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Books > Computing & IT > Applications of computing > Image processing > Computer animation

Locating Imagination in Popular Culture - Place, Tourism and Belonging (Hardcover): Nicky van Es, Stijn Reijnders, Leonieke... Locating Imagination in Popular Culture - Place, Tourism and Belonging (Hardcover)
Nicky van Es, Stijn Reijnders, Leonieke Bolderman, Abby Waysdorf
R4,511 Discovery Miles 45 110 Ships in 10 - 15 working days

Locating Imagination in Popular Culture offers a multi-disciplinary account of the ways in which popular culture, tourism and notions of place intertwine in an environment characterized by ongoing processes of globalization, digitization and an increasingly ubiquitous nature of multi-media. Centred around the concept of imagination, the authors demonstrate how popular culture and media are becoming increasingly important in the ways in which places and localities are imagined, and how they also subsequently stimulate a desire to visit the actual places in which people's favourite stories are set. With examples drawn from around the globe, the book offers a unique study of the role of narratives conveyed through media in stimulating and reflecting desire in tourism. This book will have appeal in a wide variety of academic disciplines, ranging from media and cultural studies to fan- and tourism studies, cultural geography, literary studies and cultural sociology.

Digital Video Image Quality and Perceptual Coding (Hardcover): H R Wu, K.R. Rao Digital Video Image Quality and Perceptual Coding (Hardcover)
H R Wu, K.R. Rao; Contributions by Stefan Winkler, Weisi Lin, Franco Oberti, …
R6,810 Discovery Miles 68 100 Ships in 10 - 15 working days

The hand is quicker than the eye. In many cases, so is digital video. Maintaining image quality in bandwidth- and memory-restricted environments is quickly becoming a reality as thriving research delves ever deeper into perceptual coding techniques, which discard superfluous data that humans cannot process or detect. Surveying the topic from a Human Visual System (HVS)-based approach, Digital Video Image Quality and Perceptual Coding outlines the principles, metrics, and standards associated with perceptual coding, as well as the latest techniques and applications. This book is divided broadly into three parts. First, it introduces the fundamental theory, concepts, principles, and techniques underlying the field, such as the basics of compression, HVS modeling, and coding artifacts associated with current well-known techniques. The next section focuses on picture quality assessment criteria; subjective and objective methods and metrics, including vision model based digital video impairment metrics; testing procedures; and international standards regarding image quality. Finally, practical applications come into focus, including digital image and video coder designs based on the HVS as well as post-filtering, restoration, error correction, and concealment techniques. The permeation of digital images and video throughout the world cannot be understated. Nor can the importance of preserving quality while using minimal storage space, and Digital Video Image Quality and Perceptual Coding provides the tools necessary to accomplish this goal. Instructors and lecturers wishing to make use of this work as a textbook can download a presentation of 786 slides in PDF format organized to augment thetext. accompany our book (H.R. Wu and K.R. Rao, Digital Video Image Quality and Perceptual Coding, CRC Press (ISBN: 0-8247-2777-0), Nov. 2005) for lecturers or instructor to use for their classes if they use the book.

Real-Time Shadows (Paperback): Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer Real-Time Shadows (Paperback)
Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer
R1,561 Discovery Miles 15 610 Ships in 10 - 15 working days

Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows. The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book's website www.realtimeshadows.com.

Real-Time Volume Graphics (Paperback): Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, Daniel Weiskopf Real-Time Volume Graphics (Paperback)
Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, Daniel Weiskopf
R1,505 Discovery Miles 15 050 Ships in 10 - 15 working days

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.

GPGPU Programming for Games and Science (Paperback): David H. Eberly GPGPU Programming for Games and Science (Paperback)
David H. Eberly
R1,499 Discovery Miles 14 990 Ships in 10 - 15 working days

