Texturing & modeling: a procedural approach
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, hardw...
Gespeichert in:
Hauptverfasser: | , , , , |
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Weitere Verfasser: | , |
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Amsterdam
Morgan Kaufmann Publishers
[2007]
|
Ausgabe: | Third edition |
Schriftenreihe: | The Morgan Kaufmann series in computer graphics and geometric modeling
|
Schlagworte: | |
Online-Zugang: | FLA01 FUBA1 Volltext |
Zusammenfassung: | 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 |
Beschreibung: | Das Online-Erscheinungsjahr wurde der Titelliste vom Verlag entnommen |
Beschreibung: | 1 Online-Ressource (xxiii, 687 Seiten) Illustrationen, Diagramme |
ISBN: | 9780080518756 9780585457444 |
Internformat
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520 | |a 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. | ||
520 | |a 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. | ||
520 | |a *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 | ||
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Datensatz im Suchindex
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any_adam_object | |
author | Ebert, David S. 1964- Musgrave, F. Kenton Peachey, Darwyn Perlin, Ken Worley, Steven |
author2 | Mark, William R. Hart, John C. |
author2_role | ctb ctb |
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author_facet | Ebert, David S. 1964- Musgrave, F. Kenton Peachey, Darwyn Perlin, Ken Worley, Steven Mark, William R. Hart, John C. |
author_role | aut aut aut aut aut |
author_sort | Ebert, David S. 1964- |
author_variant | d s e ds dse f k m fk fkm d p dp k p kp s w sw |
building | Verbundindex |
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dewey-hundreds | 000 - Computer science, information, general works |
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dewey-raw | 005.1 |
dewey-search | 005.1 |
dewey-sort | 15.1 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
edition | Third edition |
format | Electronic eBook |
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indexdate | 2024-07-10T08:35:49Z |
institution | BVB |
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language | English |
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physical | 1 Online-Ressource (xxiii, 687 Seiten) Illustrationen, Diagramme |
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spelling | Ebert, David S. 1964- Verfasser (DE-588)136878121 aut Texturing & modeling a procedural approach David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley ; with contributions from William R. Mark, John C. Hart Texturing and modeling Third edition Amsterdam Morgan Kaufmann Publishers [2007] 1 Online-Ressource (xxiii, 687 Seiten) Illustrationen, Diagramme txt rdacontent c rdamedia cr rdacarrier The Morgan Kaufmann series in computer graphics and geometric modeling Das Online-Erscheinungsjahr wurde der Titelliste vom Verlag entnommen 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 2003 COMPUTERS / Programming / Open Source bisacsh COMPUTERS / Software Development & Engineering / Tools bisacsh COMPUTERS / Software Development & Engineering / General bisacsh Computer graphics fast Computer programming fast Computer programming Computer graphics Computergrafik (DE-588)4010450-3 gnd rswk-swf Textur (DE-588)4059665-5 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Textur (DE-588)4059665-5 s Dreidimensionale Computergrafik (DE-588)4133691-4 s 1\p DE-604 Computergrafik (DE-588)4010450-3 s 2\p DE-604 Musgrave, F. Kenton Verfasser aut Peachey, Darwyn Verfasser aut Perlin, Ken Verfasser aut Worley, Steven Verfasser aut Mark, William R. ctb Hart, John C. ctb Elektronische Reproduktion von Ebert, David S. 1964- Texturing & modeling Third edition Amsterdam : Morgan Kaufmann Publishers, 2003 978-1-55860-848-1 1-55860-848-6 (DE-604)BV017012033 Erscheint auch als Druck-Ausgabe http://www.sciencedirect.com/science/book/9781558608481 Verlag URL des Erstveröffentlichers Volltext 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk 2\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Ebert, David S. 1964- Musgrave, F. Kenton Peachey, Darwyn Perlin, Ken Worley, Steven Texturing & modeling a procedural approach COMPUTERS / Programming / Open Source bisacsh COMPUTERS / Software Development & Engineering / Tools bisacsh COMPUTERS / Software Development & Engineering / General bisacsh Computer graphics fast Computer programming fast Computer programming Computer graphics Computergrafik (DE-588)4010450-3 gnd Textur (DE-588)4059665-5 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
subject_GND | (DE-588)4010450-3 (DE-588)4059665-5 (DE-588)4133691-4 |
title | Texturing & modeling a procedural approach |
title_alt | Texturing and modeling |
title_auth | Texturing & modeling a procedural approach |
title_exact_search | Texturing & modeling a procedural approach |
title_full | Texturing & modeling a procedural approach David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley ; with contributions from William R. Mark, John C. Hart |
title_fullStr | Texturing & modeling a procedural approach David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley ; with contributions from William R. Mark, John C. Hart |
title_full_unstemmed | Texturing & modeling a procedural approach David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley ; with contributions from William R. Mark, John C. Hart |
title_short | Texturing & modeling |
title_sort | texturing modeling a procedural approach |
title_sub | a procedural approach |
topic | COMPUTERS / Programming / Open Source bisacsh COMPUTERS / Software Development & Engineering / Tools bisacsh COMPUTERS / Software Development & Engineering / General bisacsh Computer graphics fast Computer programming fast Computer programming Computer graphics Computergrafik (DE-588)4010450-3 gnd Textur (DE-588)4059665-5 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
topic_facet | COMPUTERS / Programming / Open Source COMPUTERS / Software Development & Engineering / Tools COMPUTERS / Software Development & Engineering / General Computer graphics Computer programming Computergrafik Textur Dreidimensionale Computergrafik |
url | http://www.sciencedirect.com/science/book/9781558608481 |
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