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Texturing and Modeling: A Procedural Approach (Book + Windows Disk) [Hardcover]

Ebert
3.8 out of 5 stars  See all reviews (9 customer reviews)

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Texturing and Modeling: A Procedural Approach Texturing and Modeling: A Procedural Approach 3.8 out of 5 stars (9)
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Book Description

May 31 1999 080166361X 978-0122287305 2
Tutorial-reference on procedural approaches to texturing & modeling in computer graphics. Guide for anyone involved in creating computer graphics & animation. DLC: Electronic digital computers - Programming.

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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 --This text refers to an alternate Hardcover edition.

From the Back Cover

"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 demonstrations of procedural texturing and modeling on real-time hardware..."
—Steve Anderson, CTO, Electronic Arts, Los Angeles

"Texturing & 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 techniques or as a comprehensive reference."
—Doug Roble, Creative Director of Software, Digital Domain

Procedural methods are storage-saving modeling and texturing techniques that provide amazing results. This third edition of the most respected tutorial and reference on procedural methods is fully revised and expanded by today's 3D graphics practitioners.

Especially noteworthy in this edition are bonus chapters by Bill Mark, author of Cg, and by John Hart of the University of Illinois at Urbana-Champaign, providing insights of particular interest to game developers as well as all users of real-time graphics.

As in both previous editions of Texturing & Modeling, Third Edition, the award-winning creators of these procedural methods show, step by step, how to produce the breathtaking effects illustrated in this beautiful, full-color book.

Features:

*Real-time issues for game developers

*Seven brand-new chapters, including real-time rendering, cellular texturing, and hardware acceleration

*All new information on particle systems, spot geometry, bump mapping, cloud modeling, and noise

*Full-color illustrations throughout

*Companion website (www.texturingandmodeling.com) containing C code procedures and RenderMan shading language for executing procedures

David S. Ebert is associate professor at Purdue University and editor in chief for IEEE Transactions on Visualization and Computer Graphics. F. Kenton Musgrave, CEO and CTO of Pandromeda, Inc., has developed digital effects for Titanic and Apollo 13. Darwyn Peachey is vice president of Pixar Animation Studios and developer of RenderMan. Ken Perlin is a professor of computer science and director of the Center for Advanced Technology and the Media Research Lab at New York University, and developer of Perlin Noise. Steven Worley publishes plug-in tools for 3D packages through his company, Worley Laboratories. --This text refers to an alternate Hardcover edition.

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Procedural techniques have been used throughout the history of computer graphics. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

Most helpful customer reviews
Format:Hardcover
This is an update of a classic book on procedural texturing and modeling by the main founders of the field. The book presents lengthy discussions of classical procedural texturing using various noise functions of the sort originated by Ken Perlin (one of the authors). It discusses newer texturing techniques such as cellular texturing, which can be used, for example, to create convincing stone patterns. Other chapters focus on animating solid textures (e.g. marble forming, volumetric gasses, etc.), fractal terrain generation, and tips for utilizing existing graphics APIs and hardware for realtime procedural texturing. This is only a sampling of the topics covered.
Code samples in C and RenderMan are given throughout, although most algorithms are given in only one of those languages. This can be a bit of a problem, as many readers will probably not have access to a RenderMan implementation. Nevertheless, it is not too difficult to translate the RenderMan code into C code in many instances.
The biggest drawback to this book is its lack of rigorous technical coverage. The decision to omit many mathematical details was a conscious choice on the part of the authors. Instead the book is mostly prose discussion of the techniques and the coarse descriptions of the underlying concepts. Although the prose is mostly clear, many times I felt myself in need of more specific, technical details. Fortunately, the book's authors are the primary researchers in this field and most of the ideas in the book have been published in academic journals. It was very easy to supplement the book with these primary sources.
Overall I found this to be a very interesting and useful book, with many algorithms essentially ready-to-run right out of the book. It would get five stars, except for the lack of technical and mathematical details mentioned above. Every serious worker in graphics needs to have this book on their shelf. I use mine often.
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3.0 out of 5 stars hits and misses March 3 2002
Format:Hardcover
I'm using this book because I use a shading programing (shaderlab pro 2)language for truespace that is derivitive of renderman. In that sense it was helpfull becuase it filled in the gaps of the poor docs that came with shaderlab. It took me from scratch to a basic understanding of procedural coding. Oddly, the one thing it didn't include that I assumed would be there was a discussion of the worelynoise function and feature points. This was totally strange because one of the authors was worely! Even stranger was that "advanced renderman" did do a decent discussion of it, so now I'll have to buy that! Some people might want to check out "advanced renderman" because it's less intense mathematically and gives more basic insight to renderman usage.
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2.0 out of 5 stars way to expensive for content :( Jan. 3 2001
By John A
Format:Hardcover
Unless you are a complete novice to the subject, I would avoid this book. These so called 'gurus' merely give some of the ideas they have had for making procedural textures, and suggest what you could potentially do. Then they go into great detail on subjects like beveling a brick texture! Not useful. You WONT find explict texture recipes. You WONT learn how to code a texture engine (like Bryce uses for example). There is little you cant find on the web. If this book were [less expensive] I might be singing a different tune...
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Format:Hardcover
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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5.0 out of 5 stars A MUST for a Texture & Material Programmer Dec 26 2000
Format:Hardcover
This book covers all of the CG aspects needed to code material and texture applications. Many commercial CG softwares are using the essential theory and practice given in this book. This book seems as if the compilation of the best Siggraph papers of the pionering researchers of the subject.
If you need to learn the procedural textures and materials: this is THE book.
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