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Books > Computing & IT > Applications of computing > Image processing > Computer animation
Create Stunning Renders using V-Ray in 3ds Max: Guiding the Next Generation of 3D Renderers is a step-by-step guide on how to create realistic renderings using V-Ray in 3ds Max. The potentials of V-Ray are detailed using a bedroom scene as an example. The book introduces the 3ds Max interface and the basic commands, allowing readers to familiarize themselves with the work environment from the very beginning. This book is intended for architects, interior designers, and anyone else wanting to create photorealistic renderings using V-Ray in 3ds Max. The reader does not need experience to follow this book, but any prior knowledge of working in 3ds Max will help the reader jump right in. Margarita Nikita is the co-founder of High Q Renders LLC, an award-winning creative company based in San Francisco, CA, with offices in Greece. Nikita has published several design books on 2D and 3D graphic design, some of which are used in university courses, actively contributing to the formation of the new generation of 3D modelers in her native country, Greece. She shares her knowledge, advice, and tips and tricks on her YouTube channel, Margarita Nikita. More of her work is available at her Instagram account, @margarita.nikita.
Create Stunning Renders using V-Ray in 3ds Max: Guiding the Next Generation of 3D Renderers is a step-by-step guide on how to create realistic renderings using V-Ray in 3ds Max. The potentials of V-Ray are detailed using a bedroom scene as an example. The book introduces the 3ds Max interface and the basic commands, allowing readers to familiarize themselves with the work environment from the very beginning. This book is intended for architects, interior designers, and anyone else wanting to create photorealistic renderings using V-Ray in 3ds Max. The reader does not need experience to follow this book, but any prior knowledge of working in 3ds Max will help the reader jump right in. Margarita Nikita is the co-founder of High Q Renders LLC, an award-winning creative company based in San Francisco, CA, with offices in Greece. Nikita has published several design books on 2D and 3D graphic design, some of which are used in university courses, actively contributing to the formation of the new generation of 3D modelers in her native country, Greece. She shares her knowledge, advice, and tips and tricks on her YouTube channel, Margarita Nikita. More of her work is available at her Instagram account, @margarita.nikita.
Giannalberto Bendazzi brings to light some of the lost relics of animation history with his new book, Twice the First: Quirino Cristiani and the Animated Feature Film. Unlike other works, however, Bendazzi focuses on the growth of animation in non-western countries. This book particularly emphasizes the contributions of Quirino Cristiani and how his work influenced other animators. Bendazzi provides in-depth coverage about Cristiani's life, both professionally and personally. Twice the First takes the reader on an exciting journey through the historical development of animation through the eyes of Quirino Cristiani. Key Features A look back at the modest beginnings of feature film animation. An exciting account of some facts never before revealed in the history and development of animated film Among the fascinating information the reader can learn from this book, is that not all the action in cinematography took place in North America and Western Europe This book provides an important service in documenting the early period of animation and filling in the gaps in the history of the development of animation.
a collection of interviews from renowned author, David L. Craddock
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
This book will be a key contribution to both Gothic and digital game scholarship as it argues for close proximity between Gothic culture and the videogame medium itself This book explores the many ways Gothic literature and media have informed videogame design The book moves beyond the study of generic influences of horror on digital gaming, and focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny The book will have resonance with scholars and students in both Gothic and digital game scholarship, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction
Digital Ethics delves into the shifting legal and ethical landscape in digital spaces and explores productive approaches for theorizing, understanding, and navigating through difficult ethical issues online. Contributions from leading scholars address how changing technologies and media over the last decade have both created new ethical quandaries and reinforced old ones in rhetoric and writing studies. Through discussions of rhetorical theory, case studies and examples, research methods and methodologies, and pedagogical approaches and practical applications, this collection will further digital rhetoric scholars' inquiry into digital ethics and writing instructors' approaches to teaching ethics in the current technological moment. A key contribution to the literature on ethical practices in digital spaces, this book will be of interest to researchers and teachers in the fields of digital rhetoric, composition, and writing studies.
Audience and media analytics is more important now than ever, and this latest volume in the cutting-edge BEA Electronic Media Research Series collects some of the top scholars working with big data and analytics today. These chapters describe the development and help define media analytics as an academic discipline and professional practice. Understanding audiences is integral to creating and distributing media messages and the study of media analytics requires knowing a range of skills including research methods, the necessary tools available, familiarity with statistical procedures, and a mindset to provide insights and apply findings. This book summarizes the insights of analytics practitioners regarding the current state of legacy media analysis and social media analytics. Topics covered include the evolution of media technologies, the teaching of media measurement and analytics, the transition taking place in media research, and the use of media analytics to answer meaningful questions, drive content creation, and engage with audiences.
A timely volume on a much-needed topic, given the rise of hate speech alongside the rise of social media use over the past decade Offers a comprehensive and rigorous overview of the role of communication in the construction of hate speech and polarization The book uses focused case studies to understand how we can overcome the risks and threats stemming from the past decade's defining communicative phenomena The book brings together an international team of experts, enabling a broad, multidisciplinary approach to the topic of hate speech and polarization The book suggests an academic frame of reference for examining this emerging phenomenon within the field of communication studies This collection will be of great interest to scholars and students working in communication studies, media studies, journalism, sociology, political science, political communication, and cultural industries
Game Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animator's perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture. The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features * 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. * The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. * Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. * Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book
This book explores the impact of a video game's degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game's respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.
a collection of interviews from renowned author, David L. Craddock
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
- Explores how mixed, virtual and augmented reality technologies can enable designers to create immersive experiences and expand the aesthetic potential of the medium - Curated selection of projects and essays by leading international architects and designers, including those from Zaha Hadid Architects and MVRDV- Illustrated with over 150 images
In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today-and beyond.
