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Texturing and Modeling

A Procedural Approach

  • 2nd Edition - July 31, 1998
  • Latest edition
  • Editor: David S. Ebert
  • Language: English

Procedural rendering, modeling, shading and texturing are of growing importance in computer graphics and animation, and, to date, there is no other comprehensive book covering… Read more

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Description

Procedural rendering, modeling, shading and texturing are of growing importance in computer graphics and animation, and, to date, there is no other comprehensive book covering these topics. This book contains a toolbox of procedures upon which programmers can build a library of procedural textures and objects. It also includes extensive explanations of how these functions work, and how to design new functions. The revision includes updates to the core original text and an additional six chapters. These new chapters introduce and present to the graphics community the state of the art concerning the procedural approach. New chapters include: Cellular Texture Generation, volumetric Cloud Modeling with Implicit Functions, Interacting with Virtual Actors Rendering with Adaptive Level of Detail.

Key features

* Written at a usable level by the developers of the techniques, including Academy Technical Achievement Award-winners Ken Perlin and Darwyn Peachey* Serves as a sourcebook for those writing rendering systems, shadings, and animations* Provides a toolbox of specific procedures and basic primitive functions for producing realistic images* Describes procedural character animation techniques, including facial animation* Discusses the design and implementation of essential procedural primitives such as noise and turbulence* Procedures are presented in C code segments or in RenderManâ shading language* CD-ROM contains the code from within the book for easy implementation.* * Introduces volumetric cloud modeling.* Shows how to exploit the inherent multi-resolution capability of procedural models.* Discusses the use of genetic techniques for generating textures.> * Describes the use of fractals for generating realistic mountains, > landscapes, and planets.

Readership

Computer graphics programmers, software developers, multimedia designers, students, researchers, and others interested in graphics programming.

Table of contents

Italics indicate content that has been added or revised in the second edition. Preface - Revised Forward by Pat Hanrahan - NewAcknowledgments 1. Introduction - Ebert - Revised and ExpandedWhy Proceduralism - revised Procedural techniques and advanced geometric modeling -New The growth of procedural techniques - NewAim of this book Organization 2. Building Procedural Textures- Peachey Introduction Procedural Pattern Generation Aliasing and How to Prevent It Making Noises Generating Irregular Patterns RenderMan Esoterica 3. Practical Methods for Texture Design - Worley Introduction Toolbox Functions The User Interface Antialiasing Efficiency Parameter Preprocessing Caching C Coding Tricks Tricks Perversions and Other Fun Texture Abuses Where We're Going 4. Texture Design Examples- Worley - New A discussion of a new primitive for generating naturalistic textures Siggraph 96 paper by Worley) 5. Advanced Antialiasing - Worley - New 6. Procedural Modeling of Gases- Ebert Introduction The Rendering SystemSolid Spaces Geometry of the Gases 7. Animating Solid Spaces - Ebert Animating Solid Textures Animation of Gaseous Volumes Animating Hypertextures Conclusion 8. Volumetric Cloud Modeling with Implicit Functions - Ebert - New Two-level Approach to Modeling Clouds Volumetric Modeling with Implicit Functions Procedural Volumetric Detail Modeling Cumulus, Cirrus, and Stratus Clouds Animating Cloud Dynamics 9. Noise, Hypertexture, Antialiasing, and Gesture - Perlin Introduction Constructing the Noise Function RaymarchingInteraction Some Simple Shapes to Play With Examples of Hypertextures Architexture Turbulence Antialiased Rendering of Procedural Textures Surflets Textural Limb Animation Examples 10. Interacting with Virtual Actors - Perlin - New Motion texture synthesis Behavior engines Actor Scripting Actor Personality and Reactivity Live Performance Animation 11. A Brief Introduction to Fractals - Musgrave Fractals and Proceduralism Procedural fBm Multifractal Functions Fractals and Ontogenetic Modeling Conclusions 12. Fractal Solid Textures: Some Examples- Musgrave Clouds Distortion for Cirrus Clouds and Global Circulation Water Earth 13. Procedural Fractal Terrains - Musgrave Advantages of Point Evaluation The Height Field Homogeneous fBm Terrain Models Heterogeneous Terrain Models 14. Rendering with Adaptive Level of Detail - Musgrave - New The QAEB Algorithm Terrains Volumetric Phenomena Planets 15. Genetic Textures - Musgrave - New Automating Texture Generation The Biological Analogy Genetic Programming The User Interface Possible Approaches 16. Procedural Atmospherics - Musgrave - New Atmospheric perspective Color perspective Exponential atmosphere Planetary atmosphere Volumetric Clouds Bibliography Index

Product details

  • Edition: 2
  • Latest edition
  • Published: August 19, 1998
  • Language: English

About the editor

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David S. Ebert

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.
Affiliations and expertise
Purdue University, West Lafayette, Indiana, U.S.A.