Cover image for Texturing and modeling
Texturing and modeling
Ebert, David S., 1964-
Second edition.
Publication Information:
San Diego : AP Professional, [1998]

Physical Description:
xiv, 415 pages : illustrations (some color) ; 25 cm + 1 computer laser optical disc (4 3/4 in.)
Added Author:
Format :


Call Number
Material Type
Home Location
Item Holds
QA76.6 .T44297 1998 Book and Software Set Central Closed Stacks

On Order



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. * 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.

Reviews 1

Choice Review

This edited book presents details on procedural approaches in modeling, shading, texturing, and animation, including solid texture rings, hypertextures, volume density functions, and fractals, details usually missing from technical articles in the field. In this respect, this book is a unique contribution to the literature: the authors have been heavily involved in research on procedural techniques for many years, and this is reflected in the book's contents. The accompanying diskette contains a source code for the examples given in the text. The material is well presented, with good black-and-white diagrams and several pages of color plates. Extensive bibliography. Graduate; professional. V. B. Anand; Clemson University

Table of Contents

Building Procedural Textures
Real-Time Programmable ShadingWilliam R. Mark
Cellular Texturing
Advanced Antialiasing
Practical Methods for Texture Design
Procedural Modeling of Gases
Animating Solid Spaces
Volumetric Cloud Modeling with Implicit Functions
Issues and Strategies for Hardware Acceleration of Procedural Techniques
Procedural Synthesis of GeometryJohn C. Hart
Noise, Hypertexture, Antialiasing, and Gesture
Real-Time Procedural Solid TexturingJohn C. Hart
A Brief Introduction to Fractals
Fractal Solid Textures: Some Examples
Procedural Fractal Terrains
QAEB Rendering for Procedural Models
Atmospheric Models
Genetic Textures
MojoWorld: Building Procedural Planets
On the Future: Engineering the Appearance of Cyberspace