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RenderMan and Interface
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 modern use of " shader " was introduced to the public by Pixar with their " RenderMan Interface Specification, Version 3. 0 " originally published in May, 1988.
* RenderMan Interface Bytestream
The RenderMan Shading Language ( often referenced as RSL or SL, for short ), which is defined in the RenderMan Interface Specification is the most common shading language for production-quality rendering.
He is co-creator of the RenderMan Interface Specification ( RISpec ).

RenderMan and short
This was the only Pixar short rendered on the RM-1, a RenderMan specific computer that was never sold to the public.
PhotoRealistic RenderMan, or PRMan for short, is a proprietary photorealistic RenderMan-compliant renderer.

RenderMan and is
The current state of the art in 3-D image description for movie creation is the mental ray scene description language designed at mental images and the RenderMan shading language designed at Pixar .< ref >
However, all third party renderer support ( including RenderMan ) is disabled when using Apprentice or Apprentice HD licensing options.
It is similar to the RenderMan shading language.
Houdini is bundled with a production-class renderer, Mantra, which has many similarities to PhotoRealistic RenderMan in its scope and application.
The studio is notable for its proprietary Renderer CGI Studio, a rendering software system like Pixar's RenderMan.
It is also available as a commercial product licensed to third parties, sold as part of a bundle called RenderMan Pro Server, a RenderMan-compliant rendering software system developed by Pixar based on their own interface specification.
RenderMan for Maya is a full version of PRMan that is designed to be completely integrated with the Maya high-end 3D computer graphics software package ; however, it is still in its infancy.
RenderMan is often used in creating digital visual effects for the Hollywood blockbuster movies of today such as Titanic, the Star Wars prequels, and The Lord of the Rings.
Pixar's PhotoRealistic RenderMan is one implementation of the Reyes algorithm.
Houdini VEX ( Vector Expressions ) shading language ( often abbreviated to " VEX ") is closely modeled after RenderMan.
Gelato's shading language, like Houdini's VEX, is closely modeled after RenderMan.
Robert L. Cook ( December 10, 1952 ) is a computer graphics researcher and developer, and the co-creator of the RenderMan rendering software.
He is the co-inventor of the Reyes rendering algorithm and is one of the authors of the PhotoRealistic RenderMan software which implements Reyes and which renders all of Pixar's movies.
RenderMan is commonly used in the production of blockbuster visual effects.
* Aqsis is a free and open source rendering suite compliant with the RenderMan standard.

RenderMan and open
* RIBKit ( open source, various RenderMan tools, e. g. a visual shader building tool called ' SLer ')

RenderMan and developed
He developed it during the early 1990s and first published it in 1994, and was subsequently hired by Pixar to work on their PhotoRealistic RenderMan product.

RenderMan and by
The RenderMan shading language allows material definitions of surfaces to be described not only by adjusting a small set of parameters, but in an arbitrarily complex fashion by using a C-like programming language to write shading procedures commonly known as procedural textures and shaders.
Any additional shaders, and any deviations from the standard shaders presented in this specification, must be documented by providing the equivalent shader expressed in the RenderMan shading language.
** RenderMan for Maya by Pixar
* RenderMan Shader Language by Dominik Susmel

RenderMan and Pixar
Pixar produced a custom version of RenderMan to run on the card that ran approximately 4 times faster than the 386 host.
At Pixar, he was a key developer of the RenderMan rendering system used in films such as Toy Story and Finding Nemo.
As part of the 73rd Scientific and Technical Academy Awards ceremony presentation on March 3, 2001, The Academy of Motion Picture Arts and Sciences ’ Board of Governors honored Ed Catmull, Loren Carpenter, and Rob Cook, with an Academy Award of Merit ( Oscar ) " for significant advancements to the field of motion picture rendering as exemplified in Pixar ’ s RenderMan.
In 2000, Gritz left Pixar to form a company called Exluna, whose flagship product was Entropy, a RenderMan renderer based on BMRT with additional features and optimizations.

RenderMan and Animation
Animation packages such as 3DS Max and Maya can pipeline to RenderMan to do all the rendering.

RenderMan and photorealistic
Pixar's photorealistic RenderMan was used to render the crowd.
RenderMan has much in common with OpenGL, despite the two APIs being targeted to different sets of users ( OpenGL to real-time hardware-assisted rendering and RenderMan to photorealistic off-line rendering ).
* RenderMan, a rendering software system for high quality, photorealistic image synthesis

RenderMan and images
In 1993, the Academy of Motion Picture Arts and Sciences presented Catmull with his first Academy Scientific and Technical Award " for the development of PhotoRealistic RenderMan software which produces images used in motion pictures from 3D computer descriptions of shape and appearance.
* exporting to PostScript files, PPM / BMP / TIFF / JPEG / PNG images, Open Inventor, Geomview OOGL, VRML files, Wavefront. obj files, or RenderMan RIB file

RenderMan and .
It includes the RenderMan Shading Language.
In 2001, he received an Oscar " for significant advancements to the field of motion picture rendering as exemplified in Pixar's RenderMan.
The film was officially a test of the PhotoRealistic RenderMan software, and proved new challenges to the animation team, namely the difficult task of realistically animating Billy.
The film was officially a test of the PhotoRealistic RenderMan software.
The lights and the color surfaces of all the objects are calculated, each using a RenderMan surface shader, not surface textures.

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