Texturing & Modeling
A Procedural Approach
Second Edition
Table of Contents for the Second Edition
Indicates New/Revised Material
Indicates little or no change from 1st edition
Preface - Revised
Acknowledgments
Introduction - Ebert - REVISED and EXPANDED
Why Proceduralism - revised
Procedural techniques and advanced geometric modeling -NEW
The growth of procedural techniques - NEW
Aim of this book
Organization
Building Procedural Textures- Peachey
Introduction
Procedural Pattern Generation
Aliasing and How to Prevent It
Making Noises
Generating Irregular Patterns
RenderMan Esoterica
Practical Methods for Texture Design - Worley
Introduction
Toolbox Functions
The User Interface
Antialiasing
Efficiency
Parameter Preprocessing
Caching
C Coding Tricks
Tricks Perversions and Other Fun Texture Abuses
Where We're Going
Procedural Texture Examples -Worley - NEW
Introduction
LED Texture
2D Mapping
Planetary Rings
Advanced Aliasing - Worley - NEW
Advanced Aliasing
Spot Sizes
Supersampling
Index Aliasing
Optimization and Verification
Emergency Alternatives
Procedural Modeling of Gases- Ebert
Introduction
The Rendering System
Solid Spaces
Geometry of the Gases
Animating Solid Spaces - Ebert
Animating Solid Textures
Animation of Gaseous Volumes
Animating Hypertextures
Conclusion
Volumetric Cloud Modeling with Implicit Functions - Ebert - NEW
Two-level Approach to Modeling Clouds
Volumetric Modeling with Implicit Functions
Procedural Volumetric Detail
Modeling Cumulus, Cirrus, and Stratus Clouds
Animating Cloud Dynamics
Noise, Hypertexture, Antialiasing, and Gestures - Perlin - REVISED and EXPANDED
Introduction
Constructing the Noise Function
Raymarching
Interaction
Some Simple Shapes to Play With
Examples of Hypertextures
Architexture
Turbulence
Antialiased Rendering of Procedural Textures
Surflets
Textural Limb Animation
Examples
Texture for Facial Movements
A Brief Introduction to Fractals - Musgrave
Fractals and Proceduralism
Procedural fBm
Multifractal Functions
Fractals and Ontogenetic Modeling
Conclusions
Fractal Solid Textures: Some Examples- Musgrave- EXPANDED
Clouds
Distortion for Cirrus Clouds and Global Circulation
Water
Earth
Random Coloring Methods
Random fBm Coloring
The GIT Texturing System
An Impressionistic Image Processing Filter
The "Multicolor" Texture
Procedural Fractal Terrains - Musgrave
Advantages of Point Evaluation
The Height Field
Homogeneous fBm Terrain Models
Heterogeneous Terrain Models
QAEB Rendering For Procedural Models with Adaptive Level of Detail - Musgrave - New
Introduction
QAEB Tracing
Problem Statement
Prior Art
The QAEB Algorithm
Near and Far Clipping Planes
Calculating the Intersectrion Point and Surface Normal
Antialiasing
A Speedup Scheme for Height Fields
Shadows, Reflections, and Refraction
Performance
QAEB-Traces Hypertextures
Billowing Clouds, Pyroclastic Flows, and Fireballs
Conclusions
Atmospheric Models - Musgrave - New
Introduction
Beer's Law and Homogeneous Fog
A Minimal Rayleigh Scattering Approximation
Trapezoidal Quadrature of.... GADD and RenderMan Implementation
Simplified RenderMan Atmospher Shader
Numerical Quadrature with Bounded Error for General Radical GADDs
Conclusions
Genetic Textures - Musgrave - New
Introduction: The Problem of Parameter Proliferation
A Useful Model: Aesthetic N-Spaces
Control Versus Automaticity
A Model from Biology: Genetics and Evolution
Interpretation of the Root Node
The Library of Genetic Bases
A Final Distinction: Genetic Programming Versus Genetic Algorithms
Conclusions
Bibliography
Index
If you have comments or suggestions, email me at
ebert@umbc.edu