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    Cover of Texturing and modeling

    Texturing and modeling

    David S. Ebert · 2003

    ProgrammingComputer Science
    Open LibraryAmazon
    Stats for nerds
    3recommend
    4mentions
    4people
    2010–2026years
    75% recommend25% neutral

    Mentions per year

    201020122014201620182020202220242026

    What Hacker News says

    1. Negative1Jul 2015
      Indeed. Most of the tricks they use come from the holy bible of procedural rendering books (Texturing and Modeling, Musgrave et al) and are relatively superficial (and really not so difficult).

      I don't argue there exists a tremendous number of configurations but I don't think they are not substantive enough to make a difference. Look at Spore if you want a case in point.

      The hype train is very strong with this game because the media loves a good indie darling. I'm not convinced yet but have high hopes!

      thread
    2. mmcconnell1618Apr 2011
      If you like this topic check out "Texturing and Modeling: a Procedural Approach" which covers Perlin noise and other similar algorithms. The books shows you how Pixar generates life like surfaces and effects in Renderman. http://www.amazon.com/Texturing-Modeling-Third-Procedural-Ap...
      thread
    3. z303Sep 2010
      Ken Musgrave's work on Terrain rendering is worth a look. He did similar things. The book 'Texturing and Modeling: A Procedural Approach' gives a nice explanation of a lot of the techniques and they used to give a course at SIGGRAPH on which the book was based but I can't find a link right now
      thread
    4. virtualritzMar 2026
      > Turns out those functions were basically a verbatim copy of Inigo Quilez's work.

      Are they? A lot of these were used by people >20 years before Inigo wrote his blog posts. I wrote RenderMan shaders for VFX in the 90's professionally; you think about the problem, you "discover" (?) the math.

      So they were known because they were known (a lot of them are also trivial).

      Inio's main credit is for cataloging them, especially the 3D ones, and making this knowledge available in one place, excellently presented.

      And of course, Shadertoy and the community and giving this knowledge a stage to play out in that way. I would say no one deserves more credit for getting people hooked on shader writing and proceduralism in rendering than this man.

      But I would not feel bad about the math being regurgiated by an LLM.

      There were very few people writing shaders (mostly for VFX, in RenderMan SL) in the 90's and after.

      So apart from the "Texturing and Modeling -- A Procedural Approach" book, the "The RenderMan Companion" and "Advanced RenderMan", there was no literature. The GPU Gems series closed some gaps in later years.

      The RenderMan Repository website was what had shader source and all pattern stuff was implict (what we call 2D SDFs today) beause of the REYES architecture of the renderers.

      But knowledge about using SDFs in shaders mostly lived in people's heads. Whoever would write about it online would thus get quoted by an LLM.

      thread

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