Graphical and digital media applications Books

375 products


  • Beginner's Guide to Digital Painting in

    3DTotal Publishing Ltd Beginner's Guide to Digital Painting in

    15 in stock

    Book SynopsisLearn how to paint on your iPad like the professionals in Beginner’s Guide to Procreate, a comprehensive introduction to this industry-standard software. Accessible and versatile, Procreate is an ideal tool for anyone wanting to give digital painting a go. Step-by-step tutorials, quick tips, and inspiring artwork ensure you’ll have all you need to create stunning concept art quickly and easily.

    15 in stock

    £19.79

  • The Art of Spyro: Reignited Trilogy

    Titan Books Ltd The Art of Spyro: Reignited Trilogy

    3 in stock

    Book SynopsisThe definitive art book for the remastered Spyro Reignited Trilogy, for fans young and old. In 2018 Toys for Bob Studios thrilled fans world wide by releasing Spyro Reignited Trilogy, a faithful remaster encompassing all three titles from the beloved Spyro trilogy introduced in 1998. The Art of Spyro is a meticulously crafted compendium filled with in-depth behind-the-scenes content, insightful quotes from top illustrators in the industry, anecdotes from the game developers, and a dazzling assortment of incredible concept art, some of which has never been seen by the public. It is a must-have for art lovers, games, fans... and the fun-loving adventurer in all of us.

    3 in stock

    £28.00

  • Adobe Photoshop Classroom in a Book 2023 release

    Pearson Education (US) Adobe Photoshop Classroom in a Book 2023 release

    15 in stock

    Book SynopsisTable of ContentsGetting Started 1 Getting to Know the Work Area 2 Basic Photo Corrections 3 Working with Selections 4 Layer Basics 5 Quick Fixes 6 Masks and Channels 7 Typographic Design 8 Vector Drawing Techniques 9 Advanced Compositing 10 Painting with the Mixer Brush 11 Editing Video 12 Working with Camera Raw 13 Preparing Files for The Web 14 Producing and Printing Consistent Color 15 Exploring Neural Filters Appendixes

    15 in stock

    £41.64

  • Adobe Creative 3D Workflows

    Pearson Education Adobe Creative 3D Workflows

    15 in stock

    Book SynopsisJoseph Labrecque is a creative developer, designer, and educator with more than two decades of experience creating expressive web, desktop, and mobile solutions. A faculty member at the University of Colorado Boulder College of Media, Communication and Information, his teaching focuses on creative software, digital workflows, user interaction, and design principles and concepts. Joseph has authored a number of books and video courses on design and development technologies, tools, and concepts. He speaks at design and technology conferences such as Adobe MAX and for a variety of smaller creative communities. He is also the founder of Fractured Vision Media, LLC; a digital media production studio and distribution vehicle for a variety of creative works. Joseph is an Adobe Education Leader and Adobe Community Expert.

    15 in stock

    £40.79

  • Game Engine Architecture Third Edition

    Taylor & Francis Ltd Game Engine Architecture Third Edition

    3 in stock

    Book SynopsisIn this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches compiler optimizations C++ language standardization the IEEE-754 floating-point representation 2D user interfaces plus an entirely new chapter on hardware parallelism and concurrent programming This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers. Table of ContentsSection I Foundations Chapter 1 Introduction Chapter 2 Tools of the Trade Chapter 3 Fundamentals of Software Engineering for Games Chapter 4 Parallelism and Concurrent Programming Chapter 5 3D Math for Games Section II Low-Level Engine SystemsChapter 6 Engine Support SystemsChapter 7 Resources and the File System Chapter 8 The Game Loop and Real-Time Simulation Chapter 9 Human Interface Devices Chapter 10 Tools for Debugging and Development Section III Graphics, Motion and Sound Chapter 11 The Rendering Engine Chapter 12 Animation Systems Chapter 13 Collision and Rigid Body Dynamics Chapter 14 Audio Chapter 15 Introduction to Gameplay Systems Chapter 16 Runtime Gameplay Foundation Systems Section V Conclusion Chapter 17 You Mean There’s More?

    3 in stock

    £78.84

  • Adobe Illustrator Classroom in a Book 2025

    Pearson Education Adobe Illustrator Classroom in a Book 2025

    15 in stock

    Book SynopsisBrian Wood is a Content Strategist for the Adobe MAX team, speaker, and author of dozens of Adobe training books, video training series, and articles. Brian has consulted with teachers, designers, marketing pros, and business owners throughout the United States. Over the years, Brian has spoken at major design conferences, including Adobe MAX, the How Interactive Design Conference, and the InDesign Conference.

    15 in stock

    £47.59

  • Data Sketches

    Taylor & Francis Ltd Data Sketches

    1 in stock

    Book SynopsisIn 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 â from the Olympics to Presidents & Royals and from Movies to Myths & Legends â 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 authorsâ 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 authorsâ notebooks Never-before-published technical write-ups, with beginner-friendly exTrade Review"The Data Sketches collaboration is a glorious tour de force: two people spur each other along a remarkable spiral of visualization creativity, and let the rest of us come along for the ride! Nadieh and Shirley share their sketches and code, experiments and explorations, reflections and realizations, eurekas and backtracks, and infectious enthusiasm. They each bring a unique vector, voice, and style to the 12 project topics; what unites them is deep technical chops and a superlative eye for design." --Tamara Munzner, Professor of Computer Science at the University of British Columbia, Chair of the Executive Committee of IEEE Visualization, Author of Visualization Analysis and Design "What a rare treat it is for Shirley and Nadieh to share their process so openly! We see not only the technical work—prototyping with real data, riffing from examples—but the circuitous emotional journey from rough concept to polished final product. Shirley and Nadieh are honest, entertaining, and insightful in their retrospectives. For anyone interested in visualization, their stories are a powerful lesson of how designs can be shaped to communicate effectively and with intent. And their openness and humility make the practice less intimidating, inviting newcomers to get started." --Mike Bostock, Creator of D3.js and Founder of Observable "The work of Nadieh Bremer & Shirley Wu is some of the most beautiful and exciting data visualization work being done today. They bring incredible aesthetics to complex data to enlighten and evoke joy in their audiences. In Data Sketches we get to see some of their best, most personal work and, more than that, we get their explanation of what inspired them and how they accomplished such amazing work. This book is a treat for both the eye and the mind." --Elijah Meeks, Executive Director of the Data Visualization Society and Author "This book brings the perfect blend of ingredients together for a nourishing recipe of inspiration and knowledge beneficial to beginners and experienced practitioners alike. Nadieh and Shirley are generational talents. Through their data visualisation work they relentlessly exhibit a wide spectrum of capabilities across the creative, editorial, analytical, and technical dimensions. Above all, they are wonderful communicators. They know how to skilfully communicate to audiences through data. And now, through this book, they share detailed stories of their process giving us the privilege of learning what, why and how they do what they do." --Andy Kirk, Data Visualisation Specialist, Author, and Editor of visualisingdata.com "Nadieh Bremer and Shirley Wu are wondrous eccentrics. Their splendid book is the product of a collaborative experimental project, Data Sketches, that might be one of the first exponents of an emerging visualization orthodoxy in which uniqueness is paramount and templates and conventions are viewed with scepticism." --Alberto Cairo, Knight Chair at the University of Miami and Author - from the Foreword "Nadieh Bremer and Shirley Wu’s Data Sketches collaboration is a great example of what you can do with data visualization beyond a standard chart. They show that visualization can be both useful and beautiful. They show the many possibilities when you put thought into the data and the visuals. The best part of Data Sketches is that Bremer and Wu documented their processes, so that you can learn the tools they used, the messiness of the data, and how they get over the bumps along the way." --Nathan Yau, Creator of FlowingData and Author "Written in an approachable, first-person angle, this book is a delightful behind-the-scenes look at the process for creating any sophisticated data visualization. It provides many personal tips for every stage of development, from data collection and analysis, to sketching and final production. The authors have done a tremendous job in demystifying a normally opaque practice. They made it seem so easy you will want to start on your own project right away." --Manual Lima, Design Lead, Author, Mentor, and Lecturer. RSA Fellow. TED Speaker. Founder of VisualComplexity.com. "As an educator focused on computational media, I consistently point students towards Shirley and Nadieh's work for inspiration. I am so thrilled and excited that they've synthesized years of hard work and exploration into Data Sketches, which is now my go-to resource for coders interested in creative expression and storytelling with data!" --Dan Shiffman, Author, Director of The Processing Foundation, Associate Arts Professor at ITP/IMA, Tisch School of the Arts, NYU "A visual duet to savor! This tag-team visualization bonanza is a total knockout!" --Jim Vallandingham, Data Visualization Designer and Data Scientist at Zymergen "The Data Sketches collaboration is a glorious tour de force: two people spur each other along a remarkable spiral of visualization creativity, and let the rest of us come along for the ride! Nadieh and Shirley share their sketches and code, experiments and explorations, reflections and realizations, eurekas and backtracks, and infectious enthusiasm. They each bring a unique vector, voice, and style to the 12 project topics; what unites them is deep technical chops and a superlative eye for design." --Tamara Munzner, Professor of Computer Science at the University of British Columbia, Former Chair of the Executive Committee of IEEE Visualization, Author of Visualization Analysis and Design "What a rare treat it is for Shirley and Nadieh to share their process so openly! We see not only the technical work—prototyping with real data, riffing from examples—but the circuitous emotional journey from rough concept to polished final product. Shirley and Nadieh are honest, entertaining, and insightful in their retrospectives. For anyone interested in visualization, their stories are a powerful lesson of how designs can be shaped to communicate effectively and with intent. And their openness and humility make the practice less intimidating, inviting newcomers to get started." --Mike Bostock, Creator of D3.js and Founder of Observable "The work of Nadieh Bremer & Shirley Wu is some of the most beautiful and exciting data visualization work being done today. They bring incredible aesthetics to complex data to enlighten and evoke joy in their audiences. In Data Sketches we get to see some of their best, most personal work and, more than that, we get their explanation of what inspired them and how they accomplished such amazing work. This book is a treat for both the eye and the mind." --Elijah Meeks, Executive Director of the Data Visualization Society and Author "This book brings the perfect blend of ingredients together for a nourishing recipe of inspiration and knowledge beneficial to beginners and experienced practitioners alike. Nadieh and Shirley are generational talents. Through their data visualisation work they relentlessly exhibit a wide spectrum of capabilities across the creative, editorial, analytical, and technical dimensions. Above all, they are wonderful communicators. They know how to skilfully communicate to audiences through data. And now, through this book, they share detailed stories of their process giving us the privilege of learning what, why and how they do what they do." --Andy Kirk, Data Visualisation Specialist, Author, and Editor of visualisingdata.com "Nadieh Bremer and Shirley Wu are wondrous eccentrics. Their splendid book is the product of a collaborative experimental project, Data Sketches, that might be one of the first exponents of an emerging visualization orthodoxy in which uniqueness is paramount and templates and conventions are viewed with scepticism." --Alberto Cairo, Knight Chair at the University of Miami and Author - from the Foreword "Nadieh Bremer and Shirley Wu’s Data Sketches collaboration is a great example of what you can do with data visualization beyond a standard chart. They show that visualization can be both useful and beautiful. They show the many possibilities when you put thought into the data and the visuals. The best part of Data Sketches is that Bremer and Wu documented their processes, so that you can learn the tools they used, the messiness of the data, and how they get over the bumps along the way." --Nathan Yau, Creator of FlowingData and Author "Written in an approachable, first-person angle, this book is a delightful behind-the-scenes look at the process for creating any sophisticated data visualization. It provides many personal tips for every stage of development, from data collection and analysis, to sketching and final production. The authors have done a tremendous job in demystifying a normally opaque practice. They made it seem so easy you will want to start on your own project right away." --Manuel Lima, Design Lead, Author, Mentor, and Lecturer. RSA Fellow. TED Speaker. Founder of VisualComplexity.com. "The story behind the magic is sometimes the most magical. Data Sketches is a landmark event in data visualization. Finally, Shirley Wu and Nadieh Bremer reveal how they brought it to life. Go with two of the world’s best interactive makers deep behind-the-scenes. See how it works—and all the drafts it took to get there. Learn from many comparisons: between Wu and Bremer and across the trajectory of their twenty-four stories. After immersing yourself in Data Sketches you will emerge inspired." -- RJ Andrews, Data Storyteller, Author, and Creator of Info We Trust. "As an educator focused on computational media, I consistently point students towards Shirley and Nadieh's work for inspiration. I am so thrilled and excited that they've synthesized years of hard work and exploration into Data Sketches, which is now my go-to resource for coders interested in creative expression and storytelling with data!" --Dan Shiffman, Author, Director of The Processing Foundation, Associate Arts Professor at ITP/IMA, Tisch School of the Arts, NYU "A visual duet to savor! This tag-team visualization bonanza is a total knockout!" --Jim Vallandingham, Data Visualization Designer and Data Scientist at Zymergen “Lay-chart readers cannot appreciate the expertise and thousands of decisions that go into a single visualization, but this wonderful behind-the-scenes peek reveals how there is never just one ‘right’ answer, but many possible answers — each of them beautiful, provocative, and shaped by the unique lens of its creator.”--Scott Murray, Author and Designer, O'Reilly media Table of ContentsForeword by Alberto Cairo. About Data Sketches. 1. July: Movies 2. August: Olympics 3. September: Travel 4. October: Presidents & Royals 5. November: Books 6. December: Music 7. January: Nostalgia 8. February: Nature 9. March: Culture 10. April: Community 11. May: Myths & Legends 12. June: Fearless

