Texturing and Modeling (eBook)
332 Seiten
Elsevier Science (Verlag)
978-1-4832-9702-6 (ISBN)
*
* 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
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 "e;Turbulence"e;, 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"e; disk contains the code from within the book for easy implementation
Front Cover 1
Texturing and Modeling: A Procedural Approach 4
Copyright Page 5
Table of Contents 6
Preface 10
Acknowledgments 12
Author Addresses 14
Chapter 1. Introduction 16
Why Proceduralism 16
Aim of This Book 17
Organization 17
Chapter 2. Building Procedural Textures 20
Introduction 20
Procedural Pattern Generation 30
Aliasing and How to Prevent It 64
Making Noises 80
Generating Irregular Patterns 99
RenderMan Esoterica 111
Chapter 3. Practical Methods for Texture Design 116
Introduction 116
Toolbox Functions 116
The User Interface 125
Antialiasing 132
Efficiency 139
Parameter Preprocessing 140
Caching 140
C Coding Tricks 141
Tricks, Perversions, and Other Fun Texture Abuses 143
Where We're Going 155
Chapter 4. Procedural Modeling of Gases 158
Introduction 158
The Rendering System 160
Solid Spaces 163
Geometry of the Gases 165
Chapter 5. Animating Solid Spaces 178
Animating Solid Textures 180
Animation of Gaseous Volumes 186
Animating Hypertextures 220
Conclusion 222
Chapter 6. Noise, Hypertexture, Antialiasing, and Gesture 224
Introduction 224
Constructing the Noise Function 227
Raymarching 234
Interaction 237
Some Simple Shapes to Play With 239
Examples of Hypertexture 240
Architexture 246
Turbulence 256
Antialiased Rendering of Procedural Textures 257
Surflets 263
Textural Limb Animation 273
Examples 278
Chapter 7. A Brief Introduction to Fractals 280
Fractals and Proceduralism 287
Procedural fBm 287
Multifractal Functions 291
Fractals and Ontogenetic Modeling 294
Conclusions 295
Chapter 8. Fractal Solid Textures: Some Examples 298
Clouds 299
Distortion for Cirrus Clouds and Global Circulation 303
Fire 310
Water 312
Earth 314
Chapter 9. Procedural Fractal Terrains 326
Advantages of Point Evaluation 326
The Height Field 328
Homogeneous fBm Terrain Models 330
Heterogeneous Terrain Models 333
Bibliography 342
Index 356
Erscheint lt. Verlag | 19.5.2014 |
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Sprache | englisch |
Themenwelt | Informatik ► Grafik / Design ► Digitale Bildverarbeitung |
Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge | |
Mathematik / Informatik ► Informatik ► Software Entwicklung | |
ISBN-10 | 1-4832-9702-0 / 1483297020 |
ISBN-13 | 978-1-4832-9702-6 / 9781483297026 |
Haben Sie eine Frage zum Produkt? |
Größe: 37,3 MB
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