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An Introduction to 3D Computer Graphics

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Course Overview This concise guide introduces practical and conceptual foundations of 3D computer graphics with an emphasis on shading, texture mapping, displacement, and shader programming (including RenderMan examples). It bridges geometry and appearance, showing how surface properties and light interactions produce convincing, natural-looking imagery. The presentation balances theory and hands-on workflows so learners can apply concepts directly in common rendering pipelines and shader environments.

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An Introduction to
3D Computer Graphics

Exploring Photo-Realism
with MacRenderMan




© Malcolm A. Kesson




Version 6.0 PDF 1995

,CONTENTS




1 Introduction
Interactivity v scripting
Illusions and interfaces
RenderMan
What is a script?
Why use scripting?
What’s the catch?



2 Getting Started
Overview
Using a default camera
Setting a perspective view
Rotating an object
Scaling
Assembling an object
Syntax and the structure of a RIB file



3 Transformations
Translation
Rotation
Scaling
Skewing
Applying transformations
Applying sequences of transformations



4 Shading – the basics
Using lights and materials
Applying an image to an object
Preparing an image for texture mapping
Using an image to displace a surface
Avoiding rendering errors and improving performance



5 Shaping Up – Library Objects and Polygons
Overview – quadrics and polygons
RenderMan’s library of quadric surfaces
Placing objects in the world

,Positioning the world relative to the camera
Modelling a coffee mug
The effects of scaling and translation
Reusable geometry
Playing with materials – surface shaders wood, carpet and spatter
Making a composition the wrong way
Making a composition the correct way
Another way of grouping objects
Summary of methods relating to the grouping of objects
A simple polygon model (to be added)



6 An Improved Camera
Overview
Depth of field
Motion blur
Field of view
Matching a VR camera to a real camera



7 Animation
Using FrameUP
Animated texture and displacement maps



8 Basic Lighting
Overview
Defining a light source
Types of light sources – descriptions
Types of light sources – examples
An example script
Reference
Positioning lights in space



9 Advanced lighting – Casting Shadows
Overview
An example script
The shadow algorithm: how it works
An example animation

, 10 Importing Fragments
Overview
A sample fragment
Importing correctly
Importing incorrectly
Fragments and objects
Restrictions




Appendix A – Overview of MacRenderMan

Appendix B – RenderMan Quick Reference

Appendix C – Shaders Reference

Appendix D – Projects
Separating Shape from Shading
Combining the ‘real’ and the ‘imaginary’
Three Dimensional Icons for a Graphical User Interface

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Uploaded on
March 3, 2026
Number of pages
120
Written in
2007/2008
Type
OTHER
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