Digital animation Books
Taylor & Francis Ltd How to Cheat in Maya 2012
Book SynopsisThe Maya guide for animators, How to Cheat in Maya 2012 presents everything you need to know about character animation in Maya. Fully updated for the latest revision of Maya, this book provides you with complete, step-by-step walkthroughs of essential animation techniques to increase your efficiency and speed. This is an animator''s workflow in book form, written by professional animators-not a software book with a few animation pointers thrown in.In addition to all the gold-mine coverage and interviews with expert animators from the previous edition, How to Cheat in Maya 2012 also features a new in-depth chapter on the principles of animation, updated information on camera settings and animation using Maya''s new Camera Sequencer tool, the ins and outs of the brand new Editable Motion Trails tool, new techniques for working with characters in multi-shot animation tests and short films, a new cycles chapter covering actions like flying and walks, time-savingTable of ContentsHow to Cheat in Maya 2012 - Chapter 1 - Animation Principles in Maya Anticipation Overlap and Follow Through Squash and Stretch Staging (Cameras) Arcs Timing Ease In/Ease OutChapter 2 - SplinesAll cheats revised for new interfaceChapter 3 - Graph Editor All cheats revised for new interface Chapter 4 - Techniques smear frames bendy arms Possible material for tools added in Maya 20XX Chapter 5 - Constraints All cheats revised for new interface Chapter 6 - Gimbal Lock All cheats revised for new interface Chapter 7 - Cameras and Layout In-depth cheats on cameras and staging, applicable to multi-shot dialog tests and short films cheats for new Camera Sequence tool Chapter 8 - Blocking New project for the chapter, so all cheats will be revised Chapter 9 - Cycles Shorter examples of walk and run cycles with new character Older walk cycle material will be put on the website Tips for personality walksChapter 10 - Polishing New chapter project, all cheats revised Chapter 11 - Facial Animation New chapter project, all cheats revised Mouth shapes Eye shapes Chapter 12 - Animation Layers New chapter project, all cheats revisedChapter 12 from the first book is retired to the website
£39.99
Taylor & Francis Ltd RealWorld Flash Game Development How to Follow
Book SynopsisYour deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done.Griffith covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 10 years in the industry. The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development.The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas.Trade Review"The volume's 16 chapters (and 3 online bonus chapters) in this new edition (1st ed., 2010) provide a series of discrete challenges: animation, audio and video management, implementing mathematical functions, collision detection, game physics, and creating platformers and iOS games, which gradually build user competence and confidence. Although the examples increase in complexity as the book progresses, it is not necessary to do them in order. The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want t o use Flash. The excellent companion website supplies all the code needed to build the examples, as well as a forum where questions can be posted and answered. The author frequently inserts commentary about best programming practices (what to do and what to avoid), which differentiates this book from many similar titles."--E. Bertozzi, Long Island University"The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want to use Flash. The excellent companion website supplies all the code needed to build the examples, as well as a forum where questions can be posted and answered. The author frequently inserts commentary about best programming practices (what to do and what to avoid), which differentiates this book from many similar titles. Summing Up: Highly recommended. Upper-division undergraduate through researchers/faculty, two-year technical program students, and professionals/practitioners."-- E. Bertozzi, Long Island University, CHOICETable of ContentsChapter 1: Computer Science Isn't For EveryoneChapter 2: The Best Tool for the JobChapter 3: A Plan is Worth a Thousand AspirinChapter 4: //Comments FTW!Chapter 5: The Least You Can Do vs An Architect's ApproachChapter 6: Managing Your Assets/Working With GraphicsChapter 7: Make it Move - ActionScript AnimationChapter 8: Turn it Up to 11: Working with AudioChapter 9: Put the Video Back in "Video Game"Chapter 10: XML and Dynamic ContentChapter 11: Four Letter Words: M-A-T-HChapter 12: Don't Hit Me: Collision Detection TechniquesChapter 13: Mix Up - A Simple EngineChapter 14: Bringing It All Together: A PlatformerChapter 15: Marble Runner : Our First Mobile GameChapter 16: Air Hockey: A Multi-Touch, Multiplayer Tablet GameAfterwordOnline Content:Bonus Chapter: Squash 'Em If You've Got 'Em: The Bug Hunt Bonus Chapter: On Your Guard Bonus Chapter: Introduction to Mobile Development Appendix A: Webcams and Microphones Appendix B: Localization Appendix C: JSFL is JavaScript For Lovers Appendix D: Using AMFPHP with Games
£46.99
Taylor & Francis Ltd Hybrid Drawing Techniques Design Process and
Book SynopsisHybrid Drawing Techniques: Design Process and Presentation reaffirms the value of traditional hand drawing in the design process by demonstrating how to integrate it with digital techniques; enhancing and streamlining the investigative process while at the same time yielding superior presentation images. This book is a foundations guide to both approaches: sketching, hardline drawing, perspective drawing, digital applications, and Adobe Photoshop; providing stepbystep demonstrations and examples from a variety of professional and student work for using and combining traditional and digital tools. Also included are sections addressing strategies for using color, composition and light to further enhance one's drawings. An eResource offers copyright free images for download that includes: tonal patterns, watercolor fields, people, trees, and skies.Trade Review‘Gorski conducts a masterclass in situating digital and analog methods of drawing in this richly illustrated paean to the art of representation in contemporary times. From the scratch of a pen to the click of a mouse, this book teaches not only proven technique but strategic thinking about the new ways of rendering the image. This is a must-have manual for all those wrestling with the transformative role of hand drawing in a digital age.’ – Gil Snyder, Department of Architecture, University of Wisconsin-Milwaukee, USA'Gilbert Gorski's pioneering work in combining traditional and digital media, elucidated in this timely and important book, places him at the forefront of contemporary visualization.' - Paul Stevenson Oles, FAIA, Principal, Interface Architects, New Mexico, USA'One of the finest architectural illustrators practicing today, Gilbert Gorski commands an exceptional talent for creating beautiful, powerful, and enlightening images. And he is a pathfinder. In your hands, you hold a brilliantly drawn map, a dedicated course, designed to empower digital innovation to evoke the sublime—building on the best of the old masters.' - Henry E. Sorenson, Jr., Professor, School of Architecture, Montana State University, USA'With the keen sense of the artistic genius, Gorski uninhibitedly and passionately mates hand-drawn architectural drawing with the boundless possibilities of computer generated methods, resourcefully proving what interdisciplinary stands for. With this simple, yet fundamental, credo this volume is a standard reference for all students of architectural representation.' - Sergei Tchoban, Architekt BDA, Germany'Gilbert Gorski presents an invaluable treatise acknowledging that great architecture is inextricable to a mastery of techné invoked in multiple delineation processes of great design. That is to say, because what we draw is in fact what we build – how we draw becomes a critical modality of aesthetic intelligence implicit to the way by which great design is crafted, evaluated and made. I believe masterful drawing is our most useful tool in building well once again.' - Duncan McRoberts, Principal, Duncan McRoberts Associates, USATable of ContentsAcknowledgements Preface: Architecture in the Age of Digitalism 1. Getting Started 2. Traditional Drawing Techniques 3. Perspective Drawing 4. Digital Scanning Techniques 5. Digital Coloring 6. Hybrid Coloring Techniques 7. Process: Hybrid Design Techniques 8. Light and Shadow 9. Composition Strategies 10. Color Strategies 11. Collection of Illustrations Bibliography Index
£73.14
Taylor & Francis Ltd VRay My Way
