0
Your cart

Your cart is empty

Browse All Departments
Price
  • R50 - R100 (1)
  • R100 - R250 (12)
  • R250 - R500 (54)
  • R500+ (821)
  • -
Status
Format
Author / Contributor
Publisher

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

Learning C# Programming with Unity 3D, second edition (Paperback, 2nd edition): Alex Okita Learning C# Programming with Unity 3D, second edition (Paperback, 2nd edition)
Alex Okita
R1,777 Discovery Miles 17 770 Ships in 10 - 15 working days

Learning C# Programming with Unity 3D, Second Edition is for the novice game programmer without any prior programming experience. Readers will learn how C# is used to make a game in Unity 3D. Many example projects provide working code to learn from and experiment with. As C# evolves, Unity 3D evolves along with it. Many new features and aspects of C# are included and explained. Common programming tasks are taught by way of making working game mechanics. The reader will understand how to read and apply C# in Unity 3D and apply that knowledge to other development environments that use C#. New to this edition: includes latest C# language features and useful tools included with the .NET library like LINQ, Local Functions Tuples, and more! Key Features Provides a starting point for the first-time programmer C# Code examples are simple short and clear Learn the very basics on up to interesting tricks which C# offers

An Essential Introduction to Maya Character Rigging (Paperback, 2nd edition): Cheryl Briggs An Essential Introduction to Maya Character Rigging (Paperback, 2nd edition)
Cheryl Briggs
R1,330 Discovery Miles 13 300 Ships in 10 - 15 working days

While some rigging books focus too much on the theory of rigging and provide little instruction, others do the exact opposite and offer no reasoning behind the button-pushing. An Essential Introduction to Maya Character Rigging, 2nd Edition, however, offers a perfect balance. Cheryl Briggs' text is built for the classroom, with step-by-step tutorials that guide the reader through the rigging process. With vibrant screenshots and a plethora of helpful tips, this book provides a strong foundation in character rigging for anyone who wants to pursue 3D animation or more advanced rigging topics. Features Provides readers with fundamental techniques to give them a firm grasp on Maya character rigging. Thorough step-by-step tutorials, which provides instruction on how to create biped, quadruped, and prop rigs. Continuous updates and further support can be located at www.cherylcreates.com Cheryl Briggs (formerly Cabrera) is an award-winning animated short film director. She has advised and guided aspiring animators, game artists, and visual effects artists for 20 years. Since 2009, Cheryl has taught all aspects of production in the Character Animation specialization in the School of Visual Arts and Design at the University of Central Florida. She also taught as Professor of Animation at the Savannah College of Art and Design from 2001 to 2009. Cheryl is currently on the Board of Directors for the Animation Hall of Fame. She also is a member of the Special Interest Group on Computer Graphics and Interactive Techniques (SIGGRAPH), the International Animated Film Society (ASIFA-Hollywood), Women in Animation, Women in Film and Television, and the Society for Animation Studies. Cheryl is also an Autodesk Certified Professional and an Autodesk Certified Instructor in Maya. She is the author of An Essential Introduction to Maya Character Rigging (Focal Press, 2008), Reel Success: Creating Demo Reels and Animation Portfolios (Focal Press, 2013), and Animating Short Stories: Narrative Techniques and Visual Design (Bloomsbury Academic, 2019). Cheryl holds a B.A. and M.Ed. in Education and an M.F.A. in Computer Art with a specialization in 3D Animation. She is a digital artist and animator that blends the lines between digital imagery and the traditional painting medium. She has participated is numerous group and solo exhibitions in the United States and her work is featured in several private collections. Her award-winning students have been featured in animation festivals worldwide, and many have gone on to work within the entertainment industry.

Virtual Reality Usability Design (Paperback): David Gerhard, Wil J. Norton Virtual Reality Usability Design (Paperback)
David Gerhard, Wil J. Norton
R1,580 Discovery Miles 15 800 Ships in 9 - 17 working days

1. Provides a toolkit of templates for common VR interactions, as well as practical advice on when to use them and how to tailor them for specific use cases; 2. Includes case studies detailing the practical application of interaction theory discussed in each chapter; 3. Presents tables of guidelines for practicing VR developers, for reference during software development; 4. Covers procedures for Interface Evaluation - formulas and testing methodologies to ensure that VR interfaces are effective, efficient, engaging, error-tolerant, and easy to learn; 5. Non-linear organisation - chapters of the book on different concepts can be read to gain knowledge on a single topic, without requiring other chapters to be read beforehand; 6. Includes ancillaries - PowerPoint slides, 3D models, videos, and a teacher's guide

