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Hoe kunnen we ons in onze driedimensionale wereld een object van vier, vijf of zes dimensies voorstellen? Thomas F. Banchoff laat het ons zien met zijn inzichtelijke verhaal, befaamde computergrafica en sublieme illustraties die tonen hoe we hogere dimensies dan onze eigen dimensie kunnen visualiseren. De vierde dimensie verlegt de grenzen van onze visuele vermogens als we Ieren hoe een dimensie energie, temperatuur en tal van andere variabelen kan vertegenwoordigen, inclusief tijd. We zullen zien hoe het dimensiebegrip een onverwach- te rol speelt in vakgebieden van geneeskunde tot moderne kunst en technologie, alsook in ons dagelijks leven.
Geometry --- wetenschappen --- 515.1 --- derde dimensie --- meetkunde --- topologie --- vierde dimensie --- wiskunde --- 510 --- 514 --- Meetkunde --- Vierde dimensie --- 510.3
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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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Computer. Automation --- 3D computertoepassingen --- 2D computertoepassingen --- 3D (derde dimensie)
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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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