Book SynopsisV-Ray My Way: A Practical Designers Guide to Creating Realistic Imagery Using V-Ray & 3ds Max is a practical, hands-on guide to creating some of the most stunning computer-generated images possible. It caters to the design masses; architects, engineers, interior designers, industrial designers, photographers, and enthusiasts will find this book essential in their quest to express themselves through visual communication. V-Ray My Way is an accumulation of 13 years of experimental experience and will have you creating content within minutes, help grow your company, help develop your portfolio, and help you make that career leap. Additional resources and exercises are available at the bookâs companion website, http://routledgetextbooks.com/textbooks/_author/wylde-9780415709637/Table of ContentsChapter 1: My Experience and Background StoryChapter 2: Methodology (How to use this book)Chapter 3: Introduction to My WorkflowChapter 4: Interior Daytime ScenesChapter 5: Interior Evening ScenesChapter 6: Interior Mockup ScenesChapter 7: Exterior Daytime ScenesChapter 8: Exterior Evening ScenesChapter 9: Automotive ScenesChapter 10: Shooting HDRI’s
£56.99
Taylor & Francis Ltd iOS Game Programming with Xcode and Cocos2d
Book SynopsisThis book is written by a professional instructor and founder of CartoonSmart.com, a company specializing in new media tutorials for nearly a decade. The book is a start-to-finish guide for anyone looking to begin iOS development using Cocos2d and Xcode and submit their finished app to Apple. Even if you haven't read code before, you can begin with this book. This book is a handy reference guide, with easy to look-up sections of code snippets, pictures and links to video examples.Features: Code Video examples 5 hours of tutorial videos on Box2d, which can take the reader even further beyond what they learned in the book Table of ContentsChapter 1: The Hardest Part: StartingChapter 2: Objective-C BasicsChapter 3: Cocos2d BasicsChapter 4: Create Your Own ClassChapter 5: Collisions, Touches & GesturesChapter 6: Accelerometer and ActionsChapter 7: Animation & Particle FXChapter 8: Menus, Sounds, Scenes & TextChapter 9: Game StructureChapter 10: Extending Cocos2dChapter 11: The Back
£50.34
Taylor & Francis Ltd How to Cheat in 3ds Max 2014
Book SynopsisWhy take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 2014, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently. Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips & tricks, and step-by-step walkthroughsâyouâll wonder how you every got by without it! Start animating today with detailed tutorials, source files, bitmaps, and video demonstrationsâall featured on the companion website.This new edition has been completely revamped for 3ds Max 2014. You will find coverage on brand new features and tools such as Scene Management, iRay, Nitrous, Mass FX, and particles and physics. How to Cheat in 3ds Max 2014 features interviews with industry professionals thTrade ReviewPraise for How to cheatin 3dsMax 2010:"My first impression was 'WOW!' and my second impression was, 'This is what reference material should look like!' The balance between illustration and text is just right for visual people-aspiring 3D artists will love it. -Borislav "Bobo Petrov, Technical Director, Frantic Films VFX "This excellent book will inspire anyone to dig a little deeper into this incredible piece of software. -Stefan Vittori, Managing Director Tangram 3DS "Moving past what a tool does, Michele details various combinations of features in the application and their importance to completing commonly requested, real-world tasks for visual effects, games, and design visualization alike. -Gary M. Davis, 3ds Max Master 2007, autodesk Media & Entertainment "Michele is at it again with updated workflow techniques in a format that makes the tips and tricks readily accessible as an essential desktop companion. If working smartly can be called 'cheating,' then this is cheating at its best. There is a lot here for beginners and advanced users alike. Good luck and have fun. -Ted Boardman, independent 3ds Max instructor and author "This newly updated version conveys the fun and fast side of 3ds Max. Bousquet has packed the pages with colorful and quick tutorials that help you master all of 3ds Max's main concepts. -Jim lammers, President, Trinity animation inc. "In addition to the excellent tips and tricks uncovered in this book, I found the illustrations easy to follow, informative, and fun. I highly recommend this book to 3ds Max users of all levels. -Jeff Patton, Freelance Digital artist Table of ContentsIntroductionGraphite tools (ribbon) Modeling Character Modeling Materials & Mapping Lighting Shadows Reflection Glass Animation Character Animation Rendering Wiring & Scripting Special Effects AppendixIndex
£37.99
Random House USA Inc Minecraft Legends A Heros Guide to Saving the
Book Synopsis
£12.34
O'Reilly Media ActionScript 3.0 Cookbook
Book SynopsisActionScript 3.0 is an object-oriented language, whose code executes up to 10 times faster than code from other versions. This book offers solutions that enable ActionScript developers of all levels to work with the version right away. It concentrates on the practical application of ActionScript, with more than 300 solutions.Table of ContentsPreface 1. ActionScript Basics 1.1 Creating an ActionScript Project 1.2 Customizing the Properties of an Application 1.3 Where to Place ActionScript Code 1.4 How to Trace a Message 1.5 Handling Events 1.6 Responding to Mouse and Key Events 1.7 Using Mathematical Operators 1.8 Checking Equality or Comparing Values 1.9 Performing Actions Conditionally 1.10 Performing Complex Conditional Testing 1.11 Repeating an Operation Many Times 1.12 Repeating a Task over Time 1.13 Creating Reusable Code 1.14 Generalizing a Method to Enhance Reusability 1.15 Exiting a Method 1.16 Obtaining the Result of a Method 1.17 Handling Errors 2. Custom Classes 2.1 Creating a Custom Class 2.2 Determining Where to Save a Class 2.3 Creating Properties That Behave As Methods 2.4 Creating Static Methods and Properties 2.5 Creating Subclasses 2.6 Implementing Subclass Versions of Superclass Methods 2.7 Creating Constants 2.8 Dispatching Events 3. Runtime Environment 3.1 Detecting the Player Version 3.2 Detecting the Operating System 3.3 Checking the Player Type 3.4 Checking the System Language 3.5 Detecting Display Settings 3.6 Scaling the Movie 3.7 Changing the Alignment 3.8 Hiding the Flash Player's Menu Items 3.9 Detecting the Device's Audio Capabilities 3.10 Detecting the Device's Video Capabilities 3.11 Prompting the User to Change Player Settings 3.12 Dealing with System Security 4. Numbers and Math 4.1 Representing Numbers in Different Bases 4.2 Converting Between Different Number Systems 4.3 Rounding Numbers 4.4 Inserting Leading or Trailing Zeros or Spaces 4.5 Formatting Numbers for Display Without a Mask 4.6 Formatting Currency Amounts 4.7 Generating a Random Number 4.8 Simulating a Coin Toss 4.9 Simulating Dice 4.10 Simulating Playing Cards 4.11 Generating a Unique Number 4.12 Converting Angle Measurements 4.13 Calculating the Distance Between Two Points 4.14 Determining Points Along a Circle 4.15 Converting Between Units of Measurement5. Arrays 5.1 Adding Elements to the Start or End of an Array 5.2 Looping Through an Array 5.3 Searching for Matching Elements in an Array 5.4 Removing Elements 5.5 Inserting Elements in the Middle of an Array 5.6 Converting a String to an Array 5.7 Converting an Array to a String 5.8 Creating a Separate Copy of an Array 5.9 Storing Complex or Multidimensional Data 5.10 Sorting or Reversing an Array 5.11 Implementing a Custom Sort 5.12 Randomizing the Elements of an Array 5.13 Getting the Minimum or Maximum Element 5.14 Comparing Arrays 5.15 Creating an Associative Array 5.16 Reading Elements of an Associative Array 6. Display List 6.1 Adding an Item to the Display List 6.2 Removing an Item from the Display List 6.3 Moving Objects Forward and Backward 6.4 Creating Custom Visual Classes 6.5 Creating Simple Buttons 6.6 Loading External Images at Runtime 6.7 Loading and Interacting with External Movies 6.8 Creating Mouse Interactions 6.9 Dragging and Dropping Objects with the Mouse 7. Drawing and Masking 7.1 Setting a Line Style 7.2 Setting Gradient Line Styles 7.3 Drawing a Line 7.4 Drawing a Curve 7.5 Drawing an Arc 7.6 Drawing a Rectangle 7.7 Drawing a Circle 7.8 Drawing an Ellipse 7.9 Drawing a Triangle 7.10 Drawing Regular Polygons 7.11 Drawing a Star 7.12 Filling a Shape with a Solid or Translucent Color 7.13 Filling a Shape with a Gradient 7.14 Filling a Shape with a Bitmap 7.15 Scripting Masks 8. Bitmaps 8.1 Creating a BitmapData Object 8.2 Adding a Bitmap to the Display List 8.3 Drawing a Display Object to a Bitmap 8.4 Loading an External Image into a Bitmap 8.5 Manipulating Pixels 8.6 Creating