An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11 GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering: Robustness Accuracy Speed Quality source code that is easily maintained, reusable, and readable The book primarily addresses programming on a graphics processing unit (GPU) while covering some material also relevant to programming on a central processing unit (CPU). It discusses many concepts of general purpose GPU (GPGPU) programming and presents practical examples in game programming and scientific programming. The author first describes numerical issues that arise when computing with floating-point arithmetic, including making trade-offs among robustness, accuracy, and speed. He then shows how single instruction multiple data (SIMD) extensions work on CPUs since GPUs also use SIMD. The core of the book focuses on the GPU from the perspective of Direct3D 11 (D3D11) and the High Level Shading Language (HLSL). This chapter covers drawing 3D objects; vertex, geometry, pixel, and compute shaders; input and output resources for shaders; copying data between CPU and GPU; configuring two or more GPUs to act as one; and IEEE floating-point support on a GPU. The book goes on to explore practical matters of programming a GPU, including code sharing among applications and performing basic tasks on the GPU. Focusing on mathematics, it next discusses vector and matrix algebra, rotations and quaternions, and coordinate systems. The final chapter gives several sample GPGPU applications on relatively advanced topics. Web ResourceAvailable on a supporting website, the author's fully featured Geometric Tools Engine for computing and graphics saves you from having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming. The engine provides robust and accurate source code with SIMD when appropriate and GPU versions of algorithms when possible.

Simulating Heterogeneous Crowds with Interactive Behaviors (Paperback): Nuria Pelechano, Jan M. Allbeck, Mubbasir Kapadia,... Simulating Heterogeneous Crowds with Interactive Behaviors (Paperback)
Nuria Pelechano, Jan M. Allbeck, Mubbasir Kapadia, Norman I. Badler
R1,476 Discovery Miles 14 760 Ships in 10 - 15 working days

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

Video-Based Rendering (Paperback): Marcus A. Magnor Video-Based Rendering (Paperback)
Marcus A. Magnor
R1,465 Discovery Miles 14 650 Ships in 10 - 15 working days

Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication engineering. Providing an overview of the state-of-the-art of video-based rendering and details of the fundamental VBR algorithms, the author discusses the advantages, the potential, as well as the limitations of the approach in the context of different application scenarios.

Symbolic Dynamics and Geometry - Using D* in Graphics and Game Programming (Paperback): Brian Guenter, Sung-Hee Lee Symbolic Dynamics and Geometry - Using D* in Graphics and Game Programming (Paperback)
Brian Guenter, Sung-Hee Lee
R1,519 Discovery Miles 15 190 Ships in 10 - 15 working days

This book explains how to use the symbolic differentiation system D* for applications in computer games and engineering simulation. The authors describe how to create procedural 3D geometric models, link them together to form multibody physical systems, and simulate and display their physical behavior in real time. The symbolic differentiation capabilities of D* can be used in a wide variety of technical applications, including computer graphics, engineering, and mechanical simulation. Two Lagrangian physics simulation and procedural 3D geometric modeling are developed in great detail.

Architecture for the Commons - Participatory Systems in the Age of Platforms (Paperback): Jose Sanchez Architecture for the Commons - Participatory Systems in the Age of Platforms (Paperback)
Jose Sanchez
R1,229 Discovery Miles 12 290 Ships in 10 - 15 working days

Architecture for the Commons dives into an analysis of how the tectonics of a building is fundamentally linked to the economic organizations that allow them to exist. By tracing the origins and promises of current technological practices in design, the book provides an alternative path, one that reconsiders the means of achieving complexity through combinatorial strategies. This move requires reconsidering serial production with crowdsourcing and user content in mind. The ideas presented will be explored through the design research developed within Plethora Project, a design practice that explores the use of video game interfaces as a mechanism for participation and user design. The research work presented throughout the book seeks to align with a larger project that is currently taking place in many different fields: The Construction of the Commons. By developing both the ideological and physical infrastructure, the project of the Commons has become an antidote to current economic practices that perpetuate inequality. The mechanisms of the production and governance of the Commons are discussed, inviting the reader to get involved and participate in the discussion. The current political and economic landscape calls for a reformulation of our current economic practices and alternative value systems that challenge the current market monopolies. This book will be of great interest not only to architects and designers studying the impact of digital technologies in the field of design but also to researchers studying novel techniques for social participation and cooperating of communities through digital networks. The book connects principles of architecture, economics and social sciences to provide alternatives to the current production trends.

