RenderMan

Cloth Simulation

As part of the cloth simulation project outlined in the C++ & OpenGL section, I created C++ camera and RIB exporter classes to enable each frame of the simulation to be exported as a RIB file for rendering.

One of the main reasons for implementing the camera class was to ensure that the scene viewed in the OpenGL window would appear the same when rendered in RenderMan. Fortunately there are numerous similarities between RenderMan and OpenGL with respect to camera parameters. The only major difference is the direction of the z-axis.

The rendering pipeline also allowed the simulation to be rendered using a number of different RenderMan primitives, for example, subdivision meshes and polygons. The image below shows the FBX character rendered as polygons and a subdivision mesh.

FBX character rendered as polygons and a subdivision mesh

The image below shows the FBX character and the cloth skirt object with a velvet shader.

FBX character and the cloth skirt object with a velvet shader