0
Your cart

Your cart is empty

Browse All Departments
Price
  • R100 - R250 (13)
  • R250 - R500 (49)
  • R500+ (846)
  • -
Status
Format
Author / Contributor
Publisher

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

The VES Handbook of Visual Effects - Industry Standard VFX Practices and Procedures (Hardcover, 3rd edition): Jeffrey Okun,... The VES Handbook of Visual Effects - Industry Standard VFX Practices and Procedures (Hardcover, 3rd edition)
Jeffrey Okun, VES, Susan Zwerman, VES
R5,968 Discovery Miles 59 680 Ships in 12 - 19 working days

The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects. The Visual Effects Society (VES) tasked the original authors to update their areas of expertise, such as AR/VR Moviemaking, Color Management, Cameras, VFX Editorial, Stereoscopic and the Digital Intermediate, as well as provide detailed chapters on interactive games and full animation. Additionally, 56 contributors share their best methods, tips, tricks, and shortcuts developed through decades of trial and error and real-world, hands-on experience. This third edition has been expanded to feature lessons on 2.5D/3D Compositing; 3D Scanning; Digital Cinematography; Editorial Workflow in Animated and Visual Effects Features; Gaming updates; General Geometry Instancing; Lens Mapping for VFX; Native Stereo; Real-Time VFX and Camera Tracking; Shot/Element Pulls and Delivery to VFX; Techvis; VFX Elements and Stereo; Virtual Production; and VR/AR (Virtual Reality / Augmented Reality). A must-have for anyone working in or aspiring to work in visual effects, The VES Handbook of Visual Effects, Third Edition covers essential techniques and solutions for all VFX artists, producers, and supervisors, from pre-production to digital character creation, compositing of both live-action and CG elements, photorealistic techniques, and much more. With subjects and techniques clearly and definitively presented in beautiful four-color, this handbook is a vital resource for any serious VFX artist.

Professional Techniques for Video Game Writing (Hardcover, 2nd edition): Wendy Despain Professional Techniques for Video Game Writing (Hardcover, 2nd edition)
Wendy Despain
R3,895 Discovery Miles 38 950 Ships in 12 - 19 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

Make Toons That Sell Without Selling Out - 10th Anniversary Edition (Paperback, 2nd edition): Bill Plympton Make Toons That Sell Without Selling Out - 10th Anniversary Edition (Paperback, 2nd edition)
Bill Plympton
R1,179 Discovery Miles 11 790 Ships in 9 - 17 working days

"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.

The Paradox of Transgression in Games (Hardcover): Kristine Jorgensen, Torill Mortensen The Paradox of Transgression in Games (Hardcover)
Kristine Jorgensen, Torill Mortensen
R3,719 Discovery Miles 37 190 Ships in 12 - 19 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.

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, …
R6,790 Discovery Miles 67 900 Ships in 12 - 19 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.

Pixar Museum - Stories and art from the animation studio (Hardcover): Walt Disney Company Ltd., Simon Beecroft Pixar Museum - Stories and art from the animation studio (Hardcover)
Walt Disney Company Ltd., Simon Beecroft; Illustrated by Walt Disney Company Ltd.
R599 R532 Discovery Miles 5 320 Save R67 (11%) Ships in 5 - 10 working days

Discover the story of Pixar Animation Studios in this coffee-table book illustrated with development artwork from the Pixar archives. Take a walk through the Pixar Museum without leaving the sofa! Discover the story of how this animation studio changed the film industry in just a few years. This large-format book showcases rarely-seen artwork from the official Pixar Studios, including concept drawings from the early stages of popular films such as Toy Story, Monsters Inc, Finding Nemo, Up, Cars, Coco and The Incredibles. Chronicling the fascinating history of Pixar, this book is a must-have addition to the shelf of all fans of animation, film and Pixar Studios.

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
R5,404 Discovery Miles 54 040 Ships in 12 - 19 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.

