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Books > Computing & IT > Applications of computing > Image processing > Computer animation
Design Computing will help you understand the rapidly evolving
relationship between computing, designers, and the many different
environments they create or work in. The book introduces the topic
of design computing, and covers the basics of hardware and
software, so you don't need to be an expert. Topics include the
fundamentals of digital representation, programming and interfaces
for design; the shifting landscape of opportunity and expectation
in practice and pedagogy; placing sensors in buildings to measure
performance; and the challenge of applying information effectively
in design. The book also includes additional reading for those who
wish to dig deeper into the subject. Design Computing will provide
you with a greater awareness of the issues that permeate the field,
opportunities for you to investigate, and perhaps motivation to
push the boundaries.
If Disney's Snow White and the Seven Dwarfs represented the
Animation industry's infancy, Ed Hooks thinks that the current
production line of big-budget features is its artistically awkward
adolescence. While a well-funded marketing machine can conceal
structural flaws, uneven performances and superfluous characters,
the importance of crafted storytelling will only grow in importance
as animation becomes a broader, more accessible art form. Craft
Notes for Animators analyses specific films - including Frozen and
Despicable Me - to explain the secrets of creating truthful stories
and believable characters. It is an essential primer for the for
tomorrow's industry leaders and animation artists.
This book provides a deep understanding of state-of-art methods for
simulation of heterogeneous crowds in computer graphics. It will
cover different aspects that are necessary to achieve plausible
crowd behaviors. The book will be a review of the most recent
literature in this field that can help professionals and graduate
students interested in this field to get up to date with the latest
contributions, and open problems for their possible future
research. The chapter contributors are well known researchers and
practitioners in the field and they include their latest
contributions in the different topics required to achieve
believable heterogeneous crowd simulation. Provides crowd
simulation methodology to populate virtual environments, for video
games or any kind of applications that requires believable
multi-agent behavior Presents the latest contributions on crowd
simulation, animation, planning, rendering and evaluation with
detailed algorithms for implementation purposes Includes
perspectives of both academic researchers and industrial
practitioners with reference to open source solutions and
commercial applications, where appropriate
Indie developers and other people who work on games for a living
face all kinds of interesting income tax and small business
formation issues that more traditional businesses simply don't: not
being geographically bound, relying on alternative funding, long
periods of time with no income, and having multiple options for tax
treatment of game development costs. The Definitive Guide to Taxes
for Indie Game Developers addresses income tax issues that the
average indie game developer is most likely to encounter, in the
context of the American Internal Revenue Code and types of taxes.
Written by a former tax law practitioner turned game developer and
industry consultant with a decade of tax and accounting experience,
the newly revised Second Edition includes key provisions of the
2018 tax reform such as the new qualified business income
deduction, R&D credit expansion, and permanent reduction to
corporate income taxes. In-depth explanations and examples are
provided along with references to Tax Court and Supreme Court cases
relevant to each tax benefit. Key Features: Includes authoritative
sources with relevant IRS publications, Revenue Rulings, and Tax
Court cases. Features easy to read, accessible and humorous
language No legalese! Approaches how business decisions as an indie
developer affect personal finances. Readers will gain a thorough
understanding of taxation's role in managing a game studio of any
size and going indie with any lifestyle. The accompanying companion
website is a valuable resource that is annually updated to keep
current on any tax reforms.
While formal training and communication are a foundational approach
to developing employees in the workplace, alternate reality games
(ARGs) provide a framework for increased and sustained engagement
within business organizations. ARGs are transmedia experiences
designed to generate engagement and immersive learning beyond what
is achieved in formal and conventional training and communication
approaches. Alternate Reality Games: Gamification for Performance
leads you through the fundamentals of ARGs. It includes a
discussion of what is and is not an ARG, citing examples and
identifying business challenges that can be addressed through ARGs.
It presents case studies that illustrate the variety of forms that
ARGs take and the issues to which they can be applied, such as
improving performance and critical communication situations. It
also gives guidelines for creating your own ARGs, reviewing the
process and technological tools and considerations relevant to
their creation. Presenting a thorough examination of the beneficial
roles ARGs can play in the business environment as well as methods
for creating effective ARGs, Alternate Reality Games: Gamification
for Performance is an ideal reference for those approaching or
considering ARGs for the first time as well as the training
professional or professional game designer. It presents a
comprehensive overview of the advantages of applying ARGs to the
workplace as well as methods for designing and using them.