    1 in stock

    £37.99

  • Smart Phone Smart Photography: Simple Techniques

    Ryland, Peters & Small Ltd Smart Phone Smart Photography: Simple Techniques

    7 in stock

    Book Synopsis“... a genuinely useful guide to the more technical side of phone shooting, including editing with popular apps like Snapseed. Jo Bradford makes the most of the creative possibilities of modern smartphone cameras, and her tips on improving exposure and ensuring decent prints are really useful.” Awarded 5 stars by Amateur Photographer Maximize your potential to get the shots you want with this guide to photography for both Apple and Android phones. There’s a saying that the best camera for the job is the one you have with you when an opportunity arises. Thanks to the boom in camera-phone technology, today we’re lucky enough to have a camera to hand to capture all those incredible moments. But are you making the most of that powerful tool in your pocket? Do the photos you have taken tend to be blurry, or look nothing like what you're seeing? If you want to shoot incredible images with your phone, buy Smart Phone, Smart Photography. Covering simple techniques that will allow you to get the image that you see every single time, you will soon be telling your camera what to do with confidence. Start with The Big Picture and get to know your camera phone and the rules behind taking the perfect shot. The next chapter, Taking Great Pictures, explains the key disciplines of photography – portrait, abstraction, macro, still life and plenty more. Finally, the Post-production chapter demonstrates how to use apps to edit and enhance your images and create incredible prints for display.

    7 in stock

    £14.44

  • Computer Graphics

    Pearson Education (US) Computer Graphics

    1 in stock

    Book SynopsisJohn F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics.   Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education, and Professor of Computer Science at Brown University. Andy's research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software.   Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs.   <Table of Contents Preface xxxv About the Authors xlv Chapter 1: Introduction 1 Graphics is a broad field; to understand it, you need information from perception, physics, mathematics, and engineering. Building a graphics application entails user-interface work, some amount of modeling (i.e., making a representation of a shape), and rendering (the making of pictures of shapes). Rendering is often done via a “pipeline” of operations; one can use this pipeline without understanding every detail to make many useful programs. But if we want to render things accurately, we need to start from a physical understanding of light. Knowing just a few properties of light prepares us to make a first approximate renderer. 1.1 An Introduction to Computer Graphics 1 1.2 A Brief History 7 1.3 An Illuminating Example 9 1.4 Goals, Resources, and Appropriate Abstractions 10 1.5 Some Numbers and Orders of Magnitude in Graphics 12 1.6 The Graphics Pipeline 14 1.7 Relationship of Graphics to Art, Design, and Perception 19 1.8 Basic Graphics Systems 20 1.9 Polygon Drawing As a Black Box 23 1.10 Interaction in Graphics Systems 23 1.11 Different Kinds of Graphics Applications 24 1.12 Different Kinds of Graphics Packages 25 1.13 Building Blocks for Realistic Rendering: A Brief Overview 26 1.14 Learning Computer Graphics 31 Chapter 2: Introduction to 2D Graphics Using WPF 35 A graphics platform acts as the intermediary between the application and the underlying graphics hardware, providing a layer of abstraction to shield the programmer from the details of driving the graphics processor. As CPUs and graphics peripherals have increased in speed and memory capabilities, the feature sets of graphics platforms have evolved to harness new hardware features and to shoulder more of the application development burden. After a brief overview of the evolution of 2D platforms, we explore a modern package (Windows Presentation Foundation), showing how to construct an animated 2D scene by creating and manipulating a simple hierarchical model. WPF’s declarative XML-based syntax, and the basic techniques of scene specification, will carry over to the presentation of WPF’s 3D support in Chapter 6. 2.1 Introduction 35 2.2 Overview of the 2D Graphics Pipeline 36 2.3 The Evolution of 2D Graphics Platforms 37 2.4 Specifying a 2D Scene Using WPF 41 2.5 Dynamics in 2D Graphics Using WPF 55 2.6 Supporting a Variety of Form Factors 58 2.7 Discussion and Further Reading 59 Chapter 3: An Ancient Renderer Made Modern 61 We describe a software implementation of an idea shown by Dürer. Doing so lets us create a perspective rendering of a cube, and introduces the notions of transforming meshes by transforming vertices, clipping, and multiple coordinate systems. We also encounter the need for visible surface determination and for lighting computations.

    1 in stock

    £97.99

  • Adobe Illustrator Classroom in a Book 2024

    Pearson Education (US) Adobe Illustrator Classroom in a Book 2024

    7 in stock

    Book SynopsisBrian Wood is an instructional designer, speaker/trainer, and author of the industry-leading Adobe Illustrator Classroom in a Book and numerous LinkedIn Learning courses and other content. He also works with the worldwide Marketing and Education teams and the Learn team at Adobe to create learning content, including speaking at various industry events. He enjoys designing and building unique, custom wood furniture in his spare time. To learn more, check out www.youtube.com/askbrianwood or linkedin.com/in/brian-wood-training.Table of ContentsWhat’s New in Adobe Illustrator 2024 Release A Quick Tour of Adobe Illustrator 2024 Release Lesson 1 Getting to Know the Work Area Lesson 2 Techniques for Selecting Artwork Lesson 3 Make A Logo with ShapesLesson 4 Editing and Combining Shapes and Paths Lesson 5 Transforming Artwork Lesson 6 Using the Basic Drawing Tools Lesson 7 Drawing with The Pen Tool Lesson 8 Using Color to Enhance Artwork Lesson 9 Adding Type to a Project Lesson 10 Organizing Your Artwork with Layers Lesson 11 Gradients, Blends, and Patterns Lesson 12 Using Brushes to Create an Ad Lesson 13 Exploring Creative Uses of Effects and Graphic Styles Lesson 14 Creating Artwork for a T-Shirt Lesson 15 Placing and Working with Images Lesson 16 Sharing Projects

