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Practical Real-Time Texturing

Buch | Hardcover
224 Seiten
2023
Productivity Press (Verlag)
978-1-4987-4204-7 (ISBN)
77,30 inkl. MwSt
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In scene modeling and definition, i.e., hidden surface removal, shadowing, lighting, semi-transparency, etc., texturing plays a key role in adding rich visual details to rendered surfaces, which would otherwise be perceived as unrealistically smooth and uniform. Given the importance of texturing, a fairly large amount of work has been done over the past decades, i.e. starting from simple 2D texture mapping to more recent and advanced multi-dimensional representations. This book presents real-time texturing techniques with example code to facilitate implementation. Different texturing methods are discussed and analyzed, and compared to initial techniques.

Key Features








Provides an overview of recent techniques and shows how they fit (or not) real-time texturing constraints.



Distinguishes two main types of 3D textures: solid texture (surface independent) and shell textures (thick layer over surfaces)



Presents more advanced texturing techniques using multiple images as input

Jean-Michel Dischler is senior research member of the laboratory ICUBE, and Professor at the Department of Computer Science of the University of Strasbourg. He served as vice-director of the LSIIT Lab (from 2005 to 2008), managed the master degree in Image and Computing (IICI) from 2005 to 2009. Bruno Levy is a Senior Researcher with Inria-Nancy Grand-Est, and a member of the LORIA lab. His main area of interest is in creating new algorithms for acquiring, transforming and optimizing the representation of 3D shapes. He is especially interested in applications that concern numerical simulation and real-time rendering. Sylvain LeFebvre became an INRIA researcher in September 2006, joining the REVES team in INRIA Sophia Antipolis. In late 2009 he joined the ALICE team at INRIA Nancy. In 2010, he received the EUROGRAPHICS Young Researcher Award. In 2012, he received an ERC strating grant for his project ShapeForge.

Ch 1 Introduction. Ch 2 Textures in the 2D plane. Ch 3 Surface textures. Ch 4 3D textures. Ch 5 Conclusions

Erscheinungsdatum
Verlagsort Portland
Sprache englisch
Maße 156 x 234 mm
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-4987-4204-1 / 1498742041
ISBN-13 978-1-4987-4204-7 / 9781498742047
Zustand Neuware
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