mental ray 3.6 manual
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Table of Contents
Introduction
Organization of This Book
Introduction to mental ray
Functionality
Parallelism
Geometry Caching
Firewalls
Free-Form Surfaces
Edge Merging
Special Points and Curves
Hierarchical Subdivision Surfaces
Atmospheres and Volumes
Materials
Light Sources
Area Light Sources
IES and Eulumdat Light Profiles
Shadow Maps
Texture Mapping and Texture Files
Memory-Mapped Textures
Texture caching
Bump, Displacement, and Reflection Mapping
Texture Filtering
Pyramid Filtering
Elliptical Projection Filter Lookup
Light Mapping
Multipass Rendering
User-Defined Shaders
The Camera
Lens Effects
Depth of Field
Animation
Motion Blur
Sampling Algorithms
Rasterizer
OpenGL Acceleration
Color Calculations
Spectral Rendering
Frame Buffers
Output Shaders
Pixel Coverage
Contours
Caustics
Light Sources
Objects
Material Shaders and Photon Shaders for Caustics
Physically Plausible Material Shaders
Shader Functions
Fine-Tuning Caustics
Global Illumination
Light Sources
Objects
Fine-Tuning Global Illumination
Importons
3.6
Final Gathering
Ambient occlusion
Volume Caustics
Global Illumination in Participating Media
Path raytracing
Diagnostic Modes
Accelerated Graphics Hardware Rendering
Hardware vs. Software Rendering
Layering
Speed vs. Quality Tradeoffs
Scene Description Language
Shader Declarations
Parameter Types
Shader Apply Flags
Declaration Options
Shader Definitions
Shader Lists
Shader Graphs
Phenomena
Phenomenon Interface Parameters
Phenomenon Roots
Commands
Variables and the Registry
Shader Compilation and Linking
Conditionals
Scene Entities
Options
Cameras
Textures
Materials
Lights
User Data
Light Profiles
Objects
Polygonal Geometry
Free-Form Surface Geometry
Space Curve Geometry
Hair Geometry
Subdivision Surface Geometry
Catmull-Clark Mesh Geometry
3.5
Approximations
Instances
Instance Groups
Assemblies
3.6
Contours
Where To Place Contours
Color and Width of Contours
Contour Output
Faster Contours
Multipass Rendering
Scene Example
Using and Writing Shaders
Dynamic Linking of Shaders
Coordinate Systems
Shader Type Overview
State Variables
Frame
Image Samples
Rays
Intersection
Textures, Motion, Derivatives
User Fields
Options
State Variables by Shader Type
Shader Parameter Declarations
Parameter Assignments and mi_eval
Shader Versioning
Material Shaders
Texture Shaders
Volume Shaders
Volume Shaders Using Autovolume
Environment Shaders
Light Shaders
Shadow Shaders
Photon Shaders
Photon Emitter Shaders
Lens Shaders
State Shaders
Output Shaders
Displacement Shaders
Geometry Shaders
Contours
Contour Computation
Contour Store Function
Contour Contrast Function
Contour Shaders
Contour Output Shaders
Lightmap Shaders
Render Pass Merge Shaders
Render Pass Preprocessing Shaders
Functions for Shaders
DB Functions
RC Functions
Sampling with mi_sample
RC Photon Functions
RC Direction Functions
IMG Functions
Math Functions
Noise Functions
KD-Tree Functions
Shading Models
Color Profile Functions
3.4
Auxiliary Functions
Multipass Rendering Functions
Obsolete Auxiliary Functions
Contour Functions
Light Map Functions
Memory Allocation
Thread Parallelism and Locks
Messages and Errors
Callable Functions by Shader Type
Manipulating Spectra from Shaders
C++ Shader Interface Extensions
3.5
Shader Interface Class
String Options Interface
Light Iterators
Framebuffer API
3.6
mi_shader_if.h Header File
Initialization and Cleanup
Persistent Shader Data Storage
Constant Data
Shader Instance Data
Thread-Local Storage
Automatic Source Generation with mkmishader
Shaders and Trace Functions
Example Scene with Custom Shader
Accelerated Graphics Hardware Shaders
Shader Interfaces
Shader Declarations
Shader Implementation
Portability
Loading Hardware Shaders
Extracting Cg Shader Code
Hardware Shader Implementation
Writing Hardware Shaders
Phenomena
Hardwired OpenGL Shaders
NVIDIA Cg 1.2 Shaders
Geometry Shaders
Examples
Geometry Shader API
Symbol Tables
Cameras and Options
Lights, Materials, Textures
User Data
Light Profiles
Color Profiles
3.4
Instances and Instance Groups
Geometric Objects
Assemblies
3.6
Function Declarations
Function Definitions
Phenomenon Definitions
Verbatim C Sources
Scopes
Miscellaneous
Geometry Shader Data Structures
Instances
Groups
Cameras
Lights
Functions
User Data
Function Declarations
Boxes
Objects
Approximations
Polygon Lists
Polygon Indices
Polygon Vertices
Polygon Vectors
Surfaces: Face List
Surfaces: Surface List
Surfaces: Curve Segment List
Surfaces: Scalar Lists
Surfaces: Curve Point Lists
Surfaces: Basis Lists
Space Curves
Books and Pages
Materials
Rendering Options
Images
Strings
Tag Lists
Color Profiles
3.4
Light Profiles
3.4
Upgrading
Upgrading from mental ray 3.5 to 3.6
Upgrading from mental ray 3.4 to 3.5
Upgrading from mental ray 3.3 to 3.4
Appendix
Command Line Options
mental ray
Inventor mental ray
Environment Variables
Image Display: imf_disp
Image Copy: imf_copy
Image Information: imf_info
Image Comparison: imf_diff
Create Shader Skeletons: mkmishader
Convert Scenes to C: mitoapi
Finalgather Map Copy: fg_copy
Scene File Grammar
Bibliography
Index
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mental images GmbH