Writing an Interactive Story (Hardcover): Pierre Lacombe, Gabriel Feraud, Clement Riviere Writing an Interactive Story (Hardcover)
Pierre Lacombe, Gabriel Feraud, Clement Riviere
R3,876 Discovery Miles 38 760 Ships in 12 - 19 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

Introduction to Interactive Digital Media - Concept and Practice (Hardcover): Julia Griffey Introduction to Interactive Digital Media - Concept and Practice (Hardcover)
Julia Griffey
R5,083 Discovery Miles 50 830 Ships in 12 - 19 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.

3D Animation for the Raw Beginner Using Autodesk Maya 2e (Paperback, 2nd edition): Roger King 3D Animation for the Raw Beginner Using Autodesk Maya 2e (Paperback, 2nd edition)
Roger King
R897 Discovery Miles 8 970 Ships in 5 - 10 working days

3D Animation for the Raw Beginner Using Autodesk Maya is a hands-on academic textbook as well as a do-it-yourself training manual for the individual animator. This second edition has been completely rewritten to take into account updates to Autodesk Maya, including Autodesk's renderer, Arnold. It contains entirely new examples and tutorial lessons. All 612 images are in full color. The book directs the reader to the parts of Maya that must be mastered in order to create complete 3D projects, and thus it simplifies the process of taking on Maya's vast and intricate interface, while giving the reader a firm foundation on which to build future knowledge of Maya. It also presents brief examples of other popular 3D applications and rendering engines. This principles-based, yet pragmatic book: Introduces the basic steps of the 3D modeling, materials, animation, lighting, and rendering processes. Presents clear and concise tutorials that link key concepts to practical techniques. Includes access to a webpage for the book: https://buzzking.com/AnimationTextbook/AnimationTextbook.html. On this webpage are videos that cover many of the lessons in the book, as well as video tutorials that present bonus material not included in the book. Frees instructors from the painstaking task of developing step-by-step examples to present Maya's complex interface and basic capabilities. Boasts an easy-to-follow, tutorial-based learning style ideal for individual study by aspiring animators and do-it yourselfers. Roger "Buzz" King is a Professor Emeritus at the University of Colorado at Boulder, where he teaches 3D Animation for the Computer Science Department and the Alliance for Technology, Learning, and Society (ATLAS), an institute dedicated to the application of technology to the arts. Buzz is an independent 3D animator who serves on the board of directors of a 3D animation startup. Buzz has a B.A. in Mathematics from Occidental College, an M.S. and Ph.D. in Computer Science from the University of Southern California, and an M.Div. from the Iliff School of Theology. Key Features Introduces critical aspects of the 3D animation process Presents clear and concise tutorials that link key concepts to practical techniques Includes access to a dedicated Web site, http://3dbybuzz.com, featuring useful videos, lessons, and updates Frees instructors from developing step-by-step examples to present Maya's complex interface and basic Boasts an easy-to-follow, hands-on learning style ideal for individual study by aspiring animators and do-ityourselfers

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
R4,469 Discovery Miles 44 690 Ships in 12 - 19 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.

Cybernetic-Existentialism - Freedom, Systems, and Being-for-Others in Contemporary Arts and Performance (Hardcover): Steve Dixon Cybernetic-Existentialism - Freedom, Systems, and Being-for-Others in Contemporary Arts and Performance (Hardcover)
Steve Dixon
R4,469 Discovery Miles 44 690 Ships in 12 - 19 working days

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.

Character Design From the Ground Up (Hardcover): Kevin Crossley Character Design From the Ground Up (Hardcover)
Kevin Crossley
R5,076 Discovery Miles 50 760 Ships in 12 - 19 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.