Rectangular Fills 8.7 Creating a Flood Fill 8.8 Copying Pixels 8.9 Copying Channels 8.10 Creating Noise 8.11 Creating Perlin Noise 8.12 Using Threshold 8.13 Applying a Filter to a Bitmap 8.14 Dissolving Between Two Bitmaps 8.15 Scrolling a Bitmap 9. Text 9.1 Creating an Outline Around a Text Field 9.2 Creating a Background for a Text Field 9.3 Making a User Input Field 9.4 Making a Password Input Field 9.5 Filtering Text Input 9.6 Setting a Field's Maximum Length 9.7 Displaying Text 9.8 Displaying HTML-Formatted Text 9.9 Condensing Whitespace 9.10 Sizing Text Fields to Fit Contents 9.11 Scrolling Text Programmatically 9.12 Responding to Scroll Events 9.13 Formatting Text 9.14 Formatting User-Input Text 9.15 Formatting a Portion of Existing Text 9.16 Setting a Text Field's Font 9.17 Embedding Fonts 9.18 Creating Text That Can Be Rotated 9.19 Displaying Unicode Text 9.20 Assigning Focus to a Text Field 9.21 Selecting Text with ActionScript 9.22 Setting the Insertion Point in a Text Field 9.23 Responding When Text Is Selected or Deselected 9.24 Responding to User Text Entry 9.25 Adding a Hyperlink to Text 9.26 Calling ActionScript from Hyperlinks 9.27 Working with Advanced Text Layout 9.28 Applying Advanced Anti-Aliasing 9.29 Replacing Text 9.30 Retrieving a List of System Fonts 10. Filters and Transforms 10.1 Applying Color Changes 10.2 Applying Color Tints 10.3 Resetting Color 10.4 Shearing 10.5 Applying Basic Filters 10.6 Applying Advanced Filter Effects (Emboss, etc.) 10.7 Embossing 10.8 Detecting Edges 10.9 Sharpening 10.10 Making a Digital Negative 10.11 Applying Grayscale 10.12 Changing Saturation 10.13 Changing Brightness 10.14 Changing Contrast 11. Programmatic Animation 11.1 Moving an Object 11.2 Moving an Object in a Specific Direction 11.3 Easing 11.4 Acceleration 11.5 Springs 11.6 Using Trigonometry 11.7 Applying Animation Techniques to Other Properties 12. Strings 12.1 Joining Strings 12.2 Using Quotes and Apostrophes in Strings 12.3 Inserting Special Whitespace Characters 12.4 Searching for a Substring 12.5 Extracting a Substring 12.6 Parsing a String into Words 12.7 Removing and Replacing Characters and Words 12.8 Retrieving One Character at a Time 12.9 Converting Case 12.10 Trimming Whitespace 12.11 Reversing a String by Word or by Character 12.12 Converting Between Strings and Unicode or ASCII 13. Regular Expressions 13.1 Understanding Regular Expression Patterns 13.2 Testing Regular Expressions 13.3 Looking for Pattern Matches 13.4 Removing and Replacing Characters and Words Using Patterns 13.5 Creating a Nongreedy Pattern 13.6 Validating User Input with Common Patterns 14. Dates and Times 14.1 Finding the Current Date and Time 14.2 Retrieving the Date Values 14.3 Retrieving the Day or Month Name 14.4 Formatting the Date and Time 14.5 Formatting Seconds or 17. Storing Persistent Data 17.1 Creating and Opening a Local Shared Object 17.2 Writing Data to a Shared Object 17.3 Saving a Local Shared Object 17.4 Reading Data from a Shared Object 17.5 Removing Data from a Shared Object 17.6 Serializing Custom Classes 17.7 Sharing Data Between Flash Applications 17.8 Controlling the Size of Local Shared Objects 18. Communicating with Other Movies 18.1 Creating Local Connections 18.2 Sending Data 18.3 Validating Receipt of Communication over Local Connections 18.4 Accepting Local Communications from Other Domains 19. Sending and Loading Data 19.1 Loading Variables from a Text File 19.2 Loading Variables from a Server-Side Script 19.3 Loading a Block of Text (Including HTML and XML) 19.4 Checking Load Progress 19.5 Accessing Data Being Downloaded 19.6 Sending Data to a Server-Side Script 19.7 Sending Variables and Handling a Returned Result 20. XML 20.1 Understanding XML Structure (Reading and Writing XML) 20.2 Creating an XML Object 20.3 Adding Elements to an XML Object 20.4 Adding Text Nodes to an XML Object 20.5 Adding Attributes to an XML Element 20.6 Reading Elements in an XML Tree 20.7 Finding Elements by Name 20.8 Reading Text Nodes and Their Values 20.9 Reading an Element's Attributes 20.10 Removing Elements, Text Nodes, and Attributes 20.11 Loading XML 20.12 Loading XML from Different Domains 20.13 Sending XML 20.14 Searching XML 20.15 Using HTML and Special Characters in XML 21. Web Services and Flash Remoting 21.1 Calling Web Services Methods 21.2 Handling Web Services Responses 21.3 Handling Web Services Errors 21.4 Calling Flash Remoting Methods 21.5 Handling Flash Remoting Responses 22. Building Integrated Applications 22.1 Calling JavaScript Functions 22.2 Calling ActionScript Functions 22.3 Passing Parameters from HTML 23. File Management 23.1 Downloading Files 23.2 Detecting When a User Selects a File to Upload 23.3 Monitoring Download Progress 23.4 Browsing for Files 23.5 Filtering Files That Display in the Browser Window 23.6 Detecting When the User Has Selected a File to Upload 23.7 Uploading Files 23.8 Monitoring File Upload Progress 24. Socket Programming 24.1 Connecting to a Socket Server 24.2 Sending Data 24.3 Receiving Data 24.4 Handshaking with a Socket Server 24.5 Disconnecting from a Socket Server 24.6 Handling Socket Errors Appendix. Unicode Escape Sequences for Latin 1 Characters Index
£23.99
John Libbey & Co Mary Ellen Bute
Book Synopsis
£22.49
Taylor & Francis Ltd The Animation Textbook
Book SynopsisThis introductory textbook provides practical exercises to help students and beginner animators get to grips with the basics of creating animated films. It covers both traditional 2D and 3D animated film, as well as experimental and computer animation.The first part of the book includes exercises colour-coded by difficult, to guide readers through the activities as they become more challenging. The second part of the book focuses on development, pre-production, production, and post-production to assist you with making your animated films feel more professional. The book also includes information and guidance on how to easily create animation using only a mobile phone.This book will be helpful to all students and newcomers looking to gain a grounding in the basics of animated film.Trade Review"This is just such a wonderful and useful book that will appeal to both children, adults and anyone with a light or deep interest in animation. Animation Textbook should be used in film and art classes in all levels of school. Even your grandmother would dig it. It's just that good."Chris Robinson, Artistic Director, Ottawa International Animation Festival.Table of ContentsPart 1: Let’s Make an Animated Film Ourselves. About Animation. Types of Animated Film. Two-Dimensional Animated Film. Animation of Objects. Cut-Out Puppet Film. Spatial Cut-Out Puppets. Plasticine Cut-Out Puppets. Sand Animation. Animated Film. Painting on Glass. Rotoscopy. Dissolving. Three-Dimensional Animated Film. Animation of Objects. Plasticine Animation. Puppet Film. Pixilation. Time Lapse Filming. Experimental Animated Film. Film Stock Processing. Computer Animation. Part 2: Making Animated Films. Development Period. Idea. Script. Director. Producer. Preproduction Period. Preparation of Puppets and Sets. Production Period. Animation. Cameraman. Connecting the Camera to the Computer. MonkeyJam Programme. Postproduction. Editing. Movie Maker Editing Programme. VideoPad Video Editor. Sound Production. Credits. Film print. Premiere.
£42.99
Taylor & Francis Ltd VRay 5 for 3ds Max 2020
Book SynopsisRevitalize your architectural visualizations by bringing new levels of realism to your day and night interior scenes. This book features full-color, step-by-step tutorials to develop a firm understanding of the processes and techniques involved in creating jaw-dropping 3d visualizations for top marketing agencies.This second volume includes day and night lighting of an atrium scene using seasoned tools and techniques to deploy V-Ray 5 and 3ds Max 2020. It has never been quicker and easier to create the industry's top-of-the-range 3d marketing visuals.The book starts with an overview of the best techniques to approach clients via emails, calls, meetings, and social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, pre-production, production, post-production, etc.The subsequent step takes users through the installation of V-Ray 5 and the process of accessing the V-Ray Material browseTable of ContentsPreface. Acknowledgments. Author. 1 Using Resource Files. 2 Creating Materials and Shaders in V-Ray 5. 3 Cameras and Lighting in V-Ray. 4 Rendering in V-Ray. 5 Tips and Tricks. 6 anima® from AXYZ design®. 7 Daylight Scene Pre-Production. 8 Scene, Camera and Lights. 9 Materials and Final Render. 10 Daylight Scene Post-Production. 11 Night Scene Pre-Production. 12 Night Scene Lighting/Rendering. 13 Night Scene Post-Production. 14 Verified Views for Planning Applications. Index.
