VII. Software Design; 39. The ANGLE Project: Implementing OpenGL ES 2.0 on Direct3D; 40. SceneJS: A WebGL-Based Scene Graph Engine; 41. Features and Design Choices in SpiderGL; 42. Multimodal Interactive Simulations on the Web; 43. A Subset Approach to Using OpenGL and OpenGL ES; 44. The Build Syndrome; About the Contributors |
Record Nr. | UNINA-9910790494503321 |
Boca Raton, Fla. : , : CRC Press, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|