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

Writing for Games - Theory and Practice (Paperback): Hannah Nicklin Writing for Games - Theory and Practice (Paperback)
Hannah Nicklin
R1,358 Discovery Miles 13 580 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.

Rigging for Games - A Primer for Technical Artists Using Maya and Python (Paperback): Eyal Assaf Rigging for Games - A Primer for Technical Artists Using Maya and Python (Paperback)
Eyal Assaf
R1,517 Discovery Miles 15 170 Ships in 10 - 15 working days

Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video game Tin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a complete inside look at a single project. You'll explore new ways to write scripts and create modular rigs using Maya and Python, and automate and speed up the rigging process in your creative pipeline. Finally, you'll learn the most efficient ways of exporting your rigs into the popular game engine Unity. This is the practical, start-to-finish rigging primer you've been waiting for! Enhance your skillset by learning how to efficiently rig characters using techniques applicable to both games and cinematics Keep up with all the action with behind-the-scenes images and code scripts Refine your rigging skills with tutorials and project files available on the companion website

Groups and Interaction (Paperback): Binxing Fang, Yan Jia Groups and Interaction (Paperback)
Binxing Fang, Yan Jia; Contributions by Publishing House of Electronics Industry
R350 Discovery Miles 3 500 Ships in 10 - 15 working days

The three volume set provides a systematic overview of theories and technique on social network analysis.Volume 2 of the set mainly focuses on the formation and interaction of group behaviors. Users' behavior analysis, sentiment analysis, influence analysis and collective aggregation are discussed in detail as well. It is an essential reference for scientist and professionals in computer science.

The Uncanny Valley in Games and Animation (Hardcover): Angela Tinwell The Uncanny Valley in Games and Animation (Hardcover)
Angela Tinwell
R2,912 Discovery Miles 29 120 Ships in 10 - 15 working days

Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human likeness of a character increases. This phenomenon, known as the Uncanny Valley, has become a benchmark for measuring if a character is believably realistic and authentically human like. This book is an essential guide on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications. In this book, the author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design. The Uncanny Valley in Games and Animation presents a novel theory that goes beyond previous research in that the cause of the Uncanny Valley is based on a perceived lack of empathy in a character. This book makes an original, scholarly contribution to our current understanding of the Uncanny Valley phenomenon and fills a gap in the literature by assessing the biological and social roots of the Uncanny Valley and its implications for computer-graphics animation.

Game AI Pro 2 - Collected Wisdom of Game AI Professionals (Hardcover): Steven Rabin Game AI Pro 2 - Collected Wisdom of Game AI Professionals (Hardcover)
Steven Rabin
R3,416 Discovery Miles 34 160 Ships in 10 - 15 working days

Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games, with topics applicable to almost any game Touches on most, if not all, of the topics necessary to get started in game AI Provides real-life case studies of game AI in published commercial games Gives in-depth, technical solutions from some of the industry's best-known games Includes downloadable demos and/or source code, available at http://www.gameaipro.com

Virtual Character Design for Games and Interactive Media (Paperback): Robin James Stuart Sloan Virtual Character Design for Games and Interactive Media (Paperback)
Robin James Stuart Sloan
R2,090 Discovery Miles 20 900 Ships in 10 - 15 working days

While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.

Hybrid Animation - Integrating 2D and 3D Assets (Hardcover, 2nd edition): Tina O'Hailey Hybrid Animation - Integrating 2D and 3D Assets (Hardcover, 2nd edition)
Tina O'Hailey
R3,230 Discovery Miles 32 300 Ships in 10 - 15 working days

Expand your imagination by letting go of the limitations of traditional animation mediums, software packages, or workflows and integrating 2D and 3D assets. With the updated and expanded second edition of Hybrid Animation you'll learn how to choose the techniques that best express the artistic and narrative direction of your project and get the technical support you need to bring your ideas to life. Learn how different pipelines of hybrid animation can be broken down and rethought in different packages. Does the 3D character lead a 2D character? Or, does the 2D character have 3D parts? Perhaps a 3D prop is interacting with a 2D character? All of these hybrid patterns are explored from high end to open source software. By the end of the book you'll be able to see how to apply these techniques to the software you have now. Insight and inspiration are at your fingertips with exercises, step-by-step tutorials and featured interviews with Todd Render of Floyd County Productions and Marty Altman, former CGI Technical Director at Walt Disney Feature Animation. Features: Now with updated software methodologies, new tricks, and expanded sections on Toon Boom Animate Pro, Toon Boom Harmony and more. Produce high-quality 2D and 3D narratives in a variety of software workflows, including Photoshop, Corel, Flash, After Effects and Maya, Nuke, Houdini, Smoke, and Toon Boom workflows. Think critically about visual styles, the effects of 2D/3D overlaying and the entire pipeline from start to finish. Explore additional chapters and over 6 gigs of sample files available in the companion data found at www.hybridanimation.com Tina O'Hailey is Dean of Digital Media at the Savannah College of Art and Design with locations in: Atlanta, Savannah and Hong Kong. Having worked for Electronic Arts, Walt Disney Feature Animation, she has extensive experience in feature animation and game development. O'Hailey has served as an Artist Development Trainer for Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998).