£120.00
John Wiley & Sons Inc Autodesk 3ds Max 2016 Essentials
Book SynopsisStart animating right away with this tutorial-based guide to Autodesk 3ds Max 2016 Autodesk 3ds Max 2016 Essentials is your perfect hands-on guide to start animating quickly. Using approachable, real-world exercises, you''ll master the fundamentals of this leading animation software by following full-color screen shots step by step. Each chapter opens with a quick discussion of concepts and learning objectives, and then launches into hands-on tutorials that give you firsthand experience and a good start on preparing for the 3ds Max certification exam. You''ll learn the basics of modeling, texturing, animating, and visual effects as you create a retro-style alarm clock, animate a thrown knife, model a chair, and more. Whether you''re a complete beginner or migrating from another 3D application, this task-based book provides the solid grounding you need in Autodesk 3ds Max 2016. Model your character with polygons, meshes, and more Add motion with siTable of ContentsIntroduction xxi Chapter 1 The 3ds Max Interface 1 Navigating the Workspace 1 User-Interface Elements 1 Viewports 4 ViewCube 6 Mouse Buttons 6 Quad Menus 7 Displaying Objects in a Viewport 8 Viewport Navigation 10 Transforming Objects Using Gizmos 11 Graphite Modeling Tools Set 13 Command Panel 14 Object Parameters and Values 14 Modifier Stack 15 Objects and Sub-Objects 15 Time Slider and Track Bar 16 File Management 16 Setting a Project 16 Version Up! 18 Now You Know 18 Chapter 2 Your First 3ds Max Project 19 Setting Up a Project Workflow 19 Exercise 2.1: Setting Up a Project 20 The Secret to Accurate Modeling: Reference Material! 20 Exercise 2.2: Setting Up the Modeling Reference 21 Building a Simple Model 24 Exercise 2.3: Starting with a Primitive 24 Exercise 2.4: Modeling in Sub-Object Mode 25 Exercise 2.5: Bringing on the Bevel 29 Exercise 2.6: Chamfering Time 32 Creating Details Using Splines 38 Exercise 2.7: Building the Handle 38 Lathing, Extruding, and Beveling to Create 3D from 2D 45 Exercise 2.8: Lathing to Make a Whole 45 Exercise 2.9: Creating the Clock Numbers and Hands 48 Bringing It All Together 54 Exercise 2.10: Using Merge 54 Now You Know 56 Chapter 3 Modeling in 3ds Max: Architectural Model Part I 57 Setting Up the Scene 58 Exercise 3.1: Setting Up Units 58 Exercise 3.2: Importing a CAD Drawing 59 Building the Room 63 Exercise 3.3: Creating the Walls 63 Exercise 3.4: Creating the Doors 66 Exercise 3.5: Creating the Window 69 Exercise 3.6: Adding a Floor and a Ceiling 71 Adding Special Details to the Room 74 Exercise 3.7: Creating Baseboard Moldings 75 Now You Know 82 Chapter 4 Modeling in 3ds Max: Architectural Model Part II 83 Modeling the Couch 83 Exercise 4.1: Blocking Out the Couch Model 84 Exercise 4.2: Using NURMS to Add Softness 86 Exercise 4.3: Building Detail on the Couch Model 89 Exercise 4.4: Creating the Chaise Lounge 92 Exercise 4.5: Modeling the Couch Feet 95 Modeling the Lounge Chair 97 Exercise 4.6: Creating Image Planes 98 Exercise 4.7: Adding the Images 99 Exercise 4.8: Building the Splines for the Chair Frame 100 Exercise 4.9: Building the Chair Cushion 106 Exercise 4.10: Creating the Chair’s Base 108 Bringing It All Together 113 Now You Know 115 Chapter 5 Introduction to Animation 117 Animating the Ball 118 Exercise 5.1: Setting Keyframes 118 Exercise 5.2: Copying Keyframes 120 Exercise 5.3: Using the Track View - Curve Editor 121 Reading Animation Curves 124 Refining the Animation 126 Exercise 5.4: Editing Animation Curves 127 Exercise 5.5: Squash and Stretch 129 Exercise 5.6: Setting the Timing 131 Exercise 5.7: Moving the Ball Forward 132 Exercise 5.8: Using the XForm Modifier 135 Exercise 5.9: Animating the XForm Modifier 136 Exercise 5.10: Correcting the Rotation 137 Now You Know 138 Chapter 6 Animation Principles 139 Anticipation and Momentum in Knife Throwing 139 Exercise 6.1: Blocking Out the Animation 139 Exercise 6.2: Working with Trajectories 142 Exercise 6.3: Adding Rotation 144 Exercise 6.4: Adding Anticipation 146 Exercise 6.5: Following Through 148 Exercise 6.6: Transferring Momentum to the Target 149 Now You Know 152 Chapter 7 Character Modeling Part I 153 Setting Up the Scene 153 Exercise 7.1: Creating the Image Planes 154 Exercise 7.2: Adding the Images to the Planes 155 Blocking Out the Alien Model 156 Exercise 7.3: Forming the Torso 157 Exercise 7.4: Creating Symmetry 161 Exercise 7.5: Blocking Out the Arms 162 Exercise 7.6: Blocking Out the Leg 167 Exercise 7.7: Refining the Body 172 Exercise 7.8: Building the Neck 179 Now You Know 184 Chapter 8 Character Modeling Part II 185 Creating the Alien Head 185 Exercise 8.1: Blocking Out the Head 185 Exercise 8.2: Building the Nose and Eye 188 Building the Alien Hand 194 Exercise 8.3: Building the Palm of the Hand 194 Exercise 8.4: Beveling the Fingers 196 Building the Foot 203 Exercise 8.5: Blocking Out the Foot 203 Exercise 8.6: Beveling the Toes 205 Completing the Alien 208 Exercise 8.7: Attaching to the Body 208 Exercise 8.8: Using Symmetry 214 Exercise 8.9: Finishing the Head 215 Now You Know 220 Chapter 9 Introduction to Materials 221 Navigating the Slate Material Editor 221 Identifying the Standard Material 223 Standard Materials 223 Identifying the mental ray Material 224 Identifying Shaders 224 Building Materials for the Couch 225 Exercise 9.1: Creating a Standard Material 225 Exercise 9.2: Applying the Material to the Couch 226 Exercise 9.3: Adding a Bitmap 228 Exercise 9.4: Mapping Coordinates 230 Exercise 9.5: Adding Materials to the Feet 232 Exercise 9.6: Applying a Bump Map 234 Building Materials for the Lounge Chair 236 Exercise 9.7: Creating a Leather Material for the Chair Cushion 236 Exercise 9.8: Creating a Reflective Material 238 Building Materials for the Window 241 Exercise 9.9: Creating a Multi/Sub-Object Material 242 Now You Know 247 Chapter 10 Textures and UV Workflow: The Alien 249 Defining UVs on the Alien’s Body 250 Exercise 10.1: Seaming the Alien’s Body 250 Unwrapping UVs on the Alien’s Body 256 Exercise 10.2: Unwrapping the Alien’s Arm 257 Exercise 10.3: Unwrapping the Alien’s Body 261 Exercise 10.4: Arranging the Alien’s UVs 263 Building and Applying Material to the Alien 266 Exercise 10.5: Applying the