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 | DIGITAL MODELING OF MATERIAL APPEARANCE
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By
Julie Dorsey, Yale University, New Haven, CT, U.S.A.
Holly Rushmeier, Yale University, New Haven, CT, U.S.A.
François Sillion, INRIA Rhône-Alpes, Montbonnot, France
Included in series
The Morgan Kaufmann Series in Computer Graphics,
Description
Computer graphics systems are capable of generating stunningly realistic images of objects that have never physically existed. In order
for computers to create these accurately detailed images, digital models of appearance must include robust data to give viewers a credible
visual impression of the depicted materials. In particular, digital models demonstrating the nuances of how materials interact with light
are essential to this capability.
This is the first comprehensive work on the digital modeling of material appearance: it explains
how models from physics and engineering are combined with keen observation skills for use in computer graphics rendering.
Written by
the foremost experts in appearance modeling and rendering, this book is for practitioners who want a general framework for understanding
material modeling tools, and also for researchers pursuing the development of new modeling techniques. The text is not a "how to" guide
for a particular software system. Instead, it provides a thorough discussion of foundations and detailed coverage of key advances.
Practitioners
and researchers in applications such as architecture, theater, product development, cultural heritage documentation, visual simulation
and training, as well as traditional digital application areas such as feature film, television, and computer games, will benefit from
this much needed resource.
ABOUT THE AUTHORS
Julie Dorsey and Holly Rushmeier are professors in the Computer Science Department at Yale
University and co-directors of the Yale Computer Graphics Group. Francois Sillion is a senior researcher with INRIA (Institut National
de Recherche en Informatique et Automatique), and director of its Grenoble Rhone-Alpes research center.
Audience
Researchers, engineers, and software developers in computer graphics and game development. Those creating special effects in movies and
games (lighting designers, technical directors, researchers, software developers) and those to design work in industries such as automotive,
paint, metal, and product design.
Contents
Contents
Chapter 1 Introduction
Chapter 2 Background
Light
Human Perception and Judgments
Luminance and Brightness
Color
Directional
Effects
Textures and Patterns
Image Synthesis
Shape
Incident Light
Material
Summary and Further Reading
Chapter 3 Observation and
Classification
A Tour of Materials
Examples of Modeling Classes of Materials
Chapter 4 Mathematical Terms
Energy as a Function of
Time, Position, and Direction
Position
Direction
Radiance
Reflectance and the BRDF
Distribution Functions
Energy Conservation and
the BRDF
Reciprocity and the BRDF
Chapter 5 General Material Models
Reflection and Refraction from a Smooth Surface
Empirical Models
Lambertian Reflectance
Phong Reflectance
Ward Reflectance
Lafortune Reflectance
Ashikhmin-Shirley Anisotropic Phong Reflectance
Analytical First Principles Models
Micro-facet Distributions
Models Based on Geometric Optics
Blinn and Cook-Torrance Reflectance
Oren-Nayar Reflectance
Models Based on Wave Optics
Simulation from First Principles
Spectral Effects
Other Effects
Polarization
Phosphorescence and Fluorescence
Scattering in Volumes
Measured Properties
Solid Volumetric Media: Subsurface Scattering
Spatial
Variations
Chapter 6 Specialized Material Models
Natural Organic Materials
Humans and Other Mammals
Birds, Reptiles, Amphibians,
Fish and Insects
Plants
Natural: Inorganic
Porous Materials
Water in Other Materials: Wet/Dry Appearance
Snow
Materials in Manufactured
Goods
Fabrics
Paints, Coatings and Artistic Media
Gems
Chapter 7 Measurement
Traditional Measurement
Gonio reflectometers
Nephelometers
Industrial Measurement Devices
Image-Based BRDF Measurements of Sample Materials
Cameras as Sensors
Measuring Prepared Homogeneous
Material Samples
Measurement of Existing Objects
Large Objects and Buildings
Simultaneous Shape and Reflectance Capture
Small Scale
Geometric Structures
Normal and Bump Maps
Bidirectional Texture Functions
Alternative Representations
Subsurface Scattering and Volumetric
Media
Additional Dimensions
Chapter 8 Aging and Weathering
Weathering Taxonomy
Chemical
Mechanical
Biological
Combined Processes
Simulation of Weathering Effects
Patination
Impacts
Scratches
Cracking
Flow and Deposition
Dust Accumulation
Weathering Systems
Replication of Aged Appearance
Manual Application
Accessibility Shading/Ambient Occlusion
Capture, Analysis, and Transfer of Effects
Chapter 9 Specifying and encoding appearance descriptions
Practical techniques for appearance specification
Visual interfaces for
analytic models
3DPainting
Textual and programming interfaces
Composition from basic building blocks
Encoding local appearance attributes
Parameterized models
Tabular data
Basis functions
Association of material and shape
Discussion of surface parameterization
Representation
of light and view-dependence
Chapter 10 Rendering appearance
An overview of image creation techniques
Object projection techniques
Image sampling techniques
Local and global calculations
Simulating global illumination
Monte Carlo evaluation of the rendering equation
Caching mechanisms
Finite elements methods
Rendering local appearance
Texture mapping and detail management
BRDF and BTF sampling
Subsurface scattering and participating media
Color and tone
Spectral rendering
Dynamic range and tone mapping
Precomputed rendering
elements
| Bibliographic details |
Hardbound, 336 pages, publication date: DEC-2007
ISBN-13: 978-0-12-221181-2
ISBN-10: 0-12-221181-2
Imprint: MORGAN KAUFFMAN
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| Price and Ordering |
Price:
EUR 53.95 USD 73.95 GBP 46
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Last update: 5 Sep 2009
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