Review
ÂThis book has always been my favorite computer graphics bookÂ
The authors are the key inventors of the technology and some of the most creative individuals I know.ÂÂFrom the foreword by Pat Hanrahan, Canon USA Professor, Stanford University
ÂThis new edition updates the definitive book on the subject with 50% more material. Video game developers will be particularly interested in the demenstrations of procedural texturing and modeling on real-time hardware ÂÂSteve Anderson, CTO, Electronic Arts, Los Angeles
ÂTexturing and Modeling, Third Edition has kept up with the latest technology and provides insight and instruction on how to best use it. I would recommend it to anyone as an introduction to procedural techniquest or as a comprehensive reference.ÂÂDoug Roble, Creative Director of Software, Digital Domain --Ce texte fait référence à lédition Relié .
ÂThis new edition updates the definitive book on the subject with 50% more material. Video game developers will be particularly interested in the demenstrations of procedural texturing and modeling on real-time hardware ÂÂSteve Anderson, CTO, Electronic Arts, Los Angeles
ÂTexturing and Modeling, Third Edition has kept up with the latest technology and provides insight and instruction on how to best use it. I would recommend it to anyone as an introduction to procedural techniquest or as a comprehensive reference.ÂÂDoug Roble, Creative Director of Software, Digital Domain --Ce texte fait référence à lédition Relié .
Book Description
Procedural rendering, modeling, shading and texturing are of growing importance in computer graphics and animation, and, to date, there is no other comprehensive book covering these topics. This book contains a toolbox of procedures upon which programmers can build a library of procedural textures and objects. It also includes extensive explanations of how these functions work, and how to design new functions. The revision includes updates to the core original text and an additional six chapters. These new chapters introduce and present to the graphics community the state of the art concerning the procedural approach. New chapters include: Cellular Texture Generation, volumetric Cloud Modeling with Implicit Functions, Interacting with Virtual Actors Rendering with Adaptive Level of Detail.
⢠Written at a usable level by the developers of the techniques, including Academy Technical Achievement Award-winners Ken Perlin and Darwyn Peachey
⢠Serves as a sourcebook for those writing rendering systems, shadings, and animations
⢠Provides a toolbox of specific procedures and basic primitive functions for producing realistic images
⢠Describes procedural character animation techniques, including facial animation
⢠Discusses the design and implementation of essential procedural primitives such as noise and turbulence
⢠Procedures are presented in C code segments or in RenderManâ shading language
⢠CD-ROM contains the code from within the book for easy implementation.
*
* Introduces volumetric cloud modeling.
* Shows how to exploit the inherent multi-resolution capability of procedural models.
* Discusses the use of genetic techniques for generating textures.
> * Describes the use of fractals for generating realistic mountains, > landscapes, and planets.
⢠Written at a usable level by the developers of the techniques, including Academy Technical Achievement Award-winners Ken Perlin and Darwyn Peachey
⢠Serves as a sourcebook for those writing rendering systems, shadings, and animations
⢠Provides a toolbox of specific procedures and basic primitive functions for producing realistic images
⢠Describes procedural character animation techniques, including facial animation
⢠Discusses the design and implementation of essential procedural primitives such as noise and turbulence
⢠Procedures are presented in C code segments or in RenderManâ shading language
⢠CD-ROM contains the code from within the book for easy implementation.
*
* Introduces volumetric cloud modeling.
* Shows how to exploit the inherent multi-resolution capability of procedural models.
* Discusses the use of genetic techniques for generating textures.
> * Describes the use of fractals for generating realistic mountains, > landscapes, and planets.
