Download e-book for kindle: Production rendering : design and implementation by Ian Stephenson

By Ian Stephenson

ISBN-10: 1852338210

ISBN-13: 9781852338213

Details the options utilized by skilled photographs software program builders to enforce function movie caliber rendering engines.

Brings jointly the entire talents had to strengthen a rendering system.

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Instead, they specify higher-order geometric primitives that are often curved, such as NURBS or subdivision surfaces. Partway down the pipeline, the renderer converts these higherorder primitives into a mesh of micropolygons through a process known as dicing. Dicing is a particular kind of tessellating that is done adaptively within the renderer and results in micropolygons, not multiple-pixel facets as are found in low polygon count models for real-time graphics. The broader term tessellating refers to any process that converts a curved surface to a polygonal representation, including what is done in a modelling program to prepare the geometry for a polygon-oriented renderer.

The idea is to finish processing one bucket in its entirety, then reuse the hider memory to process the next bucket. If a hider needs to use buckets, it must communicate that fact and the desired bucket size back to the framework so that it can cooperate in processing the scene in bucket order. The input to a hider is a grid of micropolygons and the output is pixels. The hider does not return the pixels to the framework. Instead, it communicates 46 Production Rendering directly with the display driver(s) to output the pixels to a framebuffer or graphics file.

A grid is simply a two-dimensional array (or mesh) of micropolygons. Just as you might wash your car in sections, dicing works on a section of a geometric primitive to create a grid of micropolygons. The grid representation is more compact than storing micropolygons independently because data at the interior vertices is shared. 1 Advantages Micropolygons serve as a standard data format to isolate the primitives from the latter stages of the Reyes pipeline, such as shading and hiding. Having a common 42 Production Rendering data structure allows these complex stages of the pipeline to be written for a single geometry type, and not be further complicated by having to directly support every available geometric primitive.

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Production rendering : design and implementation by Ian Stephenson


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