The Animator's Sketchbook - How to See, Interpret & Draw Like a Master Animator (Paperback): Tony White The Animator's Sketchbook - How to See, Interpret & Draw Like a Master Animator (Paperback)
Tony White
R1,299 Discovery Miles 12 990 Ships in 9 - 17 working days

The Animator's Sketchbook will teach students of animation how to improve their work through observation and drawing. It will show readers how to access their inner "animator." With over 60 different gesture and drawing exercises, this book enhances vision, analysis, understanding, and the core skills required to become a master animator. Filled with extensive practice pages, Tony White's Sketchbook, invites students to demonstrate what they learn. Each exercise is timed, so that the skills acquired, are optimized for efficiency and comprehension. The style and technique of the art produced will be entirely up to the reader, thus making no two sketchbooks alike. Key Features Provides readers with their own personal sketchbook, demonstrating classical art skills that are highly prized by studio employers Readers will come away better visualizing form, gesture, pose and expression Includes 60 speed and gesture drawing exercises Provides the perfect way for students of animation to improve their core skills Perfect for animation instructors who can rely on this unique course workbook to take their students to new levels of classic visualizing expertise

Mechanical Creations in 3D - A Practical Look into Complex and Technical Setups for Animation & VFX (Paperback): Stewart Jones Mechanical Creations in 3D - A Practical Look into Complex and Technical Setups for Animation & VFX (Paperback)
Stewart Jones
R1,856 Discovery Miles 18 560 Ships in 10 - 15 working days

Cogs, cranks, wheels, plates, chains, springs and pistons - a nightmare for animators. This book shows 3D artists how to create, setup, control and automate movements for complex and technically challenging mechanical structures all while working on a super-detailed steampunk train! This book will specifically implement current industry trends and techniques for animated mechanical structures. We will be using Autodesk 3ds Max only, with no plugins and no additional software required. Readers will close out this book with a completed steampunk train for their portfolios and practical knowledge to combat other tricky hard-surface rigging and animation challenges. Key Features This is the only book available for mechanical setups in Autodesk 3ds Max. Although 3ds Max specific, the techniques and foundations will work for any 3D application. By following the step-by-step guides in this book, you can finish and complete a portfolio-ready steampunk train. Each chapter will include an introduction and a summary, giving significance to the start and end of each section where readers can rest! Boxed step-by-step guides will be used for the creation of technical setups in 3ds Max. A "Memory Refresh" section is included in each chapter, this gives short and quick reminders for the stages needed to complete the chapter setup - helpful as a reference guide for those that have already read the book and just need a reminder, saving them time as they won't have to re-read the whole thing!

Situational Game Design (Paperback): Brian Upton Situational Game Design (Paperback)
Brian Upton
R1,339 Discovery Miles 13 390 Ships in 9 - 17 working days

Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.

The Game Audio Strategy Guide - A Practical Course (Hardcover): Gina Zdanowicz, Spencer Bambrick The Game Audio Strategy Guide - A Practical Course (Hardcover)
Gina Zdanowicz, Spencer Bambrick
R6,072 Discovery Miles 60 720 Ships in 10 - 15 working days

The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games. The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.

Computer Architectures - Constructing the Common Ground (Hardcover): Theodora Vardouli, Olga Touloumi Computer Architectures - Constructing the Common Ground (Hardcover)
Theodora Vardouli, Olga Touloumi
R4,217 Discovery Miles 42 170 Ships in 10 - 15 working days

Computer Architectures is a collection of multidisciplinary historical works unearthing sites, concepts, and concerns that catalyzed the cross-contamination of computers and architecture in the mid-20th century. Weaving together intellectual, social, cultural, and material histories, this book paints the landscape that brought computing into the imagination, production, and management of the built environment, whilst foregrounding the impact of architecture in shaping technological development. The book is organized into sections corresponding to the classic von Neumann diagram for computer architecture: program (control unit), storage (memory), input/output and computation (arithmetic/logic unit), each acting as a quasi-material category for parsing debates among architects, engineers, mathematicians, and technologists. Collectively, authors bring forth the striking homologies between a computer program and an architectural program, a wall and an interface, computer memory and storage architectures, structures of mathematics and structures of things. The collection initiates new histories of knowledge and technology production that turn an eye toward disciplinary fusions and their institutional and intellectual drives. Constructing the common ground between design and computing, this collection addresses audiences working at the nexus of design, technology, and society, including historians and practitioners of design and architecture, science and technology scholars, and media studies scholars.

