RenderMan Shading Language
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RenderMan Shading Language
Renderman Shading Language (abbreviated RSL) is a component of the RenderMan Interface Specification, and is used to define shaders. The language syntax is C-like. A shader written in RSL can be used without changes on any RenderMan-compliant renderer, such as Pixar's PhotoRealistic RenderMan, DNA Research's 3Delight, Sitexgraphics' Air or an open source solution such as Pixie or Aqsis. RenderMan Shading Language defines standalone functions and five types of shaders: surface, light, volume, imager and displacement shaders. An example of a surface shader that defines a metal surface is: surface metal (float Ka = 1; float Ks = 1; float roughness = 0.1;) Shaders express their work by reading and writing special variables such as Cs (surface color), N (normal at given point), and Ci (final surface color). The arguments to the shaders are global parameters that are attached to objects of the model (so one metal shader can be used for different metals and so on). Shaders have no ret ...
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RenderMan Interface Specification
The RenderMan Interface Specification, or RISpec in short, is an open API developed by Pixar Animation Studios to describe three-dimensional scenes and turn them into digital photorealistic images. It includes the RenderMan Shading Language. As Pixar's technical specification for a standard communications protocol (or interface) between modeling programs and rendering programs capable of producing photorealistic-quality images, RISpec is a similar concept to PostScript but for describing 3D scenes rather than 2D page layouts. Thus, modelling programs which understand the RenderMan Interface protocol can send data to rendering software which implements the RenderMan Interface, without caring what rendering algorithms are utilized by the latter. The interface was first published in 1988 (version 3.0) and was designed to be sufficiently future proof to encompass advances in technology for a significant number of years. The current revision is 3.2.1, released in November 2005. Wha ...
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Shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color (hue, saturation, brightness, and contrast) of all pixels, vertices, and/or textures us ...
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C (programming Language)
C (''pronounced like the letter c'') is a General-purpose language, general-purpose computer programming language. It was created in the 1970s by Dennis Ritchie, and remains very widely used and influential. By design, C's features cleanly reflect the capabilities of the targeted CPUs. It has found lasting use in operating systems, device drivers, protocol stacks, though decreasingly for application software. C is commonly used on computer architectures that range from the largest supercomputers to the smallest microcontrollers and embedded systems. A successor to the programming language B (programming language), B, C was originally developed at Bell Labs by Ritchie between 1972 and 1973 to construct utilities running on Unix. It was applied to re-implementing the kernel of the Unix operating system. During the 1980s, C gradually gained popularity. It has become one of the measuring programming language popularity, most widely used programming languages, with C compilers avail ...
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PhotoRealistic RenderMan
Pixar RenderMan (formerly PhotoRealistic RenderMan) is proprietary photorealistic 3D rendering software produced by Pixar Animation Studios. Pixar uses RenderMan to render their in-house 3D animated movie productions and it is also available as a commercial product licensed to third parties. In 2015, a free non-commercial version of RenderMan became available. Name To speed up rendering, Pixar engineers performed experiments with parallel rendering computers using Transputer chips inside a Pixar Image Computer. The name comes from the nickname of a small circuit board (2.5 × 5 inches or 6.4 × 13 cm) containing one Transputer that engineer Jeff Mock could put in his pocket. During that time the Sony Walkman was very popular and Jeff Mock called his portable board Renderman, leading to the software name. Technology RenderMan defines cameras, geometry, materials, and lights using the RenderMan Interface Specification. This specification facilitates communication between 3D ...
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3Delight
3Delight, also known as 3DelightNSI, is 3D computer graphics software that runs on Microsoft Windows, MacOS and Linux. It is developed by Illumination Research. It is both a photorealistic and NPR path tracing offline renderer based on its NSI API and on OSL. It has been used to render full CGI animation and VFX for numerous feature films, including Chappie. It comes with supported, open source plug-in integrations for several DCC applications, such as Maya, Houdini, Cinema4D, Katana, and a democratic free license that allows for commercial use. It also provides a fully distributed cloud rendering service called 3Delight Cloud. History Work on 3Delight started in 1999. The renderer became first publicly available in 2000. 3Delight was the first RenderMan-compliant renderer combining the REYES algorithm with on-demand ray tracing. The 3Delight team decided to make it available free of charge from August 2000 to March 2005 to build a user base. During this time, customers u ...