Architecture for the Commons - Participatory Systems in the Age of Platforms (Hardcover): Jose Sanchez Architecture for the Commons - Participatory Systems in the Age of Platforms (Hardcover)
Jose Sanchez
R4,486 Discovery Miles 44 860 Ships in 10 - 15 working days

Architecture for the Commons dives into an analysis of how the tectonics of a building is fundamentally linked to the economic organizations that allow them to exist. By tracing the origins and promises of current technological practices in design, the book provides an alternative path, one that reconsiders the means of achieving complexity through combinatorial strategies. This move requires reconsidering serial production with crowdsourcing and user content in mind. The ideas presented will be explored through the design research developed within Plethora Project, a design practice that explores the use of video game interfaces as a mechanism for participation and user design. The research work presented throughout the book seeks to align with a larger project that is currently taking place in many different fields: The Construction of the Commons. By developing both the ideological and physical infrastructure, the project of the Commons has become an antidote to current economic practices that perpetuate inequality. The mechanisms of the production and governance of the Commons are discussed, inviting the reader to get involved and participate in the discussion. The current political and economic landscape calls for a reformulation of our current economic practices and alternative value systems that challenge the current market monopolies. This book will be of great interest not only to architects and designers studying the impact of digital technologies in the field of design but also to researchers studying novel techniques for social participation and cooperating of communities through digital networks. The book connects principles of architecture, economics and social sciences to provide alternatives to the current production trends.

Writing for Games - Theory and Practice (Paperback): Hannah Nicklin Writing for Games - Theory and Practice (Paperback)
Hannah Nicklin
R1,441 Discovery Miles 14 410 Ships in 9 - 17 working days

A uniquely cross-disciplinary and cross-experience book written as an accessible guide for people new to storytelling in games, new to games as a practice, and those eager to develop their existing practices & knowledge around storytelling in games. Offers careful, clear, and practical advice for understanding creative writing, in the context of games, and in discovering and developing your own games writing practice. Focuses on writing, not narrative design, as an area underdeveloped in the context of games storytelling.

Professional Techniques for Video Game Writing (Hardcover, 2nd edition): Wendy Despain Professional Techniques for Video Game Writing (Hardcover, 2nd edition)
Wendy Despain
R3,948 Discovery Miles 39 480 Ships in 10 - 15 working days

This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in the games industry Full of practical advice from industry pros on how to get a job, and then how to get the job done Author Bio Wendy Despain has more than two decades of experience spearheading digital media projects. She has worked with teams around the world as a writer, narrative designer, producer, and consultant on interactive experiences ranging from video games to augmented reality. She's worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming. Currently, she's a Production Director at ArenaNet, makers of the Guild Wars franchise. Her books include: Writing For Videogame Genres: From FPS to RPG Talking to Artists/Talking to Programmers 100 Principles of Game Design

Fluid Frames - Experimental Animation with Sand, Clay, Paint, and Pixels (Paperback, 3rd Edition): Corrie Parks Fluid Frames - Experimental Animation with Sand, Clay, Paint, and Pixels (Paperback, 3rd Edition)
Corrie Parks
R1,611 Discovery Miles 16 110 Ships in 10 - 15 working days

Once the realm of a few stalwart artists, animating with sand, clay, and wet paint is now accessible for all filmmakers with an experimental frame of mind. Created directly under the camera with frame-by-frame stopmotion, this "fluid frame animation" provides a completely unique visual world for animators. While pioneering animators such as Caroline Leaf, Alexander Petrov, and Ishu Patel paved the way, the availability of frame capture programs, compositing software and digital workflow is opening up new avenues of exploration for artists of all experience levels. This book will walk you through setting up your studio, choosing and working with your materials, and combining the physical under-the-camera production with digital compositing and effects to enhance your animation.

·         Firsthand advice from experimental animation veterans and rising stars in the field

·         Covers the digital aspects of experimental animation, including the latest techniques in After Effects CC

·        

Tutorials and source files for under-the-camera approaches and After Effects enhancements on the book’s companion website

In addition to the practical advice, you’ll find historical and contemporary examples of successful films, step-by-step tutorials for working under the camera and working with the footage digitally, and interviews and tips from artists who are currently pushing the boundaries in these experimental mediums. Stacked with information and images from over 30 artists, this book is an indispensable resource for both the student and professional wishing to get their hands dirty in an increasingly digital world.

