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Programming --- 3D computertoepassingen --- 3D (derde dimensie) --- tekensoftware
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Computer. Automation --- 3D (derde dimensie) --- optische spiegels
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Computer. Automation --- 3D (derde dimensie) --- optische spiegels
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Materials processing --- Graphics industry --- verpakkingsmaterialen --- 3D (derde dimensie) --- grafische vormgeving --- ontwerpen --- Verpakking --- Vormgeving --- China
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Many animators and designers would like to supplement their Maya learning with a less-technical, more helpful book. This self-study manual is both a general guide for understanding 3-D computer graphics and a specific guide for learning the fundamentals of Maya: workspace, modeling, animation, shading, lighting, and rendering. Understanding 3-D Animation Using Maya covers these fundamentals in each chapter so that readers gain increasingly detailed knowledge. After an initial 'concepts' section launches each chapter, hands-on tutorials are provided, as well as a chapter project that progressively adds newly learned material and culminates in the final animated short. This is the first book on Maya that teaches the subject using a sensible, proven methodology for both novices and intermediate users. Topics and features: - Proven method that emphasizes preliminaries to every chapter - Integrates the "why" concepts of 3-D simultaneously with the "how-to" techniques - Skills reinforced with tutorials and chapter projects - Real-world experience distilled into helpful hints and step-by-step guides for common tasks
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While advanced 3D graphics techniques - terrain modelling, high-quality texture mapping, advanced lighting and geometry effects, collision detection and image processing - are well understood and supported by industry standards, this is less true in the emerging mobile applications and games market. This book redresses this imbalance, providing an in-depth look at the new OpenGL ES (The Standard for Embedded Accelerated 3D Graphics), and showing what these new embedded systems graphics libraries can provide for 3D graphics and games developers. Historically, not enough was understood about how to deliver a high quality playing experience on handheld, small screen, small memory devices, plus there has been considerable confusion about the hardware's abilities and restrictions. By addressing these issues this book provides: ¢ A comprehensive explanation of 3D mobile graphics programming ¢ Includes an extensive range of code samples in both C and Java ¢ Combines 3D and 2D mobile graphics methods ¢ Covers recent advances in mobile computer graphics techniques and applications. The book teaches fundamental 3D mobile graphics programming with standard APIs, and covers the basic and advanced application programme interfaces behind the major wireless and mobile devices supporting 3D graphics applications. Advanced undergraduates and postgraduates, as well as mobile application and games developers, will find this an excellent reference source.
Mass communications --- Computer. Automation --- 3D (derde dimensie) --- grafische vormgeving --- informatica --- multimedia --- communicatietechnologie
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"Data-Driven 3D Facial Animation" systematically describes the emerging data-driven techniques developed over the last ten years or so. Although data-driven 3D facial animation is used more and more in animation practice, to date there have been very few books that specifically address the techniques involved. Comprehensive in scope, the book covers not only traditional lip-sync (speech animation), but also expressive facial motion, facial gestures, facial modeling, editing and sketching, and facial animation transferring. It provides an up-to-date reference source for academic research and for professionals working in the facial animation field. An edited volume, the book brings together contributions from leading researchers and practitioners working in both academia and in the leading animation studios.
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Materials processing --- Graphics industry --- verpakkingsmaterialen --- 3D (derde dimensie) --- grafische vormgeving --- ontwerpen --- verpakking
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*Flatland* is a unique, delightful satire that has charmed readers for over a century. Published in 1884 by the English clergyman and headmaster Edwin A. Abbott, it is the fanciful tale of A. Square, a two-dimensional being who is whisked away by a mysterious visitor to The Land of Three Dimensions, an experience that forever alters his worldview - just as the book altered the worldview of its Victorian readers with the then-radical idea of a fourth dimension. Like Abbott's original text, Ian Stewart's commentary takes readers on a strange and wonderful journey. With clarity and wit, Stewart illuminates Abbott's numerous Victorian references, weaves in biographical information about Abbott and his intellectual circle, which included the novelist H.G. Wells and the mathematician George Boole, and traces the scientific evolution of geometric forms and dimensions. Touching on such diverse topics as ancient Babylon, Karl Marx, Frankenstein, Mt. Everest, and phrenology, Stewart makes fascinating connections between *Flatland* and Edwin Abbott's life and times. The result is a classic to rival Abbott's own, and a book that will inspire and delight curious readers for generations to come.
Mathematics --- mathematics --- satire [artistic device] --- 3D (derde dimensie) --- ruimtemeetkunde --- vierdimensionale structuren --- maatschappijkritiek --- Engelse literatuur
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