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.
發表於2024-12-21
Texturing and Modeling, Third Edition 2024 pdf epub mobi 電子書 下載
圖書標籤: 計算機圖形學 圖形學 遊戲編程 texturing Graphics 編程 計算機科學 計算機
書比較老,但是基本分形基本所有的trick都講到瞭,感覺近年來的發展並不是太大,還是些老套路。
評分大學時讀的這本書。當年就一直在考慮有什麼方法可以很好的在遊戲中運用各種Procedural Texture. 知道我最近玩上瞭Unity3D 的 Substance 後,讓我有一種遊戲製作工藝上的創新。 http://unity3d.com/support/documentation/Manual/Procedural%20Materials.html
評分書比較老,但是基本分形基本所有的trick都講到瞭,感覺近年來的發展並不是太大,還是些老套路。
評分書比較老,但是基本分形基本所有的trick都講到瞭,感覺近年來的發展並不是太大,還是些老套路。
評分書比較老,但是基本分形基本所有的trick都講到瞭,感覺近年來的發展並不是太大,還是些老套路。
Texturing and Modeling, Third Edition 2024 pdf epub mobi 電子書 下載