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Books > Computing & IT > Applications of computing > Image processing > Computer animation
This is an application-oriented book includes debugged & efficient C implementations of real-world algorithms, in a variety of languages/environments, offering unique coverage of embedded image processing. covers TI technologies and applies them to an important market (important: features the C6416 DSK) Also covers the EVM should not be lost, especially the C6416 DSK, a much more recent DSP. Algorithms treated here are frequently missing from other image processing texts, in particular Chapter 6 (Wavelets), moreover, efficient fixed-point implementations of wavelet-based algorithms also treated. Provide numerous Visual Studio .NET 2003 C/C++ code, that show how to use MFC, GDI+, and the Intel IPP library to prototype image processing applications
Alias|Wavefront’s Maya 3D animation software is an integrated collection of tools for creating computer generated images, used in nearly every blockbuster special effects film that has been released in the last few years. The first choice for digital content creators, Maya combines animation, dynamics, modelling and rendering tools, enabling you to create digital characters and visual effects for live action films or stand-alone animation.
"Advanced RenderMan: Creating CGI for Motion Pictures" is
precisely what you and other RenderMan users are dying for. Written
by the world's foremost RenderMan experts, it offers thoroughly
updated coverage of the standard while moving beyond the scope of
the original "RenderMan Companion" to provide in-depth information
on dozens of advanced topics. Both a reference and a tutorial, this
book will quickly prove indispensable, whether you're a technical
director, graphics programmer, modeler, animator, or
hobbyist.
- Centers artificial intelligence as a pathway for media studies students, scholars and practitioners to navigate the broad terrain of software practice. - Examines the impact of software on everyday life as it traces the industrial development and migrations of AI and the connectedness of play to broader cultural, social and economic forces. - Connects history and theory to practice through a number of illustrative, culturally relevant media objects and case studies that will be familiar and engaging to many students. - With its focus on applied artificial intelligence in popular and public culture, it bridges the fields of software studies, science and technology studies, and video game studies.
This book brings together concepts and approaches from the fields of photogrammetry and computer vision. In particular, it examines techniques relating to quantitative image analysis, such as orientation, camera modelling, system calibration, self-calibration and error handling. The chapters have been contributed by experts in the relevant fields, and there are examples from automated inspection systems and other real-world cases. The book provides study material for students, researchers, developers and practitioners.
Game Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape. Presuming no pre-existing knowledge, this accessible guide is accompanied by online resources - including practical examples and incremental DAW exercises - and presents the theory and practice of game audio in detail, and in a format anyone can understand. This is essential reading for any aspiring game audio designer, as well as students and professionals from a range of backgrounds, including music, audio engineering, and game design.
Learn how to program JavaScript while creating interactive audio applications with JavaScript for Sound Artists: Learn to Code With the Web Audio API! William Turner and Steve Leonard showcase the basics of JavaScript language programing so that readers can learn how to build browser based audio applications, such as music synthesizers and drum machines. The companion website offers further opportunity for growth. Web Audio API instruction includes oscillators, audio file loading and playback, basic audio manipulation, panning and time. This book encompasses all of the basic features of JavaScript with aspects of the Web Audio API to heighten the capability of any browser. Key Features Uses the readers existing knowledge of audio technology to facilitate learning how to program using JavaScript. The teaching will be done through a series of annotated examples and explanations. Downloadable code examples and links to additional reference material included on the books companion website. This book makes learning programming more approachable to nonprofessional programmers The context of teaching JavaScript for the creative audio community in this manner does not exist anywhere else in the market and uses example-based teaching
Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires.
One of the challenges facing professionals working in computer animation is keeping abreast of the latest developments and future trends - some of which are determined by industry where the state-of-the-art is continuously being re-defined by the latest computer-generated film special effects, while others arise from research projects whose results are quickly taken on board by programmers and animators working in industry. This handbook will be an invaluable toolkit for programmers, technical directors and professionals working in computer animation. A wide range of topics are covered including: * Computer games * Evolutionary algorithms * Shooting and live action * Digital effects * Cubic curves and surfaces * Subdivision surfaces * Rendering and shading Written by a team of experienced practitioners, each chapter provides a clear and precise overview of each area, reflecting the dynamic and fast-moving field of computer animation. This is a complete and up-to-date reference book on the state-of-the-art techniques used in computer animation.
Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.
The Game Music Toolbox provides readers with the tools, models and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.
This book takes you through all the basic steps of character design for games and animation, from brainstorming and references through to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. The book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.
WALKS From Richard Williams' The Animator's Survival Kit comes key chapters in mini form. The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day. The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study. This Mini focuses on Walks. Walks are full of personality. Walks reveal the character, they tell the story of the person. In this Mini Richard Williams provides the building blocks of how to construct walks, using stick figures to make it easy to learn, copy and understand. The process will encourage you to invent and entertain.
This comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers. Written by an experienced games writer with nearly two decades of industry knowledge, the book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter end challenges for readers to directly apply the skills they have learnt. This book will be of great interest to all beginner and aspiring games writers and narrative designers, as well as more experienced writers looking to hone their skills.
