Product Details
Texturing and Modeling: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics)

Texturing and Modeling: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics)
By David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steve Worley

List Price: £58.99
Price: £50.14 & eligible for FREE Super Saver Delivery on orders over £5. Details

Availability: Usually dispatched within 24 hours
Dispatched from and sold by Amazon.co.uk

28 new or used available from £41.99

Average customer review:

Product Description

The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format.

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.


Product Details

  • Amazon Sales Rank: #60389 in Books
  • Published on: 2003-01-04
  • Original language: English
  • Number of items: 1
  • Binding: Hardcover
  • 687 pages

Editorial Reviews

Review
"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

About the Author
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.

F. Kenton Musgrave is CEO and CTO of Pandomeda, Inc., whose planet-building software product, MojoWorld, is the pinnacle of his research. He lectures internationally on fractals, computer graphics and the visual arts, and has developed digital effects for films such as Titanic and Apollo 13.

Darwyn Peachey is vice-president of Research and Development at Pixar Animation Studios. Prior to joining Pixar in 1988, Mr. Peachey was a member of the research staff at the University of Saskatchewan in Canada.

Ken Perlin is Professor of Computer Science and Director of the Center for Advanced Technology and the Media Research Lab at New York University. Dr. Perlin received a technical achievement Academy Award for his Perlin Noise, a procedural technique used in motion picture visual effects.

Steve Worley is an active researcher in graphics texturing, with experience in practical implementation of textures for use by other 3-D artists. He is the author of the popular Essence library of algorithmic textures.


Customer Reviews

The best summary short of lots of peer-reviewed papers.5
The first edition was outstanding for the sheer breadth of its coverage of ways of producing natural-appearing textures via computation. Coupled with an easy-to-read prose style and good examples and color plates, it'll make you think of ways of doing apparently unrelated things you'd never have thought of otherwise. I only got a glimpse of the second edition, but this has been a busy field the last five years, and I fully expect the second edition to be as useful and interesting as the first.

THE procedural texturing book5
It doesn't get better than this. If you're doing more with graphics than drawing circles and boxes, you NEED this book. The writing style is academic yet conversational. A solid math background is recommended.

A must for serious graphics developer and researcher5
I found this book in a rack in a local book shop where they had kept books about Photoshop and Illustrator. I asked the book seller, he said it's about making nice images so it is there. Any way absolutely must book for serious graphics researcher. I got introduced to genetic textures, I was unaware of them.

The book does not cover reaction diffusion textures.