Table of Contents

Introduction

Section I: Constructing the Context

1. Definition of Terms

2. A Brief Historical Overview - Three waves of experimental collaboration

Section II: Animation In Practice

3. Finding your voice: Concept and Pre-Visualization

4. Setting Up the Studio

5. Animation techniques

Section III: Individual Lessons: (incl. interviews and/or tutorials with practicing artists)

6. Sand Animation

7. Paint-on-Glass Animation

8. Clay-on-Glass Animation

9. Post-Production

Section IV

10. Conclusion

Appendix: List of Works and Artists

Maple Animation (Paperback): John F. Putz Maple Animation (Paperback)
John F. Putz
R2,788 Discovery Miles 27 880 Ships in 10 - 15 working days

There is nothing quite like that feeling you get when you see that look of recognition and enjoyment on your students' faces. Not just the strong ones, but everyone is nodding in agreement during your first explanation of the geometry of directional derivatives.

If you have incorporated animated demonstrations into your teaching, you know how effective they can be in eliciting this kind of response. You know the value of giving students vivid moving images to tie to concepts. But learning to make animations generally requires extensive searching through a vast computer algebra system for the pertinent functions. Maple Animation brings together virtually all of the functions and procedures useful in creating sophisticated animations using Maple 7, 8, or 9 and it presents them in a logical, accessible way. The accompanying CD-ROM provides all of the Maple code used in the book, including the code for more than 30 ready-to-use demonstrations.

From Newton's method to linear transformations, the complete animations included in this book allow you to use them straight out of the box. Careful explanations of the methods teach you how to implement your own creative ideas. Whether you are a novice or an experienced Maple user, Maple Animation provides the tools and skills to enhance your teaching and your students' enjoyment of the subject through animation.

Introduction to Interactive Digital Media - Concept and Practice (Hardcover): Julia Griffey Introduction to Interactive Digital Media - Concept and Practice (Hardcover)
Julia Griffey
R5,065 Discovery Miles 50 650 Ships in 10 - 15 working days

This book offers a clearly written and engaging introduction to the basics of interactive digital media. As our reliance on and daily usage of websites, mobile apps, kiosks, games, VR/AR and devices that respond to our commands has increased, the need for practitioners who understand these technologies is growing. Author Julia Griffey provides a valuable guide to the fundamentals of this field, offering best practices and common pitfalls throughout. The book also notes opportunities within the field of interactive digital media for professionals with different types of skills, and interviews with experienced practitioners offer practical wisdom for readers. Additional features of this book include: An overview of the history, evolution and impact of interactive media; A spotlight on the development process and contributing team members; Analysis of the components of interactive digital media and their design function (graphics, animation, audio, video, typography, color); An introduction to coding languages for interactive media; and A guide to usability in interactive media. Introduction to Interactive Digital Media will help both students and professionals understand the varied creative, technical, and collaborative skills needed in this exciting and emerging field.

The Paradox of Transgression in Games (Hardcover): Kristine Jorgensen, Torill Mortensen The Paradox of Transgression in Games (Hardcover)
Kristine Jorgensen, Torill Mortensen
R3,783 Discovery Miles 37 830 Ships in 10 - 15 working days

The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.

Writing an Interactive Story (Hardcover): Pierre Lacombe, Gabriel Feraud, Clement Riviere Writing an Interactive Story (Hardcover)
Pierre Lacombe, Gabriel Feraud, Clement Riviere
R3,930 Discovery Miles 39 300 Ships in 10 - 15 working days

Video games have become the world's largest leading cultural product. Though disputed in the past, the narrative qualities of video games have finally secured distinction in the realm of art. This is especially true for interactive games. Writing an Interactive Story will help the reader in navigating the creation process of interactive scripts, in addition to discovering behind the scenes narrative choices of renowned games, and will help you to harness your inner creativity. Guided by master interactive scriptwriters, the text presents its content in the form of a unique writing workshop. With interactive game writing, the player becomes the star of the work. Thanks to this method of storytelling, the morals of the game become resonant. This is because the weight of the narrative's choices and consequences rest fully upon the player. It's the ultimate narrative. Whether you are a video game enthusiast, student, or professional, discover how to create a more immersive personalized experience than ever before and give your players the opportunity to write their own destiny through their choices. The methods, strategies, and secrets of this new art await you. Features exclusive interviews with: David Cage - BAFTA Award for Best Story - Heavy Rain Jean-Luc Cano - BAFTA Award for Best Story - Life Is Strange Joe Penny, David Bowman - Telltale's The Wolf Among Us, The Walking Dead Benjamin Diebling - Beyond Two Souls, Detroit: Become Human Erwan Le Breton - Ubisoft Thomas Veauclin- The Council Fibre Tigre - Out There

iOS Game Development - Developing Games for iPad, iPhone, and iPod Touch (Hardcover): Thomas Lucka iOS Game Development - Developing Games for iPad, iPhone, and iPod Touch (Hardcover)
Thomas Lucka
R5,367 Discovery Miles 53 670 Ships in 10 - 15 working days

The book offers information about the iOS platform. It explains the use of OpenGL ES for 2D/3D graphics and OpenAL for sound, both of which are recommended for game performance on the iOS platform. It covers new APIs such as the GLKit, GameKit, and Box2D Physics Engine.