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Pixie (renderer)
Pixie is a free (open source), photorealistic raytracing renderer for generating photorealistic images, developed by Okan Arikan in the Department of Computer Science at The University of Texas At Austin. It is RenderMan-compliant (meaning it reads conformant RIB, and supports full SL shading language shaders) and is based on the Reyes rendering architecture, but also support raytracing for hidden surface determination. Like the proprietary BMRT, Pixie is popular with students learning the RenderMan Interface, and is a suitable replacement for it. Contributions to Pixie are facilitated by SourceForge and the Internet where it can also be downloaded free of charge as source code or precompiled. It compiles for Windows (using Visual Studio 2005), Linux and on Mac OS X (using Xcode or Unix-style configure script). Key features include: * 64-bit Capable * Fast multi-threaded execution. * Possibility to distribute the rendering process to several machines. * Motion blur and depth o ...
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Aqsis
Aqsis is a free rendering suite compliant with the RenderMan standard. It is available under the BSD, previously under GPL. Its main author and project manager is Paul Gregory. The Aqsis project consists of a renderer, shader compiler and a few other supporting components. Like the original PRMan from Pixar, it is an implementation of the Reyes rendering algorithm, which is famous for its high speed and efficiency in handling even very large scenes, and has good support for displacement shaders. Like many other open source projects, Aqsis is hosted on SourceForge and is in continuous and active development. Because of its Reyes heritage, Aqsis lacks some advanced global illumination features like ray tracing, although active efforts are underway to support some such features. Its current stable version is 1.8.2. The MakeHuman MakeHuman is a free and open source 3D computer graphics middleware designed for the prototyping of photorealistic humanoids. It is developed by a co ...
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Dot Product
In mathematics, the dot product or scalar productThe term ''scalar product'' means literally "product with a scalar as a result". It is also used sometimes for other symmetric bilinear forms, for example in a pseudo-Euclidean space. is an algebraic operation that takes two equal-length sequences of numbers (usually coordinate vectors), and returns a single number. In Euclidean geometry, the dot product of the Cartesian coordinates of two vectors is widely used. It is often called the inner product (or rarely projection product) of Euclidean space, even though it is not the only inner product that can be defined on Euclidean space (see Inner product space for more). Algebraically, the dot product is the sum of the products of the corresponding entries of the two sequences of numbers. Geometrically, it is the product of the Euclidean magnitudes of the two vectors and the cosine of the angle between them. These definitions are equivalent when using Cartesian coordinates. In mo ...
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RenderMan
The name RenderMan can cause confusion because it has been used to refer to different things developed by Pixar Animation Studios: * RenderMan Interface Specification (RISpec), an open API (technical specification) developed by Pixar for a standard communications protocol (or interface) between 3D computer graphics programs and rendering programs to describe three-dimensional scenes and turn them into digital photorealistic images ** RenderMan Shading Language, a component of the RenderMan Interface Specification used to define shaders * Pixar RenderMan Pixar RenderMan (formerly PhotoRealistic RenderMan) is proprietary photorealistic 3D rendering software produced by Pixar Animation Studios. Pixar uses RenderMan to render their in-house 3D animated movie productions and it is also available as ..., a RenderMan Interface Specification-compliant rendering software system developed by Pixar based on their own interface specification * RenderMan, also commonly used to refer to other ...
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Shading Languages
Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the object's surface and is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes, which fall under global behavior of light. In drawing Shading is used traditionally in drawing for depicting a range of darkness by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas. Light patterns, such as objects having light and shaded areas, help when creating the illusion of depth on paper. There are various techniques of shading, including cross hatching, where perpendicular lines of varying closeness are drawn in a grid pattern to shade an area. The closer the lines are together, the darker the area appears. Likewise, the farther apart the line ...
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