From: bergen@seas.gwu.edu (Daria Bergen)
Subject: Re: TECH/PHIL: World Descriptions
Date: Tue, 7 Jul 1992 05:34:24 GMT
Organization: George Washington University


In article <BqvzEz.35s@watserv1.waterloo.edu> broehl@sunee.waterloo.edu (Bernie Roehl) writes:

>Hmm... I'm only slightly familiar with RenderMan.
>I'll check locally for info; is there a quick summary of it out on the net
>anywhere?

I'm not aware of any summary available on the net.  The
reference I have is _The RenderMan Companion_ by Steve
Upstill (ISBN 0-201-50868-0).  While this is a scene
description language explicitly written for photorealistic
rendering, I feel one may be able to apply many of the
attributes they have defined to virtual worlds.

For example, you previous mentioned what type of attributes
should light sources have.  Within Renderman you can define
the following light source shaders:

Ambient Light (distributed uniformly, all direction):
  parameters: intensity, color

Distant Lights (distributed uniformly, one direction):
  parameters: intensity, color, from, to

Point Lights (distributed uniformly, falls off with distance^2):
  parameters: intensity, color, from

Spot Lights (has position & direction, falls off
             exponentially with angle from center of the
             cone):
  parameters: intensity, color, from, to, coneangle,
	      conedeltaangle, beamdistribution


Although RenderMan is meant to be used for animation, one
might be able to infer standard attributes which could be
applicable to virtual worlds (atmosphere effects, image
based texture maps, procedural texture maps, material
properties, etc).

I know we're a long way from worrying about "Photorealisctic
VR" but if someone has the horsepower, we should allow them
to use it.

Just a thought.
-- Daria



-- 
Daria Bergen                        | 
The George Washington University    |  Naval Research Lab
bergen@seas.gwu.edu                 |  bergen@enews.nrl.navy.mil
703-271-5473                        |  202-404-6814