Interpersonal Positioning in English as a Lingua Franca Interactions (Hardcover): Svitlana Kloetzl, Birgit Swoboda Interpersonal Positioning in English as a Lingua Franca Interactions (Hardcover)
Svitlana Kloetzl, Birgit Swoboda
R4,488 Discovery Miles 44 880 Ships in 10 - 15 working days

This book offers a critical reflection on interpersonal positioning across both large- and small-scale contexts and highlights the multi-faceted nature of intercultural communication in today's global world. The volume establishes positioning primarily as the negotiation of interpersonal relationships, and draws on concepts from across disciplines by way of reappraisal before applying them to two specific domains: MMORPGs (Massively Multiplayer Online Role-Playing Games) and private ELF couple interaction. While acknowledging and showcasing the unique features of positioning in these two contexts, Kloetzl and Swoboda point to their commonalities by looking at how language and specifically English is used as a communicative resource in lingua franca situations. The book also identifies new directions for future methodological innovations in that it demonstrates how the same interaction can be looked at in methodologically-different ways and how the authors' own positions projected on to such interaction create an integrated tri-partite perspective on the two domains. Shedding light on interpersonal positioning in different contexts and in turn on global communication more generally, this book will be of particular interest to students and researchers in discourse analysis, pragmatics, computer-mediated communication, sociolinguistics, and applied linguistics.

Character Design From the Ground Up (Hardcover): Kevin Crossley Character Design From the Ground Up (Hardcover)
Kevin Crossley
R5,059 Discovery Miles 50 590 Ships in 10 - 15 working days

This book provides a complete overview of character design, starting with the basics of materials, equipment, and software. It explains the processes professional character designers follow to develop characters for publishing, games, and film.

Metaprogramming GPUs with Sh (Hardcover): Michael McCool, Stefanus Du Toit Metaprogramming GPUs with Sh (Hardcover)
Michael McCool, Stefanus Du Toit
R3,379 Discovery Miles 33 790 Ships in 10 - 15 working days

This book is a high-level overview of Sh and its relationship to other realtime shading and Graphics processing unit programming languages. It is a reference manual and language specification and methodically and exhaustively presents details of the various features of Sh.

An Introduction to NURBS - With Historical Perspective (Hardcover): David F. Rogers An Introduction to NURBS - With Historical Perspective (Hardcover)
David F. Rogers
R1,867 R1,453 Discovery Miles 14 530 Save R414 (22%) Ships in 10 - 15 working days


The latest from a computer graphics pioneer, An Introduction to NURBS is the ideal resource for anyone seeking a theoretical and practical understanding of these very important curves and surfaces. Beginning with Bezier curves, the book develops a lucid explanation of NURBS curves, then does the same for surfaces, consistently stressing important shape design properties and the capabilities of each curve and surface type. Throughout, it relies heavily on illustrations and fully worked examples that will help you grasp key NURBS concepts and deftly apply them in your work. Supplementing the lucid, point-by-point instructions are illuminating accounts of the history of NURBS, written by some of its most prominent figures.


Whether you write your own code or simply want deeper insight into how your computer graphics application works, An Introduction to NURBS will enhance and extend your knowledge to a degree unmatched by any other resource.
* Presents vital information with applications in many different areas: CAD, scientific visualization, animation, computer games, and more.
* Facilitates accessiblity to anyone with a knowledge of first-year undergraduate mathematics.
* Details specific NURBS-based techniques, including making cusps with B-spline curves and conic sections with rational B-spline curves.
* Presents all important algorithms in easy-to-read pseudocode-useful for both implementing them and understanding how they work.
* Provides C-code implementations of worked examples at http: //www.mkp.com/nurbs.
* Includes complete references to additional NURBS resources."

