java qr code app How to use the module and the BMRT in Java

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How to use the module and the BMRT
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The Blue Moon Rendering Tools are a collection of programs and a library that renders three-dimensional scenes described by the RenderMan Interface specification. Some of the tools are meant to render or preview scenes, and some are meant to compile shaders or preprocess images to be used as texture maps. The documentation that comes with the BMRT adequately explains these tools, but I ll offer a short summary here, mainly because the RenderMan module refers to them as output methods.
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RENDERMAN
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The RenderMan module can be used to directly invoke the BMRT previewer or the rendering engine to produce graphics output, but it can also be used to create a RIB (RenderMan Interface Bytestream) file. This file can then be fed to another rendering engine, such as Pixar s Photorealistic RenderMan. The content of this file will resemble your program code quite closely, and is almost a direct translation of all the calls that can be made to the RenderMan API. To select which of the output methods you want, you specify either rgl, rendrib, or a file name to the Begin() method. If nothing is specified to the Begin() method, the RIB output will be printed to STDOUT, and you can pipe it directly into a tool that will read it. Some of these tools come with the BMRT and we ll have a short look at them. To preview a RIB file, you can use the rgl program, which displays your drawing primitives as simple shapes and uses Gouraud shading instead of full rendering. This can provide a quick and handy check as to whether your animation is running as it should, and whether the movements are correct before you spend vast amounts of computing power on rendering the full scenes. To actually render the scenes in all their glory, use the rendrib program. This produces high-quality images that are either displayed on your screen or written to a file, depending on the settings contained in the bytestream it is rendering. It uses ray tracing and radiosity to render the scenes, and produces surprisingly good looking images. 9.2.2
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The RenderMan language binding for Perl
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The Perl implementation for the RenderMan API follows the C implementation very closely, but there are, of course, a few differences. First, all function names in the C library start with the string Ri, such as RiBegin() and RiEnd(). The Perl equivalents do not use this prefix, but use instead the same names as in the RIB files. All types in the C version start with Ri, but since we don t need to worry about types in Perl, that will not concern us. The constants in the C library all begin with RI_, and this is the same for the Perl module. The arguments to the Perl functions can be passed much more conveniently than the arguments to their C equivalents. All parameter lists are passed as hash references in the Perl functions, while in the C API they need to be passed in as separate arguments, which all have to be pointers, terminated by the constant RI_NULL. For example, the function to set up a light source is defined as
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RtLightHandle RiLightSource( shadername, parameterlist ) RtToken shadername;
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or, for the RIB binding
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LightSource name sequencenumber parameterlist
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The C version returns a handle to a light source, which can be used for further operations later on. In the RIB version the equivalent of that handle is the sequence number. The Perl version of this function will follow the C API most closely, meaning that 166
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THREE-DIMENSIONAL GRAPHICS
it returns a handle to a light source, and it takes two arguments: a shader name and an optional hash reference containing the parameters to this shader. In C you would have to call RiLightSource() in the following manner:
RtLightHandle alight; RtFloat intensity = 0.5; alight = RiLightSource("ambientlight", "intensity", &intensity, RI_NULL);
In Perl, you call it in this way:
$alight = LightSource("ambientlight", {intensity => 0.5});
which, at least to me, seems much more readable and convenient. For completeness, this is the equivalent RIB call:
LightSource "ambientlight" 1 "intensity" [0.5]
One further point to note is that all arrays, matrices, and other types are implemented as one-dimensional arrays of doubles in the Perl module. The elements of a two-dimensional matrix in this one-dimensional array are organized row by row. In other words, all the elements of the first row come first, then all the elements of the second row, and so on. This is important to know if you plan to create vectors and matrices for use by the RenderMan module. 9.2.3
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