Color Map 266 Exercise 10.6: Applying the Bump Map 267 Exercise 10.7: Applying the Specular Map 269 Now You Know 271 Chapter 11 Character Studio: Rigging 273 Character Studio Workflow 273 General Workflow 274 Associating a Biped with the Alien Model 276 Exercise 11.1: Creating and Modifying the Biped 276 Exercise 11.2: Adjusting the Torso and Arms 283 Exercise 11.3: Adjusting the Neck and Head 285 Skinning the Alien Model 287 Exercise 11.4: Applying the Skin Modifier 288 Exercise 11.5: Testing the Model 288 Exercise 11.6: Tweaking the Skin Modifier 290 Exercise 11.7: Testing the Alien Model Rig 294 Exercise 11.8: Controlling the View 296 Now You Know 298 Chapter 12 Character Studio: Animation 299 Animating the Alien 299 Exercise 12.1: Adding a Run-and-Jump Sequence 300 Freeform Animation 302 Exercise 12.2: Moving the Head 302 Exercise 12.3: Moving the Arms 305 Exercise 12.4: Completing the Motion Sequence 307 Modifying Animation in the Dope Sheet 308 Exercise 12.5: Adding Footsteps Manually 308 Exercise 10.6: Using the Dope Sheet 309 Now You Know 314 Chapter 13 Introduction to Lighting: Interior Lighting 315 Recognizing 3ds Max Lights 315 Standard Lights 316 Target Spotlight 316 Target Direct Light 318 Free Spot or Free Direct Light 319 Omni Light 320 Lighting a Still Life 321 Exercise 13.1: Setting Up the Basic Lights for the Scene 322 Exercise 13.2: Adding Shadows 325 Exercise 13.3: Adding a Fill Light 326 Exercise 13.4: Setting Up the Fill Light Attenuation 328 Selecting a Shadow Type 330 Atmospherics and Effects 332 Exercise 13.5: Creating a Volume Light 332 Volume Light Parameters 337 The Light Lister 338 Now You Know 339 Chapter 14 3ds Max Rendering 341 Navigating the Render Setup Dialog 341 Common Tab 342 Choosing a Filename 343 Rendered Frame Window 344 Render Processing 344 Assign Renderer 345 Rendering a Scene 346 Exercise 14.1: Rendering the Bouncing Ball 346 Working with Cameras 348 Exercise 14.2: Creating a Camera 350 Exercise 14.3: Animating a Camera 352 Exercise 14.4: Clarifying Safe Frames 354 Raytraced Reflections and Refractions 356 Exercise 14.5: Creating Reflections with Raytrace Material 357 Exercise 14.6: Raytrace Mapping 359 Exercise 14.7: Using the Raytrace Material to Create Refractions 360 Exercise 14.8: Using Raytrace Mapping to Create Refractions 363 Rendering the Interior and Furniture 365 Exercise 14.9: Adding Raytraced Reflections 365 Exercise 14.10: Outputting the Render 367 Now You Know 368 Chapter 15 mental ray 369 Navigating the mental ray Renderer 369 Exercise 15.1: Enabling the mental ray Renderer 369 mental ray Sampling Quality 370 Navigating the Final Gather Parameters 372 Basic Group 373 Advanced Group 374 The mental ray Rendered Frame Window 375 Navigating mental ray Materials 376 Exercise 15.2: Setting Up the Material Editor 376 Exercise 15.3: Using Arch & Design Material Templates 377 Exercise 15.4: Creating Arch & Design Materials 381 Exercise 15.5: Using the Multi/Sub-Object Material and Arch & Design 383 Using Photometric Lights with mental ray 385 Exercise 15.6: Using Photometric Lights in mental ray Renderings 385 Using the Daylight System 391 Exercise 15.7: Using the Daylight System in mental ray Renderings 391 Now You Know 396 Appendix Autodesk 3ds Max Certification 397 Index 401
£35.09
Taylor & Francis Ltd VR Developer Gems
Book SynopsisThis book takes the practicality of other Gems series such as Graphics Gems and Game Programming Gems and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 tips, each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that eTrade Review"This is a highly valuable resource, chiefly for developers with considerable technical background in computer graphics and/or programming." - J. Brzezinski, McHenry County College, CHOICE Reviews, Highly recommended Table of ContentsChapter 1: Introduction. Chapter 2: 2. Extending existing renderers for VR. Chapter 3: User interfaces for Smartphone- VR. Hapetr 4: Navigating through the virtual world. Chapter 5: Image warping & blending. Chapter 6: Real-time rendering techniques for VR. Chapter 7: Foolimng the user. Chapter 8: VR on a Raspberry Pi:
£123.50
Taylor & Francis Ltd Essential Effects
Book SynopsisEssential Effects will help you plan, draw, design, and animate traditional 2D effects, taking your ideas all the way from rough sketch to finished product. Using a series of full-color visual breakdowns and diagrams, this book gives you a clear, concise understanding of what it takes to create credible, compelling effects in your own projects.Table of ContentsChapter 1 A history of Effects in Animation Chapter 2 What Exactly is an Animated Effect Chapter 3 What Does it Take to become an Effects Animator Chapter 4 Thumbnails Chapter 5 Caricaturing of an Effect Chapter 6 Perspective Chapter 7 Water Chapter 8 Fire Chapter 9 Smoke Chapter 10 Dust Chapter 11 Tones, Shadows and High Lights Chapter 12 Rocks, Props and Things Chapter 13 Trees, Leaves and Grass Chapter 14 Pixie Dust, Mattes and Slot Gags Chapter 15 Fantasy Effects, Ectoplasm Chapter 16 Lava and Mud Chapter 17 Lightning and Electricity Chapter 18 Explosions Chapter 19 Fire Hose and Faucets Chapter 20 Straight Ahead and Pose to Pose Chapter 21 Bouncing Ball Chapter 22 Exposure Sheets
£39.99
Taylor & Francis Ltd The FORCE Companion
Book SynopsisSwendly Benilia shares with us simple and tangible tips and tricks to understanding and drawing FORCE across hundreds of drawings full of dunamism and energy! This book is an expellant companion to the FORCE brand since it delivers hundreds of FORCE drawings with succinct notations, filtered and approved by Mike Mattesi, about how to improve your FORCE drawing skillsKey Features: Hundreds of dynamic FORCE drawing that inspire the reader to see and draw FORCE Succinct tips and tricks keep it light and educational The tips and tricks not only explain how but also why the drawings are successful. This is unique to the FORCE Drawing method Each page shares numerous drawing around a FORCE idea with a short paragraph to further clarify the FORCE tip or trick. Explaining to the reader why the drawings work increases their ability of achieving the same level of excellence SwTable of ContentsChapter 1: FORCE Basics. Chapter 2: FORCE Form. Chapter 3: FORCE Shape.
