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El. knyga: Rendering with mental ray(R)

  • Formatas: PDF+DRM
  • Serija: Mental Ray Handbooks v. 1
  • Išleidimo metai: 21-Dec-2013
  • Leidėjas: Springer Verlag GmbH
  • Kalba: eng
  • ISBN-13: 9783709138090
  • Formatas: PDF+DRM
  • Serija: Mental Ray Handbooks v. 1
  • Išleidimo metai: 21-Dec-2013
  • Leidėjas: Springer Verlag GmbH
  • Kalba: eng
  • ISBN-13: 9783709138090

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Mental ray is the leading rendering engine for generating photorealistic images and is built into many 3D graphics applications. Written by the mental ray software project leader, this book gives a general introduction into rendering with mental ray, as well as step-by-step recipes for creating advanced effects and tips and tricks for professional users. A comprehensive definition of mental ray's scene description language and the standard shader libraries are included as the basis for all examples. Beginners will learn about the rendering techniques supported by mental ray. Advanced users will learn how to achieve special effects with mental ray, while maintaining maximum performance.
Series Editor's Foreword 1(2)
Introduction 3(1)
Organization of this Book
3(2)
Typesetting Conventions
5(1)
WWW Resources
5(1)
Acknowledgements
6(1)
Note on the Second Revised Edition
6(1)
Overview
7(20)
Photorealistic Rendering
7(1)
Scenes and Animations
7(5)
Geometric Objects
8(2)
Materials
10(1)
Light Sources
11(1)
Cameras
12(1)
Shaders
12(2)
Phenomena
14(1)
Scanline Rendering and Ray Tracing
14(4)
Transparency, Refractions, and Reflections
15(2)
Shadows
17(1)
Motion Blur
17(1)
Lenses
18(1)
Caustics, Global Illumination, and Photon Maps
18(1)
Participating Media
19(1)
Parallelism
19(1)
Stages of Image Generation
20(1)
mental ray Configurations
21(2)
mental ray Versions
23(4)
Changes between Versions 2.0 and 2.1
23(1)
Changes between Versions 2.1 and 3.0
24(3)
Scene Construction
27(8)
A Simple Scene
28(3)
Anatomy of a Scene
31(4)
Cameras
35(10)
Pinhole Cameras
35(1)
Image Resolution
35(1)
Aspect Ratio
36(1)
Keystone Distortion
37(1)
Rendering Subwindows
37(1)
Orthographic Camera
38(1)
Clipping Planes*
39(1)
Lenses: Depth of Field
40(2)
Full Camera Example
42(3)
Surface Shading
45(80)
Color and Illumination
48(5)
Texture Mapping
53(25)
Texture Projections
54(1)
Simple XY Projection
55(2)
Repeated XY Projection
57(1)
Other Projections
58(2)
Texture Vectors
60(5)
Texture Generation from Coordinate Spaces
65(1)
Local Textures: Avoiding Network Transfers
65(1)
Memory Mapped Textures: Reducing Memory Usage
66(2)
Aliasing in Unfiltered Textures
68(3)
Simple Filtered Textures: Reducing Texture Aliasing
71(2)
Elliptic Filtered Textures: Even Better Texture Anti-Aliasing
73(2)
Summary: Selecting Optimal Texturing Methods
75(1)
3D Textures
76(2)
Transparency Mapping
78(3)
Bump Mapping
81(4)
Displacement Mapping
85(12)
Displacement Approximation*
89(8)
Anisotropic Shading
97(4)
Environment Mapping
101(4)
Light Mapping
105(6)
Reflection
111(5)
Transparency and Refraction
116(3)
Glossy Reflection
119(2)
Glossy Transmission (Translucency)
121(2)
Summary of Illumination Models
123(2)
Light and Shadow
125(26)
Point, Spot, and Infinite Lights
127(3)
Raytraced Shadows
130(9)
Transparent Shadows with Shadow Shaders
132(1)
Soft Shadows with Area Light Sources
133(4)
Shadow Modes: Regular, Sorted, Segmented
137(2)
Fast Shadows with Shadow Maps
139(5)
Internals: How Shadows are Computed**
144(3)
Raytraced Shadows
144(2)
Shadow Map Shadows
146(1)
Shadow Summary and Performance
147(4)
Volume Rendering
151(12)
Global Volumes: Atmospheres and Fog
152(1)
Local Volumes: Fur, Fire, Smoke
153(4)
Ray Marching
157(6)
Caustics and Global Illumination
163(54)
Local Illumination vs. Caustics vs. Global Illumination
164(1)
Diffuse, Glossy, and Specular Reflection and Transmission
165(3)
Classification of Light Paths
168(3)
Caustic and Global Illumination Lights
171(2)
Caustics
173(8)
Global Illumination
181(12)
Diffuse Global Illumination (Radiosity)
181(3)
Glossy Global Illumination
184(2)
General Global Illumination
186(3)
Final Gathering
189(4)
Participating Media
193(12)
Volume Caustics
194(5)
Multiple Volume Scattering: Global Illumination in Volumes
199(3)
Global Illumination in Volumes and Surfaces
202(3)
