List of Figures
- Figure 5.1 : An out of focus moving disk
- Figure 5.2 : A patch of 50000 curves rendered with opacity culling.
- Figure 7.1 : Ray traced displacements
- Figure 7.2 : An image rendered using an HDRI map and the `envlight2' shader. There is no "light sources" in the scene: the shadows are cast from bright regions in the environment.
- Figure 7.3 : Teapot rendered with subsurface scattering enabled.
- Figure 7.4 : Highly scattering materials (long mean free path) can benefit from higher shading rates.
- Figure 7.5 : Outlines on
Oi
(opacity) andz
(depth). Note how outlines get thinner with distance. Example scene available in `$DELIGHT/examples/toon'. - Figure 7.6 : Example of edge detection using normals.
- Figure 7.7 : Ri plug-in filters lie between the program that generates the Ri calls (such as the RIB reader,
renderdl
) and the 3DELIGHT renderer.
- Listing 10.1 : PtDspyRawData structure description.
- Listing 10.2 : Accessing lists of fragments (deep buffer) in display drivers
- Listing 10.3 :
PtDspyFragment
structure. - Listing 10.4 : An example annotated shader.
- Listing 5.1 : Using sphere-shaped
RiPoints
. - Listing 5.2 : An example `rendermn.ini' file.
- Listing 6.1 : En example class shader computing both surface shading and displacement.
- Listing 6.2 : An example of a standard point light.
- Listing 6.3 : An example directional light using
solar
. - Listing 6.4 : An example usage of the `samplepattern' category in
gather
. - Listing 6.5 : An example illustrating the syntax of a RSL function.
- Listing 6.6 :
specularstd()
implementation. - Listing 6.7 : Baking into a binary file.
- Listing 7.1 : Computing the correct index of refraction for surfaces such as glass.
- Listing 7.10 : Baking using a light source.
- Listing 7.11 : An example shader to convert micro-polygons into a point cloud.
- Listing 7.12 : Example of multi-camera usage.
- Listing 7.13 : Declaring and using a dicing camera.
- Listing 7.14 : RIB output using
RiBegin
. - Listing 7.15 : RIB output using pipes
- Listing 7.16 : Using light categories
- Listing 7.17 : Erroneous use of message passing
- Listing 7.18 : Example of a simple Ri plug-in filter.
- Listing 7.19 : Pseudo code explaining what the renderer does when executing a Ri command.
- Listing 7.2 : How to combine ray tracing and environment mapping.
- Listing 7.3 : Ray traced shadows using
transmission()
- Listing 7.4 : Ambient occlusion using a lightsource shader
- Listing 7.5 : Using
gather()
to extract lighting information from environment maps. - Listing 7.6 : Simple subsurface shader
- Listing 7.7 : Example RIB illustrating two-pass subsurface scattering.
- Listing 7.8 : Simple ray traced subsurface shader
- Listing 7.9 : Occlusion baking using the
bake()
shadeop.
- Table 10.1 : Standard parameters passed to
DspyImageOpen()
. - Table 3.1 :
tdlmake
filters. - Table 5.1 : Implementation specific RiDisplay parameters.
- Table 5.2 : Standard RenderMan options and their default values.
- Table 5.3 : Implementation specific options and their default values.
- Table 5.4 : Standard RenderMan attributes and their default values
- Table 6.1 : Predefined class shader methods.
- Table 6.10 : Common optional parameters to ray tracing functions.
- Table 6.11 :
occlusion()
andindirectdiffuse()
optional parameters. - Table 6.12 : Parameters controlling point-based occlusion and color bleeding.
- Table 6.13 :
subsurface()
optional parameters. - Table 6.14 :
caustic()
shadeop implementation using thephotonmap()
shadeop. - Table 6.15 :
ptexture()
optional parameters. - Table 6.16 :
texture()
shadow()
andenvironment()
optional parameters. - Table 6.17 :
bake3d()
optional parameters. - Table 6.18 :
texture3d()
optional parameters. - Table 6.19 :
textureinfo()
field names. - Table 6.2 : Supported color spaces.
- Table 6.20 :
attribute()
field names. - Table 6.21 :
option()
field names. - Table 6.22 :
rendererinfo()
field names. - Table 6.23 :
rayinfo()
field names. - Table 6.3 : Predefined Coordinate Systems
- Table 6.4 : Valid category terms.
- Table 6.5 : Predefined Surface Shader Variables.
- Table 6.6 : Predefined Light source Variables
- Table 6.7 : Predefined Volume Shader Variables
- Table 6.8 : Predefined Displacement Shader Variables
- Table 6.9 : Predefined Imager Shader Variables
- Table 7.1 : RiDisplay parameters for edge detection.
- Table 8.1 : Tags written by the TIFF display driver.
- Table 8.2 : `zfile' file format.
3Delight 10.0. Copyright 2000-2011 The 3Delight Team. All Rights Reserved.