    7 in stock

    £46.79

  • The Book Of Inkscape 2nd Edition: The Definitive

    No Starch Press,US The Book Of Inkscape 2nd Edition: The Definitive

    2 in stock

    Book SynopsisDmitry Kirsanov, a former core Inkscape developer, shares his knowledge of Inkscape's inner workings as he shows how to use Inkscape to draw with various tools, work with objects, apply realistic and artistic effects, and more. Step-by-step task-based tutorials show you how to create business cards, animations, technical and artistic drawings, and graphic assets for games. This second edition covers the new tools, improved text features, advanced new path effects and filters, as well as many new UI conveniences in Inkscape 1.0. A new chapter describes Inkscape's extensions for both users and developers. Learn how to: navigate the canvas and customize your workspace and views; create new objects and transform, style, clone, and combine them; use gradients, patterns, filters, and path effects to liven up your work; work with layers, groups, object order, and locks to control your artwork; view and manipulate your document's structure with the XML Editor and the new Objects dialog; exporTrade Review"If you’ve ever wanted to design art for video games or any other application, The Book of Inkscape, 2nd Edition by Dmitry Kirsanov is for you . . . It doesn’t matter if you’ve never seen a graphics program or even a photo editor. It guides you through the creation of business cards, animations, technical and artistic drawings, and graphics for games." —Bob and Joy Schwabach, oncomp.comReviews from the First Edition:"I give this book a big thumbs up."—LinuxPlanet"Highly recommended, well written and full of practical examples and insights, this excellent text can make you a pro at using Inkscape."—IT World"Inkscape is a really exciting, interesting and powerful design program to learn, and The Book of Inkscape makes this learning process fun and rewarding."—Dr. Dobb's CodeTalk"Kirsanov . . . is able to hand out the knowledge with ease, without confusing the reader. He also has an uncanny ability to prioritize concepts and tools, and so each chapter and each section appears at the right moment in the book, while the reader is ready for it."—OSNews"Dmitry Kirsanov's book enables you to sit down with a freshly downloaded version of Inkscape and work in an ordered and logical way through the software features."—Free Software Magazine"Anyone who wants to use, or learn about, Inkscape should take the time to examine The Book of Inkscape."—Linux Users of Victoria"This book is a great guide to using Inkscape."—On Computers"Clear writing and numerous step-by-step tutorials make this manual the go-to reference for artists new to Inkscape and for experienced users looking for detailed information on the application's features."—SciTech Book News"The Book of Inkscape is an absolute must for anyone trying to master the program for professional use."—The Midwest Book Review"The ability of Dmitry Kirsanov to vary his tone and detail depending on the subject matter is perhaps key to The Book of Inkscape largely being effective in its ambition of being the definitive guide to the graphics editor."—About.comTable of ContentsAcknowledgments Introduction Chapter 1: Inkscape and the World Chapter 2: An Inkscape Primer Chapter 3: Setting Up and Moving Around Chapter 4: Objects Chapter 5: Selecting Chapter 6: Transforming Chapter 7: Snapping and Arranging Chapter 8: Style: Color and Opacity Chapter 9: Style: Stroke and Markers Chapter 10: Gradients, Meshes, and Patterns Chapter 11: Shapes Chapter 12: Editing Paths Chapter 13: Path Effects Chapter 14: Drawing Chapter 15: Text Chapter 16: Clones and Symbols Chapter 17: Filters Chapter 18: Bitmaps Chapter 19: Extensions Chapter 20: Tutorial: Designing a Business Card Chapter 21: Tutorial: Creating an Animation Chapter 22: Tutorial: Drawing a 3D-Correct Cartoon Chapter 23: Tutorial: Artistic Drawing Chapter 24: Tutorial: Technical Drawing Chapter 25: Tutorial: The Rose Chapter 26: Tutorial: Artwork for a Game Appendix A: An SVG Primer Appendix B: Import and Export Appendix C: The Command Line Index Color Illustrations

    2 in stock

    £35.99

  • Building Blocks of Tabletop Game Design

    CRC Press Building Blocks of Tabletop Game Design

    1 in stock

    Book SynopsisBuilding Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms, Second Edition compiles hundreds of game mechanisms, organized by category. The book can be read cover to cover and used as a reference to solve a specific design problem or for inspiration and research on new designs. This second edition collects even more mechanisms, expands on and updates existing entries, and includes color images. Building Blocks is a great starting point for new designers, a handy guidebook for the experienced, and an ideal classroom reference.Each Game Mechanisms Entry Contains: The definition of the mechanism An explanatory diagram of the mechanism Discussion of how the mechanism is used in successful games Considerations for implementing the mechanism in new designs Trade Review"If games were lands to be explored, they would be far too large for one explorer to master. Building Blocks of Tabletop Game Design is a much-needed atlas for the explorer—giving a framework of what to look for in a game, and a focus for game play that will be useful for understanding the whole. The game scholar will find this invaluable."—Richard Garfield, creator of Magic: The Gathering "People talk about the art of game design or the craft of game design. Engelstein and Shalev hone in on the science of game design with a razor-sharp scalpel. This book will be within arm’s reach as I work on games and I expect it to be consulted often."—Rob Daviau, creator of Risk: Legacy and Chief Restoration Officer of Restoration Games"The most comprehensive and well-researched encyclopedia of game mechanisms that I’ve seen to date."—Matt Leacock, creator of Pandemic"The value of this work lies not only in the thoughtful descriptions and discussions of the building blocks themselves, but in the cataloging of example games for each section. So many design problems have been solved before, and this book gives designers a handy overview of those solutions."- Elizabeth Hargrave (designer of Wingspan):Table of ContentsChapter 1 Game StructureChapter 2 Turn Order and StructureChapter 3 ActionsChapter 4ResolutionChapter 5 Game End and VictoryChapter 6 UncertaintyChapter 7 EconomicsChapter 8 AuctionsChapter 9 Worker PlacementChapter 10 MovementChapter 11 Area ControlChapter 12 Set CollectionChapter 13 Card Mechanisms

    1 in stock

    £109.25

  • Adobe After Effects Classroom in a Book 2024

    Pearson Education (US) Adobe After Effects Classroom in a Book 2024

    15 in stock

    Book SynopsisLisa Fridsma has long loved the process of teaching others to use Adobe products. She has been an illustrator, compositor, and lesson designer for over thirty books in the Classroom in a Book series (including books for Photoshop, After Effects, and Acrobat). Lisa also authored and illustrated the 2022 version of Adobe Illustrator Visual QuickStart Guide. Brie Gyncild aims to make technical information accessible to those who need it. Over the past two decades, Brie has written or co-written numerous editions of the Classroom in a Book series on Photoshop, After Effects, Flash, and Acrobat; several editions of the How to Wow series; and various other books about Adobe applications.

    15 in stock

    £47.59

  • NonDesigners Presentation Book The

    Pearson Education (US) NonDesigners Presentation Book The

    Out of stock

    Book SynopsisRobin Williams is the author of dozens of best-selling and award-winning books, including The Non-Designer's Design Book, The Little Mac Book, and so many more. Through her writing, teaching, and workshops, Robin has educated and influenced an entire generation of computer users in the areas of design, typography, desktop publishing, the Mac, and the web.Table of Contents 1: Where to Begin? What’s a presentation? Does it need to be digital? Yes, it needs to be digital Which slide size to use? Both presenting and posting? Where is your audience? What’s a bad presentation? What’s a good presentation? Software options Boundaries can be great Templates and assets Share your slides 2: Get yourself Organized Plan, organize, outline, write Now that you’re organized Four principles of presentation design (overview) 3: Clarity Edit the text! Spread out the text! How many slides in a presentation? Sometimes you need lots on one slide 4: Relevance Get rid of superfluous stuff Backgrounds Don’t use dorky clip art Use relevant photos 5: Animation Animation creates a focus Concerns about animation 6: Plot Make a beginning Tell us where you’re going Text vs. images Find the humans in the story Tell relevant stories Vary the pace Make an end And leave time for questions Four principles of design (overview) 7: Contrast Contrast with typeface Contrast with color Contrast provides substance Contrast can help organize Contrast demands attention 8: Repetition Repeat to create a consistent look Repeat a style Repeat the image, but differently Unity with variety Design the repetitive elements Repetition doesn’t mean sameness 9: Alignment Alignment cleans up individual slides Alignment cleans up your deck Alignment unifies your deck Alignment makes you look smarter Alignment is a great organizer Alignment will need adjusting Intentionally break the alignment! 10: Proximity Create relationships White space is okay But avoid trapped white space Proximity cleans and organizes Proximity is a starting point 11: Handouts Why include handouts 12: Learn your Software Turn off “Autofit” or “Shrink text to fit” Set the vertical alignment to the top Adjust the space between lines Adjust the space between paragraphs Crop or mask an image Don’t squish the images 13: Ignore these Rules Never read a slide aloud Never use serif typefaces Never use animation Never use more than one background Never make a slide without an image on it Never use more than five bullet points per slide Never use more than two or three words per bullet point Never use PowerPoint Never turn the lights off. Never turn the lights on Never provide handouts before your talk Never use pie charts Never use Arial or Helvetica 14: Listen to your Eyes Quiz: Listen to your eyes Checklist for content Checklist for slides Put it all together 15: Resources

    Out of stock

    £24.69

  • Adobe Photoshop Book for Digital Photographers

    Pearson Education (US) Adobe Photoshop Book for Digital Photographers

    15 in stock

    Book SynopsisTable of ContentsChapter 01 The Essentials of Camera Raw Chapter 02 Camera Raw–Beyond the Basics Chapter 03 Masking Miracles Chapter 04 Correcting Lens Problems Chapter 05 Working with Layers Chapter 06 Making Selections Chapter 07 Black & White, Duotones & More Chapter 08 Cropping & Resizing Chapter 09 Retouching Portraits Chapter 10 Removing Distracting Stuff Chapter 11 Photoshop Effects Chapter 12 Sharpening Techniques Index

    15 in stock

    £37.39

  • The Art of Game Design

    Taylor & Francis Ltd The Art of Game Design

    2 in stock

    Book SynopsisThe Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design.This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided iTable of ContentsCh 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates an Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The Experience Is in the Player’s Mind. Ch 12 The Player’s Mind Is Driven by the Player’s Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16 Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19 Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch 20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters. Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25 Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28 Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have Certain Responsibilities. Ch 34 Each Designer Has a Purpose.