The Importance of Physically Correct Shaders
205(2)
Light and Distance
205(2)
Illumination Models
207(1)
Frequently Asked Questions
207(5)
Summary
212(2)
Performance
214(3)
Motion Blur
217(8)
Motion Transformations
218(2)
Motion Vectors
220(2)
Summary and Performance
222(3)
Contours
225(10)
Outline Contours
226(3)
PostScript Contours
229(1)
Edge Contours
230(1)
Contours on Reflections and Refractions
230(1)
Contours at Color Contrasts
231(2)
Variable-Width Contours
233(1)
Glowing Contours
234(1)
Performance
234(1)
Shaders and Phenomena
235(20)
Declarations
236(3)
Definitions
239(2)
Shader Lists
241(1)
Shader Graphs
242(3)
Phenomena
245(7)
Phenomenon Interface Assignments
247(1)
Shader and Phenomenon Options
248(2)
Phenomenon Roots
250(2)
User Data Blocks
252(1)
Summary and Performance
253(2)
Postprocessing and Image Output
255(10)
Image Types
256(2)
Frame Buffers
258(1)
Image Formats
259(6)
Geometric Objects**
265(48)
Vectors and Vertices
269(4)
Polygonal Geometry
273(2)
Free-Form Surface Geometry
275(33)
Bases
276(1)
Bezier
277(1)
B-Spline
277(3)
Cardinal
280(1)
Basis Matrix
280(2)
Taylor
282(1)
Surfaces
282(4)
Rational Surfaces and NURBS
286(2)
Trimming and Holes
288(4)
Special Points and Curves
292(2)
Texture Surfaces
294(2)
Surface Derivatives
296(1)
Approximations
297(8)
Triangle Count and Performance
305(2)
Connections
307(1)
Adjacency Detection and Edge Merging
307(1)
Procedural Geometry
308(3)
Demand-loaded Placeholder Geometry
311(2)
Instancing and Grouping
313(8)
Instances
313(2)
Instance Groups
315(1)
Multiple Instancing
316(1)
Coordinate Spaces
317(4)
Inheritance
321(14)
Material Inheritance
321(5)
Tagged Material Inheritance
326(3)
Parameter Inheritance
329(2)
Object Flag Inheritance
331(4)
Incremental Changes and Animations
335(6)
Using and Creating Shader Libraries**
341(6)
Parallelism
347(12)
Thread Parallelism
347(1)
Network Parallelism
348(1)
Parallelism Efficiency
349(2)
Balancing Network Rendering
351(1)
Rendering Animations
352(1)
Filename Rewriting
353(6)
The Options Block
359(12)
Feature Flags
359(2)
Rendering Quality and Performance
361(2)
Shadows
363(1)
Ray Tracing Control
364(2)
Global Illumination and Caustics
366(2)
Scene Modeling
368(1)
Diagnostic Modes
369(2)
The Architecture of mental ray 3.0**
371(6)
Scene Database Caching
372(1)
Multithreading and Networking
372(1)
Cache Behavior
373(2)
Controlling Cache Performance
375(2)
Quality and Performance Tuning
377(24)
Reading the Message Log*
377(3)
Image Sampling Quality
380(4)
Ray Tracing vs. Scanline Rendering*
384(2)
OpenGL Hardware Acceleration*
386(1)
Tuning BSP Ray Tracing Parameters*
387(2)
Optimizing Memory Usage*
389(5)
Optimizing the Cache Size*
394(2)
Address Space Limitations*
396(1)
Summary: Quality and Performance Checklist
397(4)
Sampling
397(1)
Texture Mapping
397(1)
Light and Shadow
398(1)
Caustics and Global Illumination
398(1)
Geometry Modeling
399(1)
Shaders and Phenomena
399(1)
Networking and Multithreading
400(1)
Cache Management
400(1)
Troubleshooting*
401(6)
Sampling
401(1)
Shading
402(1)
Caustics and Global Illumination
402(1)
Geometry
403(1)
System
404(3)
Color Plates 407(18)
A Command Line Options 425(20)
A.1 mental ray
425(11)
A.2 Inventor mental ray
436(1)
A.3 Environment Variables*
436(2)
A.4 Image Display: imf_disp
438(2)
A.5 Image Copy: imf_copy
440(1)
A.6 Image Information: imf_info
440(1)
A.7 Image Comparison: imf_diff
440(2)
A.8 Create Shader Skeletons: mkmishader**
442(1)
A.9 Convert Scenes to C: mitoapi**
443(2)
B The Sphere and Utah Teapot Models 445(8)
B.1 NURBS Sphere
445(2)
B.2 Utah Teapot
447(6)
C Base Shaders* 453(36)
C.1 Overview
453(2)
C.2 Texture Space Mapping
455(5)
C.3 Environments
460(3)
C.4 Textures
463(3)
C.5 Sample Compositing
466(4)
C.6 Illumination
470(5)
C.7 Data Conversion
475(4)
C.8 Geometry
479(2)
C.9 Photon
481(2)
C.10 Light
483(1)
C.11 Shadow
484(1)
C.12 Light Mapping
485(4)
D Physics Shaders* 489(8)
D.1 Lens Shader: physical_lens_dof
489(1)
D.2 Light Shader: physical_light
490(1)
D.3 Materials
490(3)
D.4 Photon Tracing
493(1)
D.5 Participating Media
493(2)
D.6 Photon Tracing in Participating Media
495(2)
E Contour Shaders* 497(14)
E.1 Contour Store Shaders
498(1)
E.2 Contour Contrast Shaders
498(1)
E.3 Material Contour Shaders
499(8)
E.4 Contour Output Shaders
507(4)
Glossary 511(14)
Bibliography 525(2)
Index 527