£123.50
Taylor & Francis Ltd GPU PRO 360 Guide to GPGPU
Book SynopsisWolfgang Engel's GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers general purpose GPU. This volume is complete with 19 articles by leading programmers that focus on the techniques that go beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphics processors to accomplish such tasks. GPU Pro 360 Guide to GPGPU is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developmenTable of ContentsCh 1 2D Distance Field Generation with the GPU; Ch 2 Order-Independant Transparency uing Per-Pixel Linked Lists; Ch 3 Simple and Fast Fluids; Ch 4 A fast Poison Solver for OpenCL using Multigrid Methods; Ch 5 Volumetric Transparency with Per-Pixel Fragment Lists; Ch 6 Practical Binary Surface and Solid Voxelization with Direct3D 11; Ch 7 Interactive Ray Tracing Using the Compute Shader in DirectX 11; Ch 8 Bit-Trail Traversal for Stackless LBVH on DirectCompute; Ch 9 Real-Time JPEG Compression Using Direct Compute; Ch 10 Gair Simulation in TressFX; Ch 11 Object-Order Ray Tracing for Fully Dynamic Scenes; Ch 12 Quad Trees on the GPU; Ch 13 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs; Ch 14 Non-separable 2D, 3D, and 4D Filtering with CUDA; Ch 15 Compute-Based Tiled Culling; Ch 16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer; Ch 17 Smooth Probabistic Ambient Occlusion for Volume Rendedring. Ch 18 Octree Mapping from a Depth Camera. Ch 19 Interactive Sparse Eulerian Fluid
£999.99
Taylor & Francis Ltd 3D Game Environments
Book SynopsisFrom a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments.Key FeaturesThe entire game world development process; from planning to 3D modeling, UV layout, and creating textures.Exercises and projects to practice with; each section includes projects to guide you through creating different world genres.The updated companion websiteâwww.lukeahearn.com/textures/ now includTable of ContentsChapter 1: Orientation to Game World Optimization Chapter 2: 3D Concepts Chapter 3: Shaders and Models Chapter 4: Planning the Low Polygon Urban Environment Chapter 5: Modeling the Large Urban Environment Chapter 6: Texturing the Large Urban Environment Chapter 7: Introduction to Natural Environments Chapter 8: Terrain Chapter 9: Filling the World—Trees, Plants, Rocks, Water, and Sky Chapter 10: Modeling and Texturing the Jungle Base Chapter 11: Focus on the Futuristic Interior—Normal Maps and Multipass Shaders
£82.99
Bloomsbury Publishing PLC The New Generation in Chinese Animation
Book SynopsisIn 1995 Chinese animated filmmaking ceased to be a state-run enterprise and was plunged into the free market. Using key animated films as his case studies, Shaopeng Chen examines new generation Chinese animation in its aesthetic and industrial contexts. He argues that, unlike its predecessors, this new generation does not have a distinctive national identity, but represents an important stage of diversity and exploration in the history of Chinese animation. Chen identifies distinct characteristics of new generation filmmaking, including an orientation towards young audiences and the recurring figure of the immortal monkey-like Sun Wukong. He explores how films such as Lotus Lantern/Baolian Deng (1999) responded to competition from American imports such as The Lion King (1994), retaining Chinese iconography while at the same time adopting Hollywood aesthetics and techniques. Addressing the series Boonie Bears/Xiong Chumo (2014-5), Chen focuses on the films'Trade ReviewThis is the first book that systematically discusses animated feature film in China after 1995, unraveling the challenges and innovations in its transition to a market-oriented economy. It is an original and timely contribution to Chinese animation studies. A must read for anyone who wants to know contemporary Chinese animation. -- Daisy Yan Du, author of Animated Encounters: Transnational Movements of Chinese Animation 1940s-1970sTable of Contents1. Introduction: Passing the Torch of Chinese Cinema Animation to a New Generation 2. The Chinese Animation Blockbuster at the Turn of the Century: Lotus Lantern and Beyond 3. Cross-Generational Appeal, Social Supervision and Media Convergence: The Derivative Films and Boonie Bears Series 4. Original Chinese Cinema Animation and Kuiba series: Commerciality, Originality and Cultural Hybridity 5. Monkey King: Hero is Back and the New Direction of Chinese Cinema Animation 6. Conclusion Glossary Bibliography Filmography
£999.99
O'Reilly Media Flash CS5
Book SynopsisUnlock the power of Adobe Flash and bring stunning animations to life onscreen. Flash CS5: The Missing Manual includes a complete primer on animation, a guided tour of the program's tools and capabilities, new illustrations, and lots of details on working with video.
£25.59
O'Reilly Media Flash CS5.5 The Missing Manual
Book SynopsisOnce you know how to use Flash, you can create everything from simple animations to high-end desktop applications, but it's a complex tool that can be difficult to master on your own-unless you have this Missing Manual. This book will help you learn all you need to know about Flash CS5 to create gorgeous animations that bring your ideas to life.
£28.79
Apple Academic Press Inc. Science Fiction Video Games
Book SynopsisUnderstand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction.Delve into a Collection of Science Fiction GamesThe beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).Trade Review"Neal Tringham has created an essential book that critically explores a significant breadth of video games that stand apart as proper works of science fiction. Video game and science fiction fans alike are sure to be engaged by the well-wrought narrative presented."—Bill Loguidice, Armchair Arcade, Inc."A great star ship captain once said space, the final frontier, was where no one has gone before. Well, it’s certainly a place that many gamers have gone before. Indeed, science fiction is, as this book makes clear, the premier destination for games since their inception. Why science fiction worlds and narratives in games have remained so prevalent is a question worth pondering. This book will be vital reading for any and all game designers and writers interested in science fiction in games, as well as critics and students researching the connections between game design, narrative, and the literary study of science fiction."—Matt Barton, Armchair Arcade, Inc.Table of ContentsVideo Games and Science Fiction. Game Narratives. Hyperfiction. Independent Games. Adventures. Computer Role Playing Games. Online Worlds. Alternate Reality Games. First-Person Shooters. Third-Person Shooters. Survival Horror. Computer Wargames. 4X Games. God Games. Toy Games. Space Sims. Others. Glossary. Bibliography. Index.
£44.99
Apple Academic Press Inc. Interaction Design for 3D User Interfaces
Book SynopsisIn this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective.The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its handTable of ContentsTHEORY. Introduction. Input Interfaces. Output Interfaces and Displays. Computer Graphics. 3D Interaction. 3D Navigation. Descriptive and Predictive Models. Multi-Touch. Multi-Touch for Stereoscopic Displays. Pen and Multi-Touch Modeling and Recognition. Using Multi-Touch with PetriNets. Eye Gaze Tracking as Input in Human–Computer Interaction. Brain–Computer Interfaces: Considerations for the Next Frontier in Interactive Graphics and Games. ADVANCED TOPICS. 3D Input Math Basics. Introduction to Digital Signal Processing. Three Dimensional Rotations. MEMS Inertial Sensors and Magnetic Sensors. Kalman Filters. Quaternions and Sensor Fusion. HANDS-ON. Hands-On: Inertial Sensors for 3D Input. Simple Hands-On Project with Unity3D and Oculus Rift. Hands-On Approach with Leap Motion. Hands-On Approach with Kinect Sensor v2. Creating Home-Brew Devices with Arduino Microcontrollers. Autonomous Bicycle with Gyroscope Sensor. Input Implementation Details. CASE STUDY: SPEECH AS INPUT. Multimodal Human-Like Conversational Interfaces. Adaptive Dialogue Systems for Health. CONTENTS OF ONLINE SUPPLEMENTARY MATERIAL. The World of Gesture Recognition. Input Frameworks and Development Considerations for Input Technologies. Hands-On: Multi-Touch and Pen Using Microsoft Windows 8 and Windows 10 with Microsoft Surface Pro. Hands-on: Intel RealSense SDK. APPENDICES. Displays. Creating Your Own Virtual Reality Headset.
£80.74
Apple Academic Press Inc. Digital Character Development
Book SynopsisDigital characters are a driving force in the entertainment industry today. Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for film and games using software-agnostic descriptions that apply to any animation application. It provides insight from a real production environment and the requirements that such an environment imposes.Digital Character Development: Theory and Practice, Second Edition covers the following key topics that are valuable to professionals across a wide spectrum of disciplines: Evolution and history of digital characters, which is critical to understanding the theory and techniques behind how characters are developed Contemporary issues, such as the Uncanny Valley phenomenon, that affect charaTable of ContentsAn Introduction to Digital Characters. Overview. Contemporary Issues Related to Digital Characters. Interview: Josh Carey, Rigging Supervisor, Reel FX Creative Studio. History of Digital Characters. Interview: Tim McLaughlin, Associate Professor and Department Head Department of Visualization, College of Architecture, Texas A&M University. Character Technology and Code. Interview: Daniel Dawson, Lead Character Technical Director, DreamWorks Animation. Character Technology. Introduction To Character Technology. Interview: Wade Ryer, Character Technical Director. Anatomy for Character Setup. Interview: Lee Wolland, Character Technical Director, Consultant. Motion Systems. Interview: Cara Malek, Character Technology Body Lead, DreamWorks Animation. Deformation Systems. Interview: Robert Helms, Lead Character Technical Director, DreamWorks Animation. Face Setup. Interview: Nico Scapel, Creative Director, Faceshift. Rig Synthesis. Interview: Stephen Mann, CG Supervisor, Shade VFX. Rig Construction. Animation Technology. Introduction to Animation Technology. Interview: Javier Solsona, Senior Character Technical Director, Sony Imageworks. Traditional Animation Techniques. Interview: Stephen Candell, Lead Character Technical Director, DreamWorks Animation. Motion Capture. Interview: Brad Clark, Character Technical Director, Consultant. Procedural Animation. Interview: Terran Boylan, Lead Character Technical Director, DreamWorks Animation. Case Studies in Character Interactivity. Interview: David Hunt-Bosch, Rigging Tech Art Lead, Bungie. Conclusions. The Frontiers of Digital Character Development. Interview: Ken Perlin, Professor, Media Research Laboratory, Courant Institute of Mathematical Sciences, New York University.