Gambling is both a multi-billion dollar international industry and
a ubiquitous social and cultural phenomenon. It is also undergoing
significant change, with new products and technologies, regulatory
models, changing public attitudes and the sheer scale of the
gambling enterprise necessitating innovative and mixed
methodologies that are flexible, responsive and 'agile'. This book
seeks to demonstrate that researchers should look beyond the
existing disciplinary territory and the dominant paradigm of
'problem gambling' in order to follow those changes across
territorial, political, technical, regulatory and conceptual
boundaries. The book draws on cutting-edge qualitative work in
disciplines including anthropology, history and media studies to
explore the production and consumption of risk, risky places, risk
technology, the gambling industry, and connections between gambling
and other kinds of speculation such as financial derivatives. In
doing so it addresses some of the most important issues in
contemporary social science, including the challenges of studying
deterritorialised social phenomena; globalizing technologies and
local markets; regulation as it operates across local, regional and
international scales; globalization, and the rise of games, virtual
worlds, and social media.
Introduces the reader to the technical aspects of real-time visual
effects. Built upon a career of over twenty years in the feature
film visual effects and the real-time video game industries and
tested on graduate and undergraduate students. Explores all
real-time visual effects in four categories: in-camera effects,
in-material effects, simulations and particles.
The Key to Fully Understanding the Basics of a 3D World Prominently
used in games, movies, and on television, 3D graphics are tools of
creation used to enhance how material and light come together to
manipulate objects in 3D space. A game-changer written for the
non-technical mind, Essential Skills for 3D Modeling, Rendering,
and Animation examines the complexities of 3D computer-generated
art, and outlines the basics of how things work and are used in 3D.
This text describes the three cornerstones of 3D-modeling,
rendering, and animation; focuses on common elements; and provides
a full understanding of the foundational concepts involved.
Detailing the skills and knowledge needed to become an accomplished
3D artist, it includes step-by-step instruction with ample
examples, and allows absolute beginners to move at their own pace.
Master Anything You Are Tasked to Model The author incorporates
historical information-presenting a contextual understanding of the
various techniques and methodologies in their historical place.
Each chapter builds on the fundamentals of 3D computer graphics and
augments skills based on the concepts, enabling the student to
learn both theory and application simultaneously. The book
highlights two basic geometry types, polygons and NURBS surfaces,
showing the student basic modeling techniques with both. While more
techniques are available, an artist can cover any model by grasping
these basic techniques. Supplies examples that are specifically
taken from Autodesk Maya Contains exercises that are meant to be
used in conjunction with the training videos on the website
Includes a documented history of computer graphics Essential Skills
for 3D Modeling, Rendering, and Animation offers a fundamental
understanding of the mechanics of 3D graphics to modelers,
animators, texture artists, render artists, game developers, and
production artists, as well as educators teaching an undergrad or
tech course in 3D animation.
This book explores the effects of the Instagram platform on the
making and viewing of art. Authors Lachlan MacDowall and Kylie
Budge critically analyse the ways Instagram has influenced artists,
art spaces, art institutions and art audiences, and ultimately
contemporary aesthetic experience. The book argues that more than
simply being a container for digital photography, the architecture
of Instagram represents a new relationship to the image and to
visual experience, a way of shaping ocular habits and social
relations. Following a detailed analysis of the structure of
Instagram - the tactile world of affiliation ('follows'),
aesthetics ('likes') and attention ('comments') - the book examines
how art spaces, audiences and aesthetics are key to understanding
its rise. The book will be of interest to scholars working in art
history, design, digital culture, cultural studies, sociology,
education, business, media and communication studies.
"The King of Independent Animation" has returned with this 10th
anniversary edition of Make Toons That Sell Without Selling Out.
Delve into the secrets behind creating poignant indie animation
without compromising or sacrificing your own ideals and visions.
World-renowned animator, author, and Academy Award-nominated Bill
Plympton will help guide you in how to make a career in animation.
With time-saving techniques, secrets on crafting a good narrative,
and more, Plympton will teach you how to breathe life into your own
animated films. By studying and deconstructing his lessons from his
own works and styles, you too will be able to carve out a career in
animation without betraying yourself.
Understanding Game Scoring explores the unique collaboration
between gameplay and composition that defines musical scoring for
video games. Using an array of case studies reaching back into the
canon of classic video games, this book illuminates the musical
flexibility, user interactivity and sound programming that make
game scoring so different from traditional modes of composition.