Multithreading for Visual Effects (Hardcover): Martin Watt, Erwin Coumans, George ElKoura, Ronald Henderson, Manuel Kraemer,... Multithreading for Visual Effects (Hardcover)
Martin Watt, Erwin Coumans, George ElKoura, Ronald Henderson, Manuel Kraemer, …
R2,188 Discovery Miles 21 880 Ships in 10 - 15 working days

Tackle the Challenges of Parallel Programming in the Visual Effects Industry In Multithreading for Visual Effects, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and visual effects used in popular visual effects libraries (such as Bullet, OpenVDB, and OpenSubdiv), one of the industry's leading visual effects packages (Houdini), and proprietary animation systems. This information is valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code. Diverse Solutions to Solve Performance Problems After an introductory chapter, each subsequent chapter presents a case study that illustrates how the authors used multithreading techniques to achieve better performance. The authors discuss the problems that occurred and explain how they solved them. The case studies encompass solutions for shaving milliseconds, solutions for optimizing longer running tasks, multithreading techniques for modern CPU architectures, and massive parallelism using GPUs. Some of the case studies include open source projects so you can try out these techniques for yourself and see how well they work.

Hybrid Animation - Integrating 2D and 3D Assets (Paperback, 2nd edition): Tina O'Hailey Hybrid Animation - Integrating 2D and 3D Assets (Paperback, 2nd edition)
Tina O'Hailey
R1,453 Discovery Miles 14 530 Ships in 10 - 15 working days

Expand your imagination by letting go of the limitations of traditional animation mediums, software packages, or workflows and integrating 2D and 3D assets. With the updated and expanded second edition of Hybrid Animation you'll learn how to choose the techniques that best express the artistic and narrative direction of your project and get the technical support you need to bring your ideas to life. Learn how different pipelines of hybrid animation can be broken down and rethought in different packages. Does the 3D character lead a 2D character? Or, does the 2D character have 3D parts? Perhaps a 3D prop is interacting with a 2D character? All of these hybrid patterns are explored from high end to open source software. By the end of the book you'll be able to see how to apply these techniques to the software you have now. Insight and inspiration are at your fingertips with exercises, step-by-step tutorials and featured interviews with Todd Render of Floyd County Productions and Marty Altman, former CGI Technical Director at Walt Disney Feature Animation. Features: Now with updated software methodologies, new tricks, and expanded sections on Toon Boom Animate Pro, Toon Boom Harmony and more. Produce high-quality 2D and 3D narratives in a variety of software workflows, including Photoshop, Corel, Flash, After Effects and Maya, Nuke, Houdini, Smoke, and Toon Boom workflows. Think critically about visual styles, the effects of 2D/3D overlaying and the entire pipeline from start to finish. Explore additional chapters and over 6 gigs of sample files available in the companion data found at www.hybridanimation.com Tina O'Hailey is Dean of Digital Media at the Savannah College of Art and Design with locations in: Atlanta, Savannah and Hong Kong. Having worked for Electronic Arts, Walt Disney Feature Animation, she has extensive experience in feature animation and game development. O'Hailey has served as an Artist Development Trainer for Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998).

Minecraft: Epic Bases (Hardcover): Mojang AB Minecraft: Epic Bases (Hardcover)
Mojang AB
R499 Discovery Miles 4 990 Ships in 18 - 22 working days
Once Upon a Pixel - Storytelling and Worldbuilding in Video Games (Paperback): Eddie Paterson, Timothy Williams, Will Cordner Once Upon a Pixel - Storytelling and Worldbuilding in Video Games (Paperback)
Eddie Paterson, Timothy Williams, Will Cordner
R1,458 Discovery Miles 14 580 Ships in 9 - 17 working days

Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming's most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.