£999.99
Taylor & Francis Inc Extending Virtual Worlds
Book SynopsisWritten as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments.The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D mTable of ContentsConcepts in Advanced Design for Game-Based Virtual Environments. About the Viewers and Content Created for This Book. The Vizome, Developing Creativity, and Virtual Environmental Design. Planning and Prototyping the Design of a Game-Based Virtual Environment. Designing for Social Interaction in Virtual Spaces. Developing the Designer–Scripter Collaboration. Designing with Level of Detail (LOD). Designing with Virtual Physics in Mind. Landscape and Terrain Design in Virtual Environments. Design Considerations and Mesh Usage in Virtual Environments. Designing with Advanced Materials and Animated Graphic/Textures. World Building and Design with Procedural Techniques. Designing Virtual Environments for Head-Mounted Displays. The Multiple Dimensions of Game-Based Virtual Environments. Appendices. Glossary. Important Links and Resources. Bibliography. Index.
£50.34
Taylor & Francis Inc Blender for Visual Effects
Book SynopsisBringing concrete examples from industry to light, this book explains how to use Blender to create visual effects for video/film production. It supplies readers with a practical way to learn how to use Blenderâs tools across a wide range of scenarios in video/film production, including setting up cameras on a stage, lighting, and other production processes. Maintaining a focus on composition, the book not only explains how to use the most common tools, such as tracking, rendering, and compositing, but also explains how to deal with software limitations and sort out problems. Since the best way to learn something is with a practical example, this book follows one of the authorâs own projects, starting with how to prepare the elements that will be needed later on. The example illustrates how to use Blender tools and features for scene tracking, setup, rendering, masking, and other post-production functionsâfrom start to finish in a professional workflow. The book examines all the compositing nodes that can be used in Blender. It details time-saving tips, features such as the motion tracker, and rendering techniques so readers will have enough information to accomplish the most common tasks encountered in the creation of a professional visual effects composition. By following the example project presented in the book, you will gain the practical understanding required to use Blenderâs tools in the most common scenarios in video/film production. You will also gain industry insights into the limitations of the software and how to sort out the problematic scenarios that may come up through the various stages of your project.Table of ContentsProblem Definition. Preparation. Tracking. Scene Setup. Rendering. Masking. Compositing.
£40.84
Taylor & Francis Inc An Introduction to Unreal Engine 4
Book SynopsisThis book serves as an introduction to the level design process in Unreal Engine 4. By working with a number of different components within the Unreal Editor, readers will learn to create levels using BSPs, create custom materials, create custom Blueprints complete with events, import objects, create particle effects, create sound effects and combine them to create a complete playable game level. The book is designed to work step by step at the beginning of each chapter, then allow the reader to complete similar tasks on their own to show an understanding of the content. A companion website with project files and additional information is included.Table of ContentsIntroduction to Unreal Engine 4. Project Type Selection and Setup. An Overview of the Level Design Process. Blocking Our Level. Adding Objects to Our Level. Exploring Blueprints. Materials in Unreal Engine 4. Basic Lighting Concepts. Matinee. Particle Systems. Advanced Blueprint Techniques. Advanced Lighting Techniques. Working With Terrains.
£51.99
Taylor & Francis Inc Acting and Character Animation
Book SynopsisAnimation has a lot to do with acting. That is, character animation, not the standardized, mechanical process of animation. Acting and animation are highly creative processes. This book is divided into two parts: From film history we learn about the importance of actors and the variety of acting that goes into animation; then, we will turn to the actor''s point of view to describe the various techniques involved. Through exhaustive research and interviews with people ranging from the late Ray Harryhausen, Jim Danforth, Joe Letteri, and Bruno Bozzetto, this book will be the primary source for animators and animation actors. Key FeaturesInterviews with industry legends are found throughout this exhaustive work on animationFrom film history we learn about the importance of actors and the variety of acting that goes into animation, then turn to the actor''s point of view to describe the various techniques involvedCoverTable of ContentsForeword. Introduction: No End to Childhood. The Story of Actors and Acting in Animation. Chalk-Talking on Vaudeveille Stage. An Actor's Vision of Optical Poetry. Shadow Plays and Shilhoette Films: The Adventures of Prince Achmed . Rotoscoping: Dave Fleischer as Ko-Ko the Clown. The Peak of Character Animation: Walt Disney. Animated Characters: Intercultural Idiosyncrasies. Voice Actors. Animators Become Actors and Actresses. Acting With Animated Characters. Dancing With Animation. Comedians. Pixilation: Animating Actors. Acting Against the Odds of Visual Effects and Animation. Synthespians: The Art of Performance Capture . Avatar and Beyond. A Nod to Computer Games. Performance and Creativity Training for Animators -- A Practical Guide. Writing Animation: Role Profiles and Case Studies. Acting in Storyboard Sessions. Character Design and Posing. Emotional Expression and Movement. Scene Study and Action Analysis. Facial Expression. Performance Capture Techniques. Feeling Characters: Visualization Techniques. Selected Filmography. Bibliography. Index.
£66.99
Taylor & Francis Inc AI for Games and Animation: A Cognitive Modeling
Book SynopsisJohn Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below.Table of ContentsForeword -- Preface -- 1 Introduction -- 1.1 Cognitive Character -- 1.2 Domain Knowledge -- 1.3 Character Instruction -- 1.4 Knowledge Acquisition -- 1.5 Phenomenology -- 1.6 Implementation -- 1.7 Other Models -- 2 Background -- 2.1 Geometric Models -- 2.2 Kinematic Control -- 2.3 Physical Models -- 2.4 Noninterpenetration -- 2.5 Biomechanical Mode -- 2.6 Behavior and Cognitive Model -- 2.7 Notes -- 3 Domain Knowledge -- 3.1 Mathematical Logic -- 3.2 Situation Calculus -- 3.3 D iscussion -- 3.4 Notes -- 4 Sensing -- 4.1 Knowledge Producing Actions. -- 4.2 Interval Arithmetic -- 4.3 Interval-valued Epistemic Fluents -- 4.4 Inaccurate Sensors -- 4.5 Sensing Changing Values -- 4.6 Correctness -- 4.7 Operators for Interval Arithmetic -- 4.8 Knowledge of Terms -- 4.9 Usefulness -- 4.10 Notes -- 5 Character Instruction -- 5.1 Predefined Behavior -- 5.2 Goal-directed Behavior -- 5.3 The Middle Ground -- 5.4 A Simple Tutorial Example: Maze Solving -- 5.5 D iscussion -- 5.6 Notes -- 6 Learning -- 6.1 Machine Learning -- 6.2 Creating a Training Set -- 6.3 Representation of the Learned Function -- 6.4 Learning Algorithm -- 6.5 D iscussion -- 6.6 Notes -- 7 Putting It All Together -- 7.1 A Predefined Behavior Layer -- 7.2 Interface. -- 7.3 Roiling Forward -- 7.4 Embedding Goal-directed Behavior -- 7.5 Intelligent Flocks -- 7.6 Notes -- 8 CML -- 8.1 Precondition and Effect Axioms -- 8.2 Complex A ctioNS -- 8.3 Discussion -- 8.4 Notes -- 9 Cinematography -- 9.1 Automated Cinematography -- 9.2 Implementation -- 9.3 Discussion -- 9.4 Notes -- 10 Prehistoric World -- 10.1 The Prehistoric World -- 10.2 Effect A xioms -- 10.3 Precondition A xiomS -- 10.4 Character Instruction -- 10.5 Implementation. -- 10.6 D iscussion -- 10.7 Notes -- 11 Undersea world -- 11.1 D iscussion -- 11.2 Overview -- 11.3 Evasion BehavioR -- 11.4 The Great Escape -- 11.5 Pet Protection -- 11.6 General Melee -- 11.7 Visibility Testing -- 11.8 Low-level System Implementation -- 11.9 Discussion -- ll.lONotes -- 12 Conclusion -- 12.1 AI Accelerator cards -- 12.2 R obotics. -- 12.3 Electronic Commerce and Web Avatars. -- 12.4 Other Applications. -- 12.5 Conclusion -- Bibliography -- Index.