Digital Queer Cultures in India - Politics, Intimacies and Belonging (Paperback): Rohit K. Dasgupta Digital Queer Cultures in India - Politics, Intimacies and Belonging (Paperback)
Rohit K. Dasgupta
R1,294 Discovery Miles 12 940 Ships in 10 - 15 working days

Sexuality in India offers an expression of nationalist anxieties and is a significant marker of modernity through which subjectivities are formed among the middle class. This book investigates the everyday experience of queer Indian men on digital spaces. It explores how queer identities are formed in virtual spaces and how the existence of such spaces challenge and critique 'Indian'-ness. It also looks at the role of class and intimacy within the discourse. This work argues that new media, social networking sites (SNSs), both web and mobile, and related technologies do not exist in isolation; rather they are critically embedded within other social spaces. Similarly, online queer spaces exist parallel to and in conjunction with the larger queer movement in the country. This book will be of great interest to scholars and researchers of gender studies, especially men's and masculinity studies, queer and LGBT studies, media and cultural studies, particularly new media and digital culture, sexuality and identity, politics, sociology and social anthropology, and South Asian studies.

C# and Game Programming - A Beginner's Guide (Hardcover, 2nd edition): Salvatore A. Buono C# and Game Programming - A Beginner's Guide (Hardcover, 2nd edition)
Salvatore A. Buono
R5,526 Discovery Miles 55 260 Ships in 10 - 15 working days

The second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit, Asteroid Miner, and Battle Tennis, included on the CD-ROM, demonstrates programming strategies and complements the comprehensive treatment of C# in the text. From the basics of adding graphics and sound to games, to advanced concepts such as the .Net framework and object-oriented programming, this book provides the foundations for a beginner to become a full-fledged programmer. New in this edition: - Supports DirectX 9.0 - Revised programs and examples - Improved frame rate for game examples

The FORCE Companion - Quick Tips and Tricks (Paperback): Mike Mattesi, Swendly Benilia The FORCE Companion - Quick Tips and Tricks (Paperback)
Mike Mattesi, Swendly Benilia
R1,276 Discovery Miles 12 760 Ships in 10 - 15 working days

Swendly Benilia shares with us simple and tangible tips and tricks to understanding and drawing FORCE across hundreds of drawings full of dunamism and energy! This book is an expellant companion to the FORCE brand since it delivers hundreds of FORCE drawings with succinct notations, filtered and approved by Mike Mattesi, about how to improve your FORCE drawing skills Key Features: Hundreds of dynamic FORCE drawing that inspire the reader to see and draw FORCE Succinct tips and tricks keep it light and educational The tips and tricks not only explain how but also why the drawings are successful. This is unique to the FORCE Drawing method Each page shares numerous drawing around a FORCE idea with a short paragraph to further clarify the FORCE tip or trick. Explaining to the reader why the drawings work increases their ability of achieving the same level of excellence Swendly Benilia is a professional character designer and illustrator. During his five years in the field he contributed with artwork for various game and publishing projects. Swendly also instructs FORCE Drawing. Michael Mattesi has authored four FORCE books, published in numerous languages, utilized around the world to inspire and educate artists on the concept of FORCE. He has instructed FORCE Drawing for over twenty years and inspired thousands of artists. Simultaneously, Michael has been contributing his skills as a professional artists on numerous award-winning projects in varied capacities and has collaborated with Pixar, Walt Disney Feature Animation, Walt Disney Consumer Products, Marvel Comics, Hasbro Toys, ABC, Microsoft, Electronic Arts, DreamWorks/PDI, Zynga, The School of Visual Arts, Beijing University, Art Center, Scuola Internazionale di Comics, San Jose State University. The Academy of Art University, Nickelodeoan, LeapFrog and many others. Micael's students occupy all fields of the art industry and have themselves gained prestige for their abilities. Michael lives in northern California with his wife and two daughters. Visit him at: DrawingFORCE.com and connect with Michael on Facebook at: DrawingFORCE.com with Mike Mattesi or email him directly: [email protected] Key Features Hundreds of dynamic FORCE drawings that inspire the reader to see and draw FORCE. Compact tips and tricks keep it light and educational. The tips and tricks explain how and why the drawings are successful. Explaining to the you why the drawings work increases your ability of achieving the same level of excellence.

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