    2 in stock

    £52.24

  • The Nine Old Men Lessons Techniques and

    Taylor & Francis Ltd The Nine Old Men Lessons Techniques and

    3 in stock

    Book SynopsisLearn from the men who changed animation foreverWalt Disneyâs team of core animators, who he affectionately called his Nine Old Men, were known for creating Disneyâs most famous works, as well as refining the 12 basic principles of animation. Follow master animator and Disney legend Andreas Deja as he takes you through the minds and works of these notable animators. An apprentice to the Nine Old Men himself, Deja gives special attention to each animator and provides a thoughtful analysis on their techniques that include figure drawing, acting, story structure, and execution. The in-depth analysis of each animatorâs work will allow you to refine your approach to character animation. Rare sequential drawings from the Disney archives also give you unprecedented access and insight into the most creative minds that changed the course of animation. Instruction and analysis on the works of each of the Nine Old Men broaden your creative choices and approTable of ContentsDedication Acknowledgments About the Author Preface Les Clark Wolfgang Reitherman Eric Larson Ward Kimball Milt Kahl Frank Thomas Ollie Johnston John Lounsbery Marc Davis Glossary

    3 in stock

    £36.54

  • Make Games with Python

    Raspberry Pi Press Make Games with Python

    10 in stock

    Book SynopsisLearning to code your own shoot-'em-up is infinitely more satisfying than beating any end-of-level bossWhile countless millions of us like nothing more than spending hours racking up high scores on our favourite games, too few of us are exposed to an even more gratifying way to spend the evening - making them. It's far from easy. Master essential game-making skills:Creating shapes and pathsMovement and animationUsing the keyboard and mouseAdding sound and musicSimulating physics and forcesBuilding classes for actorsCreating your own shoot-em 'upEach chapter will add to your knowledge of Python game development, allowing you both to understand the games you play, and to create almost anything your imagination can come up with. This book is designed to help you learn many of the essential skills you'll need to make games with Python and Pygame, and you'll learn valuable coding skills along the way.This book isn't for absolute programming beginners, but it's not far from it. If you've written some simple Python (or similar) programs in the past, and are able to do things like creating files and get around your computer's filesystem without too much difficulty, then you're ready to get started.

    10 in stock

    £14.24

  • OpenGL Programming Guide

    Pearson Education (US) OpenGL Programming Guide

    Out of stock

    Book SynopsisJohn M. Kessenich, staff software engineer at Google and creator of SPIR-V, has been active in OpenGL and GLSL Khronos standards' development since 1999. He is the primary editor of the SPIR-V and GLSL specifications, and creates shader compiler tools and translators to promote portability of those standards.   Graham Sellers, AMD Software Architect and Engineering Fellow, is a Khronos API lead and represents AMD at the OpenGL ARB. He has contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents.   Dave Shreiner is a twenty-five year veteran of the computer graphics industry, where he's worked almost exclusively with programming interfaces like OpenGL. In addition to having written and taught instructional courses on using computer graphics APIs, he was also the lead author fTrade ReviewPraise for previous editions of OpenGL® Programming Guide “Wow! This book is basically one-stop shopping for OpenGL information. It is the kind of book that I will be reaching for a lot. Thanks to Dave, Graham, John, and Bill for an amazing effort.” —Mike Bailey, professor, Oregon State University “The most recent Red Book parallels the grand tradition of OpenGL; continuous evolution towards ever-greater power and efficiency. The eighth edition contains up-to-the minute information about the latest standard and new features, along with a solid grounding in modern OpenGL techniques that will work anywhere. The Red Book continues to be an essential reference for all new employees at my simulation company. What else can be said about this essential guide? I laughed, I cried, it was much better than Cats—I’ll read it again and again.” —Bob Kuehne, president, Blue Newt Software “OpenGL has undergone enormous changes since its inception twenty years ago. This new edition is your practical guide to using the OpenGL of today. Modern OpenGL is centered on the use of shaders, and this edition of the Programming Guide jumps right in, with shaders covered in depth in Chapter 2. It continues in later chapters with even more specifics on everything from texturing to compute shaders. No matter how well you know it or how long you’ve been doing it, if you are going to write an OpenGL program, you want to have a copy of the OpenGL® Programming Guide handy.” —Marc Olano, associate professor, UMBC “If you are looking for the definitive guide to programming with the very latest version of OpenGL, look no further. The authors of this book have been deeply involved in the creation of OpenGL 4.3, and everything you need to know about the cutting edge of this industry-leading API is laid out here in a clear, logical, and insightful manner.” —Neil Trevett, president, Khronos GroupTable of Contents Chapter 1: Introduction to OpenGL Chapter 2: Shader Fundamentals Chapter 3: Drawing with OpenGL Chapter 4: Color, Pixels, and Fragments Chapter 5: Viewing Transformations, Culling, Clipping, and Feedback Chapter 6: Textures and Framebuffers Chapter 7: Light and Shadow Chapter 8: Procedural Texturing Chapter 9: Tessellation Shaders Chapter 10: Geometry Shaders Chapter 11: Memory Chapter 12: Compute Shaders Appendix A: Support Libraries Appendix B: OpenGL ES and WebGL Appendix C: Built-in GLSL Variables and Functions Appendix D: State Variables Appendix E: Homogeneous Coordinates and Transformation Matrices Appendix F: Floating-Point Formats for Textures, Framebuffers, and Renderbuffers Appendix G: Debugging and Profiling OpenGL Appendix H: Buffer Object Layouts

    Out of stock

    £46.54

  • The Visual Effects Producer

    Taylor & Francis The Visual Effects Producer

    1 in stock

    Book SynopsisStep-by-step instruction and outlines of industry standard best practices for VFX productionTrade Review"The Visual Effects Producer is absolutely essential reading! Finance and Zwerman cover every aspect of producing visual effects in a clear and concise manner that will inform novices and industry veterans alike."- Gale Anne Hurd, Producer (The Incredible Hulk, Terminator, Terminator 2: Judgement Day, Aliens)"This indispensable resource for VFX producers (and would-be VFX producers) is not only user friendly but jam packed with the information and techniques you'd otherwise have to learn the hard, painful and expensive way!"- Jeffrey A. Okun, VFX Supervisor (The Day the Earth Stood Still, Blood Diamond, The Last Samurai)"A must read for all filmmakers and aspiring filmmakers. The authors have combined wisdom and practicality to produce an extraordinary book that explains the business of producing VFX without losing sight of the art and magic."- Yudi Bennett, Member of DGA and Academy of Motion Picture Arts & Sciences; Frank Capra Award Recipient(StarTrek Generations, Pleasantville)Table of ContentsDigital Effects: The 15 Minute Version; Basic VFX Technologies; Who You Gonna Call- The VFX Team; Breakdowns; Scheduling and Budgeting Production Support; Budgeting the Effects; The VFX Database; On-Set Operations; Production Calendars; Production; On-Set References; Operating Independently; Production Reports; Stage and VFX Photography Procedures; Models and Miniatures; The VFX Producer's Role During Post; VFX Editorial; Post-Production Scheduling Issues; Legal Matters; Working Overseas;

