Texturing and Modeling: A Procedural Approach
Elsevier, 2. 12. 2002 - Počet stran: 712
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
CHAPTER 2 BUILDING PROCEDURAL
CHAPTER 3 REALTIME PROGRAMMABLE SHADING
CHAPTER 4 CELLULAR TEXTURING
CHAPTER 5 ADVANCED ANTIALIASING
CHAPTER 6 PRACTICAL METHODS FOR TEXTURE DESIGN
CHAPTER 7 PROCEDURAL MODELING OF GASES
CHAPTER 8 ANIMATING SOLID SPACES
CHAPTER 15 FRACTAL SOLID TEXTURES SOME EXAMPLES
CHAPTER 16 PROCEDURAL FRACTAL TERRAINS
CHAPTER 17 QAEB RENDERING FOR PROCEDURAL MODELS
CHAPTER 18 ATMOSPHERIC MODELS
CHAPTER 19 GENETIC TEXTURES
BUILDING PROCEDURAL PLANETS
ENGINEERING THE APPEARANCE OF CYBERSPACE
C Code Implementing QAEB Tracing
CHAPTER 9 VOLUMETRIC CLOUD MODELING WITH IMPLICIT FUNCTIONS
CHAPTER 10 ISSUES AND STRATEGIES FOR HARDWARE ACCELERATION OF PROCEDURAL TECHNIQUES
CHAPTER 11 PROCEDURAL SYNTHESIS OF GEOMETRY
CHAPTER 12 NOISE HYPERTEXTURE ANTlALlASlNG AND GESTURE
CHAPTER 13 REALTIME PROCEDURAL SOLID TEXTURING
CHAPTER 14 A BRIEF INTRODUCTION TO FRACTALS
Další vydání - Zobrazit všechny
algorithm aliasing animation antialiasing approach basis function bump mapping chapter clouds color complex computer graphics Copyright create cube deﬁned deﬁnition density described detail difﬁcult displacement distance distortion Ebert effects efﬁcient evaluation example feature points ﬁlter ﬁnal ﬁnd ﬁrst float ﬂow fractal noise frequency geometry gradient graphics hardware height ﬁeld helical path hypertexture implementation implicit integration interpolation Ken Perlin Kenton Musgrave L-system lacunarity lattice light method MojoWorld multifractal noise function normal object octaves offset parameters particle systems pattern Perlin Perlin noise pixel planet polygon primitives procedural models procedural techniques procedural texture QAEB radius random real-time realistic rendering RenderMan shading language result rotation sample point scale scene graph shape simple simulate solid space solid texture speciﬁc spline stochastic supersampling surface surface normal surﬂet synthesis texture coordinates texture map three-dimensional tion transformation ture vector vertex visual volume volumetric wavelet