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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) (Hardcover)

by David S. Ebert (Author), F. Kenton Musgrave (Author), Darwyn Peachey (Author), Ken Perlin (Author), Steve Worley (Author) "This chapter describes how to construct procedural texture functions in a variety of ways, starting from very simple textures and eventually moving on to quite..." (more)
5.0 out of 5 stars  See all reviews (3 customer reviews)
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Product details

  • Hardcover: 712 pages
  • Publisher: Morgan Kaufmann; 3 edition (4 Jan 2003)
  • Language English
  • ISBN-10: 1558608486
  • ISBN-13: 978-1558608481
  • Product Dimensions: 23.6 x 19.2 x 4.4 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon.co.uk Sales Rank: 145,317 in Books (See Bestsellers in Books)

    Popular in this category:

    #33 in  Books > Art, Architecture & Photography > Design Studies > Multimedia
  • 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


Product Description

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.

Inside This Book (Learn More)
First Sentence
This chapter describes how to construct procedural texture functions in a variety of ways, starting from very simple textures and eventually moving on to quite elaborate ones. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index
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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., 20 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, 4 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, 6 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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