Introduction Procedural Techniques and Computer Graphics What Is a Procedural Technique? The Power of Procedural Techniques Procedural Techniques and Advanced Geometric Modeling Aim of This Book Organization
Building Procedural Introduction Texture Procedural Texture Procedural versus Nonprocedural Implicit and Explicit Procedures Advantages of Procedural Texture Disadvantages of Procedural Texture The RenderMan Shading Language What If You Don't Use RenderMan? Procedural Pattern Generation Shading Models Pattern Generation Texture Spaces Layering and Composition Steps, Clamps, and Conditionals Periodic Functions Splines and Mappings Example: Brick Texture Bump-Mapped Brick Example: Procedural Star Texture Spectral Synthesis What Now? Aliasing and How to Prevent It Signal Processing Methods of Antialiasing Procedural Textures Determining the Sampling Rate Clamping Analytic Prefiltering Better Filters Integrals and Summed-Area Tables Example: Antialiased Brick Texture Alternative Antialiasing Methods Making Noises Lattice Noises Value Noise Gradient Noise Value-Gradient Noise Lattice Convolution Noise Sparse Convolution Noise Explicit Noise Algorithms Fourier Spectral Synthesis Generating Irregular Patterns Spe
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.
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.
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.
- No. of pages:
- © Morgan Kaufmann 2003
- 2nd December 2002
- Morgan Kaufmann
- Hardcover ISBN:
"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
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.
Purdue University, West Lafayette, Indiana, U.S.A.
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.
Pandromeda, Inc., Waterford, VA, U.S.A.
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.
Pixar Animation Studios, Emeryville, CA, U.S.A.
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.
New York University, New York City, NY, U.S.A.
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.