Texturing & Modeling: A Procedural ApproachMorgan Kaufmann, 2003 - Počet stran: 687 The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format. As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones. New to the third edition are chapters by two well-known contributors: Bill Mark of NVIDIA and John Hart of the University of Illinois at Urbana-Champaign on state-of-the-art topics not covered in former editions. An accompanying Web site (www.texturingandmodeling.com) contains all of the book's sample code in C code segments (all updated to the ANSI C Standard) or in RenderMan shading language, plus files of many magnificent full-color illustrations. No other book on the market contains the breadth of theoretical and practical information necessary for applying procedural methods. More than ever, Texturing & Modeling remains the chosen resource for professionals and advanced students in computer graphics and animation. *New chapters on: procedural real-time shading by Bill Mark, procedural geometric instancing and real-time solid texturing by John Hart, hardware acceleration strategies by David Ebert, cellular texturing by Steven Worley, and procedural planets and virtual universes by Ken Musgrave. *New material on Perlin Noise by Ken Perlin. *Printed in full color throughout. *Companion Web site contains revised sample code and dozens of images. |
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CHAPTER 1 INTRODUCTION | 1 |
CHAPTER 2 BUILDING PROCEDURAL | 7 |
CHAPTER 3 REALTIME PROGRAMMABLE SHADING | 97 |
CHAPTER 4 CELLULAR TEXTURING | 135 |
CHAPTER 5 ADVANCED ANTIALIASING | 157 |
CHAPTER 6 PRACTICAL METHODS FOR TEXTURE DESIGN | 179 |
CHAPTER 7 PROCEDURAL MODELING OF GASES | 203 |
CHAPTER 8 ANIMATING SOLID SPACES | 227 |
CHAPTER 15 FRACTAL SOLID TEXTURES SOME EXAMPLES | 447 |
CHAPTER 16 PROCEDURAL FRACTAL TERRAINS | 489 |
CHAPTER 17 QAEB RENDERING FOR PROCEDURAL MODELS | 509 |
CHAPTER 18 ATMOSPHERIC MODELS | 529 |
CHAPTER 19 GENETIC TEXTURES | 547 |
BUILDING PROCEDURAL PLANETS | 565 |
ENGINEERING THE APPEARANCE OF CYBERSPACE | 617 |
C Code Implementing QAEB Tracing | 625 |
CHAPTER 9 VOLUMETRIC CLOUD MODELING WITH IMPLICIT FUNCTIONS | 263 |
CHAPTER 10 ISSUES AND STRATEGIES FOR HARDWARE ACCELERATION OF PROCEDURAL TECHNIQUES | 287 |
CHAPTER 11 PROCEDURAL SYNTHESIS OF GEOMETRY | 305 |
CHAPTER 12 NOISE HYPERTEXTURE ANTlALlASlNG AND GESTURE | 337 |
CHAPTER 13 REALTIME PROCEDURAL SOLID TEXTURING | 413 |
CHAPTER 14 A BRIEF INTRODUCTION TO FRACTALS | 429 |
C Code for Intersection and Surface Normal | 627 |
629 | |
653 | |
About the Authors and Contributors | 687 |
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algorithm aliasing animation antialiasing approach basis function bump mapping chapter color complex computer graphics Copyright create cube define density described detail dimension displacement distance distortion Ebert effects evaluation example feature points filter float fractal noise fragment frequency GADD geometry gradient graphics hardware height field helical path hypertexture implementation integration interpolation Ken Perlin Kenton Musgrave L-system lacunarity lattice light lookup method Mojo World multifractal noise function normal object octaves offset opacity parameters particle systems pattern Perlin Perlin noise pixel planet polygon procedural models procedural techniques procedural texture QAEB radius random real-time realistic rendering RenderMan shading language result rotation sample point scale scene graph screen space shape simple simulate solid space solid texture specified spline stochastic supersampling surface surface normal surflet synthesis terrain models texture coordinates texture map three-dimensional tion transformation ture vector vertex visual volume volumetric wavelet