    1 in stock

    £29.99

  • OpenGL ES 3.0 Programming Guide

    Pearson Education (US) OpenGL ES 3.0 Programming Guide

    Out of stock

    Book SynopsisDan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012). Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications. Dave Shreiner is one of the World's foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series. Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.Trade Review“As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.” –Rick Tewell, Graphics Technology Architect, Freescale “This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.” –Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net “The second edition of OpenGL® ES™ 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. We’d recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.” –Kristof Beets, Business Development, Imagination Technologies “This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.” –Jed Fisher, Managing Partner, 4D Pipeline “This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming. This is the guide I’d want by my side when diving into embedded OpenGL.” –Todd Furlong, President & Principal Engineer, Inv3rsion LLCTable of ContentsList of Figures xvii List of Examples xxi List of Tables xxv Foreword xxix Preface xxxi Intended Audience xxxi Organization of This Book xxxii Example Code and Shaders xxxvi Errata xxxvi Acknowledgments xxxvii About the Authors xxxix Chapter 1: Introduction to OpenGL ES 3.0 1 OpenGL ES 3.0 3 What’s New in OpenGL ES 3.0 11 OpenGL ES 3.0 and Backward Compatibility 17 EGL 19 EGL Command Syntax 20 OpenGL ES Command Syntax 21 Error Handling 22 Basic State Management 23 Further Reading 25 Chapter 2: Hello Triangle: An OpenGL ES 3.0 Example 27 Code Framework 28 Where to Download the Examples 28 Hello Triangle Example 29 Using the OpenGL ES 3.0 Framework 34 Creating a Simple Vertex and Fragment Shader 35 Compiling and Loading the Shaders 36 Creating a Program Object and Linking the Shaders 38 Setting the Viewport and Clearing the Color Buffer 39 Loading the Geometry and Drawing a Primitive 40 Displaying the Back Buffer 41 Summary 42 Chapter 3: An Introduction to EGL 43 Communicating with the Windowing System 44 Checking for Errors 45 Initializing EGL 46 Determining the Available Surface Configurations 46 Querying EGLConfig Attributes 48 Letting EGL Choose the Configuration 51 Creating an On-Screen Rendering Area: The EGL Window 53 Creating an Off-Screen Rendering Area: EGL Pbuffers 56 Creating a Rendering Context 60 Making an EGLContext Current 62 Putting All Our EGL Knowledge Together 63 Synchronizing Rendering 66 Summary 67 Chapter 4: Shaders and Programs 69 Shaders and Programs 69 Uniforms and Attributes 80 Shader Compiler 93 Program Binaries 94 Summary 95 Chapter 5: OpenGL ES Shading Language 97 OpenGL ES Shading Language Basics 98 Shader Version Specification 98 Variables and Variable Types 99 Variable Constructors 100 Vector and Matrix Components 101 Constants 102 Structures 103 Arrays 104 Operators 104 Functions 106 Built-In Functions 107 Control Flow Statements 107 Uniforms 108 Uniform Blocks 109 Vertex and Fragment Shader Inputs/Outputs 111 Interpolation Qualifiers 114 Preprocessor and Directives 115 Uniform and Interpolator Packing 117 Precision Qualifiers 119 Invariance 121 Summary 123 Chapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects 125 Specifying Vertex Attribute Data 126 Declaring Vertex Attribute Variables in a Vertex Shader 135 Vertex Buffer Objects 140 Vertex Array Objects 150 Mapping Buffer Objects 154 Copying Buffer Objects 159 Summary 160 Chapter 7: Primitive Assembly and Rasterization 161 Primitives 161 Drawing Primitives 165 Primitive Assembly 174 Rasterization 179 Occlusion Queries 183 Summary 185 Chapter 8: Vertex Shaders 187 Vertex Shader Overview 188 Vertex Shader Examples 196 Generating Texture Coordinates 205 Vertex Skinning 207 Transform Feedback 211 Vertex Textures 214 OpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader 215 Summary 223 Chapter 9: Texturing 225 Texturing Basics 226 Compressed Textures 262 Texture Subimage Specification 266 Copying Texture Data from the Color Buffer 269 Sampler Objects 273 Immutable Textures 276 Pixel Unpack Buffer Objects 277 Summary 278 Chapter 10: Fragment Shaders 279 Fixed-Function Fragment Shaders 280 Fragment Shader Overview 282 Implementing Fixed-Function Techniques Using Shaders 286 Summary 295 Chapter 11: Fragment Operations 297 Buffers 298 Fragment Tests and Operations 303 Blending 311 Dithering 314 Multisampled Anti-Aliasing 314 Reading and Writing Pixels to the Framebuffer 316 Multiple Render Targets 320 Summary 324 Chapter12: Framebuffer Objects 325 Why Framebuffer Objects? 325 Framebuffer and Renderbuffer Objects 327 Creating Framebuffer and Renderbuffer Objects 329 Using Renderbuffer Objects 330 Using Framebuffer Objects 335 Framebuffer Blits 342 Framebuffer Invalidation 344 Deleting Framebuffer and Renderbuffer Objects 346 Examples 348 Performance Tips and Tricks 354 Summary 355 Chapter 13: Sync Objects and Fences 357 Flush and Finish 357 Why Use a Sync Object? 358 Creating and Deleting a Sync Object 358 Waiting for and Signaling a Sync Object 359 Example 360 Summary 361 Chapter 14: Advanced Programming with OpenGL ES 3.0 363 Per-Fragment Lighting 363 Environment Mapping 370 Particle System Using Transform Feedback 380 Image Postprocessing 387 Projective Texturing 390 Noise Using a 3D Texture 397 Procedural Texturing 404 Rendering Terrain with Vertex Texture Fetch 410 Shadows Using a Depth Texture 414 Summary 420 Chapter 15: State Queries 421 OpenGL ES 3.0 Implementation String Queries 421 Querying Implementation-Dependent Limits 423 Querying OpenGL ES State 429 Hints 435 Entity Name Queries 436 Nonprogrammable Operations Control and Queries 436 Shader and Program State Queries 438 Vertex Attribute Queries 440 Texture State Queries 441 Sampler Queries 442 Asynchronous Object Queries 442 Sync Object Queries 443 Vertex Buffer Queries 444 Renderbuffer and Framebuffer State Queries 445 Summary 446 Chapter 16: OpenGL ES Platforms 447 Building for Microsoft Windows with Visual Studio 447 Building for Ubuntu Linux 449 Building for Android 4.3+ NDK (C++) 450 Building for Android 4.3+ SDK (Java) 452 Building for iOS 7 453 Summary 455 Appendix A: GL_HALF_FLOAT 457 16-Bit Floating-Point Number 458 Converting a Float to a Half-Float 459 Appendix B: Built-In Functions 463 Angle and Trigonometry Functions 465 Exponential Functions 466 Common Functions 467 Floating-Point Pack and Unpack Functions 471 Geometric Functions 472 Matrix Functions 474 Vector Relational Functions 475 Texture Lookup Functions 476 Fragment Processing Functions 483 Appendix C: ES Framework API 485 Framework Core Functions 485 Transformation Functions 490 Index 495

    Out of stock

    £35.14

  • Truthful Art The

    Pearson Education (US) Truthful Art The

    Out of stock

    Book SynopsisThe Truthful Art is an introduction to quantitative thinking and statistical and cartographical representation written specifically for journalists and designers. A follow-up to The Functional Art, it goes into the specifics of how to create functional charts, maps, and graphs.Trade Review"Alberto Cairo is widely acknowledged as journalism's preeminent data viz wiz. He is also journalism's preeminent data scholar. As newsrooms rush to embrace data journalism as a new tool-and toy-Cairo sets the standard for how data should be understood, analyzed, and presented. The Truthful Art is both a manifesto and a manual for how to use data to accurately, clearly, engagingly, imaginatively, beautifully, and reliably inform the public." - Jeff Jarvis, professor at CUNY Graduate School of Journalism and author of Geeks Bearing Gifts: Imagining New Futures for News "A feast for both the eyes and mind, Alberto Cairo's The Truthful Art deftly explores the science-and-art-of data visualization. The book is a must-read for scientists, educators, journalists, and just about anyone who cares about how to communicate effectively in the information age." - Michael E. Mann, Distinguished Professor, Penn State University and author of The Hockey Stick and the Climate Wars "If I were smarter, had more patience with academia, and had more focus, I might turn out to be more like Alberto, closer to the brilliance that he applies to the nature of information architecture. His title explains a lot: truth represents a most fundamental of attitudes, in questions asked, answers given and journeys taken. This [book] is a must on your thoughtful shelf of understanding." - Richard Saul Wurman, founder of the TED Conference "Alberto Cairo is a great educator and an engaging storyteller. In The Truthful Art he takes us on a rich, informed, and well-visualized journey that depicts the process by which one scrutinizes data and represents information. The book synthesizes a lot of knowledge and carefully explains how to create effective visualizations with a focus on statistical principles. The Truthful Art will be incredibly useful to both practitioners and students, especially within the arts and humanities, such as those involved in data journalism and information design." - Isabel Meirelles, professor at OCAD University (Canada) and author of Design for Information "As soon as I started immersing myself in The Truthful Art, I was horrified (and somewhat ashamed) to realize how much I didn't know about data visualization. I've spent most of my career pursuing a more illustrative way to present data, but Alberto Cairo's clarifying prose superbly explained the finer points of data viz. Since Alberto warns us that "[data is] always noisy, dirty, and uncertain," everyone in this business had better read his book to find out how to properly construct visualizations that not only tell the truth, but also allow us to interact meaningfully with them." - Nigel Holmes, founder of Explanation Graphics "To communicate data clearly, you have to think about it clearly. The Truthful Art dives deep and provides an enlightened introduction to the 'power tools' of data experts: science, statistics, and visualization." - Fernanda Viegas and Martin Wattenberg, research scientists, Google "The Truthful Art is essential reading for my visual communication students and for anyone (at any level) who cares about telling a story visually. Get this book, read it, act on it. If you're looking for help to put your data visualization on the right track, this is it." - John Grimwade, assistant professor, School of Visual Communication, Ohio UniversityTable of ContentsPreface: It All Begins With a Spark Introduction: The Island of Knowledge and the Shoreline of Wonder PART I: FOUNDATIONS Chapter 1: What We Talk About When We Talk About Visualization Chapter 2: The Five Qualities of Great Visualizations PART II: TRUTHFUL Chapter 3: The Truth Continuum Chapter 4: Of Conjectures and Uncertainty PART III: FUNCTIONAL Chapter 5: Basic Principles of Visualization Chapter 6: Exploring Data With Simple Charts Chapter 7: Visualizing Distributions Chapter 8: Revealing change Chapter 9: Seeing Relationships Chapter 10: Mapping Data Chapter 11: Confidence and Significance PART IV: PRACTICE Chapter 12: On Creativity and Innovation An Epilogue on What Lies Ahead

    Out of stock

    £33.29

  • The Ray Tracer Challenge

    The Pragmatic Programmers The Ray Tracer Challenge

    1 in stock

    Book SynopsisBrace yourself for a fun challenge: build a photorealistic 3D renderer from scratch! It's easier than you think. In just a couple of weeks, build a ray-tracer that renders beautiful scenes with shadows, reflections, brilliant refraction effects, and subjects composed of various graphics primitives: spheres, cubes, cylinders, triangles, and more. With each chapter, implement another piece of the puzzle and move the renderer that much further forward. Do all of this in whichever language and environment you prefer, and do it entirely test-first, so you know it's correct. Recharge yourself with this project's immense potential for personal exploration, experimentation, and discovery. The renderer is a ray tracer, which means it simulates the physics of light by tracing the path of light rays around your scene. Each exciting chapter presents a bite-sized piece of the puzzle, building on earlier chapters and setting the stage for later ones. Requirements are given in plain English, which you translate into tests and code. When the project is complete, look back and realize you've built an entire system test-first! There's no research necessary -- all the necessary formulas and algorithms are presented and illustrated right here. Dive into intriguing topics from fundamental concepts such as vectors and matrices; to the algorithms that simulate the intersection of light rays with spheres, planes, cubes, cylinders, and triangles; to geometric patterns such as checkers and rings. Lighting and shading effects, such as shadows and reflections, make your scenes come to life, and constructive solid geometry (CSG) enables you to combine your graphics primitives in simple ways to produce complex shapes. Play and experiment as you discover the fun of writing a ray tracer. Accept the challenge today! What You Need: Aside from a computer, operating system, and programming environment, you'll need a way to display PPM image files. On Windows, programs like Photoshop will work, or free programs like IrfanView. On Mac, no special software is needed, as Preview can open PPM files.

