Texturing and Modeling
A Procedural Approach
- 2nd Edition - August 19, 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
Purchase options
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
- Edition: 2
- Latest edition
- Published: August 19, 1998
- Language: English
DE