The Animator's Survival Kit: Flexibility and Weight - (Richard Williams' Animation Shorts) (Paperback, Main): Richard... The Animator's Survival Kit: Flexibility and Weight - (Richard Williams' Animation Shorts) (Paperback, Main)
Richard E. Williams
R295 R264 Discovery Miles 2 640 Save R31 (11%) Ships in 16 - 21 working days

FLEXIBILITY AND WEIGHT From Richard Williams' The Animator's Survival Kit comes key chapters in mini form. The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day. The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study. This Mini focuses on Flexibility and Weight. How do we loosen things up and get snap and vitality into our performance at the same time as keeping the figure stable and solid? The answer: successive breaking of joints to give flexibility. In this mini, Williams stresses the importance of knowing where the weight is on every drawing. He demonstrates that the best way to show weight is to be aware of it, conscious of it, and think about it all the time - knowing where the weight is coming from, where it's traveling over and where it's transferring to.

Pushing Pixels - Chris Georgenes' Secret Weapons for the Modern Flash Animator (Paperback): Chris Georgenes Pushing Pixels - Chris Georgenes' Secret Weapons for the Modern Flash Animator (Paperback)
Chris Georgenes
R1,189 Discovery Miles 11 890 Ships in 10 - 15 working days

Work over the shoulder of Chris Georgenes, renowned Flash expert and explore the myriad of tips and tricks based on real-life working methods to help you work faster and more efficiently and to budget Gain the best possible results from solutions to the common problems of animated shorts, cartoons or mobile application development while remaining competitive in a diverse market with the tried and true methods of a professional animator. New Adobe cheats and examples with practical solutions for the busy animator with new or revised content on Action Script, Flash for mobile applications, specifically for Android development, as well as a focus on an improved physics engine. Everything you need to explore the new functionality of Flash

Set the Action! Creating Backgrounds for Compelling Storytelling in Animation, Comics, and Games - Creating Backgrounds for... Set the Action! Creating Backgrounds for Compelling Storytelling in Animation, Comics, and Games - Creating Backgrounds for Compelling Storytelling in Animation, Comics, and Games (Paperback, Tion)
Elvin Hernandez
R1,016 Discovery Miles 10 160 Ships in 10 - 15 working days

Create the Gotham for your Batman, the African savannah for your Simba, or the bustling newsroom for your Clark Kent. Background, setting, environment.whatever you call it, it is the silent character in the visual story, and a dynamic and compelling setting can define and hone the action and drama of your story. If you're in the habit of creating disembodied characters or adding backgrounds as an afterthought, Set the Action! will help you understand and utilize the importance of the setting in your narrative. Understand perspective, blocking, and color-and focus your narrative by establishing and designing your setting to interact with characters and story.

How to Cheat in Maya 2013 - Tools and Techniques for Character Animation (Paperback, New): Eric Luhta, Kenny Roy How to Cheat in Maya 2013 - Tools and Techniques for Character Animation (Paperback, New)
Eric Luhta, Kenny Roy
R1,309 Discovery Miles 13 090 Ships in 10 - 15 working days

All professional animators know a handful of secrets that give them an edge in a production environment. "How to Cheat in Maya" puts these secrets in your hands Learn time and energy-saving techniques tested in real Hollywood productions in this book, jam- packed with screenshots and scene files designed to get you up to speed quickly. From menus to modeling, lipsync to lighting, How to Cheat in Maya 2013 covers all of the methods available in the latest version of Maya. Get up to speed quickly and produce stellar results with these insider workflows. With new, updated cheats for the latest version of Maya, "How to Cheat in Maya" is an essential guide for amateur and professional 3D animators alike. Fully updated with gold-mine coverage including: expanded sections on production workflow, all new chapters covering rigging cheats and Maya's referencing tools, and brand new project files demonstrating production-proven techniques. The companion website includes complete scene files for exercises and techniques, extra rigs, Quicktime movies of full projects, and video tutorials. NOTE: there is a problem with the companion web site. As Focal Press continues to work on this issue, please visit http: //www.kennyroy.com/public/How-to-Cheat-in-Maya-2013.cfm for the scene files, extra rigs and movies of full projects. We apologize for any inconvenience.

Tradigital 3ds Max - A CG Animator's Guide to Applying the Classical Principles of Animation (Paperback): Richard Lapidus Tradigital 3ds Max - A CG Animator's Guide to Applying the Classical Principles of Animation (Paperback)
Richard Lapidus
R1,504 Discovery Miles 15 040 Ships in 10 - 15 working days

Focal Press adds a new star to its brightening constellation of superb Animation titles: The "Tradigital" line of books. "Tradigital" titles bridge the gap between animating with a particular software tool, and applying the 12 principles of animation to your work. The first three titles in the series cover: 3ds Max, Maya, and Blender. The 12 basic principles of animation were introduced by the Disney animators Ollie Johnston and Frank Thomas, who wanted to codify the efforts of the leading Disney animators from the 1930s onwards to produce more realistic animations. The principles mainly teach animators how to create characters that look like they are adhering to the basic laws of physics. The principles also deal with more abstract issues, such as emotional timing and character appeal. Today, the core Disney principles are generally adopted by animators around the world. Though originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today's more prevalent computer animation. Richard Lapidus presents "Tradigital 3ds Max" which shows animators how to use the 3ds Max controls, while applying the classical principles of animation and core techniques. With our new "Tradigital" series, we are finally bridging the gap between software-specific instruction and the world of classical animation.