Design Technology and Digital Production - An Architecture Anthology (Paperback): Gabriel Esquivel Design Technology and Digital Production - An Architecture Anthology (Paperback)
Gabriel Esquivel
R1,131 Discovery Miles 11 310 Ships in 10 - 15 working days

• Showcases today's most influential architectural voices who have been instrumental in shifting the direction of design in the last decade • Includes perspectives of influential architects, practitioners and academics, as well as critics including philosophers • Case studies and essays engage and deploy a range of topics and technologies from speculative realism and Object Oriented Ontology to high computation, Big Data, parametricism, digital fabrication, artificial intelligence, augmented reality and virtual reality • A rigorous account of architecture's theoretical and technological concerns over the last decade

Adobe After Effects Classroom in a Book (2022 release) (Paperback): Lisa Fridsma, Brie Gyncild Adobe After Effects Classroom in a Book (2022 release) (Paperback)
Lisa Fridsma, Brie Gyncild
R1,381 R1,239 Discovery Miles 12 390 Save R142 (10%) Ships in 9 - 17 working days

Gain hands-on experience creating, manipulating, and optimizing motion graphics for film, video, the web, and mobile devices. Learn how to animate text and images, customize a wide range of effects, track and sync content, rotoscope, manipulate timing, correct color, and remove unwanted objects. Customize cameras and lighting to create compelling 3D content. Design Motion Graphics templates for editing in Adobe Premiere Pro. Deform and animate objects and video using robust Puppet tools. The fastest, easiest, most comprehensive way to learn Adobe After Effects Classroom in a Book (R), the best-selling series of hands-on software training workbooks, offers what no other book or training program does-an official training series from Adobe, developed with the support of Adobe product experts. Adobe After Effects Classroom in a Book (2022 release) contains 15 lessons that cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. You can follow the book from start to finish or choose only those lessons that interest you. Purchasing this book includes valuable online extras. Follow the instructions in the book's "Getting Started" section to unlock access to: Downloadable lesson files you need to work through the projects in the book Web Edition containing the complete text of the book, interactive quizzes, and videos that walk you through the lessons step by step What you need to use this book: Adobe After Effects (2022 release) software, for either Windows or macOS. (Software not included.) Note: Classroom in a Book does not replace the documentation, support, updates, or any other benefits of being a registered owner of Adobe After Effects software.

Interaction for Designers - How To Make Things People Love (Paperback): Brian L.M Boyl Interaction for Designers - How To Make Things People Love (Paperback)
Brian L.M Boyl
R1,522 Discovery Miles 15 220 Ships in 10 - 15 working days

Interaction for Designers shows you how to connect a product with its users, whether it's a simple toaster, a complex ecosystem of intelligent devices, or a single app on your smartphone. This book covers the entire design process so you can start with an idea and carry it through to an engaging final design. It carefully leads you step by step and richly illustrates each stage with examples drawn from business communication, social media and the social economy, consumer electronics, architecture and environments, health care, psychology, art and culture, education, athletics, automotive design, entertainment, fashion, the family home, and a wealth of others. You'll learn how to brainstorm ideas, research them, explore them, evolve them into finished designs, pitch them, all with the goal of helping you make things that people love. Includes over 200 color images, a glossary, and links to web resources highlighting design concepts and designer interviews. http://interactionfordesigners.com/

Composition for the 21st 1/2 Century, 2 Volume set (Hardcover): Thomas Paul Thesen Composition for the 21st 1/2 Century, 2 Volume set (Hardcover)
Thomas Paul Thesen
R6,181 Discovery Miles 61 810 Ships in 10 - 15 working days

This book is about composition and its application in animation, illustration, games and film. It covers all various aspects of design and explains in detail the use of the specific aspect and provides examples of its impact. Focus is on the ability of each aspect to tell a story and how it affects story. Additionally case studies are included that explain the successful use of those aspects in film and animation. The book is geared to students and professionals, however tries to be as simple as possible in the presentation of each aspect, but also complex in its case studies. The book's goal is to see composition as a technical part of image and film and as an artistic tool. Key Features Teaches the complexity of composition in image making. Closes the gap between praxis and theory in animation. Explains why certain images have a high quality and how to use the "whoy" in one's personal artistic work on a daily basis. Key term definitions found throughout the chapters. Case studies and video clips help the reader understand the process as they progress through the book.

