Texturing and Modeling
A Procedural ApproachBy
- David Ebert, Purdue University, West Lafayette, Indiana, U.S.A.
- F. Kenton Musgrave, Pandromeda, Inc., Waterford, VA, U.S.A.
- Darwyn Peachey, Pixar Animation Studios, Emeryville, CA, U.S.A.
- Ken Perlin, New York University, New York City, NY, U.S.A.
- Steve Worley
Professional game and game engine developers; real-time graphics and simulation developers; creators of movie special effects; computer graphics, geometric modeling, CAGD, animation, and visualization programmers and researchers pertaining to all applications of practical, artistic, entertainment, medical, military, manufacturing etc. products.
Hardbound, 712 pages
Published: December 2002
Imprint: Morgan Kaufmann
"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