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11.6. Further Information

The book Texturing and Modeling: A Procedural Approach, Third Edition, by Ebert et al. (2002) is entirely devoted to creating images procedurally. This book contains a wealth of information and inspires a ton of ideas for the creation and use of procedural models and textures.

The shaders written in the RenderMan Shading Language are often procedural in nature, and The RenderMan Companion by Steve Upstill (1990) and Advanced RenderMan: Creating CGI for Motion Pictures by Apodaca and Gritz (1999) contain some notable examples.

Bump mapping was invented by Jim Blinn and described in his 1978 SIGGRAPH paper, Simulation of Wrinkled Surfaces. A very good overview of bump mapping techniques can be found in a paper titled A Practical and Robust Bump-mapping Technique for Today's GPUs by Mark Kilgard (2000).

A Photoshop plug-in for creating a normal map from an image is available at NVIDIA's developer Web site at http://developer.nvidia.com/object/photoshop_dds_plugins.html.

  1. Apodaca, Anthony A., and Larry Gritz, Advanced RenderMan: Creating CGI for Motion Pictures, Morgan Kaufmann Publishers, San Francisco, 1999. http://www.renderman.org/RMR/Books/arman/materials.html

  2. Blinn, James, Simulation of Wrinkled Surfaces, Computer Graphics (SIGGRAPH '78 Proceedings), pp. 286292, August 1978.

  3. Ebert, David S., John Hart, Bill Mark, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley, Texturing and Modeling: A Procedural Approach, Third Edition, Morgan Kaufmann Publishers, San Francisco, 2002. http://www.texturingandmodeling.com

  4. Kilgard, Mark J., A Practical and Robust Bump-mapping Technique for Today's GPUs, Game Developers Conference, NVIDIA White Paper, 2000. http://developer.nvidia.com/object/Practical_Bumpmapping_Tech.html

  5. NVIDIA developer Web site. http://developer.nvidia.com

  6. Rost, Randi J., The OpenGL Shading Language, SIGGRAPH 2002, Course 17, course notes. http://3dshaders.com/pubs

  7. Upstill, Steve, The RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics, Addison-Wesley, Reading, Massachusetts, 1990.


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