production
/viewbook/list/all/?page=63
/
/static/
None
Assortments - Kmart
Pancake Press
Not available
0000006599
Alan Watt
Addison-Wesley
Not available
0201398559
This book provides students with a knowledge of complex and emerging topics in the field of Computer Graphics, including advances in rendering and new... material on animation. It will enable the reader to master the fundamentals of 3D computer graphics as well as acting as a complete resource for anyone interested in 3D modelling. It provides detailed coverage of both realistic and non-realistic images. This is the third edition of a book which deals with the processes involved in converting a mathematical or geometric description of an object into a visualisation that simulates the appearance of a real object. Traditionally computer graphics has created pictures by starting with a very detailed geometric description, subjecting this to a series of transformations that orient a viewer and objects in 3D space, then imitating reality by making the objects look solid and real - a process known as rendering. Nowadays this is proving insufficient for the new demands of moving computer imagery and virtual reality. Much research is being carried out into how to model complex objects, where the nature and shape of the objects changes dynamically and into capturing the richness of the world without having to model every detail explicitly. This text explores and relates thee resulting in diverse synthesis and modelling methods.
Ellery Connell
Sybex
Not available
1118004213
Helping graphic designers expand their 2D skills into the 3D spaceThe trend in graphic design is towards 3D, with the demand for motion graphics,... animation, photorealism, and interactivity rapidly increasing. And with the meteoric rise of iPads, smartphones, and other interactive devices, the design landscape is changing faster than ever.2D digital artists who need a quick and efficient way to join this brave new world will want 3D for Graphic Designers.Readers get hands-on basic training in working in the 3D space, including product design, industrial design and visualization, modeling, animation, lighting, and rendering?all the skills necessary in today's competitive environment.Helps 2D graphic designers gain the skills they need for a competitive job market that increasingly demands the ability to create or work in 3DCovers product design, industrial design and visualization, modeling, animation, lighting, and renderingPrepares you to create designs for iPads and other interactive mobile devices, as well as for print, Web, broadcast, film, HD, video, and moreUses Luxology modo to illustrate 3D concepts, but the author?s techniques and insights will help any artist moving into 3D, no matter what software they use This timely book is just what you need to create compelling and realistic 3D imagery and improve your job skills.
Not Available
Not available
Not available
Not available
David H. Eberly
Morgan Kaufmann
Not available
0122290631
A major revision of the international bestseller on game programming!Graphics hardware has evolved enormously in the last decade. Hardware can now be... directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers. * Revision of the classic work on game engines - the core of any game.* Includes Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game.* Fully revised and updated in 4 colors, including major new content on shader programming, physics, and memory management for the next generation game consoles and portables.
Luke Ahearn
Focal Press
Not available
0240820770
A broadly enhanced new edition of Luke Ahearn's cornerstone game art book "3D Game Textures" is here. When digital art software was in its infancy, most... digital art, especially vector art, was textureless. With the advance in software, it is now possible to incorporate texture into most types of digital art. However, if the artists cannot build their own textures, they are limited to using commercial textures. In this enhanced 3rd edition of Luke Ahearn's gem of a book, not only does Luke teach you how to create your own unique textures, he also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials (collections of shaders that fill well together to map to a particular scene or environment). You can now expand your skill set immeasurably, and create more compelling, varied art work from scratch.Unlike anything on the market, this book provides an in-depth guide to game textures, shaders and materials- with hundreds of high-quality examples. The companion website includes: demo versions of relevant software; resource images; all images from the book.
Daniel Barnekow
Scholastic Teaching Resources (Teaching
Not available
0545005205
Bring a new dimension to graphic organizers—and increase students’ ability to learn and remember important content-area information—with these 20... engaging learning tools. Each organizer comes with a ready-to-go template, easy step-by-step directions, and ideas for using it across the curriculum. The finished three-dimensional products serve as powerful reference tools—and make a great classroom display to show off what students have learned. Great for individual, small-group, and whole-class learning! For use with Grades 3–6.
