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Twists Tilings and Tessellations Mathematical Methods for Geometric Origami

The Handbook of Integration

Winning Ways for Your Mathematical Plays Volume 1

Production Volume Rendering Design and Implementation

Production Volume Rendering Design and Implementation

Due to limited publicly available software and lack of documentation those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The book offers two paths toward understanding production volume rendering. It describes:Modern production volume rendering techniques in a generic context explaining how the techniques fit together and how the modules are used to achieve real-world goalsImplementation of the techniques showing how to translate abstract concepts into concrete working code and how the ideas work together to create a complete systemAs an introduction to the field and an overview of current techniques and algorithms this book is a valuable source of information for programmers technical directors artists and anyone else interested in how production volume rendering works. Web ResourceThe scripts data and source code for the book’s renderer are freely available at https://github. com/pvrbook/pvr. Readers can see how the code is implemented and acquire a practical understanding of how various design considerations impact scalability extensibility generality and performance. | Production Volume Rendering Design and Implementation

GBP 46.99
1

Game Development Tools

From Trotsky to Gödel The Life of Jean van Heijenoort

Blender for Animation and Film-Based Production

Complex Dynamics Families and Friends

The Art of Fluid Animation

Miracles Mystics Mathematicians Searching for Deep Reality

Origami 5 Fifth International Meeting of Origami Science Mathematics and Education

Surviving Game School...and the Game Industry After That

Experimental Design From User Studies to Psychophysics

Level Design Processes and Experiences

Origami Design Secrets Mathematical Methods for an Ancient Art Second Edition

Game Design Workshop A Playcentric Approach to Creating Innovative Games Fourth Edition

The Art of Game Design A Book of Lenses Third Edition

Game Anim Video Game Animation Explained

Data Sketches A journey of imagination exploration and beautiful data visualizations

Data Sketches A journey of imagination exploration and beautiful data visualizations

In Data Sketches Nadieh Bremer and Shirley Wu document the deeply creative process behind 24 unique data visualization projects and they combine this with powerful technical insights which reveal the mindset behind coding creatively. Exploring 12 different themes – from the Olympics to Presidents & Royals and from Movies to Myths & Legends – each pair of visualizations explores different technologies and forms blurring the boundary between visualization as an exploratory tool and an artform in its own right. This beautiful book provides an intimate behind-the-scenes account of all 24 projects and shares the authors’ personal notes and drafts every step of the way. The book features: Detailed information on data gathering sketching and coding data visualizations for the web with screenshots of works-in-progress and reproductions from the authors’ notebooks Never-before-published technical write-ups with beginner-friendly explanations of core data visualization concepts Practical lessons based on the data and design challenges overcome during each project Full-color pages showcasing all 24 final data visualizations This book is perfect for anyone interested or working in data visualization and information design and especially those who want to take their work to the next level and are inspired by unique and compelling data-driven storytelling. | Data Sketches A journey of imagination exploration and beautiful data visualizations

GBP 39.99
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Ancient Loons Stories Pingree Told Me

Ancient Loons Stories Pingree Told Me

Ah I’m Pingree. We meet again. Splendid. Won’t you sit down?I looked around David’s room. Short of the library stacks I had never seen so many books piled into a single room. Where could I sit down? Every square inch of horizontal surface was covered. Books papers notes manuscripts—all congregated in random and chaotic disorder. This small encounter and the snapshot of the protagonist on the cover of this book introduce the reader to David E. Pingree the eminent classicist Orientalist historian of ancient science and member of the Department of the History of Mathematics at Brown University. This is a book of his stories retold by Phil Davis award-winning author and raconteur par excellence who reconstructs them from letters and many conversations with his friend Pingree. The stories trace connections between ancient characters historical and mythical and recreate a world in which the pursuit of knowledge for its own sake leads to unexpected pleasures and associations. They capture a world best described by Saul Lieberman’s quip about Gershom Scholem’s great work on the Kabala: Trash is trash; but the study of trash is scholarship and David Pingree’s imagined response Yes but there’s always something of value to be learned. The book is dedicated to preserving and promoting the specialized knowledge and thoughts of David Pingree a truly remarkable person and to inspire readers to follow academic tradition and at the same time explore unusual connections. | Ancient Loons Stories Pingree Told Me

GBP 69.99
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Essential Skills in Character Rigging