Mack Enns explores the collaboration between game scorers and
players to produce the final score for a game, through case studies
of the Nintendo Entertainment System sound hardware configuration,
and game scores, including the canonic scores for Super Mario Bros.
(1985) and The Legend of Zelda (1986). This book is recommended
reading for students and researchers interested in the composition
and production of video game scores, as well as those interested in
ludo-musicology.
About this book * Gives the reader hands on example-base experience
for simulating dynamical models in MATLAB (R)/Simulink (R) and
animating them in VRML * More than 150 images describe each step in
the model realizations helping readers to understand them visually
* Diverse examples and profound problem treatment enable the reader
to animate complex dynamical problems m-files, Simulink models,
VRML files and jpegs available for download provide full solutions
for the end-of-chapter problems Virtual Reality and Animation for
MATLAB (R) and Simulink (R) Users demonstrates the simulation and
animation of physical systems using the MATLAB (R) Virtual Reality
Toolbox (virtual models are created in V-Realm Builder). The book
is divided into two parts; the first addresses MATLAB (R) and the
second Simulink (R). The presentation is problem-based with each
chapter teaching the reader a group of essential principles in the
context of a step-by-step solution to a particular issue. Examples
of the systems covered include mass-spring-dampers, a crank-slider
mechanism and a moving vehicle. The examples are given in ascending
level of difficulty and contain MATLAB (R)/Simulink (R) codes
deliberately simplified so that readers can focus on: *
understanding how to link a 3-d virtual scene to MATLAB
(R)/Simulink (R); and * manipulating the 3-d virtual scene in
MATLAB (R)/Simulink (R). When studied in sequence, the chapters of
this text form a coherent whole enabling the reader to gain a
thorough expertise in virtual simulation and animation of dynamical
models using MATLAB (R)/Simulink (R). Individual chapters stand on
their own, however, so that readers interested in a particular
system can concentrate on it easily. Problems are provided in each
chapter to give practice in the techniques demonstrated and to
extend the range of the systems studied, for example, into the
control sphere. Solution code for these problems can be downloaded
from insert URL. Whether modeling the dynamics of a simple
pendulum, a robot arm or a moving car, animation of a dynamical
model can enliven and encourage understanding of mechanical systems
and thus contribute to control design. Virtual Reality and
Animation for MATLAB (R) and Simulink (R) Users will be instructive
and interesting to anyone, researcher or student, working with the
dynamics of physical systems. Readers are assumed to have some
familiarity with MATLAB (R).
The Open Access version of this book, available at
http://www.tandfebooks.com, has been made available under a
Creative Commons Attribution-Non Commercial-No Derivatives 3.0
license. Gambling is both a multi-billion-dollar international
industry and a ubiquitous social and cultural phenomenon. It is
also undergoing significant change, with new products and
technologies, regulatory models, changing public attitudes and the
sheer scale of the gambling enterprise necessitating innovative and
mixed methodologies that are flexible, responsive and 'agile'. This
book seeks to demonstrate that researchers should look beyond the
existing disciplinary territory and the dominant paradigm of
'problem gambling' in order to follow those changes across
territorial, political, technical, regulatory and conceptual
boundaries. The book draws on cutting-edge qualitative work in
disciplines including geography, organisational studies, sociology,
East Asian studies and anthropology to explore the production and
consumption of risk, risky places, risk technologies, the gambling
industry and connections between gambling and other kinds of
speculation such as financial derivatives. In doing so it addresses
some of the most important issues in contemporary social science,
including: the challenges of studying deterritorialised social
phenomena; globalising technologies and local markets; regulation
as it operates across local, regional and international scales; and
the rise of games, virtual worlds and social media.
o Continuing the a series of books that focus entirely on a
singular game design system or mechanic o A perfect read for anyone
interested in understanding game design, or just curious from a
historical standpoint o The series has potential to keep growing
looking at a multitude of topics
- 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
The unique, dynamic learning system that has helped thousands of
artists enhance their figure drawing abilities Dozens of updated
illustrations and all-new content, exclusive to the 3rd edition
Select pages can be scanned by your smartphone or other device to
pull up bonus video content, enhancing the learning process
Written by a pioneer of game development in academia, Introduction
to Game Physics with Box2D covers the theory and practice of 2D
game physics in a relaxed and entertaining yet instructional style.
