
Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet or computer – no Kindle device required.
Read instantly on your browser with Kindle for Web.
Using your mobile phone camera, scan the code below and download the Kindle app.
Texturing and Modeling Hardcover – Jan. 1 1650
There is a newer edition of this item:
- Print length415 pages
- LanguageEnglish
- PublisherMorgan Kaufmann Publishers
- Publication dateJan. 1 1650
- Dimensions19.69 x 2.54 x 24.77 cm
- ISBN-10080166361X
- ISBN-13978-0801663611
Product description
About the Author
F. Kenton Musgrave is an assistant professor in the computer science department at George Washington University. He received his PhD. in computer science from Yale.
Darwyn Peachey has worked on animation and rendering software at Pixar since 1988. He received BS and MS degrees in computer science from the University of Saskatchewan in Canada.
Ken Perlin is an associate professor of computer science and the director of the Media Research Laboratory at the Courant Institute of Mathematical Sciences at New York University. He received his PhD. in computer science at the Courant Institute.
Steve Worley is an active researcher in graphics texturing, with experience in practical implementation of textures for use by other 3-D artists. He is the author of the popular Essence library of algorithmic textures.
Product details
- ASIN : 0122287304
- Publisher : Morgan Kaufmann Publishers; Subsequent edition (Jan. 1 1650)
- Language : English
- Hardcover : 415 pages
- ISBN-10 : 080166361X
- ISBN-13 : 978-0801663611
- Item weight : 1.05 kg
- Dimensions : 19.69 x 2.54 x 24.77 cm
- Best Sellers Rank: #2,889,214 in Books (See Top 100 in Books)
- #12,044 in Computer Graphic Design (Books)
- #12,644 in Computer Software (Books)
- #18,469 in Mathematics Books
- Customer Reviews:
Customer reviews
-
Top reviews
Top reviews from Canada
There was a problem filtering reviews right now. Please try again later.
If you need to learn the procedural textures and materials: this is THE book.
The most glaring is that a significant number of the examples are coded in the "Renderman shading language". This language serves, in this book, to hide detail, detail specifically related to producing textures. Of course, if you know the language, you're fine - but most won't know the language and so this is a grievous error.
By way of welcome contrast, other examples in this same book are instead presented as C code fragments or functions. That's just the ticket - using a broadly known, freely available, relatively low-level language with no recourse to unknown hidden graphics functionality is precisely the way to go when explaining ideas in the domain of those this book is intended to convey.
The second problem is one of content. While being concise to the level of a math text is not desirable, this book contains a very sparse field of useful information considering the number of pages. The margins are too wide, the text too large, the form factor of the book too small, and the authors too wordy to possibly convey a good basis for texturing in general - it is a broad and fascinating field, touched only in the briefest and most unsatisfying manner by this book.
I do take issue with the reviewer who complained about the exposition on how to make a brick texture; that area of the text, while it may be already quite familiar to many who are interested in texturing, contains precisely the level of detail that needs to pervade a book of this type, and detail about steps that underly critical basic texturing ideas. Without understanding those basic texturing tools, a novice misses the first step on the stairs and fall on their face. The problem is, this approach is not consistent for more complex ideas in this volume, few as those actually are.
The book is entitled "Texturing and Modeling". While there is a moderate amount of texturing information in it, whatever you do, don't get it if modeling is your goal. It is very nearly devoid of modeling information, and what there is (smoke, a planet simulation, a few other items) is very basic indeed.
Finally, as a general critique, the authors (all of them) need to learn the basic idea that when presenting a function in any language to a new audience, one should precisely define the domain (and rationale) of the inputs and outputs of the function. As an example, one might encode the function for Perlin noise, and have no idea whatsoever as to what values to feed it to get particular types of results. For those of us who can read and understand what the function is actually doing (which is esoteric, make no mistake about it) the answers will eventually be illuminated by careful study of the function. However, this is very advanced material, and I am absolutely certain that many readers will be unable to figure out how to effectively use this function without a great deal of trial and error. You can also read that as "wasting a great deal of their time." That is because they won't be learning anything that could not have been conveyed by the author(s) in a single short paragraph of domain information.
In summary:
The 2 stars is because I didn't think this was a very good book. On the other hand, it is one of the very few books that deals with the subject at all, and for that reason, you should definitely own it if textures are an interest of yours.
If you're newly interested in textures, this will give you a basis for further exploration. It won't give you a cookbook by any means.
If you're looking for cookbook and "how to" approaches, get on the web and the newsgroups.
Finally, if you're considering writing a good book about creating textures, by all means, please do. The world needs a good one: this most definitely isn't it. I'd be delighted to be one of the first owners of your new book.
Top reviews from other countries
