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Texturing and Modeling: A Procedural Approach
 
 
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Texturing and Modeling: A Procedural Approach [Hardcover]

D.S. Ebert
4.8 out of 5 stars  See all reviews (4 customer reviews)

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Hardcover £56.94  
Hardcover, 19 Aug 1998 --  
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There is a newer edition of this item:
Texturing and Modeling: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics) Texturing and Modeling: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics) 4.8 out of 5 stars (4)
£56.94
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Product details

  • Hardcover: 450 pages
  • Publisher: Academic Press Inc; 2nd Revised edition edition (19 Aug 1998)
  • Language English
  • ISBN-10: 0122287304
  • ISBN-13: 978-0122287305
  • Product Dimensions: 23.4 x 18.8 x 2.8 cm
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Bestsellers Rank: 1,592,680 in Books (See Top 100 in Books)
  • See Complete Table of Contents

Product Description

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 --This text refers to an alternate Hardcover edition.

Product 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.

Inside This Book (Learn More)
First Sentence
Procedural techniques have been used throughout the history of computer graphics. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Most Helpful Customer Reviews
6 of 6 people found the following review helpful
By A Customer
Format:Hardcover
The first edition was outstanding for the sheer breadth of its coverage of ways of producing natural-appearing textures via computation. Coupled with an easy-to-read prose style and good examples and color plates, it'll make you think of ways of doing apparently unrelated things you'd never have thought of otherwise. I only got a glimpse of the second edition, but this has been a busy field the last five years, and I fully expect the second edition to be as useful and interesting as the first.
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1 of 1 people found the following review helpful
By A Customer
Format:Hardcover
It doesn't get better than this. If you're doing more with graphics than drawing circles and boxes, you NEED this book. The writing style is academic yet conversational. A solid math background is recommended.
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Amazing! 21 April 2012
By Michele
Format:Hardcover|Amazon Verified Purchase
This book is a must for everyone who wants to understand how CG works and to create applications including textures and terrain generators, together with shaders for realtime and other.
I put 4 stars, even if I consider it a 5 stars, only because I had to read some chapters twice and together with other online materials just to understand better, but it's just me, I mean, I'm not a genius in math, but they use a very common language, especially the chapters of Dr. Musgrave.
So if you know the matters, better for you, otherwise put a lot of attention.
The book is very inspiring: I'm applying its theory with SideFX Houdini in my free time and I'm learning new things day after day.
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