Shader Writing in Open Shading Language 语言: With RenderMan® Examples
Author: Mitch J. Prater (Author)
Publisher finelybook 出版社: CRC Press
Edition 版本: 1st
Publication Date 出版日期: 2024-10-03
Language 语言: English
Print Length 页数: 224 pages
ISBN-10: 103242110X
ISBN-13: 9781032421100
Book Description
Incorporating both historical techniques and the most recent developments in computer graphics, Shader Writing in Open Shading Language is a treatise on OSL shader writing and shader development that intends to remedy the current lack of material on this important area of technical and artistic expertise. It is for artists who wish to know more about shaders and shader writing, for programmers who want the ultimate in creative control, or for anyone in‑between.
It begins by covering the entire range of independent variables upon which all shaded pattern generation is based. From that foundation, every fundamental procedural, textural, conversion, and pattern modification shader category is described with clear and practical examples.
Each topic is presented in a progression of chapters that begin with the fundamentals and expand to more complex shaders illustrating more advanced techniques that build on the previously covered material.
In addition, these important topics are also covered:
- Shader user interface design and parameter widgets
- Color, color models, color spaces, and color transformations
- 2d and 3d spaces and their transformations
- Texture patterns and projections
- Ray tracing for pattern generation
- Displacement and bumped shading normal generation
- Shader organization, building, and deployment
- Shader execution and debugging
About the Author
Mitch Prater’s interest in graphics began at age 12 when he set out to build his own “Pong” game based on an article in Popular Electronics magazine. Mitch graduated from hardware to software implementations with Fortran IV programmed on punch cards and a line-printer for output. Through the 1980’s and 1990’s he progressed through CRT terminals, dedicated graphics hardware, integrated GPU chips, graphics libraries, and finally into rendering systems with dedicated shading languages when in 1988 he began working at Pixar using the Pixar Image Computer and was introduced to the 1.0 alpha version of RenderMan. From there Mitch wrote shaders and created new shading and lighting techniques for use in Pixar’s commercials, short films, and all the features from Toy Story to Cars; and then again from ParaNorman to Missing Link at Laika. Throughout a career that now spans nearly 40 years, Mitch Prater continuously developed new shading and lighting techniques, shader code libraries, and production shaders for feature films, animated shorts, and real-time games.
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