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Texturing & Modeling: A Procedural Approach (MORGAN KAUFMANN SERIES IN COMPUTER GRAPHICS AND GEOMETRIC MODELING) Subsequent Edition
As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones. New to the third edition are chapters by two well-known contributors: Bill Mark of NVIDIA and John Hart of the University of Illinois at Urbana-Champaign on state-of-the-art topics not covered in former editions.
An accompanying Web site (www.texturingandmodeling.com) contains all of the book's sample code in C code segments (all updated to the ANSI C Standard) or in RenderMan shading language, plus files of many magnificent full-color illustrations.
No other book on the market contains the breadth of theoretical and practical information necessary for applying procedural methods. More than ever, Texturing & Modeling remains the chosen resource for professionals and advanced students in computer graphics and animation.
*New chapters on: procedural real-time shading by Bill Mark, procedural geometric instancing and real-time solid texturing by John Hart, hardware acceleration strategies by David Ebert, cellular texturing by Steven Worley, and procedural planets and virtual universes by Ken Musgrave.
*New material on Perlin Noise by Ken Perlin.
*Printed in full color throughout.
*Companion Web site contains revised sample code and dozens of images.
- ISBN-101558608486
- ISBN-13978-1558608481
- EditionSubsequent
- PublisherMorgan Kaufmann Pub
- Publication dateDecember 15, 2002
- LanguageEnglish
- Dimensions7.5 x 1.75 x 9.5 inches
- Print length688 pages
Editorial Reviews
Review
ÂThis 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 ÂÂSteve Anderson, CTO, Electronic Arts, Los Angeles
ÂTexturing 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.ÂÂDoug Roble, Creative Director of Software, Digital Domain -- Review
From the Back Cover
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.
About the Author
Perlin Noise, a procedural technique used in motion picture visual effects. STEVEN WORLEY introduced the concept of the cellular texturing basis function, which has been widely adopted by most commercial rendering packages. His company, Worley Laboratories, publishes plugin tools for various 3D packages.
Product details
- Publisher : Morgan Kaufmann Pub; Subsequent edition (December 15, 2002)
- Language : English
- Hardcover : 688 pages
- ISBN-10 : 1558608486
- ISBN-13 : 978-1558608481
- Item Weight : 3.99 pounds
- Dimensions : 7.5 x 1.75 x 9.5 inches
- Best Sellers Rank: #3,223,970 in Books (See Top 100 in Books)
- #944 in Computer Graphics
- #1,959 in Graphics & Multimedia Programming
- #2,366 in Data Processing
- Customer Reviews:
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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.
An example of the authors' inconsistent narrative style is this: Chapter two goes into great detail on the obvious - clamping, antialiasing, and the brick wall texture. In chapter 15 on "Fractal Solid Textures", the authors brush over the complex issue of how to produce fire, water, wind, and rocky terrains. Also, the vast majority of the time, rather than show the procedural modeling with pseudocode or with a high level language such as C, the authors choose "Renderman", which is unfamiliar to many people and makes the included code useless to those uninitiated in that language. Plus, in many cases Renderman has functions that hide the details of particular algorithms. This is counterproductive, since the algorithms are supposed to be the point of this book in the first place, or at least I thought that they were.
My advice to people interested in this subject is to skip this book unless you can find it at a greatly reduced price and look online at Elias Hugo's webpages on procedural modeling. Mr. Hugo explains the authors' techniques much better than the authors themselves do.
The authors cover a very large array of topics in the field, including many pertinent code examples, mostly in the RenderMan shading language. It focuses on the groundwork of the field from the first texture maps in the 70's onward, with a cursory mention of the state of the art at the time of publication.
Representative text:
"The particular kind of fractal we're building is called fractional Brownian motion, or fBm for short. fBm is characterized by its power spectrum, which charts exactly how amplitude relates to frequency. Oops! Pardon me - I'll knock off the math."
"Long ago I gave this idea the wonderfully unpretentious - not! - moniker "generalized Impressionistic texture," or GIT for short. (We need more TLAs - threeletter acronyms.) The GIT matrix generator system takes the form of a time-varying swarm of color samples in a color space, usually the RGB color cube."
Top reviews from other countries
Das Buch ist sehr ausführlich geschrieben, man kann gut folgen. Es wird tief auf die Mathematik hinter den Algorithmen eingegangen, vieles wird ausführlicher erklärt als ich es in anderen Büchern gesehen habe. Allerdings so dass man gut folgen kann auch wenn man nur "normale" Mathematik beherrscht.
Ein großer Schwerpunkt liegt auf der Generierung von prozeduralen Texturen. Es wird Schritt für Schritt erläutert welche Funktionen oder Algorithmen sich für was eignen, um z.B. eine Backstein-Textur zu erzeugen. Aber auch auf Terrain-Generierung, Flammen oder Wasser etc wird eingegangen. Ausgezeichnet ist dass auf die unterschiedlichsten Noise Algorithmen eingegangen wird, von Perlin zu Voronoi etc.
Schade dass das Buchin der aktuellsten dritten Edition nur noch so schwer erhältlich ist. Für mich ist es DIE Referenz für prozedurale Programmierung!!
I put 4 stars, even if I consider it a 5 stars, only because I had to read some chapters twice and together with other online materials just to understand better, but it's just me, I mean, I'm not a genius in math, but they use a very common language, especially the chapters of Dr. Musgrave.
So if you know the matters, better for you, otherwise put a lot of attention.
The book is very inspiring: I'm applying its theory with SideFX Houdini in my free time and I'm learning new things day after day.