Autodesk 3ds Max 2016 Essentials - Autodesk Official Press (Paperback): RL Derakhshani Autodesk 3ds Max 2016 Essentials - Autodesk Official Press (Paperback)
RL Derakhshani
R1,248 Discovery Miles 12 480 Ships in 12 - 19 working days

Start animating right away with this tutorial-based guide to Autodesk 3ds Max 2016 Autodesk 3ds Max 2016 Essentials is your perfect hands-on guide to start animating quickly. Using approachable, real-world exercises, you'll master the fundamentals of this leading animation software by following full-color screen shots step by step. Each chapter opens with a quick discussion of concepts and learning objectives, and then launches into hands-on tutorials that give you firsthand experience and a good start on preparing for the 3ds Max certification exam. You'll learn the basics of modeling, texturing, animating, and visual effects as you create a retro-style alarm clock, animate a thrown knife, model a chair, and more. Whether you're a complete beginner or migrating from another 3D application, this task-based book provides the solid grounding you need in Autodesk 3ds Max 2016. * Model your character with polygons, meshes, and more * Add motion with simple and complex animations * Add color and textures to visualize materials and surfaces * Render interior scenes with great lighting and camera placement If you want to learn 3ds Max quickly and painlessly, Autodesk 3ds Max 2016 Essentials helps you start animating today.

Metaprogramming GPUs with Sh (Hardcover): Michael McCool, Stefanus Du Toit Metaprogramming GPUs with Sh (Hardcover)
Michael McCool, Stefanus Du Toit
R3,290 Discovery Miles 32 900 Ships in 12 - 19 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.

Maple Animation (Paperback): John F. Putz Maple Animation (Paperback)
John F. Putz
R2,811 Discovery Miles 28 110 Ships in 12 - 19 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.

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
R5,573 Discovery Miles 55 730 Ships in 12 - 19 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

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
R1,311 Discovery Miles 13 110 Ships in 12 - 19 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.

Game Audio with FMOD and Unity (Hardcover): Ciaran Robinson Game Audio with FMOD and Unity (Hardcover)
Ciaran Robinson
R5,687 Discovery Miles 56 870 Ships in 12 - 19 working days

Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.

Game Anim - Video Game Animation Explained (Paperback, 2nd edition): Jonathan Cooper Game Anim - Video Game Animation Explained (Paperback, 2nd edition)
Jonathan Cooper
R1,461 Discovery Miles 14 610 Ships in 9 - 17 working days

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

High Score! Expanded - The Illustrated History of Electronic Games 3rd Edition (Hardcover, 3rd edition): Rusel DeMaria High Score! Expanded - The Illustrated History of Electronic Games 3rd Edition (Hardcover, 3rd edition)
Rusel DeMaria
R4,250 Discovery Miles 42 500 Ships in 12 - 19 working days

In this lavishly illustrated full-color retrospective, discover never-before-seen photos that bring to life the people and stories behind the most popular games of all time, including Space Invaders, Pac-Man, Centipede, Donkey Kong, Asteroids, SimCity, Quake, Myst, Tomb Raider, and more. This is the inside scoop on the history, successes, tricks, and even failures of the entire electronic games industry.

Digital Mayhem 3D Machine Techniques - Where Inspiration, Techniques and Digital Art meet (Hardcover): Duncan Evans Digital Mayhem 3D Machine Techniques - Where Inspiration, Techniques and Digital Art meet (Hardcover)
Duncan Evans
R3,892 Discovery Miles 38 920 Ships in 12 - 19 working days

Inspire your own creativity with Digital Mayhem 3D Machine Techniques. Compiled by Duncan Evans, founder of 3D Artist Magazine, this book is the next installment of the Digital Mayhem series. Explore, page after page, spectacular machine images created by the industry's top talent. With over 500 stunning images, Digital Mayhem 3D Machine Techniques is not your basic software manual. It is where technique and inspiration meet - a detailed and innovative guide to great machine images. Each chapter contains vibrant images and an explanation of the artist's workflow, including a step-by-step tutorial to help you achieve similar results. From pre-viz to post production, this book takes you through the whole process of creating your very own machine masterpiece! Get inside the minds of the artists with breakdown overviews and supporting imagery to explain what went into their piece. Expand your digital canvas to include a variety of software techniques, tools and workflows. Visit the companion website for additional resources to help you develop your machine technique skills. Key Features Tutorials and images are provided by artists who are from all regions of the world Every image is coupled with a description of the artists' techniques and their problem solving solutions. Helps anyone develop time saving workflow tricks, apply software shortcuts, and keep abreast of industry trends Each artist highlights a specific creative technique or design element, offering cutting-edge insight and technical know-how of digital masters