Hybrid Animation - Integrating 2D and 3D Assets (Paperback): Tina O'Hailey Hybrid Animation - Integrating 2D and 3D Assets (Paperback)
Tina O'Hailey
R1,164 Discovery Miles 11 640 Ships in 10 - 15 working days

Artist imaginations continue to grow and stretch the boundaries of traditional animation. Successful animators adept and highly skilled in traditional animation mediums are branching out beyond traditional animation workflows and will often use multiple forms of animation in a single project. With the knowledge of 3D and 2D assets and the integration of multiple animation mediums into a single project, animators have a wealth of creative resources available for a project that is not limited to a specific animation medium, software package or workflow processs. Enhance a poignant scene by choosing to animate the scenic background in 2D while the main character is brought to life with 3D techniques. Balance the budget demands of a project by choosing to integrate a 2D or 3D asset to save time and expense. Choose which medium Hybrid Animation, learn the systematic development of the 2D and 3D assets and the issues surrounding choices made during the creative process.

Blender Foundations - The Essential Guide to Learning Blender 2.5 (Paperback): Roland Hess Blender Foundations - The Essential Guide to Learning Blender 2.5 (Paperback)
Roland Hess
R1,535 Discovery Miles 15 350 Ships in 10 - 15 working days

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.

Creating Motion Graphics with After Effects - Essential and Advanced Techniques (Paperback, 5th edition): Trish Meyer, Chris... Creating Motion Graphics with After Effects - Essential and Advanced Techniques (Paperback, 5th edition)
Trish Meyer, Chris Meyer
R2,246 Discovery Miles 22 460 Ships in 10 - 15 working days

After Effects CS5.5 Update: /tv.adobe.com/show/after-effects-cs55-new-creative-techniques/ Chris and Trish Meyer have created a series of videos demonstrating how to use their favorite new and enhanced features in After Effects CS5.5. Virtually all of these videos use exercise files from Creating Motion Graphics with After Effects (5th Edition for CS5) as their starting point, extending the usefulness of this book for its owners. These videos may be viewed for free on AdobeTV. * 5th Edition of best-selling After Effects book by renowned authors Trish and Chris Meyer covers the important updates in After Effects CS4 and CS5 * Covers both essential and advanced techniques, from basic layer manipulation and animation through keying, motion tracking, and color management * The downloadable resources are packed with project files for version CS5, source materials, and nearly 200 pages of bonus chapters Trish and Chris Meyer share over 17 years of hard-earned, real-world film and video production experience inside this critically acclaimed text. More than a step-by-step review of the features in AE, readers will learn how the program thinks so that they can realize their own visions more quickly and efficiently. This full-color book is packed with tips, gotchas, and sage advice that will help users thrive no matter what projects they might encounter. Creating Motion Graphics 5th Edition has been thoroughly revised to reflect the new features introduced in both After Effects CS4 and CS5. New chapters cover the revolutionary new Roto Brush feature, as well as mocha and mocha shape. The 3D section has been expanded to include working with 3D effects such as Digieffects FreeForm plus workflows including Adobe Repousse, Vanishing Point Exchange, and 3D model import using Adobe Photoshop Extended. The print version is also accompanied by downloadable resources that contain project files and source materials for all the techniques demonstrated in the book, as well as nearly 200 pages of bonus chapters on subjects such as expressions, scripting, and effects. Subjects include: Animation Techniques; Layer Management; Modes, Masks, and Mattes; Mastering 3D Space; Text Animation; Effects & Presets; Painting and Rotoscoping; Parenting, Nesting, and Collapsing; Color Management and Video Essentials; Motion Tracking and Keying; Working with Audio; Integrating with 3D Applications; Puppet Tools; Expressions; Exporting and Rendering; and much more.

