Texturing and Modeling: A Procedural ApproachDavid S. Ebert Academic Press, 19 мая 2014 г. - Всего страниц: 332 Congratulations to Ken Perlin for his 1997 Technical Achievement Award from the Academy of Motion Picture Arts and Science Board of Governors, given in recognition of the development of "Turbulence", Perlin Noise, a technique discussed in this book which is used to produce natural appearing textures on computer-generated surfaces for motion picture visual effects. Dr. Perlin joins Darwyn Peachey (co-developer of RenderMan(R), also discussed in the book) in being honored with this prestigious award. * * Written at a usable level by the developers of the techniques* Serves as a source book for those writing rendering systems, shaders, and animations.* Discusses the design and implementation of noise functions.* Contains procedural modeling of gases, hypertextures, mountains, and landscapes.* Provides a toolbox of specific procedures and basic primitive functions for producing realistic images.* Procedures are presented in C code segments or in Renderman shading language. * 3.5" disk contains the code from within the book for easy implementation |
Содержание
1 | |
5 | |
Chapter 3 Practical Methods for Texture Design | 101 |
Chapter 4 Procedural Modeling of Gases | 143 |
Chapter 5 Animating Solid Spaces | 163 |
Chapter 6 Noise Hypertexture Antialiasing and Gesture | 193 |
Chapter 7 A Brief Introduction to Fractals | 249 |
Some Examples | 267 |
Chapter 9 Procedural Fractal Terrains | 295 |
311 | |
325 | |
Другие издания - Просмотреть все
Texturing and Modeling: A Procedural Approach David S. Ebert,F. Kenton Musgrave,Darwyn Peachey,Ken Perlin,Steve Worley Ограниченный просмотр - 2002 |
Часто встречающиеся слова и выражения
algorithm aliasing animation antialiasing attractor bump mapping chapter clamp Color Plate complexity computer graphics create define described displacement double Ebert effects evaluated example exponent_array ff->parms Figure fractal dimension fractal noise frame_num frequency gases geometry gradient noise helical path hypertexture image texture implementation input integral interpolation Ken Perlin Kenton Musgrave lacunarity lattice point LERP low-pass filtering marble method multifractal noise function noise value Noise3 Nyquist frequency object octaves offset parameters parms Perlin PhotoRealistic RenderMan pixel procedural texture pseudorandom radius ramp random RenderMan shading language result sample point sampling rate scale shader shading model shape signal simple simulate smoothstep snoise solid space solid texturing spectral synthesis static step function stochastic supersampling surface surface normal surflet t_ease techniques terrain model texture coordinates texture function texture image texture pattern theta transform turb uniform float volume density functions wavelet weight xyz_td zero