1cs426-winter-2008 Notes  RenderMan resources up on the website  We will be using Pixie 2.2.3 this term Check on the website soon (installed on CS linux.

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1cs426-winter-2008 Notes  RenderMan resources up on the website  We will be using Pixie this term Check on the website soon (installed on CS linux machines) Download for your own machine (pixie.sourceforge.net)

2cs426-winter-2008 Displacement shaders  Can actually move the micropolygon to a new location Allows for simple geometry (e.g. sphere) to produce complex results (e.g. baseball)  Also could perturb surface normal independently (bump mapping)---so even if geometry remains simple and fixed, appearance can be complex

3cs426-winter-2008 Shadows and lighting  Light shader: determine intensity + colour + direction of light  Part of the shader will figure out if point is in shadow or not Typically using precomputed “shadow maps” but could also use ray-tracing!  Huge flexibility for cheating (“photosurrealism”) Each object can pick and choose which lights illuminate it, which shadows it’s in, change the location/direction/intensity of lights, … More control than e.g. ray-tracing

4cs426-winter-2008 Surface shading  Implement whatever formula you want for how light bounces off surface to viewer  Can look up texture maps or compute procedural textures  Can layer surface shaders on top of each other  Reflections: can do ray-tracing for high accuracy, but usually use “environment mapping” Assume object is small compared to distance to surroundings Then look up reflected light in a texture based on direction (2D), not position+direction (5D) Can capture or synthesize environment map

5cs426-winter-2008 Atmospheric shading  Can further adjust micropolygon colour to account for fog, atmospheric attenuation (blue mountains), etc.  Can do it with more accurate ray-tracing, or simple approximations

6cs426-winter-2008 Imager shaders  Final stage: can adjust RGBA in 2D after hiding and filtering  Particularly useful for NPR (non-photorealistic rendering)

7cs426-winter-2008 RenderMan  Pixar defines a standard API for high quality renderers Think OpenGL, but with quality trumping performance “Postscript for 3D”  Today, many software packages implement (at least part of) the Renderman standard  Two parts to the API: Direct calls RiTranslate(0.3, 0.4, -1); like OpenGL RenderMan Interface Bytestream (RIB) files: save calls in text file for later processing  Mostly what gets used in practice  Also a shading language (based on C)