Texturing and Modeling, Third Edition 在线电子书 pdf 下载 txt下载 epub 下载 mobi 下载 2024


Texturing and Modeling, Third Edition

简体网页||繁体网页
David S. Ebert 作者
Morgan Kaufmann
译者
2002-12-16 出版日期
712 页数
USD 110.00 价格
Hardcover
丛书系列
9781558608481 图书编码

Texturing and Modeling, Third Edition 在线电子书 图书标签: 计算机图形学  图形学  游戏编程  texturing  Graphics  编程  计算机科学  计算机   


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发表于2024-06-25


Texturing and Modeling, Third Edition 在线电子书 epub 下载 mobi 下载 pdf 下载 txt 下载 2024

Texturing and Modeling, Third Edition 在线电子书 epub 下载 mobi 下载 pdf 下载 txt 下载 2024

Texturing and Modeling, Third Edition 在线电子书 pdf 下载 txt下载 epub 下载 mobi 下载 2024



Texturing and Modeling, Third Edition 在线电子书 用户评价

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书比较老,但是基本分形基本所有的trick都讲到了,感觉近年来的发展并不是太大,还是些老套路。

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书比较老,但是基本分形基本所有的trick都讲到了,感觉近年来的发展并不是太大,还是些老套路。

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大学时读的这本书。当年就一直在考虑有什么方法可以很好的在游戏中运用各种Procedural Texture. 知道我最近玩上了Unity3D 的 Substance 后,让我有一种游戏制作工艺上的创新。 http://unity3d.com/support/documentation/Manual/Procedural%20Materials.html

评分

书比较老,但是基本分形基本所有的trick都讲到了,感觉近年来的发展并不是太大,还是些老套路。

评分

书比较老,但是基本分形基本所有的trick都讲到了,感觉近年来的发展并不是太大,还是些老套路。

Texturing and Modeling, Third Edition 在线电子书 著者简介


Texturing and Modeling, Third Edition 在线电子书 图书目录


Texturing and Modeling, Third Edition 在线电子书 pdf 下载 txt下载 epub 下载 mobi 在线电子书下载

Texturing and Modeling, Third Edition 在线电子书 图书描述

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.

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