Adobe Edge Preview 5 (Paperback): Chris Grover Adobe Edge Preview 5 (Paperback)
Chris Grover
R568 R468 Discovery Miles 4 680 Save R100 (18%) Ships in 10 - 15 working days

Want to create animated graphics for iPhone, iPad and the Web, using familiar Adobe features? You've come to the right guide. Adobe Edge Preview 5: The Missing Manual shows you how to build HTML5 and JavaScript graphics with Adobe multimedia tools. No programming experience? No problem. Adobe Edge writes all the code for you. With this book, you'll be designing great-looking web apps in no time. The important stuff you need to know: Get to know the workspace. Learn how Adobe Edge Preview 5 performs its magic. Create and import graphics. Make drawings with Edge's tools, or use art you designed in other programs. Work with text. Build menus, label buttons, provide instructions, and perform other tasks. Jump into animation. Master Edge's elements, properties, and timeline panels. Make it interactive. Use triggers and actions to give users control over their web experience. Peek behind the curtain. Understand how HTML and CSS documents work. Dig into JavaScript. Customize your projects by tweaking your code.

The Animation Textbook - Text Book (Paperback): Rao Heidmets The Animation Textbook - Text Book (Paperback)
Rao Heidmets
R1,403 Discovery Miles 14 030 Ships in 10 - 15 working days

* Covers the entire process of creating animated films in an accessible and approachable way. * Includes colour-coded exercises to help readers practice the theories explained within. * Heavily illustrated with full colour images.

View-Dependent Character Animation (Paperback, 2007 ed.): Parag Chaudhuri, Prem Kalra, Subhashis Banerjee View-Dependent Character Animation (Paperback, 2007 ed.)
Parag Chaudhuri, Prem Kalra, Subhashis Banerjee
R2,616 Discovery Miles 26 160 Ships in 18 - 22 working days

Creating moving camera character animations in 3D is a multi-faceted computer graphics and computer vision problem that requires a formal representation of the moving camera, and efficient algorithms to help author manage and render the multitude of character poses required for the animation. This well-researched book introduces view-dependent character animation, covering all the relevant background work. Numerous example animations are offered to explain and illustrate this versatile technique.

Animation: A World History - Volume I: Foundations - The Golden Age (Paperback): Giannalberto Bendazzi Animation: A World History - Volume I: Foundations - The Golden Age (Paperback)
Giannalberto Bendazzi
R1,416 Discovery Miles 14 160 Ships in 9 - 17 working days

A continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries. Volume I traces the roots and predecessors of modern animation, the history behind Emile Cohl's Fantasmagorie, and twenty years of silent animated films. Encompassing the formative years of the art form through its Golden Age, this book accounts for animation history through 1950 and covers everything from well-known classics like Steamboat Willie to animation in Egypt and Nazi Germany. With a wealth of new research, hundreds of photographs and film stills, and an easy-to-navigate organization, this book is essential reading for all serious students of animation history. Key Features Over 200 high quality head shots and film stills to add visual reference to your research Detailed information on hundreds of never-before researched animators and films Coverage of animation from more than 90 countries and every major region of the world Chronological and geographical organization for quick access to the information you're looking for

Monsters from the Imagination - Best Creatures by Global Artists (Paperback): Dopress Books Monsters from the Imagination - Best Creatures by Global Artists (Paperback)
Dopress Books
R739 R612 Discovery Miles 6 120 Save R127 (17%) Ships in 10 - 15 working days

The stuff of nightmares, monsters have haunted the human psyche for millennia, cropping up in all cultures through our stories and myths, in three-dimensional and graphic representations. This hold has not diminished as newer technologies keep evolving to visually render them faster and with increased nuance for a variety of applications from games and animation to film characters. Monsters of the Imagination looks at this legacy through the diverse work of 30 world-renowned creature designers who share their inspiration, choice of materials and techniques with the readers. The chapters include Digital Painting, Traditional Hand Drawing, 3D Modeling and Rendering, and Sculpture. Embrace the horror...