Information and Communication (Hardcover): Binxing Fang, Yan Jia Information and Communication (Hardcover)
Binxing Fang, Yan Jia; Contributions by Publishing House of Electronics Industry
R3,001 R2,355 Discovery Miles 23 550 Save R646 (22%) Ships in 10 - 15 working days

The three volume set provides a systematic overview of theories and technique on social network analysis. Volume 3 of the set mainly focuses on the propagation models and evolution rules of information. Information retrieval and dissemination, topic discovery and evolution, algorithms of influence maximization are discussed in detail. It is an essential reference for scientist and professionals in computer science.

Maple Animation (Hardcover): John F. Putz Maple Animation (Hardcover)
John F. Putz
R5,831 Discovery Miles 58 310 Ships in 12 - 19 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 downloadable resources provide 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.

Redesigning Animation - United Productions of America (Hardcover): Cinzia Bottini Redesigning Animation - United Productions of America (Hardcover)
Cinzia Bottini
R4,182 Discovery Miles 41 820 Ships in 12 - 19 working days

The animation studio United Productions of America (UPA) was able to challenge Disney supremacy in the 1950s entertainment market by creating cutting-edge animated cartoons. UPA films express a simplified audiovisual language consisting of stylized layout designs, asymmetrical compositions, colors applied flatly and in contrast with each other, limited animation and a minimalist use of sound effects. UPA artists developed this innovative style by assimilating those aesthetic features already expressed by Modern painters, graphic designers and advertisers. This book considers UPA films as Modern animations, because they synthesize a common minimalist tendency that was occurring in US animation during the 1940s and 1950s. It examines the conditions under which UPA studio flourished and the figure of its executive producer Stephen Bosustow; the influence of Modernist stylistic features of painting, graphic design and poster advertising on UPA animations; and UPA animated cartoons as case studies of a simplified audiovisual language that influenced 1950s-1960s international productions. Key Features Looks at UPA's origins during the 1940s and postwar American stage, and how this influences later Modern movements and styles Learn about the production methods of UPA and its lasting graphic contribution to animation history Discover how UPA audiovisual styles were born from the assimilation of Modern paintings, graphic art, and poster advertising Explores how UPA influenced animation in other parts of the world, including Romania, Russia, and Japan Highlights the impact UPA had on styles with famous international legends like Dusan Vukotic, Fyodor Khitruk, and Osamu Tezuka

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Reinforcement Learning Algorithms…
Boris Belousov, Hany Abdulsamad, … Hardcover R4,236 Discovery Miles 42 360
Recent Research in Control Engineering…
Olga Dolinina, Igor Bessmertny, … Hardcover R5,719 Discovery Miles 57 190
Teaching Mathematics in the Foundation…
C. Meier, M Naude Paperback  (1)
R238 Discovery Miles 2 380
Primitive Meteorites and Asteroids…
Neyda M. Abreu Paperback R3,624 R3,438 Discovery Miles 34 380
Academic Press Library in Signal…
Sergios Theodoridis, Rama Chellappa Hardcover R4,319 Discovery Miles 43 190
Fostering Resilient Learners…
Kristin Souers, Pete Hall Paperback R863 R741 Discovery Miles 7 410
Glowworm Swarm Optimization - Theory…
Krishnanand N. Kaipa, Debasish Ghose Hardcover R4,156 R3,586 Discovery Miles 35 860
Functional Brain Mapping: Methods and…
Vassiliy Tsytsarev, Vicky Yamamoto, … Hardcover R2,881 Discovery Miles 28 810
Genetic Programming Theory and Practice…
Rick Riolo, Jason H. Moore, … Hardcover R2,860 R2,040 Discovery Miles 20 400
The Future of Creative Work - Creativity…
Greg Hearn Hardcover R3,488 Discovery Miles 34 880

 

Partners