How to Cheat in Maya - Tools and Techniques for the Maya Animator (Paperback): Eric Luhta How to Cheat in Maya - Tools and Techniques for the Maya Animator (Paperback)
Eric Luhta
R1,270 Discovery Miles 12 700 Ships in 10 - 15 working days

Take your animations to the next level with this essential guide to Maya 2010. Packed with character animation techniques and the secrets of professional animators, How to Cheat in Maya 2010 provides the tips and tools to help you create high quality animation in the most efficient way possible. This comprehensive guide to animating with Maya contains gold-mine coverage, including animation techniques, using Maya's tools with the 12 animation principles, working with constraints, and even foolproof lighting tricks to show off your work. With this essential handbook, learn which circumstances call for which techniques, and how to get quality results fast. You will not only learn how to be productive in Maya, but also be given access under the hood to the actual scene files of a professional animator. Covering such topics such as pose to pose blocking, layered animation, fixing gimbal lock, facial animation, and much more, How to Cheat in Maya 2010 is an invaluable resource for artists and animators alike. -- See "under the hood" of a professional animator's workflow with beginning and ending scene files for every technique and workflow example in the book. --Complete, step-by-step walkthroughs of essential techniques every animator needs to know such as walk cycles, pose-to-pose blocking, lip syncing to dialogue, and much, much more. -- Proven "How to Cheat" series - Learn to create impressive, appealing animations using the fastest techniques possible, containing everything you need to know about Maya as a character animator. --Includes rarely discussed topics, such as reading spline curves, avoiding gimbal lock, animation layers, creating appealing lighting for demo reels, and features interviews with some of the most experienced animation leads and TDs working in the industry -- Learn to apply these professional techniques to your own animations with the accompanying downloadable resources which include all scene files to follow along with, as well as final versions to study in the Graph Editor

Klaus: The Art of the Movie (Hardcover): Ramin Zahed Klaus: The Art of the Movie (Hardcover)
Ramin Zahed
R815 Discovery Miles 8 150 Ships in 10 - 15 working days

A stunning book exploring the art of Sergio Pablos' animated Christmas original, Klaus. A young, lowly Scandinavian postman named Jesper gets the chance to make his mark when he's tasked with bringing the postal service to a contentious village in the cold north, where he meets a mysterious, white-bearded toymaker named Klaus.

Architectures of Illusion - From Motion Pictures to Navigable Interactive Environments (Paperback): Francois Penz, Maureen... Architectures of Illusion - From Motion Pictures to Navigable Interactive Environments (Paperback)
Francois Penz, Maureen Thomas
R583 Discovery Miles 5 830 Ships in 10 - 15 working days

The world of media production is in a state of rapid transformation. In this age of the Internet, interactivity and digital broadcasting, do traditional standards of quality apply or must we identify and implement new criteria?
This profile of the work of the Cambridge University Moving Image Studio (CUMIS), presents a strong argument that new developments in digital media are absolutely dependent on an understanding of traditional excellence. The book stands alone in placing equal emphasis on theoretical and practical aspects of its subject matter and avoids jargon so as to be easily understood by the general reader as well as the specialist.
Chapters discuss:
- animation - navigable architectural environments - moving image narrativity
- questions of truth and representation - virtuality/reality - synthetic imaging
- interactivity
This broad analysis of current research, teaching and media production contains essential information for all those working or studying in the areas of multimedia, architecture, film and television.
The book is designed as a core text for the Cambridge University 1 year MPhil Degree in Architecture and the Moving Image.

3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics (Hardcover, 2nd edition): David Eberly 3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics (Hardcover, 2nd edition)
David Eberly
R3,082 Discovery Miles 30 820 Ships in 10 - 15 working days

The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics-all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.

The Routledge Handbook of Media and Technology Domestication (Hardcover): Maren Hartmann The Routledge Handbook of Media and Technology Domestication (Hardcover)
Maren Hartmann
R6,354 Discovery Miles 63 540 Ships in 10 - 15 working days

This Handbook offers a comprehensive overview of media domestication - the process of appropriating new media and technology - and delves into the theoretical, conceptual and social implications of the field's advancement. Combining the work of the long-established experts in the field with that of emerging scholars, the chapters explore both the domestication concept itself and domestication processes in a wide range of fields, from smartphones used to monitor drug use to the question of time in the domestication of energy buildings. The international team of authors provide an accessible and thorough assessment of key issues, themes, and problems with and within domestication research, and showcase the most important developments over the years. This truly interdisciplinary collection will be an important resource for advanced undergraduates, postgraduates and academic scholars in media, communication and cultural studies, sociology, anthropology, cultural geography, design studies and social studies of technology.

The Definitive Guide to Taxes for Indie Game Developers (Paperback, 2nd edition): Rachel Presser The Definitive Guide to Taxes for Indie Game Developers (Paperback, 2nd edition)
Rachel Presser
R793 Discovery Miles 7 930 Ships in 10 - 15 working days

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.

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