Texturing and Modeling: A Procedural Approach (Book + Windows Disk) Hardcover – May 31 1999
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"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 out of print or unavailable edition of this title.
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.
*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 out of print or unavailable edition of this title.
Top Customer Reviews
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.
If you need to learn the procedural textures and materials: this is THE book.
Most recent customer reviews
This book has several serious problems.
The most glaring is that a significant number of the examples are coded in the "Renderman shading language". Read more
Okay, the content of the book was excelent. My question was why did not the authors of the book have a some executables on the CD. Read morePublished on Jan. 30 2000 by akbar ali
I found this book in a rack in a local book shop where they had kept books about Photoshop and Illustrator. Read morePublished on July 6 1999
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