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001 | 292828 | ||
003 | MX-SnUAN | ||
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007 | cr nn 008mamaa | ||
008 | 150903s2008 au | o |||| 0|eng d | ||
020 |
_a9783211489659 _99783211489659 |
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024 | 7 |
_a10.1007/9783211489659 _2doi |
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035 | _avtls000345434 | ||
039 | 9 |
_a201509030412 _bVLOAD _c201405050320 _dVLOAD _y201402061336 _zstaff |
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_aMX-SnUAN _bspa _cMX-SnUAN _erda |
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050 | 4 | _aT385 | |
100 | 1 |
_aKopra, Andy. _eautor _9324920 |
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245 | 1 | 0 |
_aWriting mental ray® Shaders : _bA Perceptual Introduction / _cby Andy Kopra. |
264 | 1 |
_aVienna : _bSpringer Vienna, _c2008. |
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300 |
_axiv, 635 páginas; 793 (171 colored) ill. With CD-ROM _brecurso en línea. |
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336 |
_atexto _btxt _2rdacontent |
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337 |
_acomputadora _bc _2rdamedia |
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338 |
_arecurso en línea _bcr _2rdacarrier |
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347 |
_aarchivo de texto _bPDF _2rda |
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490 | 0 |
_amental ray® Handbooks, _x1438-9835 ; _v3 |
|
500 | _aSpringer eBooks | ||
505 | 0 | _aStructure -- The structure of the scene -- The structure of a shader -- Shaders in the scene -- Color -- A single color -- Color from orientation -- Color from position -- The transparency of a surface -- Color from functions -- The color of edges -- Light -- Lights -- Light on a surface -- Shadows -- Reflection -- Refraction -- Light from other surfaces -- Shape -- Modifying surface geometry -- Modifying surface orientation -- Creating geometric objects -- Modeling hair -- Space -- The environment of the scene -- A visible atmosphere -- Volumetric effects -- Image -- Changing the lens -- Rendering image components -- Modifying the final image. | |
520 | _a"Writing mental ray Shaders: a Perceptual Introduction" describes the creation and use of the software modules known as shaders in the mental ray rendering system. In mental ray, shaders can customize the entire rendering pipeline, from the simulated camera lens to object geometry and appearance and to the output of the final image. Intended both for experienced programmers new to mental ray and for artists learning how to program, this book presents the various shader types in an intuitive order based on a model of visual perception. With over one hundred example shaders and their associated scene files and explanatory diagrams, both beginning and advanced shader programmers will find the book’s catalog of techniques useful in customizing mental ray. Serving as a tutorial guide to the first two volumes in the "mental ray Handbooks" series, the present book provides further information on any topic it discusses by detailed references to those previous books. | ||
590 | _aPara consulta fuera de la UANL se requiere clave de acceso remoto. | ||
710 | 2 |
_aSpringerLink (Servicio en línea) _9299170 |
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776 | 0 | 8 |
_iEdición impresa: _z9783211489642 |
856 | 4 | 0 |
_uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-3-211-48965-9 _zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL) |
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