Essential Skills in Character Rigging

Character rigging is the method with which you create a system for animating a character. A rig is represented by two primary mechanics: the skeleton consisting of hierarchical rotations to drive the motions and a skin or method of deforming the geometry that makes up the character model. Essential Skills in Character Rigging is a beginner‘s guide to learning and understanding the essential aspects of character setup evaluation skeletal construction and deformation. Borrowing from the author‘s extensive experience in the field it presents the primary theories constructs and objectives for constructing a basic rig from the ground up just as it would be done in a professional studio. The book explains the basic elements of hierarchies skeletons kinematics deformation skinning and creating relationships between nodes. It gives hands-on experience with taking a completed character model and setting it up with a skeleton with kinematics and soft-skin deformation. It also gives specific instructions on using inverse kinematics systems and how to set up the essential mechanics of a human rig with these systems. All of these lessons are conducted using a simplistic conversational style that keeps technical and mathematical jargon to a minimum. The book also includes video tutorials corresponding to specific modules. Essential Skills in Character Rigging takes aspiring character artists through the vital components in the process of taking a 3D character model and turning it into an animatable rig that is ready for production in film or games. It identifies the universal fundamentals at work behind character rigging and the practical complexities of the process are broken down into simple steps that are easy to comprehend and execute.

GBP 175.00
1

Essential Skills for 3D Modeling Rendering and Animation

Essential Skills for 3D Modeling Rendering and Animation

The Key to Fully Understanding the Basics of a 3D World Prominently used in games movies and on television 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind Essential Skills for 3D Modeling Rendering and Animation examines the complexities of 3D computer-generated art and outlines the basics of how things work and are used in 3D. This text describes the three cornerstones of 3D modeling rendering and animation; focuses on common elements; and provides a full understanding of the foundational concepts involved. Detailing the skills and knowledge needed to become an accomplished 3D artist it includes step-by-step instruction with ample examples and allows absolute beginners to move at their own pace. Master Anything You Are Tasked to Model The author incorporates historical information presenting a contextual understanding of the various techniques and methodologies in their historical place. Each chapter builds on the fundamentals of 3D computer graphics and augments skills based on the concepts enabling the student to learn both theory and application simultaneously. The book highlights two basic geometry types polygons and NURBS surfaces showing the student basic modeling techniques with both. While more techniques are available an artist can cover any model by grasping these basic techniques. Supplies examples that are specifically taken from Autodesk Maya Contains exercises that are meant to be used in conjunction with the training videos on the website Includes a documented history of computer graphics Essential Skills for 3D Modeling Rendering and Animation offers a fundamental understanding of the mechanics of 3D graphics to modelers anima

GBP 180.00
1

Pixel Art for Game Developers

Pixel Art for Game Developers

Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software it focuses on the universal principles of the craft. The book provides an introduction to Pixel Art its utility foundational elements and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development. Gamers love the retro feel of Pixel Art and lucky for you it is easy to create. You'll love the tiny file sizes that will reduce compile times and help your game run faster. Providing you with the skills to create the characters and environments needed for 2D games this book will help you: Create tilesets to build game environments Understand light and shadow Work efficiently with pixels Use atmospheric and linear perspective Create professional-quality Pixel Art This book has chapters dedicated to theory as well as step-by-step tutorials both of which describe the process explicitly. Whether you are an artist programmer indie developer or certified public accountant after reading this book you'll understand the steps necessary to create production-quality Pixel Art graphics. Praise for the Book:Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It‘s frankly shocking that there hasn‘t been a resource like this before . a very timely book. Chris Totten George Mason University Washington DC USA

GBP 180.00
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Aaron Marks' Complete Guide to Game Audio For Composers Sound Designers Musicians and Game Developers

Aaron Marks' Complete Guide to Game Audio For Composers Sound Designers Musicians and Game Developers

Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound Aaron Marks’ Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry. The tools of the trade excerpts will showcase what professionals like Marty O’Donnell Richard Jacques and Tom Salta use to create their work and to help newcomers in the field prepare their own sound studios. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points. These sample contracts can also be found as a downloadable zip for the reader’s convenience. Aaron Marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations. Aaron Marks’ Complete Guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. Key Features New full color edition with a complete update of information. Added and expanded coverage of field recording for games creating voiceovers adaptive and interactive audio and other cutting edge sound creation and implementation techniques used within games. Update/Replacement of interviews. Include interviews/features on international game audio professionals New and expanded interview features from game composers and sound designers of every experience level such as Keith Arem Bradley Meyer Christopher Tin and Rodney Gates including many international professionals like Pasi Pitkanen Henning Nugel and Christos Panayides. Expanded and updated game console coverage of the Wii Wii U Xbox 360 Xbox One PS3 and PS4. Includes new scripting and middleware concepts and techniques and review of powerful tools such as FMOD and Wwise. | Aaron Marks' Complete Guide to Game Audio For Composers Sound Designers Musicians and Game Developers

GBP 46.99
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