It offers a cohesive treatment of the topics and code involved in
programming the physics for 2D video games. Focusing on writing
elementary game physics code, the first half of the book helps you
grasp the challenges of programming game physics from scratch,
without libraries or outside help. It examines the mathematical
foundation of game physics and illustrates how it is applied in
practice through coding examples. The second half of the book shows
you how to use Box2D, a popular open source 2D game physics engine.
A companion website provides supplementary material, including
source code and videos. This book helps you become a capable 2D
game physics programmer through its presentation of both the theory
and applications of 2D game physics. After reading the book and
experimenting with the code samples, you will understand the basics
of 2D game physics and know how to use Box2D to make a 2D
physics-based game.
Fully illustrated, with rich, four-color graphics, this book takes
a unique illustrated approach to communication technologies,
detailing graphically how each invention works Offers readers a
comprehensive history of mass communication technologies, from the
printing press to the Internet Covers key historical innovations,
giving readers insight into the driving figures behind technologies
and broader society impact
Explores the basics of indie game marketing Helps the reader with
how to communicate to talk to investors, pbulishers, and major
platforms Illustrates different negotiation tactics
Animation is a limitless medium for telling stories. Artists can
create worlds, defy gravity, flip from factual to fantasy, and
transport audiences to places they never imagined. The challenge is
having the discipline to reel it in and be intentional about your
storytelling choices. This book shows you how. In Animated
Storytelling, learn how to create memorable stories using animation
and motion graphics by following 10 simple guidelines that take you
through the stages of concept development, pre-production,
storyboarding, and design. Explore traditional linear storytelling
and learn different processes for creating successful nonlinear
animated stories, and also discover the wonders of experimental
filmmaking. Award-winning filmmaker, educator, and motivator Liz
Blazer uses clear examples and easy-to-follow exercises to provide
you with the instruction, encouragement, and tools you need to get
your designs moving. Whether your goal is to create exciting shorts
for film festivals, effective messaging for broadcast or online, or
simply to gain a deeper understanding of the medium, Animated
Storytelling simplifies the process of creating clear and engaging
stories for animation and motion graphics so you can get started
easily. Animated Storytelling teaches you how to: * Write a
creative brief for your project * Find and communicate your story's
Big Idea * Create tight stories with linear and nonlinear
structures * Explore experimental filmmaking techniques * Use
storyboards to communicate your visual story * Use color to clarify
and enrich your story * Define the rules for your animated world *
Ease into the challenging task of animation * Make the work you
want to be hired to do * Share your work with the world! "Equal
parts inspiring and practical, Animated Storytelling is a
step-by-step guide that takes aspiring storytellers from raw idea
to final render to distribution. -Justin Cone, Co-founder,
Motionographer "This book is the instruction manual for navigating
the complex world of animated storytelling. It's informative,
inspirational, and extremely entertaining to read. Anyone working
(or hoping to work) in the field of animation needs to read this.
-Joey Korenman, CEO & Founder, School of Motion
Blender Foundations is the definitive resource for getting started
with 3D art in Blender, one of the most popular 3D/Animation tools
on the market . With the expert insight and experience of Roland
Hess, noted Blender expert and author, animators and artists will
learn the basics starting with the revised 2.6 interface, modeling
tools, sculpting, lighting and materials through rendering,
compositing and video editing. Some of the new features covered
include the completely re-thought interface, the character
animation and keying system, and the smoke simulator. More than
just a tutorial guide, "Blender Foundations" covers the philosophy
behind this ingenious software that so many 3D artists are turning
to today. Start working today with Blender with the accompanying
web site which includes all of the projects and support files
alongside videos, step-by-step screenshots of the trickier
tutorials, as well as a direct links to official resources like the
Blender download site and artist forums.
The author takes readers on an in-depth walkthrough of the Torque
Game Engine---one of the most popular, powerful, and easy to use
game engines available today. With clear explanations of how to use
Torque to create your own games and detailed discussions of the
engine's inner workings, this book is a must read for any
programmer interested in making games for fun or profit. It offers
step-by-step examples, detailed system descriptions, in-depth
references, practical tips, tricks, and more that provide readers
all they need to understand the Torque Game Engine. See the Support
page on the author's website for a revision of Chapter 15 (Torque
Lighting). Downloadable resources are included with the book.
Based on course notes of SIGGRAPH course teaching techniques for
real-time rendering of volumetric data and effects; covers both
applications in scientific visualization and real-time rendering.
Starts with the basics (texture-based ray casting) and then
improves and expands the algorithms incrementally. Book includes
source code, algorithms, diagrams, and rendered graphics.
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