    1 in stock

    £35.14

  • Interviewing Users: How to Uncover Compelling

    Rosenfeld Media Interviewing Users: How to Uncover Compelling

    15 in stock

    Book Synopsis

    15 in stock

    £23.74

  • Game Design Deep Dive Horror

    CRC Press Game Design Deep Dive Horror

    Out of stock

    Book SynopsisThe Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Nightâs at Freddyâs, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience.FEATURESâ Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpointâ Includes real game examples to highlight the discussed topics and mechanicsâ Explores the philosophy and aspects of horror that can be applied to any mediumâ Serves as a perfect companion for someone building their first game or as part of a game design classroomJoshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.Table of Contents1 The Goal of Game Design Deep Dive: Horror2 The Pre-survival Horror Period3 The Rise of Survival Horror4 Basic Horror Design5 The Philosophy behind Horror6 Creating Scary Gameplay7 The “Death” of Horror8 The New Horror 9 Complex Horror10 The Future of Horror

    Out of stock

    £38.69

  • AI for Games Third Edition

    CRC Press AI for Games Third Edition

    1 in stock

    Book SynopsisArtificial Intelligence is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. Table of ContentsChapter 1 Introduction. Chapter 2 Game AI. Chapter 3 Movement. Chapter 4 Pathfinding. Chapter 5 Decision making. Chapter 6 Tactical and Strategic AI. Chapter 7 Learning. Chapter 8 Board Games. Chapter 9 Execution Management. Chapter 10 World Interfacing. Chapter 11 Tools and Content Creation. Chapter 12 Designing Game AI. Chapter 13 AI-Based Game Genres.

    1 in stock

    £35.14

  • D3.js in Action, 2E

    Manning Publications D3.js in Action, 2E

    1 in stock

    Book SynopsisD3 allows developers to create scalable graphs for any modern browser. They start with a structure, dataset, or algorithm and programmatically generate static, interactive, or animated images that responsively scale to any screen. D3.js in Action, Second Edition is completely revised and updated for D3 v4 and ES6. It's a practical tutorial for creating interactive graphics and data-driven applications using D3. Readers will start with in-depth explanations of D3's out-of-the-box layouts, along with dozens of realworld use cases that align with different types of visualizations. By the end, readers will be ready to integrate D3.js into their web development process and add data visualization to transform any site or internal application. Key Features: · Completely revised and updated · Practical tutorial · In-depth explanations Readers need basic HTML, CSS, and JavaScript skills. No experience with D3 or SVG is required. About the Technology: D3.js is a JavaScript library that allows data to be represented graphically.

    1 in stock

    £32.39

  • Architectural Approach to Level Design

    CRC Press Architectural Approach to Level Design

    4 in stock

    Book SynopsisThoroughly updated, this book discusses level design, the discipline of creating interactive game environments, with an emphasis on architectural principles. These principles can help level designers create meaningful user experiences and emotional responses for players.. Table of ContentsChapter 1 A Brief History of Architecture and Level Design. Chapter 2 Drawing for Level Designers. Chapter 3 Level Design Workflows. Chapter 4 Basic Gamespaces. Chapter 5 Communicating through Environment Art. Chapter 6 Building exciting levels with dangerous architecture. Chapter 7 Rewards in Gamespaces. Chapter 8 Level 1-1: The Tutorial Level . Chapter 9 Storytelling in Gamespaces. Chapter 10 Possibility Spaces and Worldbuilding. Chapter 11 Working with Procedurally Generated Levels. Chapter 12 Influencing Social Interaction with Level Design. Chapter 13 Sound and Music in Level Design .

    4 in stock

    £52.24

  • HTML5 Game Development from the Ground Up with

    Apple Academic Press Inc. HTML5 Game Development from the Ground Up with

    1 in stock

    Book SynopsisWritten for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author's research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions.The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format.The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows Table of ContentsHTML5 and Construct 2. Understanding How Games Work. About Games and Ideas: Dream vs. Reality. Game Design Documentation for Indies. Moon Wolf, a Space Arcade Game. Moon Wolf Development. Kitty Katty, a Platformer. Kitty Katty Development. Turky on the Run, a Puzzle Game. Turky on the Run Development. The Journey Ahead. Deployment and Monetization. Appendices.

    1 in stock

    £44.64

  • Fundamentals of Computer Graphics

    Taylor & Francis Ltd Fundamentals of Computer Graphics

    3 in stock

    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.Table of ContentsIntroductionGraphics AreasMajor ApplicationsGraphics APIsGraphics PipelineNumerical IssuesEfficiencyDesigning and Coding Graphics ProgramsMiscellaneous MathSets and MappingsSolving Quadratic EquationsTrigonometryVectorsCurves and SurfacesLinear InterpolationTrianglesRaster ImagesRaster DevicesImages, Pixels, and GeometryRGB ColorAlpha CompositingRay TracingThe Basic Ray-Tracing AlgorithmPerspectiveComputing Viewing RaysRay-Object IntersectionShadingA Ray-Tracing ProgramShadowsIdeal Specular ReflectionHistorical NotesSurface ShadingDiffuse ShadingPhong ShadingArtistic ShadingLinear AlgebraDeterminantsMatricesComputing with Matrices and DeterminantsEigenvalues and Matrix DiagonalizationTransformation Matrices2D Linear Transformations3D Linear TransformationsTranslation and Affine TransformationsInverses of Transformation MatricesCoordinate TransformationsViewingViewing TransformationsProjective TransformationsPerspective ProjectionSome Properties of the Perspective TransformField-of-ViewThe Graphics PipelineRasterizationOperations Before and After RasterizationSimple AntialiasingCulling Primitives for EfficiencySignal ProcessingDigital Audio: Sampling in 1DConvolutionConvolution FiltersSignal Processing for ImagesSampling TheoryTexture MappingLooking Up Texture ValuesTexture Coordinate FunctionsAntialiasing Texture LookupsApplications of Texture MappingProcedural 3D TexturesData Structures for GraphicsTriangle MeshesScene GraphsSpatial Data StructuresBSP Trees for VisibilityTiling Multidimensional ArraysSamplingIntegrationContinuous ProbabilityMonte Carlo IntegrationChoosing Random PointsPhysics-based RenderingPhotonsSmooth metalsSmooth dielectrics Dielectrics with subsurface scatteringA brute force photon tracerRadiometryRadiometry of ScatteringTransport EquationMaterials in practice Monte Carlo Ray Tracing CurvesCurvesCurve PropertiesPolynomial PiecesPutting Pieces TogetherCubicsApproximating CurvesSummaryComputer AnimationPrinciples of AnimationKeyframingDeformationsCharacter AnimationPhysics-Based AnimationProcedural TechniquesGroups of ObjectsUsing Graphics HardwareHardware OverviewWhat Is Graphics HardwareHeterogeneous MultiprocessingGraphics Hardware Programming: Buffers, State, and ShadersState MachineBasic OpenGL Application LayoutGeometryA First Look at ShadersVertex Buffer ObjectsVertex Array ObjectsTransformation MatricesShading with Per-Vertex AttributesShading in the Fragment ProcessorMeshes and InstancingTexture ObjectsObject-Oriented Design for Graphics Hardware ProgrammingContinued LearningColorColorimetryColor SpacesChromatic AdaptationColor AppearanceVisual PerceptionVision ScienceVisual SensitivitySpatial VisionObjects, Locations, and EventsPicture PerceptionTone ReproductionClassificationDynamic RangeColorImage FormationFrequency-Based OperatorsGradient-Domain OperatorsSpatial OperatorsDivisionSigmoidsOther ApproachesNight TonemappingDiscussionImplicit ModelingImplicit Functions, Skeletal Primitives, and Summation BlendingRenderingSpace PartitioningMore on BlendingConstructive Solid GeometryWarpingPrecise Contact ModelingThe Blob TreeInteractive Implicit Modeling SystemsComputer Graphics in GamesPlatformsLimited ResourcesOptimization TechniquesGame TypesThe Game Production ProcessVisualizationBackgroundData TypesHuman-Centered Design ProcessVisual Encoding PrinciplesInteraction PrinciplesComposite and Adjacent ViewsData ReductionExamples

    3 in stock

    £56.04

  • Managing Chaos: Digital Governance by Design

    Rosenfeld Media Managing Chaos: Digital Governance by Design

    15 in stock

    Book Synopsis

    15 in stock

    £33.29

  • Architectural Approach to Level Design

    CRC Press Architectural Approach to Level Design

    1 in stock

    Book SynopsisWritten by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and cTable of ContentsChapter 1 A Brief History of Architecture and Level Design. Chapter 2 Drawing for Level Designers. Chapter 3 Level Design Workflows. Chapter 4 Basic Gamespaces. Chapter 5 Communicating through Environment Art. Chapter 6 Building exciting levels with dangerous architecture. Chapter 7 Rewards in Gamespaces. Chapter 8 Level 1-1: The Tutorial Level . Chapter 9 Storytelling in Gamespaces. Chapter 10 Possibility Spaces and Worldbuilding. Chapter 11 Working with Procedurally Generated Levels. Chapter 12 Influencing Social Interaction with Level Design. Chapter 13 Sound and Music in Level Design .

    1 in stock

    £117.00

  • Practical Deep Learning for Cloud and Mobile

    O'Reilly Media Practical Deep Learning for Cloud and Mobile

    1 in stock

    Book SynopsisThis step-by-step guide teaches you how to build practical deep learning applications for the cloud and mobile using a hands-on approach.

