Series Editor's Foreword |
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1 | (2) |
Introduction |
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3 | (1) |
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Organization of this Book |
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3 | (2) |
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5 | (1) |
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5 | (1) |
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6 | (1) |
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Note on the Second Revised Edition |
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6 | (1) |
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7 | (20) |
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7 | (1) |
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7 | (5) |
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8 | (2) |
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10 | (1) |
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11 | (1) |
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12 | (1) |
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12 | (2) |
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14 | (1) |
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Scanline Rendering and Ray Tracing |
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14 | (4) |
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Transparency, Refractions, and Reflections |
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15 | (2) |
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17 | (1) |
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17 | (1) |
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18 | (1) |
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Caustics, Global Illumination, and Photon Maps |
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18 | (1) |
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19 | (1) |
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19 | (1) |
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Stages of Image Generation |
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20 | (1) |
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mental ray Configurations |
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21 | (2) |
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23 | (4) |
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Changes between Versions 2.0 and 2.1 |
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23 | (1) |
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Changes between Versions 2.1 and 3.0 |
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24 | (3) |
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27 | (8) |
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28 | (3) |
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31 | (4) |
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35 | (10) |
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35 | (1) |
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35 | (1) |
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36 | (1) |
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37 | (1) |
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37 | (1) |
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38 | (1) |
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39 | (1) |
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40 | (2) |
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42 | (3) |
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45 | (80) |
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48 | (5) |
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53 | (25) |
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54 | (1) |
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55 | (2) |
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57 | (1) |
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58 | (2) |
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60 | (5) |
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Texture Generation from Coordinate Spaces |
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65 | (1) |
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Local Textures: Avoiding Network Transfers |
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65 | (1) |
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Memory Mapped Textures: Reducing Memory Usage |
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66 | (2) |
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Aliasing in Unfiltered Textures |
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68 | (3) |
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Simple Filtered Textures: Reducing Texture Aliasing |
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71 | (2) |
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Elliptic Filtered Textures: Even Better Texture Anti-Aliasing |
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73 | (2) |
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Summary: Selecting Optimal Texturing Methods |
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75 | (1) |
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76 | (2) |
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78 | (3) |
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81 | (4) |
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85 | (12) |
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Displacement Approximation* |
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89 | (8) |
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97 | (4) |
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101 | (4) |
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105 | (6) |
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111 | (5) |
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Transparency and Refraction |
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116 | (3) |
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119 | (2) |
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Glossy Transmission (Translucency) |
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121 | (2) |
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Summary of Illumination Models |
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123 | (2) |
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125 | (26) |
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Point, Spot, and Infinite Lights |
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127 | (3) |
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130 | (9) |
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Transparent Shadows with Shadow Shaders |
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132 | (1) |
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Soft Shadows with Area Light Sources |
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133 | (4) |
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Shadow Modes: Regular, Sorted, Segmented |
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137 | (2) |
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Fast Shadows with Shadow Maps |
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139 | (5) |
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Internals: How Shadows are Computed** |
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144 | (3) |
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144 | (2) |
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146 | (1) |
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Shadow Summary and Performance |
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147 | (4) |
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151 | (12) |
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Global Volumes: Atmospheres and Fog |
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152 | (1) |
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Local Volumes: Fur, Fire, Smoke |
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153 | (4) |
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157 | (6) |
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Caustics and Global Illumination |
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163 | (54) |
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Local Illumination vs. Caustics vs. Global Illumination |
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164 | (1) |
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Diffuse, Glossy, and Specular Reflection and Transmission |
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165 | (3) |
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Classification of Light Paths |
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168 | (3) |
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Caustic and Global Illumination Lights |
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171 | (2) |
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173 | (8) |
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181 | (12) |
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Diffuse Global Illumination (Radiosity) |
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181 | (3) |
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Glossy Global Illumination |
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184 | (2) |
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General Global Illumination |
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186 | (3) |
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189 | (4) |
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193 | (12) |
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194 | (5) |
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Multiple Volume Scattering: Global Illumination in Volumes |
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199 | (3) |
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Global Illumination in Volumes and Surfaces |
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202 | (3) |
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The Importance of Physically Correct Shaders |
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205 | (2) |
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205 | (2) |
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207 | (1) |
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Frequently Asked Questions |
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207 | (5) |
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212 | (2) |
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214 | (3) |
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217 | (8) |
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218 | (2) |
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220 | (2) |
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222 | (3) |
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225 | (10) |
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226 | (3) |
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229 | (1) |
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230 | (1) |
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Contours on Reflections and Refractions |
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230 | (1) |
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Contours at Color Contrasts |
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231 | (2) |
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233 | (1) |
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234 | (1) |
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234 | (1) |
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235 | (20) |
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236 | (3) |
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239 | (2) |
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241 | (1) |
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242 | (3) |
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245 | (7) |
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Phenomenon Interface Assignments |
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247 | (1) |
