ei ole lubatud
ei ole lubatud
Digitaalõiguste kaitse (DRM)
Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).
Vajalik tarkvara
Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)
PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )
Seda e-raamatut ei saa lugeda Amazon Kindle's.
Preface
1. Introduction
2. 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 Variables
3. Coordinate Systems
4. 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 Index
5. 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 ACEScg
6. Spaces and Transformations
5.1 2D Space
5.2 3D Space
5.3 2D Transform
5.2 3D Transform
7. 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 Cube
8. 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 Tracing
9. 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 Transitions
10. 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 Shader
11. 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 Differentiation
12. Interface Design
12.1 Naming
12.2 Metadata
12.3 Widgets
12.4 Types and Connections
12.5 Help Content
13. 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 File
Appendix
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