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Texturing and Modeling [Anglais] [Relié]

D.S. Ebert


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Descriptions du produit

Review

“This book has always been my favorite computer graphics book…The authors are the key inventors of the technology and some of the most creative individuals I know.”—From the foreword by Pat Hanrahan, Canon USA Professor, Stanford University

“This 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…”—Steve Anderson, CTO, Electronic Arts, Los Angeles

“Texturing 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.”—Doug 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.
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* 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.

Ingram

This book contains a toolbox of procedures upon which programmers can build a library of procedural textures and objects. Procedural rendering, modeling, shading, and texturing are of growing importance in computer graphics and animation, and this is the first comprehensive book covering these topics. Disk contains the code from within the book for easy implementation. --Ce texte fait référence à une édition épuisée ou non disponible de ce titre.

JA Majors Book Info

Tutorial-reference on procedural approaches to texturing & modeling in computer graphics. Guide for anyone involved in creating computer graphics & animation. DLC: Electronic digital computers Programming.

Back Cover Copy

Completely revised and updated with new chapters, this is the classic reference for defining the procedural approach to texturing and modeling. Updated to the current computer graphics marketplace, the second edition contains a toolbox of procedures upon which programmers can build a library of textures and objects.

About the author

Dr. David S. Ebert is an assistant professor in the computer science department at the University of Maryland Baltimore County. He received his PhD. in Computer and Information Science from Ohio State University, and is a frequent course organizer at SIGGRAPH. F. Kenton Musgrave is an assistant professor in the computer science department at George Washington University. He received his PhD. in computer science from Yale. Darwyn Peachey has worked on animation and rendering software at Pixar since 1988. He received BS and MS degrees in computer science from the University of Saskatchewan in Canada. Ken Perlin is an associate professor of computer science and the director of the Media Research Laboratory at the Courant Institute of Mathematical Sciences at New York University. He received his PhD. in computer science at the Courant Institute. Steve Worley is an active researcher in graphics texturing, with experience in practical implementation of textures for use by other 3-D artists. He is the author of the popular Essence library of algorithmic textures.
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