    1 in stock

    £53.99

  • MODELING OF CURVES AND SURFACES USING SOFT

    £38.94

  • Creators Take Control

    HarperCollins Publishers Inc Creators Take Control

    Book SynopsisA leading legal scholar offers a compelling new theory to explain the meteoric rise of non-fungible tokens (NFTs) and their impact on art, business, entertainment, and society, and explains how they are revolutionizing our understanding of ownership.If you buy an NFT, do you own anything?Trade Review"Forget the hype and hysteria—Web3 and NFTs will provide enormous benefits to artists and commerce. And this book, by on of the Internet's most careful and experienced scholars, shows just how. In a powerful analysis that makes understandable the link between the law of IP and the code of Web3, Lee points to a genuinely productive future that will empower digital creativity far more effectively than IP law alone ever has. This is essential reading for our creative future." — Lawrence Lessig, Roy L. Furman Professor of Law and Leadership, Harvard Law School "This book will forever change the way you think about the creator economy. An eye-opening account of the relationships between artists, businesses, platforms, and consumers, this is the foundational book explaining the sweeping transformations just over the horizon. Ed Lee has written both a warning and a blueprint for a better future." — Amy Webb, author of The Big Nine and The Genesis Machine "Engagingly written, this is not just a serious argument for the value of NFTs to creators but also a remarkable story about the growth of a whole new type of property. Highly recommended." — Mark A. Lemley, professor, Stanford Law School "Creators Take Control sends the reader on an exhilarating journey through the dynamic world of artistic and business innovation around digital assets. With a deft blend of vivid examples, technical explanation, and legal analysis, Lee shows that the significance of nun-fungible tokens (NFTs) is not their eye-popping prices; it's the new forms of ownership, organization, and creative activity they enable." — Kevin Werbach, First Pacific Company Professor and Chair, Department of Legal Studies Business Ethics, the Wharton School of the University of Pennsylvania “Creators Take Control taps into the urgent need for mainstream awareness about this fast-growing, fascinating industry.” — Art Plugged "If you read one book about the NFT space, read this one." — Magnus Resch, Leading Art Market Economist

    £20.00

  • HarperCollins Does Anyone Else Feel This Way

    3 in stock

    3 in stock

    £18.70

  • Multimedia over IP and Wireless Networks

    Elsevier Science Multimedia over IP and Wireless Networks

    Out of stock

    Book Synopsis

    Out of stock

    £69.99

  • Game Physics Engine Development

    CRC Press Game Physics Engine Development

    1 in stock

    Book SynopsisPhysics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application developmentTrade ReviewPraise for 1st edition:"The first game physics book to emphasize building an actual engine...his book fills a gap by demonstrating how you actually build a physics engine." - Dave Eberly, President, Geometric Tools."A competent programmer with sufficient mathematical sophistication could build a physics engine just from the text and equations--even without the accompanying source code. You can't say this about a lot of books!" - Philip J. Schneider, Industrial Light & Magic.Table of ContentsIntroduction. Particle Physics: The Mathematics of Particles. The Laws of Motion. The Particle Physics Engine. Mass Aggregate Physics: Adding General Forces. Springs and Spring-Like Things. Hard Constraints. The Mass Aggregate Physics Engine. Rigid-Body Physics: The Mathematics of Rotations. Laws of Motion for Rigid Bodies. The Rigid-Body Physics Engine. Collision Detection: Collision Detection. Generating Contacts. Contact Physics: Collision Resolution. Resting Contacts and Friction. Stability and Optimization. Putting It All Together. Further Topics in Physics: Physics in Two Dimensions. Other Programming Languages. Other Types of Physics. Appendices: Useful Inertia Tensors. Useful Friction Coefficients. Mathematics Summary

    1 in stock

    £52.24

  • Design Research Through Practice

    Elsevier Science Design Research Through Practice

    Out of stock

    Book SynopsisBusinesses and the HCI and Interaction Design communities have embraced design and design research. This book studies three design research traditions that cover methodological directions in research community. Taking you from the Lab, Field and to the Showroom, it shows you successful traditions in design research.Trade Review"Design Research Through Practice will quickly become a book that is critical to own whether you are new to design research, an expert at design research, or someone who collaborates with design researchers. The classifications of Lab, Field, and Showroom are useful and workable categories that help researchers to understand design research as an intentional byproduct of what designers do naturally -- envision and prototype a better future through the creation of artifacts, environments, services and systems. This book is a must-read!" --Jodi Forlizzi, Associate Professor of Design and HCI, School of Computer Science, Carnegie Mellon University "Design Research Through Practice demonstrates how different traditions of collaborative constructions have bridged the gap between understanding and making, and theoretical and actual solutions.... This is a thoughtful examination of exemplary practice and an inspirational foundation for others to refelct and build upon." --from the foreword by Jane Fulton Suri, Managing Partner; Creative Director, IDEO "This resource focuses on an emerging type of design research for digital products called constructive design research, concentrating on research conducted in the laboratory, the field, and the showroom. The design models, scenarios, prototypes, and case examples described offer insight on how to do constructive design research and how to build research programs. The book's visual appeal is enhanced with color photos, cartoons, diagrams, screenshots, and charts. It is for graduate and doctoral students in industrial and interactive design, product design engineering, and in emerging fields of design such as services and sustainability. The non-technical writing style and many examples will also make the book useful for practicing designers." --Reference and Research Book News, Inc.Table of ContentsForeword by Jane Fulton Suri Preface Chapter 1: Constructive Design Research Chapter 2: The Coming Age of Constructive Design Research Chapter 3: Research Programs Chapter 4: Lab: Can You Really Study Design in a Laboratory? Chapter 5: Field: How to Follow Design through Society Chapter 6: Showroom: Research Meets Design and Art Chapter 7: How to Work with Theory Chapter 8: Design Things: Models, Scenarios, Prototypes Chapter 9: Constructive Design Research in Society Chapter 10: Building Research Programs

    Out of stock

    £35.14

  • Learning Processing

    Elsevier Science Learning Processing

    Out of stock

    Book SynopsisTeaches you the basic building blocks of programming needed to create advanced graphics applications including interactive art, live video processing, and data visualization. This title offers graphic and web designers working with the Processing programming environment instructions on the basic principles of the language.Table of ContentsLesson 1: The Beginning1. Pixels2. Processing3. InteractionLesson 2: Everything You Need to Know4. Variables5. Conditionals6. LoopsLesson 3: Organization7. Functions8. ObjectsLesson 4: More of the Same9. ArraysLesson 5: Putting It All Together10. Algorithms11. Debugging12. LibrariesLesson 6: The World Revolves Around You13. Mathematics14. Translation and Rotation (in 3D!)Lesson 7: Pixels Under Microscope15. Images16. VideoLesson 8: The Outside World17. Text18. Data Input19. Data StreamsLesson 9: Making Noise20. Sound21. ExportingLesson 10: Beyond Processing22. Advanced Object-Oriented Programming23. JavaAppendix: Common ErrorsIndexwww.learningprocessing.com

    Out of stock

    £37.99

  • Contextual Design

    Elsevier Science Contextual Design

    Out of stock

    Book SynopsisTable of ContentsPart 1. Gathering User Data 1. Introduction 2. User Data Drives Design 3. Principles of Contextual Inquiry 4. The Interpretation Session Part 2. Revealing the World 5. From Data to Insight: Contextual Design Models 6. The Affinity Diagram 7. Building Experience Models 8. Traditional Contextual Design Models Part 3. Reinventing Life: Ideation with User Data 9. Inventing the Next Product Concept 10. The Bridge From Data to Design: The Wall Walk 11. Ideation: Visioning and the Cool Drilldown Part 4. Defining the Product 12. The Challenge of Product Design 13. Storyboards 14. The User Environment Design 15. Interaction Patterns Part 5. Making It Real 16. Making It Real 17. Validating the Design 18. Prioritization and Rollout 19. Project Planning and Execution 20. Conclusion

    Out of stock

    £59.84

  • Photoshop Workbook The

    Pearson Education (US) Photoshop Workbook The

    Out of stock

    Book SynopsisGlyn Dewis is a photographer, retoucher, and trainer based just outside of Oxford in the UK. Working both nationally and internationally, his work sees him shooting promotional and commercial material for industry professionals, physique athletes, musicians, bands and actors. An Adobe Community Professional, Glyn teaches workshops and one-on-one coaching specifically covering all aspects of Adobe Photoshop from the basics through advanced retouching techniques, and Glyn is an instructor at Scott Kelby's Photoshop World conference. Glyn can be found online at glyndewis.com, as well as at his YouTube channel, which has over 50,000 subscribers. Table of Contents PART I: TECHNIQUES Ch 1: Selections/Cut Outs - Blend If (Extracting Liquid and Other Tricky Elements) - Mastering the Pen Tool - Perfect Results with Refine Edge - Cut Out with the Overlay Blend Mode - Creative Uses of Brushes and Layer Masks - Tricks with Layer Styles (Inner Shadow, etc.) - Using Color Range Ch 2: The Power of Grey - Adding Textures - How to Transform a Location - Non Destructive Dodging and Burning - Lens Flare - Faking Detail - Creating Dents and Making Abs Ch 3: Lighting Effects - Simple Light Source - Neverending Lighting Rig - Gradient to Mimic Street Lighting, etc. - Light Beams / Sun Rays - Realistic Shadows (From the Sun; Under Feet/Objects) Ch 4: Blend Mode Techniques - Compositing - Match Color (in Composites) - Adding Colored Highlights (Blend If) - Light Glow / Reflection Ch 5: Special Effects - Thingies (i.e. Dust in Light Source for Realism) - Rain - Cartoon / Painterly Look - Debris - Wet Look - Snow PART II: PROJECTS Ch 6: Character Portrait (Editor Style) Ch 7: Composite on Grey (Tough Guy Style) Ch 8: Full Composite (Giraffe) Ch 9: Lion, Witch, and Wardrobe Ch 10: Flowers