£82.99
Taylor & Francis Inc Video-Based Rendering
Book SynopsisDriven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication engineering. Providing an overview of the state-of-the-art of video-based rendering and details of the fundamental VBR algorithms, the author discusses the advantages, the potential, as well as the limitations of the approach in the context of different application scenarios.Trade Review"VBR technology poses important scientific questions and technological challenges; breakthroughs could put one company ahead of another in the realms of interactive television, 3D TV, and free-point video." -SciTech Book News, December 2005Table of ContentsVideo-Based Rendering
£74.09
Taylor & Francis Inc Video Games and Interactive Media: A Glimpse at
Book SynopsisThis book explores the development of the video game as a new form of interactive media and a template for future modes of entertainment. While television programs and movies are predominantly passive enterprises, video games engage the audience and provide not only audio-visual stimulation but also an enriching interaction that creates a heightened sense of immersion. Through a detailed discussion of gameplay and game design principles, Natkin explores the nature of this interaction and its impact on the entertainment industry. He explains the developmental process behind game design and the new concepts of narration and entertainment it has introduced. He then considers the future of gameplay with its potential for developing new means of artistic expression and its liability to be abused as an outlet for propaganda and coercion.Trade Review" "". . . highly informative and a great foundation for understanding video game genres and development."" -PJ Hruschak, CIN Weekly, August 2006 ""A straightforward introduction to what video games and interactive media are, and the impact that their increasing popularity has had on modern culture... accessible to non-specialist general readers of all backgrounds, whether they are familiar with games or not... the perfect primer for any serious student, scholar, or parent needing the straight facts about interactive computer games."" -John Burroughs, Midwest Book Review, August 2006"
£42.74
Taylor & Francis Ltd Instant DVD Workshop 2
Book SynopsisUlead DVD Workshop is DVD-authoring software designed for video professionals and enthusiasts working on the Windows platform. It permits users to import video from digital or analog sources with sophisticated MPEG capture and conversion tools and build professional looking still or motion menus using an extensive set of design tools. Instant DVD Workshop 2.0 presents carefully detailed screen shots and step-by-step directions illustrating how to use DVD Workshop software. Beginning with the proper installation of the application, it covers the full scope of functions, including managing media, importing stills and graphics, editing video, inserting audio files, creating menus, and finish authoring, with professional tips and techniques covering workflow and other topics provided along the way.Table of ContentsChapter 1 Getting Started in DVD Workshop 2.0; Chapter 2 Editing Video in DVD Workshop 2.0; Chapter 3 What's on the Menu?; Chapter 4 Advanced Authoring Tools (DVD Projects Only); Chapter 5 Finish Authoring; Chapter 6 Makin’ It Great!;
£27.54
SDC Publications Autodesk Maya 2018 Basics Guide
Book Synopsis
£58.89
The Pragmatic Programmers Programming WebRTC: Build Real-Time Streaming
Book SynopsisBuild your own video chat application - but that's just the beginning. With WebRTC, you'll create real-time applications to stream any kind of user media and data directly from one browser to another, all built on familiar HTML, CSS, and JavaScript. Power real-time activities like text-based chats, secure peer-to-peer file transfers, collaborative brainstorming sessions - even multiplayer gaming. And you're not limited to two connected users: an entire chapter of the book is devoted to engineering multipeer WebRTC apps that let groups of people communicate in real time. You'll create your own video conferencing app. It's all here. WebRTC is an API exposed in all modern web browsers. After almost a decade of development, the WebRTC specification was finalized, and this book provides faithful coverage of that finalized specification. You'll start by building a basic but complete WebRTC application for video chatting. Chapter by chapter, you'll refine that app and its core logic to spin up new and exciting WebRTC-powered apps that will have your users sharing all manner of data with one another, all in real time. No third-party libraries or heavy downloads are required for you or your users: you'll be writing and strengthening your knowledge of vanilla JavaScript and native browser APIs. You'll learn how to directly connect multiple browsers over the open internet using a signaling channel. You will gain familiarity with a whole set of Web APIs whose features bring WebRTC to life: requesting access to users' cameras and microphones; accessing and manipulating arbitrary user files, right in the browser; and web storage for persisting shared data over the life of a WebRTC call. Like any Web API, WebRTC doesn't enjoy a perfect implementation in any browser. But this book will guide you in writing elegant code to the specification, with backward-compatible fallback code for use in almost all modern browsers. Use WebRTC to build the next generation of web applications that stream media and data in real time, directly from one user to another - all by working in the browser. What You Need: Readers need a text editor, an up-to-date copy of Chrome or Firefox, and a POSIX-style command-line shell. They'll also need to install a little bit of open-source software, especially Node.js. All necessary setup is covered in full in the book's introductory chapter.
£35.14
Morgan & Claypool Publishers Exploring Physics with Computer Animation and
Book SynopsisThis book shows how the web-based PhysGL programming environment (http://physgl.org) can be used to teach and learn elementary mechanics (physics) using simple coding exercises. The book's theme is that the lessons encountered in such a course can be used to generate physics-based animations, providing students with compelling and self-made visuals to aid their learning. Topics presented are parallel to those found in a traditional physics text, making for straightforward integration into a typical lecture-based physics course. Users will appreciate the ease at which compelling OpenGL-based graphics and animations can be produced using PhysGL, as well as its clean, simple language constructs. The author argues that coding should be a standard part of lower-division STEM courses, and provides many anecdotal experiences and observations, that include observed benefits of the coding work.
£37.46
Routledge Learning Autodesk 3ds Max Design 2010 Essentials
Book SynopsisLearning Autodesk 3ds Max 2010 Design Essentials is a superb end-to-end reference that provides users with complete info on all of the features and options available in the latest version of 3ds Max Design, so that users can learn how to use 3ds Max Design confidently in a production environment. Each chapter offers a series of lessons - which introduce the functional areas of Max Design and go over all associated features (with examples), and then a lab (which demonstrates a practical application of the lesson). Together, all of the lessons deliver and sound and complete approach to revealing the functions, features, and principles of 3ds Max 2010 Design. New Bonus section on MaxScript covering techniques for automating repetitive tasks and customizing 3ds Max Design to make you more productive. The DVD includes project Scene & support files, 3 bonus chapters and 4 bonus labs (an additional 370 pages of 3ds Max Design techniques) with free models & texture maps from Turbo Squid (a $188 value), and a link to a trial version of Sketchbook Pro.
£32.99
Taylor & Francis Ltd Fundamentals of Computer Graphics
Book SynopsisDrawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.Focusing on geometric intuition, this book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.HIGHLIGHTS Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math, and sampling Updated coverage of existing topics The absorption and reworking of several chapters to create a morTable of Contents 1 Introduction 2 Miscellaneous Math 3 Raster Images 4 Ray Tracing 5 Surface Shading 6 Linear Algebra 7 Transformation Matrices 8 Viewing 9 The Graphics Pipeline 10 Signal Processing 11 Texture Mapping 12 Data Structures for Graphics 13 Sampling 14 Physics-Based Rendering 15 Curves Michael Gleicher 16 Computer Animation Michael Ashikhmin 17 Using Graphics Hardware Peter Willemsen 18 Color Erik Reinhard and Garrett Johnson 19 Visual Perception William B. Thompson 20 Tone Reproduction Erik Reinhard 21 Implicit Modeling Brian Wyvill 22 Computer Graphics in Games Naty Hoffman 23 Visualization Tamara Munzner
£999.99
Routledge Communication Technology Update and Fundamentals
Book SynopsisCommunication Technology Update and Fundamentals has set the standard as the single best resource for students and professionals looking to brush up on how communication technologies have developed, grown, and converged, as well as whatâs in store for the future. The 15th edition is completely updated, reflecting the changes that have swept the communication industries. The first five chapters offer the communication technology fundamentals, including the ecosystem, the history, and structureâthen delves into each of about two dozen technologies, including mass media, computers, consumer electronics, and networking technologies. Each chapter is written by experts who provide snapshots of the state of each individual field. Together, these updates provide a broad overview of these industries, as well as the role communication technologies play in our everyday lives. In addition to substantial updates to each chapter, the 15th edition includes: First-ever chapters on Big Data and the Internet of Things Updated user data in every chapter Projections of what each technology will become by 2031 Suggestions on how to get a job working with the technologies discussed The companion website, www.tfi.com/ctu, offers updated information on the technologies covered in this text, as well as links to other resources
£999.99
Allworth Press,U.S. Teaching Motion Design: Course Offerings and
Book SynopsisPresents information on various principles and practices of 3-D computer animation, character animation, pictorial background illustration, time-based design, interactive media, kinetic typography, film design, and television graphic design. This volume is suitable for those involved with various aspects of design, animation and computer art.
£16.14
Murphy & Moore Publishing Image and Video Coding: Techniques and
Book Synopsis
£121.24
States Academic Press Digital Video: Production Workflows and
Book Synopsis
£107.42