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Texturing and Modeling: A Procedural Approach
 
 

Texturing and Modeling: A Procedural Approach (Hardcover)

by D.S. Ebert (Author) "Procedural techniques have been used throughout the history of computer graphics ..." (more)
5.0 out of 5 stars See all reviews (3 customer reviews)

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Product details

  • Hardcover: 415 pages
  • Publisher: Academic Press Inc; 2Rev Ed edition (19 Aug 1998)
  • Language English
  • ISBN-10: 0122287304
  • ISBN-13: 978-0122287305
  • Product Dimensions: 24.3 x 19.5 x 3.2 cm
  • Average Customer Review: 5.0 out of 5 stars See all reviews (3 customer reviews)
  • Amazon.co.uk Sales Rank: 1,485,019 in Books (See Bestsellers in Books)

    Popular in this category:

    #43 in  Books > Computing & Internet > PC & Video Games > Programming > Virtual Reality
  • See Complete Table of Contents

Product Description

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.

About the Author
Dr. David S. Ebert is an associate professor in the School of Electrical and Computer Engineering at Purdue University. He has served on the ACM SIGGRAPH Executive Committee and was Editor-in-Chief for IEEE Transactions on Visualization and Computer Graphics.

F. Kenton Musgrave is CEO and CTO of Pandomeda, Inc., whose planet-building software product, MojoWorld, is the pinnacle of his research. He lectures internationally on fractals, computer graphics and the visual arts, and has developed digital effects for films such as Titanic and Apollo 13.

Darwyn Peachey is vice-president of Research and Development at Pixar Animation Studios. Prior to joining Pixar in 1988, Mr. Peachey was a member of the research staff at the University of Saskatchewan in Canada.

Ken Perlin is Professor of Computer Science and Director of the Center for Advanced Technology and the Media Research Lab at New York University. Dr. Perlin received a technical achievement Academy Award for his Perlin Noise, a procedural technique used in motion picture visual effects.

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. --This text refers to the Hardcover edition.


Inside This Book (Learn More)
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Procedural techniques have been used throughout the history of computer graphics. Read the first page
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Customer Reviews

3 Reviews
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Average Customer Review
5.0 out of 5 stars (3 customer reviews)
 
 
 
 
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4 of 4 people found the following review helpful:
5.0 out of 5 stars The best summary short of lots of peer-reviewed papers., 21 Jul 1999
By A Customer
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:
5.0 out of 5 stars THE procedural texturing book, 5 Jun 1999
By A Customer
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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0 of 3 people found the following review helpful:
5.0 out of 5 stars A must for serious graphics developer and researcher, 7 Jul 1999
By A Customer
I found this book in a rack in a local book shop where they had kept books about Photoshop and Illustrator. I asked the book seller, he said it's about making nice images so it is there. Any way absolutely must book for serious graphics researcher. I got introduced to genetic textures, I was unaware of them.

The book does not cover reaction diffusion textures.

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