Ebert | Texturing and Modeling | E-Book | sack.de
E-Book

E-Book, Englisch, 332 Seiten, Web PDF

Reihe: The Morgan Kaufmann Series in Computer Graphics

Ebert Texturing and Modeling

A Procedural Approach
1. Auflage 2014
ISBN: 978-1-4832-9702-6
Verlag: Elsevier Science & Techn.
Format: PDF
Kopierschutz: 1 - PDF Watermark

A Procedural Approach

E-Book, Englisch, 332 Seiten, Web PDF

Reihe: The Morgan Kaufmann Series in Computer Graphics

ISBN: 978-1-4832-9702-6
Verlag: Elsevier Science & Techn.
Format: PDF
Kopierschutz: 1 - PDF Watermark



Congratulations to Ken Perlin for his 1997 Technical Achievement Award from the Academy of Motion Picture Arts and Science Board of Governors, given in recognition of the development of 'Turbulence', Perlin Noise, a technique discussed in this book which is used to produce natural appearing textures on computer-generated surfaces for motion picture visual effects. Dr. Perlin joins Darwyn Peachey (co-developer of RenderMan(R), also discussed in the book) in being honored with this prestigious award.* * Written at a usable level by the developers of the techniques* Serves as a source book for those writing rendering systems, shaders, and animations.* Discusses the design and implementation of noise functions.* Contains procedural modeling of gases, hypertextures, mountains, and landscapes.* Provides a toolbox of specific procedures and basic primitive functions for producing realistic images.* Procedures are presented in C code segments or in Renderman shading language. * 3.5' disk contains the code from within the book for easy implementation

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Weitere Infos & Material


1;Front Cover;1
2;Texturing and Modeling: A Procedural Approach;4
3;Copyright Page;5
4;Table of Contents;6
5;Preface;10
6;Acknowledgments;12
7;Author Addresses;14
8;Chapter 1. Introduction;16
8.1;Why Proceduralism;16
8.2;Aim of This Book;17
8.3;Organization;17
9;Chapter 2. Building Procedural Textures;20
9.1;Introduction;20
9.2;Procedural Pattern Generation;30
9.3;Aliasing and How to Prevent It;64
9.4;Making Noises;80
9.5;Generating Irregular Patterns;99
9.6;RenderMan Esoterica;111
10;Chapter 3. Practical Methods for Texture Design;116
10.1;Introduction;116
10.2;Toolbox Functions;116
10.3;The User Interface;125
10.4;Antialiasing;132
10.5;Efficiency;139
10.6;Parameter Preprocessing;140
10.7;Caching;140
10.8;C Coding Tricks;141
10.9;Tricks, Perversions, and Other Fun Texture Abuses;143
10.10;Where We're Going;155
11;Chapter 4. Procedural Modeling of Gases;158
11.1;Introduction;158
11.2;The Rendering System;160
11.3;Solid Spaces;163
11.4;Geometry of the Gases;165
12;Chapter 5. Animating Solid Spaces;178
12.1;Animating Solid Textures;180
12.2;Animation of Gaseous Volumes;186
12.3;Animating Hypertextures;220
12.4;Conclusion;222
13;Chapter 6. Noise, Hypertexture, Antialiasing, and Gesture;224
13.1;Introduction;224
13.2;Constructing the Noise Function;227
13.3;Raymarching;234
13.4;Interaction;237
13.5;Some Simple Shapes to Play With;239
13.6;Examples of Hypertexture;240
13.7;Architexture;246
13.8;Turbulence;256
13.9;Antialiased Rendering of Procedural Textures;257
13.10;Surflets;263
13.11;Textural Limb Animation;273
13.12;Examples;278
14;Chapter 7. A Brief Introduction to Fractals;280
14.1;Fractals and Proceduralism;287
14.2;Procedural fBm;287
14.3;Multifractal Functions;291
14.4;Fractals and Ontogenetic Modeling;294
14.5;Conclusions;295
15;Chapter 8. Fractal Solid Textures: Some Examples;298
15.1;Clouds;299
15.2;Distortion for Cirrus Clouds and Global Circulation;303
15.3;Fire;310
15.4;Water;312
15.5;Earth;314
16;Chapter 9. Procedural Fractal Terrains;326
16.1;Advantages of Point Evaluation;326
16.2;The Height Field;328
16.3;Homogeneous fBm Terrain Models;330
16.4;Heterogeneous Terrain Models;333
17;Bibliography;342
18;Index;356



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