In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today-and beyond.
Tracing continuities in digital and documentary practices, this book is a study of interactive documentary from the perspective of documentary culture. Exploring the dizzying array of new documentary forms that have emerged in the past ten years, the book is grounded in the analysis of multiple recent examples of digital documentary work, drawing out the key issues that the work raises. These issues provide a starting point for theoretical reflection, with each chapter developing concepts and frameworks to facilitate thinking with and through interactive documentary. The book explores questions of polyvocality, participation, and political voice, as well as the sociality and performativity of digital documentary practice. By thinking deeply and critically about interactive documentary practice, the book charts the many and various ways in which interactive documentaries claim the real - contingently, partially, or, in some cases, collectively. Each chapter draws on a range of examples - from digital games to data visualisations, database documentaries to virtual reality - demonstrating how we might engage with these 'unstable' digital texts. The book will be particularly valuable for students and researchers keen to make connections between documentary and digital media scholarship.
Developing Graphics Frameworks with Python and OpenGL shows you how to create software for rendering complete three-dimensional scenes. The authors explain the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform API for GPU programming, with the accessibility and versatility of the Python programming language. Topics you will explore include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting your scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework you will develop throughout this book, with the foundational knowledge you will gain, you will be able to adapt and extend the framework to achieve even more spectacular graphical results.
The Routledge Companion to Critical Approaches to Contemporary Architecture convenes a wide array of critical voices from architecture, art history, urbanism, geography, anthropology, media and performance studies, computer science, bio-engineering, environmental studies, and sociology that help us understand the meaning and significance of global architecture of the twenty-first century. New chapters by 36 contributors illustrated with over 140 black-and-white images are assembled in six parts concerning both real and virtual spaces: design, materiality, alterity, technologies, cityscapes, and practice.
This book studies R. Buckminster Fuller's World Game and similar world games, past and present. Proposed by Fuller in 1964 and first played in colleges and universities across North America at a time of growing ecological crisis, the World Game attempted to turn data analysis, systems modelling, scenario building, computer technology, and information design to more egalitarian ends to meet human needs. It challenged players to redistribute finite planetary resources more equitably, to 'make the world work'. Criticised and lauded in equal measure, the World Game has evolved through several formats and continues today in correspondence with debates on planetary stewardship, gamification, data management, and the democratic deficit. This book looks again at how the World Game has been played, focusing on its architecture, design, and gameplay. With hindsight, the World Game might appear naive, utopian, or technocratic, but we share its problems, if not necessarily its solutions. Such a study will be of interest to scholars working in art history, design history, game studies, media studies, architecture, and the environmental humanities.
Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions. Based on technology and design, the user can experience presence. In the virtual world, users are embodied in avatars that represent them and are the means to interact with the virtual environment. Avatars are graphical models that behave on behalf of the human behind them. The user avatar is a proxy that also backs interaction with others, allowing computer-mediated interactions. Analyses directed to understand people's perceptions, personal and social behavior in computer mediated interactions, comprise a multidisciplinary area of study that involves, among others, computer science, psychology and sociology. In the last two decades a number of studies supported by Virtual Reality have been conducted to understand human behavior, in some cases the implications of the technology, or to reproduce artificial human behavior. This book presents a collection of studies from recognized researchers in the area.
Cybernetic-Existentialism: Freedom, Systems, and Being-for-Others in Contemporary Arts and Performance offers a unique discourse and an original aesthetic theory. It argues that fusing perspectives from the philosophy of Existentialism with insights from the 'universal science' of cybernetics provides a new analytical lens and deconstructive methodology to critique art. In this study, Steve Dixon examines how a range of artists' works reveal the ideas of Existentialist philosophers including Kierkegaard, Camus, de Beauvoir, and Sartre on freedom, being and nothingness, eternal recurrence, the absurd, and being-for-others. Simultaneously, these artworks are shown to engage in complex explorations of concepts proposed by cyberneticians including Wiener, Shannon, and Bateson on information theory and 'noise', feedback loops, circularity, adaptive ecosystems, autopoiesis, and emergence. Dixon's groundbreaking book demonstrates how fusing insights and knowledge from these two fields can throw new light on pressing issues within contemporary arts and culture, including authenticity, angst and alienation, homeostasis, radical politics, and the human as system.
A uniquely interdisciplinary look at storytelling in digital, analogue, and hybridised contexts, this book traces different ways stories are experienced in our contemporary mediascape. It uses an engaging range of current examples to explore interactive and immersive narratives. Critical Encounters with Immersive Storytelling considers exciting new forms of storytelling that are emerging in contemporary popular culture. Here, immersion is being facilitated in a variety of ways and in a multitude of contexts, from 3D cinema to street games, from immersive theatre plays to built environments such as theme parks, as well as in a multitude of digital formats. The book explores diverse modes and practices of immersive storytelling, discussing what is gained and lost in each of these 'genres'. Building on notions of experience and immersion, it suggests a framework within which we might begin to understand the quality of being immersed. It also explores the practical and ethical aspects of this exciting and evolving terrain. This accessible and lively study will be of great interest to students and researchers of media studies, digital culture, games studies, extended reality, experience design, and storytelling.
The power of today s motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of "Understanding Motion Capture for Computer Animation and Video Games," an industry insider explains the latest research developments in digital design and film, games, medicine, sports, and security engineering. This completely updated new edition tells the complete story of
motion capture, including the current state-of-the-art technology,
methodology, and the explosive growth of the motion capture
industry. In-depth technical explanations pair text and code, to
help you understand not only the fundamental tenets of motion
capture, but also the reasons behind its successes and failures.
This timely new edition is an essential resource for anyone
producing realistic motion graphics. |
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