Description: Shader Writing in Open Shading Language by Mitch J. Prater An introduction to shading and shader writing, providing a solid foundation on which to build ones skills as a production shader writer, or to simply gain a better understanding of shading. FORMAT Hardcover CONDITION Brand New Publisher 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 inbetween.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 widgetsColor, color models, color spaces, and color transformations2d and 3d spaces and their transformationsTexture patterns and projectionsRay tracing for pattern generationDisplacement and bumped shading normal generationShader organization, building, and deploymentShader execution and debugging Author Biography Mitch Praters 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 1980s and 1990s 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 Pixars 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. Table of Contents Preface1. Introduction2. Variables 2.1 Data Types 2.2 Compound Types 2.2.1 Arrays 2.2.2 Structs 2.3 Global 2.4 Built In 2.5 Primitive 2.5.1 Parameter Access 2.5.2 getattribute() Access 2.6 Options and Attributes 2.6.1 OSL Attributes 2.6.2 RenderMan Options and Attributes 2.6.3 User Attributes 2.7 Example Shaders 2.7.1 Global Variables 2.7.2 Built In Variables 2.7.3 Primitive Variables3. Coordinate Systems4. Conversion Shaders 4.1 Simple Types 4.1.1 Float to Color 4.1.2 Color to Float 4.1.3 Type Connections 4.2 Artistic to Physical 4.2.1 Base Color and Metallic to Specular Face and Edge Colors 4.2.2 Specular Face and Edge Colors to Complex Refractive Index5. Color 5.1 Color Models 5.1.1 RGB 5.1.2 HSV & HSL 5.1.3 CMYK 5.1.4 Spectral 5.2 Color Spaces 5.2.1 CIE 1931 XYZ 5.2.2 xyY 5.2.3 Television Standards 5.2.4 Web Standard 5.2.5 Academy Standards 5.3 Color Space Conversions 5.3.1 sRGB to Rec. 709 5.3.2 Rec. 709 to ACEScg 5.3.2 sRGB to ACEScg6. Spaces and Transformations 5.1 2D Space 5.2 3D Space 5.3 2D Transform 5.2 3D Transform7. Texture Patterns 7.1 File Names 7.1.1 String Functions 7.1.2 Tokens 7.2 t Inversion 7.3 Metadata 7.4 Data Access 7.5 Projections 7.5.1 Orthographic 7.5.2 Shear 7.5.3 Spherical 7.5.4 NDC 7.5.5 Rounded Cube8. Procedural Patterns 8.1 Spatial Conversion 8.1.1 Float and Gray Outputs 8.2 Noise 8.3 Cellular 8.3.1 Tessellation 8.3.2 Worley 8.4 Spatial Warping 8.5 Fractals 8.5.1 Distortion 8.6 Ray Tracing9. Signal Modification 9.1 Contrast 9.1.1 Average Value Interpolation 9.1.2 Range Remapping 9.1.3 Redistribution 9.2 Creasing 9.3 Skew 9.4 Range Clamping 9.5 Combining 9.5.1 Binary Operators 9.5.2 Weighted Mixing 9.5.3 Layering 9.5.4 Patterned Transitions10. Displacement and Bumping 10.1 Common Space 10.2 Displacement 10.2.1 Height Patterns 10.2.2 Vector Patterns 10.2.3 Cascading Height Displacements 10.2.4 Geometry Inversion 10.3 Bumping 10.3.1 Vertex Shading Normals 10.3.2 BxDF Normal Orientation 10.3.3 Bump Conversion Shader11. Shader Execution 11.1 JIT Optimization 11.2 Strings and Filenames 11.3 Displacement and BxDF Shading Phases 11.3.1 Micropolygon Dicing 11.3.2 Common Space 11.3.3 Surface Variables 11.3.4 "Original" Surface Variables 11.3.5 Ray Tracing 11.4 Differentiation12. Interface Design 12.1 Naming 12.2 Metadata 12.3 Widgets 12.4 Types and Connections 12.5 Help Content13. Development, Deployment, and Debugging 13.1 Source File Organization 13.2 Build System 13.3 Debugging 13.3.1 IT 13.3.2 printf() 13.3.3 The .rib FileAppendix A. Pattern Dimension and the Fourier Slice Theorem B. Fractal Dimension C. Arbitrary Output Variables D. Light Path Expressions E. Build System i. Top-level Makefile ii. osl Makefile iii. install_shaders.py Details ISBN1032455098 Publisher Taylor & Francis Ltd Year 2024 ISBN-13 9781032455099 Format Hardcover Imprint CRC Press Place of Publication London Country of Publication United Kingdom Alternative 9781032421100 Illustrations 12 Tables, black and white; 116 Halftones, color; 40 Halftones, black and white; 116 Illustrations, color; 40 Illustrations, black and white Audience Professional & Vocational Publication Date 2024-10-03 UK Release Date 2024-10-03 ISBN-10 1032455098 Author Mitch J. Prater Pages 224 Subtitle With RenderMan® Examples DEWEY 006.68 We've got this At The Nile, if you're looking for it, we've got it. With fast shipping, low prices, friendly service and well over a million items - you're bound to find what you want, at a price you'll love! TheNile_Item_ID:161293756;
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