Looking to become more efficient using Unity? How to Cheat in Unity 5 takes a no-nonsense approach to help you achieve fast and effective results with Unity 5. Geared towards the intermediate user, HTC in Unity 5 provides content beyond what an introductory book offers, and allows you to work more quickly and powerfully in Unity. Packed full with easy-to-follow methods to get the most from Unity, this book explores time-saving features for interface customization and scene management, along with productivity-enhancing ways to work with rendering and optimization. In addition, this book features a companion website at www.alanthorn.net, where you can download the book's companion files and also watch bonus tutorial video content. Learn bite-sized tips and tricks for effective Unity workflows Become a more powerful Unity user through interface customization Enhance your productivity with rendering tricks, better scene organization and more Better understand Unity asset and import workflows Learn techniques to save you time and money during development
Nordic Animation examines the state of the animation industry within the Nordic countries. It looks at the success of popular brands such as the Moomins and Angry Birds, studios such as Anima Vitae and Qvisten, and individuals from the Nordics that have made their mark on the global animation industry. The book begins with some historical findings before moving to look at the stories of some of the most well-known Nordic animation brands. A section on Nordic animation studios looks at the international success and impact on the global animation industry that has been made by these companies. The book is forward thinking in scope and places these stories within the context of what the future holds for the Nordic animation industry. This book will be of great interest to those in the fields of animation and film studies, as well as those with a general interest in Nordic animation.
This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding
This book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities. With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field. Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertainment to education.
This volume offers a critical overview of digital reading practices and scholarly efforts to analyze and understand reading in the mediatized landscape Building on research about digital reading, born digital literature, and digital audiobooks, The Digital Reading Condition explores reading as part of a broader cultural shift encompassing many forms of media and genres Bringing together research from media and literary studies, digital humanities, scholarship on reading and learning, as well as sensory studies and research on multimodal and multisensory media reception, the authors address and challenge print-biased conceptions of reading that are still prevalent in research, whether the reading medium is print or digital They argue that the act of reading itself is changing, and rather than rejecting digital media as not suitable for sustained or focused reading practices, argue that the complex media landscape challenges us to rethink how to define reading as a mediated practice Presenting a truly interdisciplinary perspective on digital reading practices, this volume will appeal to scholars and graduate students in communication, media studies, new media and technology, literature, digital humanities, literacy studies, composition, and rhetoric
Provides tools from different disciplines and shows how they can be used in the game design world. Offers practical tools for all the main aspects of game design from conception through to testing. Gives concrete examples of how to use each tool with practical applications.
Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.
This book explores environments where art, imagination, and creative practice meet urban spaces at the point where they connect to the digital world. It investigates relationships between urban visualizations, aesthetics, and politics in the context of new technologies, and social and urban challenges toward the Sustainable Development Goals. Responding to questions stemming from critical theory, the book focuses on an interdisciplinary actualization of technological developments and social challenges. It demonstrates how art, architecture, and design can transform culture, society, and nature through artistic and cultural achievements, integration, and new developments. The book begins with the theoretical framework of social aesthetics theories before discussing global contemporary visual culture and technological evolution. Across the 12 chapters, it looks at how architecture and design play significant roles in causing and solving complex environmental transformations in the digital turn. By fostering transdisciplinary encounters between architecture, design, visual arts, and cinematography, this book presents different theoretical approaches to how the arts' interplay with the environment responds to the logic of the constructions of reality. This book will appeal to scholars, researchers, and upper-level students in aesthetics, philosophy, visual cultural studies, communication studies, and media studies with a particular interest in sociopolitical and environmental discussions.
This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations. The author covers structuring branching narrative and plot, designing impactful and compelling choices, writing entertaining relationships and character interactions, understanding the importance of a VN's prose, and planning a VN's overall narrative design and story delivery. The book contains exercises at the end of chapters to practice the techniques discussed. By the end of the book, if the reader finishes all the exercises, they may have several portfolio pieces or a significant portion of their own VN project designed. Features: Discusses different aspects and genres of VNs, what makes them enjoyable, and successful techniques developers can incorporate into their own games Analyzes various VNs and choice-based games that use these successful techniques Shares tips from developers on portfolio pieces, hiring a team to work on VNs, and plotting and outlining VNs Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels is a valuable resource for developers and narrative designers interested in working on VNs. The book will show them how they can design their own VN projects, design branching narratives, develop entertaining plots and relationships, design impactful and compelling choices, and write prose that's a pleasure to read.
Broadens the horizons of Chinese culture enthusiasts without expertise in animation, and helps to dismantle stereotypical perceptions of Chinese animated film culture as established in the discourses of Western animation studios. Answers the rising need for conducting thorough studies of Chinese mass culture and mechanisms of soft power and indoctrination, and thus helps to understand the cultural identity and heritage of China, which is becoming a global superpower and an aspiring world economic leader. Complements a niche existing in the general knowledge on Asian popular cultures. |
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