    Out of stock

    £35.14

  • 3D User Interfaces

    Pearson Education (US) 3D User Interfaces

    Out of stock

    Book SynopsisJOSEPH J. LAVIOLA, JR., Associate Professor of Computer Science, directs the Interactive Systems and User Experience Research Cluster of Excellence at the University of Central Florida. ERNST KRUIJFF, Interim Professor for Computer Graphics and Interactive Systems at the Institute of Visual Computing, Bonn-Rhein-Sieg University of Applied Sciences, leads the 3DMi group's design of multisensory 3D user interfaces. RYAN P. McMAHAN, Associate Professor of Computer Science at UT Dallas, directs its Future Immersive Virtual Environments (FIVE) Lab. DOUG A. BOWMAN, Professor of Computer Science at Virginia Tech, directs its 3D Interaction Research Group and Center for Human-Computer Interaction. He is an ACM Distinguished Scientist. IVAN POUPYREV is Technical Program Lead working on advanced interaction research at Google's Advanced Technology and Products (ATAP) division. Trade Review“An essential guide for anyone developing interfaces for Virtual and Augmented Reality gaming experiences.” —Richard Marks, Director of Magic Lab, Sony PlayStation “An incredible resource for 3D interaction researchers and practitioners, made all the more timely and valuable with today’s renewed interest in Virtual and Augmented reality platforms. Everyone in VR and AR can benefit from the decades of research thoughtfully organized and presented in this updated edition.” —Andy Wilson, Microsoft Research “This is an essential book for researchers and developers creating 3D user interfaces. If you're developing Virtual Reality or Augmented Reality experiences, or even mobile and desktop 3D applications, you need to buy this book.” —Mark Billinghurst, University of South Australia Table of Contents Part I: Background and Introduction 1. Introduction to 3D Interaction 2. 3D User Interfaces: History and Roadmap Part II: HCI and Human Factors Basics 3. General Principles of Human-Computer Interaction 4. Human Factors Fundamentals Part III: 3D Interaction Technology 5. 3D Output Devices 6. 3D Input Devices Part IV: Interaction Techniques for Common 3D Tasks 7. Selection and Manipulation 8. Navigation 9. System Control Part V: Designing and Developing 3D User Interfaces 10. Strategies for Designing and Developing 3D User Interfaces 11. Evaluation of 3D User Interfaces Part V: The Future of 3D User Interfaces 12. The Future of 3D Interfaces

    Out of stock

    £36.74

  • Responsive Web Design with Adobe Photoshop

    Pearson Education Responsive Web Design with Adobe Photoshop

    1 in stock

    Book Synopsis

    1 in stock

    £25.12

  • Photoshop Tricks for Designers

    Pearson Education (US) Photoshop Tricks for Designers

    1 in stock

    Book SynopsisCorey Barker is the best-selling author of the Photoshop Down & Dirty Tricks for Designers series and regular contributor to Photoshop User magazine. He was one of the Photoshop Guys on the popular videocast Photoshop User TV and is a featured instructor at live events like the Photoshop World Conference and Adobe MAX. He is also the founder of PhotoshopMasterFX.com.Table of Contents 1. Text Effects 2. Commercial Effects 3. Graphic Effects 4. Photo Effects 5. Texture Effects 6. Light Effects 7. Shadow Effects 8. Blur Effects 9. Color Effects 10. Hollywood Effects 11. 3D Effects

    1 in stock

    £21.99

  • Vulkan Programming Guide

    Pearson Education (US) Vulkan Programming Guide

    Out of stock

    Book Synopsis Graham Sellers, API lead on the Vulkan specification, is AMD Software Architect and Engineering Fellow. Sellers represents AMD at the OpenGL ARB, has actively contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents. He coauthored OpenGL Programming Guide, Ninth Edition. Contributing author John Kessenich is language lead on the Vulkan specification and is Senior Compiler Architect at LunarG Inc. He been active in OpenGL, GLSL, Vulkan, and SPIR-V development in the OpenGL ARB and in Khronos since 1999. Kessenich created SPIR-V and is its specification editor. As GLSL specification editor, he creates shader compiler tools and translators for improving portability.

    Out of stock

    £42.27

  • Adobe Photoshop CC Book for Digital Photographers

    Pearson Education (US) Adobe Photoshop CC Book for Digital Photographers

    1 in stock

    Book SynopsisScott Kelby is Editor, Publisher, and co-founder of Photoshop User magazine, and is co-host of The Grid, the weekly, live talk show for photographers. He is also President and CEO of KelbyOne, an online educational community for learning Photoshop, Lightroom, and photography.   Scott is a photographer, designer, and award-winning author of more than 80 books, including Photoshop for Lightroom Users, Professional Portrait Retouching Techniques for Photographers Using Photoshop, Light It, Shoot It, Retouch It: Learn Step by Step How to Go from Empty Studio to Finished Image, The Adobe Photoshop Book for Digital Photographers, The Adobe Photoshop Lightroom Book for Digital Photographers, and The Best of The Digital Photography Book Series.   For the past six years, Scott has been honored with the distinction of Table of Contents Chapter 1 Raw and Un-Kutt the essentials of camera raw Chapter 2 Beyond the Reach camera raw–beyond the basics Chapter 3 The Adjustment Bureau camera raw’s adjustment tools Chapter 4 Lens correcting lens problems Chapter 5 Special Effects effects using camera raw Chapter 6 Scream of the Crop how to resize and crop photos Chapter 7 Layers of Light layers, selections, and compositing Chapter 8 HDR creating high dynamic range images Chapter 9 Problem Child fixing common problems Chapter 10 Special Edition special effects for photographers Chapter 11 Sharp Tale sharpening techniques Chapter 12 Dirty Work my step-by-step workflow

    1 in stock

    £53.46

  • Adobe After Effects CC Classroom in a Book 2017

    Pearson Education (US) Adobe After Effects CC Classroom in a Book 2017

    Out of stock

    Book SynopsisTable of ContentsGetting Started About Classroom in a Book Prerequisites Installing After Effects and Bridge Optimizing performance Restoring default preferences Online content How to use these lessons Additional resources Adobe Authorized Training Centers 1 Getting to Know the Workflow About the After Effects work area Getting started Creating a project and importing footage Creating a composition and arranging layers About layers Adding effects and modifying layer properties Animating the composition About the Tools panel About timecode and duration About the Timeline panel Previewing your work Optimizing performance in After Effects Rendering and exporting your composition Customizing workspaces Controlling the brightness of the user interface Finding resources for using After Effects Review questions and answers 2 Creating a Basic Animation Using Effects and Presets Getting started Importing footage using Adobe Bridge Creating a new composition Working with imported Illustrator layers Applying effects to a layer Applying and controlling effects Applying an animation preset Previewing the effects Adding transparency Rendering the composition Review questions and answers 3 Animating Text Getting started About text layers Installing a font using Typekit Creating and formatting point text Using a text animation preset Animating with scale keyframes Animating using parenting About parent and child layers Animating imported Photoshop text Animating type tracking Animating text opacity Using a text animator group About text animator groups Animating a layer’s position Timing layer animations Adding motion blur Review questions and answers 4 Working with Shape Layers Getting started Adding a shape layer Creating custom shapes Duplicating shapes Duplicating and modifying a composition Positioning layers with snapping Adding compositions to a 3D project Adding the finishing touches Extra credit Review questions and answers 5 Animating a Multimedia Presentation Getting started Using Creative Cloud Libraries in After Effects Adjusting anchor points Parenting layers Precomposing layers Keyframing a motion path Animating additional elements Applying an effect About solid-color layers Animating precomposed layers Animating the background Adding an audio track Supported audio file formats Editing audio files in Adobe Audition Review questions and answers 6 Animating Layers Getting started Preparing layered Photoshop files About Photoshop layer styles Simulating lighting changes Duplicating an animation using the pick whip About expressions Animating movement in the scenery Adjusting the layers and creating a track matte About track mattes and traveling mattes Animating the shadows Adding a lens flare effect Adding a video animation Rendering the animation Retiming the composition Review questions and answers 7 Working with Masks About masks Getting started Creating a mask with the Pen tool Editing a mask About mask modes Creating a Bezier mask Feathering the edges of a mask Replacing the content of the mask Zooming and panning by touch Adding a reflection Creating a vignette Using the Rectangle and Ellipse tools Adjusting the timing Tips for creating masks Trimming the work area Review questions and answers 8 Distorting Objects with the Puppet Tools Getting started About the Puppet tools Adding Deform pins Defining areas of overlap Stiffening an area Animating pin positions Squash and stretch Recording animation Act it out with Adobe Character Animator Review questions and answers 9 Using the Roto Brush Tool About rotoscoping Getting started Creating a segmentation boundary Using Adobe Premiere Pro with After Effects Fine-tuning the matte Refine Soft Matte and Refine Hard Matte effects Freezing your Roto Brush tool results Changing the background Adding animated text Outputting your project Extra credit Review questions and answers 10 Performing Color Correction Getting started Previewing your project on a video monitor Adjusting color balance with levels Adjusting color balance with Color Finesse 3 Replacing the background Color-correcting using Auto Levels Motion tracking the clouds Replacing the sky in the second clip Color grading Extra Credit Review questions and answers 11 Using 3D Features Getting started Creating 3D text Using 3D views Importing a background Adding 3D lights Adding a camera Extruding text in After Effects Working with Cinema 4D Lite Integrating the C4D layer in After Effects Finishing the project Review questions and answers 12 Working with the 3D Camera Tracker About the 3D Camera Tracker effect Getting started Repairing rolling shutter distortions Tracking the footage Creating a ground plane, a camera, and the initial text Creating realistic shadows Adding ambient light Creating additional text elements Locking a layer to a plane with a null object Animating the text Adjusting the camera’s depth of field Rendering the composition Review questions and answers 13 Advanced Editing Techniques Getting started Using Warp Stabilizer VFX Bicubic scaling Warp Stabilizer VFX settings Using single-point motion tracking Checking for drift Moving and resizing the track points Using multipoint tracking mocha for After Effects Creating a particle simulation Understanding Particle Systems II properties About high dynamic range (HDR) footage Review questions and answers 14 Rendering and Outputting Getting started Creating templates for the Render Queue About compression Exporting using the Render Queue Preparing movies for mobile devices Rendering movies with Adobe Media Encoder Preparing a movie for broadcast output Review questions and answers Appendix: General keyboard shortcuts

    Out of stock

    £58.03

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