Animated Storytelling (Paperback, 2nd edition): Liz Blazer Animated Storytelling (Paperback, 2nd edition)
Liz Blazer
R730 R641 Discovery Miles 6 410 Save R89 (12%) Ships in 5 - 10 working days

Animation is a limitless medium for telling stories. Artists can create worlds, defy gravity, flip from factual to fantasy, and transport audiences to places they never imagined. The challenge is having the discipline to reel it in and be intentional about your storytelling choices. This book shows you how. In Animated Storytelling, learn how to create memorable stories using animation and motion graphics by following 10 simple guidelines that take you through the stages of concept development, pre-production, storyboarding, and design. Explore traditional linear storytelling and learn different processes for creating successful nonlinear animated stories, and also discover the wonders of experimental filmmaking. Award-winning filmmaker, educator, and motivator Liz Blazer uses clear examples and easy-to-follow exercises to provide you with the instruction, encouragement, and tools you need to get your designs moving. Whether your goal is to create exciting shorts for film festivals, effective messaging for broadcast or online, or simply to gain a deeper understanding of the medium, Animated Storytelling simplifies the process of creating clear and engaging stories for animation and motion graphics so you can get started easily. Animated Storytelling teaches you how to: * Write a creative brief for your project * Find and communicate your story's Big Idea * Create tight stories with linear and nonlinear structures * Explore experimental filmmaking techniques * Use storyboards to communicate your visual story * Use color to clarify and enrich your story * Define the rules for your animated world * Ease into the challenging task of animation * Make the work you want to be hired to do * Share your work with the world! "Equal parts inspiring and practical, Animated Storytelling is a step-by-step guide that takes aspiring storytellers from raw idea to final render to distribution. -Justin Cone, Co-founder, Motionographer "This book is the instruction manual for navigating the complex world of animated storytelling. It's informative, inspirational, and extremely entertaining to read. Anyone working (or hoping to work) in the field of animation needs to read this. -Joey Korenman, CEO & Founder, School of Motion

Multi-Modal User Interactions in Controlled Environments (Paperback, 2010 ed.): Chaabane Djeraba, Adel Lablack, Yassine Benabbas Multi-Modal User Interactions in Controlled Environments (Paperback, 2010 ed.)
Chaabane Djeraba, Adel Lablack, Yassine Benabbas
R3,972 Discovery Miles 39 720 Ships in 18 - 22 working days

Multi-Modal User Interactions in Controlled Environments investigates the capture and analysis of user's multimodal behavior (mainly eye gaze, eye fixation, eye blink and body movements) within a real controlled environment (controlled-supermarket, personal environment) in order to adapt the response of the computer/environment to the user. Such data is captured using non-intrusive sensors (for example, cameras in the stands of a supermarket) installed in the environment. This multi-modal video based behavioral data will be analyzed to infer user intentions while assisting users in their day-to-day tasks by adapting the system's response to their requirements seamlessly. This book also focuses on the presentation of information to the user. Multi-Modal User Interactions in Controlled Environments is designed for professionals in industry, including professionals in the domains of security and interactive web television. This book is also suitable for graduate-level students in computer science and electrical engineering.

Game Anim - Video Game Animation Explained (Paperback, 2nd edition): Jonathan Cooper Game Anim - Video Game Animation Explained (Paperback, 2nd edition)
Jonathan Cooper
R1,378 Discovery Miles 13 780 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

Virtual Vernacular (Hardcover): Sarah Bonser Virtual Vernacular (Hardcover)
Sarah Bonser
R3,572 Discovery Miles 35 720 Ships in 18 - 22 working days

Learn to see the patterns and relationships in visual mediums and buildings as you push the boundaries of design. Sarah Bonser's Virtual Vernacular breaks the barriers between architectural theory and game design. The text explores the way in which architecture can convey history, culture, and emotion to occupants, audience members, and players. Divided into three sections, the text guides the reader on how to tackle creative problem solving and development strategy. Key Features: Architectural theory is hard to navigate, and this approach is an accessible way to start learning it. Learn more specifically how pop culture parodies these design theories. Find ways to solve abstract design problems by using the built environment as a case study. Learn about technical limitations on the built environment that visually impact the look and feel of spaces. Each piece of architectural theory comes with abstracts and applications, which is a more organized and network-style way to teach an otherwise long-winded subject.

Learning C# Programming with Unity 3D, second edition (Hardcover, 2nd edition): Alex Okita Learning C# Programming with Unity 3D, second edition (Hardcover, 2nd edition)
Alex Okita
R3,722 Discovery Miles 37 220 Ships in 10 - 15 working days

Learning C# Programming with Unity 3D, Second Edition is for the novice game programmer without any prior programming experience. Readers will learn how C# is used to make a game in Unity 3D. Many example projects provide working code to learn from and experiment with. As C# evolves, Unity 3D evolves along with it. Many new features and aspects of C# are included and explained. Common programming tasks are taught by way of making working game mechanics. The reader will understand how to read and apply C# in Unity 3D and apply that knowledge to other development environments that use C#. New to this edition: includes latest C# language features and useful tools included with the .NET library like LINQ, Local Functions Tuples, and more! Key Features Provides a starting point for the first-time programmer C# Code examples are simple short and clear Learn the very basics on up to interesting tricks which C# offers