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Shader and Phenomenon Options |
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248 | (2) |
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250 | (2) |
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252 | (1) |
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253 | (2) |
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Postprocessing and Image Output |
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255 | (10) |
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256 | (2) |
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258 | (1) |
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259 | (6) |
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Geometric Objects** |
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265 | (48) |
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269 | (4) |
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273 | (2) |
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Free-Form Surface Geometry |
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275 | (33) |
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276 | (1) |
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277 | (1) |
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277 | (3) |
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280 | (1) |
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280 | (2) |
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282 | (1) |
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282 | (4) |
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Rational Surfaces and NURBS |
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286 | (2) |
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288 | (4) |
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Special Points and Curves |
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292 | (2) |
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294 | (2) |
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296 | (1) |
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297 | (8) |
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Triangle Count and Performance |
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305 | (2) |
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307 | (1) |
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Adjacency Detection and Edge Merging |
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307 | (1) |
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308 | (3) |
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Demand-loaded Placeholder Geometry |
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311 | (2) |
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313 | (8) |
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313 | (2) |
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315 | (1) |
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316 | (1) |
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317 | (4) |
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321 | (14) |
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321 | (5) |
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Tagged Material Inheritance |
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326 | (3) |
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329 | (2) |
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331 | (4) |
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Incremental Changes and Animations |
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335 | (6) |
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Using and Creating Shader Libraries** |
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341 | (6) |
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347 | (12) |
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347 | (1) |
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348 | (1) |
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349 | (2) |
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Balancing Network Rendering |
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351 | (1) |
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352 | (1) |
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353 | (6) |
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359 | (12) |
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359 | (2) |
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Rendering Quality and Performance |
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361 | (2) |
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363 | (1) |
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364 | (2) |
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Global Illumination and Caustics |
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366 | (2) |
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368 | (1) |
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369 | (2) |
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The Architecture of mental ray 3.0** |
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371 | (6) |
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372 | (1) |
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Multithreading and Networking |
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372 | (1) |
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373 | (2) |
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Controlling Cache Performance |
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375 | (2) |
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Quality and Performance Tuning |
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377 | (24) |
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Reading the Message Log* |
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377 | (3) |
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380 | (4) |
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Ray Tracing vs. Scanline Rendering* |
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384 | (2) |
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OpenGL Hardware Acceleration* |
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386 | (1) |
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Tuning BSP Ray Tracing Parameters* |
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387 | (2) |
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Optimizing Memory Usage* |
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389 | (5) |
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Optimizing the Cache Size* |
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394 | (2) |
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Address Space Limitations* |
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396 | (1) |
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Summary: Quality and Performance Checklist |
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397 | (4) |
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397 | (1) |
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397 | (1) |
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398 | (1) |
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Caustics and Global Illumination |
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398 | (1) |
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399 | (1) |
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399 | (1) |
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Networking and Multithreading |
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400 | (1) |
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400 | (1) |
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401 | (6) |
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401 | (1) |
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402 | (1) |
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Caustics and Global Illumination |
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402 | (1) |
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403 | (1) |
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404 | (3) |
Color Plates |
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407 | (18) |
A Command Line Options |
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425 | (20) |
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425 | (11) |
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436 | (1) |
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A.3 Environment Variables* |
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436 | (2) |
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A.4 Image Display: imf_disp |
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438 | (2) |
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440 | (1) |
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A.6 Image Information: imf_info |
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440 | (1) |
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A.7 Image Comparison: imf_diff |
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440 | (2) |
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A.8 Create Shader Skeletons: mkmishader** |
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442 | (1) |
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A.9 Convert Scenes to C: mitoapi** |
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443 | (2) |
B The Sphere and Utah Teapot Models |
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445 | (8) |
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445 | (2) |
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447 | (6) |
C Base Shaders* |
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453 | (36) |
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453 | (2) |
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C.2 Texture Space Mapping |
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455 | (5) |
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460 | (3) |
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463 | (3) |
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466 | (4) |
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470 | (5) |
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475 | (4) |
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479 | (2) |
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481 | (2) |
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483 | (1) |
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484 | (1) |
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485 | (4) |
D Physics Shaders* |
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489 | (8) |
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D.1 Lens Shader: physical_lens_dof |
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489 | (1) |
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D.2 Light Shader: physical_light |
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490 | (1) |
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490 | (3) |
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493 | (1) |
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493 | (2) |
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D.6 Photon Tracing in Participating Media |
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495 | (2) |
E Contour Shaders* |
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497 | (14) |
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E.1 Contour Store Shaders |
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498 | (1) |
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E.2 Contour Contrast Shaders |
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498 | (1) |
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E.3 Material Contour Shaders |
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499 | (8) |
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E.4 Contour Output Shaders |
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507 | (4) |
Glossary |
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511 | (14) |
Bibliography |
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525 | (2) |
Index |
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527 | |