000 04201nam a22003615i 4500
001 291932
003 MX-SnUAN
005 20160429154926.0
007 cr nn 008mamaa
008 150903s2005 xxk| o |||| 0|eng d
020 _a9781846280856
_99781846280856
024 7 _a10.1007/b138603
_2doi
035 _avtls000343634
039 9 _a201509030206
_bVLOAD
_c201405070513
_dVLOAD
_y201402061201
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aT385
100 1 _aStephenson, Ian.
_eeditor.
_9323220
245 1 0 _aProduction Rendering :
_bDesign and Implementation /
_cedited by Ian Stephenson.
264 1 _aLondon :
_bSpringer London,
_c2005.
300 _axiii, 302 páginas
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
500 _aSpringer eBooks
505 0 _aA System Overview -- A Rendering Architecture -- Geometry -- Shading -- Compiling -- Ray Tracing -- Global Illumination -- Image Construction -- Rendering Gems.
520 _aIn the past, rendering systems used a range of different approaches, each compatible and able to handle certain kinds of images. However, the last few years have seen the development of practical techniques, which bring together many areas of research into stable, production ready rendering tools. Written by experienced graphics software developers, Production Rendering: Design and Implementation provides not only a complete framework of different topics including shading engines and compilers, but discusses also the techniques used to implement feature film quality rendering engines. Key Topics ·A Rendering framework for managing a micro polygon-oriented graphics pipeline ·Problems presented by different types of geometry showing how different surface types can be made ready for shading ·Shading and how it fits into a rendering pipeline ·How to write a good shader compiler ·Ray tracing in a production renderer ·Incorporating global illumination into a renderer ·Gathering surface samples into a final image ·Tips and tricks in rendering About the authors Mark Elendt , Senior Mathematician, has been with Side Effects Software Inc, Canada for 11 years and has written at least 5 renderers over these years. He was chief architect for the Houdini renderers Mantra and VMantra. In 1997 he received a Technical Achievement Award from the Academy of Motion Picture Arts and Sciences. Rick LaMont, co-founder and CTO of Dot C Software, USA, currently acts as lead programmer of RenderDotC and Mai-Tai. He received the Computerworld Smithsonian Award for Technology Benefiting Mankind for his work on the Weyerhaeuser Design Center (Foley and van Dam, Second Edition, color plate I.8). Jacopo Pantaleoni, is currently a Developer for LightFlow Technologies, Italy, which he founded in 1999. His interests in mathematics, computer programming and, realistic rendering lead to the publication of Lightflow Rendering Tools. In 2000, he also began working with a team of beta testers, on a connection between his rendering software and MayaTM. Scott Iverson, is the chief developer of the AIR renderer, and founder of Sitex Graphics Inc, USA. Paul Gregory, works for the Aqsis Team, UK. He is the originator, and lead developer of the open source renderer "Aqsis". Matthew Bentham, is currently at ART VPS Ltd, UK. He is also the software developer responsible for compiler technology at ART VPS, creators of the RenderDrive rendering appliance. Ian Stephenson, is a Senior Lecturer at the National Centre for Computer Animation (NCCA), Bournemouth University, UK. Developer of the Angel rendering system, he is also the author of Essential RenderMan Fast.
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781852338213
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/b138603
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
942 _c14
999 _c291932
_d291932