Designing Immersive 3D Experiences - A Designer's Guide to Creating Realistic 3D Experiences for Extended Reality... Designing Immersive 3D Experiences - A Designer's Guide to Creating Realistic 3D Experiences for Extended Reality (Paperback)
Renee Stevens
R1,065 R898 Discovery Miles 8 980 Save R167 (16%) Ships in 5 - 10 working days

A Designer's Guide to Creating Realistic 3D Experiences For Extended Reality Designing Immersive 3D Experiences helps visual designers move into the fast-growing fields of 3D and extended reality (XR) design. Author Renee Stevens (Powered by Design) introduces a proven approach and an effective design-thinking process you can use to create successful immersive user experiences. The book is grounded in familiar design principles and explores how you can build on these foundations, adapting them for virtual and augmented reality environments. Designing Immersive 3D Experiences prepares visual designers to succeed with 3D and XR design in multiple environments, from mobile, to web, to wearables. This book begins by exploring the basics of XR and 3D immersive design, how they are evolving, and how you may already be using them. It then moves into core concepts and technologies, from computer-human interaction, to spatial computing, to projection mapping and head-mounted displays. Learn how to: Adapt ideation strategies for new XR and 3D projects while incorporating design-thinking strategies, balancing innovation with practicality, and keeping it all human Build seamless, multi-modal, and accessible user experiences and interfaces in three dimensions Harness the power of visual perception and ways to activate the senses using XR technology Augment typography and create hierarchy in physical spaces that are dynamic and uncontrollable Enhance the user experience using spatial audio and voice Explore next steps in the industry and consider the ethical implications that come with advancement

Data-Driven 3D Facial Animation (Paperback, 2008 ed.): Zhigang Deng, Ulrich Neumann Data-Driven 3D Facial Animation (Paperback, 2008 ed.)
Zhigang Deng, Ulrich Neumann
R1,411 Discovery Miles 14 110 Ships in 18 - 22 working days

Data-Driven 3D Facial Animation systematically describes the important techniques developed over the last ten years or so. Although 3D facial animation is used more and more in the entertainment industries, to date there have been very few books that address the techniques involved. Comprehensive in scope, the book covers not only traditional lip-sync (speech animation), but also expressive facial motion, facial gestures, facial modeling, editing and sketching, and facial animation transferring. It provides an up-to-date reference source for academic research and for professionals working in the facial animation field. An edited volume, the book brings together contributions from leading researchers and practitioners working in both academia and in the leading animation studios.

Anime and the Visual Novel - Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games... Anime and the Visual Novel - Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games (Paperback)
Dani Cavallaro
R1,069 R684 Discovery Miles 6 840 Save R385 (36%) Ships in 10 - 15 working days

This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player's choices, providing a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, plot depth and subtle characterization are vital aspects of the medium. Anime based on visual novels capitalize on the parent games' attributes, yielding thought-provoking yarns and complex personalities.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
YouTube - The Top 100 Best Ways To…
Ace McCloud Hardcover R551 R511 Discovery Miles 5 110
The Fundamentals of C/C++ Game…
Brian Beuken Hardcover R4,364 Discovery Miles 43 640
MEL Scripting for Maya Animators
Mark R. Wilkins, Chris Kazmier Paperback R1,391 Discovery Miles 13 910
Drawn to Life: 20 Golden Years of Disney…
Walt Stanchfield Paperback R2,127 Discovery Miles 21 270
Minecraft Bite-Size Builds
Mojang AB, The Official Minecraft Team Hardcover R324 Discovery Miles 3 240
Minecraft: Guide to Redstone (Updated)
Mojang AB, The Official Minecraft Team Hardcover R340 R321 Discovery Miles 3 210
How to Cheat in Unity 5 - Tips and…
Alan Thorn Paperback R1,406 Discovery Miles 14 060
Urban Ecology and Intervention in the…
Allison M. Schifani Paperback R1,227 Discovery Miles 12 270
Handbook of Research on Advanced…
Ahmed J. Obaid, Ghassan H Abdul-Majeed, … Hardcover R7,311 Discovery Miles 73 110
Computer Animation Complete…
Rick Parent, David S. Ebert, … Paperback R1,560 Discovery Miles 15 600

 

Partners