R. J. Wolfe
Oxford University Press, USA
Not available
0195113950
Richly illustrated, 3D Graphics: A Visual Approach presents a visual introduction to the exciting world of computer graphics and covers important... rendering techniques including bump, texture, and environment mapping. Through a technique called Visual Analysis, a reader learns to identify graphics effects visually by looking for a few cues. Cues and concepts are presented in an easy-to-advanced order, with more complex cues building from simpler ones. After finishing the book, a person will have a good feel for the range and visual effect of rendering algorithms. Accompanying 3D Graphics: A Visual Approach is a CD containing the TERA software. TERA (Tool for Exploring Rendering Algorithms) provides visual examples illustrating chapter topics and helps reinforce key concepts in an enjoyable way. With over 500,000 available image combinations, TERA provides a far richer resource of visual examples than could be contained in any conventional text. Features * Supported by CD-ROM containing TERA (Tool for Exploring Rendered Algorithms) software which is capable of generating 500,000 images for study * Uses Visual Analysis to help students understand the rendered algorithms * "Doing It Yourself" sections provide a guide to learning POV-Ray, a ray tracing package freely available via the Internet. Beginning with simple shapes and lighting, these sections introduce successively more advanced techniques, including CSG and radiosity. * Serves well as a main text in a survey course in computer science or as a useful supplement in a programming or 3D design course
JungHyun Han
Chapman and Hall/CRC
Not available
1439827370
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in... interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experience in graphics API and shader programming with the background theory of computer graphics. Well organized and logically presented, this book takes its organizational format from GPU programming and presents a variety of algorithms for programmable stages along with the knowledge required to configure hard-wired stages. Easily accessible, it offers a wealth of elaborate 3D visual presentations and includes additional theoretical and technical details in separate shaded boxes and optional sections. Maintaining API neutrality throughout to maximize applicability, the book gives sample programs to assist in understanding. Full PowerPoint files and additional material, including video clips and lecture notes with all of the figures in the book, are available on the book’s website: http://media.korea.ac.kr/book
eHuman
QUINTESSENCE
Not available
0981976301
Fletcher Dunn
A K Peters/CRC Press
Not available
1568817231
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches... practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
David A. Lax
Harvard Business Review Press
Not available
1591397995
Stuck in a "win-win versus win-lose" debate, most negotiation books focus on face-to-face tactics. Yet table tactics are only the "first dimension" of... Lax and Sebenius's path breakingtion(t) approach, developed from their decades of doing deals and analyzing great dealmakers. deal makersheir "second dimension"--deal design--systematically unlock economic and non-economic value by creatively structuring agreements. But what sets the 3-D approach apart is its "third dimension": setup. Before showing up at a bargaining session, 3-D Negotiators ensure that the right parties have been approached, in the right sequence, to address the right interests, under the right expectations, and facing the right consequences of walking away if there is no deal. This new arsenal of moves away from the table often exerts the greatest impact on the negotiated outcome. Packed with practical steps and cases, 3-D Negotiation demonstrates how superior setup moves plus insightful deal designs can enable you to reach remarkable agreements at the table, unattainable by standard tactics.
Kelly L. Murdock
Wiley
Not available
1118022203
Updated version of the bestselling 3ds Max book on the market3ds Max 2012 Bible is one of the most popular 3ds Max how-tos on the market. If you're a... beginner just itching to create something right away, the Quick Start project in Part 1 is for you. If you're an experienced user checking out 3ds Max 2012's latest and greatest features, you'll love the fact that the 3ds Max 2012 Bible continues to be the most comprehensive reference on this highly complex application.Find out what's new, what's tried and true, and how creative you can get using the tips, tricks, and techniques in this must-have guide. Don't miss the 16-page color insert with examples from cutting-edge 3D artists, as well as the DVD packed with all kinds of extras.Loaded with expert advice, timesaving tips, and more than 150 step-by-step tutorialsHighlights the work of some of today's most cutting-edge 3D artists in a 16-page color insertIncludes a companion DVD with all examples from the book, including unique models and texture that you can customizeDVD also features 500 pages of extra content from previous editions of the 3ds Max Bible, including a set of Quick Start tutorialsIf you want to gain 3ds Max 2012 skills, whether you're just beginning or not, this is the book you need to succeed.
Chris Webster
Focal Press
Not available
0240516664
Learn the key skills you need with this practical and inspirational guide to all the fundamental principles of animation. With extended pieces on... timing, acting and technical aspects, Chris Webster has created the vital learning tool to help you get the most out of your animation and develop the practical skills needed by both professionals and serious students alike.The free CD-ROM includes more than 30 animations illustrating the techniques described throughout the book as well as examples of a professional Production Schedule, Budget and Production Chart - everything you need to get started!With a Foreword by Peter Lord, Creative Director and Co-Owner of Aardman Animations and an Introduction by Mike Milne, Director of the award-winning animation house Computer Animation, Framestore CFC.
Gahan
Focal, Paperback(2011)
Not available
0240815823
The 2nd edition of Andy Gahan's 3ds Max Modeling for Games, covering the latest version of 3ds Max is here. This book features the realistic style of... art that the 1st edition covered, totally updated and rev'd for the new version of the software. New, added sections including: an Intro to 3ds Max, a new normal maps tutorial, expanded portfolio section, and more - as well as updates throughout covering latest version of Max. The gallery will consist of a mix of inspirational concept art, and orthographics for the reader to build various models from. The book comes to us directly from successful game artists within commercial game development circles (Gahan + contributors) and consists of tutorials that start with simpler models and gradually move up to more complex builds. The strength of this book is that it teaches all of the important game modeling elements: character & environment modeling, mapping, texturing, basic animating of credible game characters and levels - using latest version of 3ds Max. As readers move from tutorial to tutorial, they build their own portfolio of high quality work. Website is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work. * New, expanded tutorials (with the time they take indicated) lead readers through a character and environment from beginning to end and become more complex as the book progresses * Companion website features a robust and supportive forum where readers can get commentary on new work, develop their skills and network with games professionals--currently has over 10,000 posts * Companion website also offers all project files for tutorials and source images and photos to keep the budding artist busy for months
'