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

Image and Video Retrieval - 5th Internatinoal Conference, CIVR 2006, Tempe, AZ, USA, July 13-15, 2006, Proceedings (Paperback,... Image and Video Retrieval - 5th Internatinoal Conference, CIVR 2006, Tempe, AZ, USA, July 13-15, 2006, Proceedings (Paperback, 2006 ed.)
Hari Sundaram, Milind Naphade, John Smith, Yong Rui
R1,772 Discovery Miles 17 720 Ships in 10 - 15 working days

Here are the refereed proceedings of the 5th International Conference on Image and Video Retrieval, CIVR 2006, held in Singapore in July 2006. Presents 18 revised full papers and 30 poster papers, together with extended abstracts of 5 papers of 1 special session and those of 10 demonstration papers. These cover interactive image and video retrieval, semantic image retrieval, visual feature analysis, learning and classification, image and video retrieval metrics, and machine tagging.

Animation Maths (Paperback, Updated edition): Ivo De Pauw, Bieke Masselis Animation Maths (Paperback, Updated edition)
Ivo De Pauw, Bieke Masselis
R861 Discovery Miles 8 610 Ships in 12 - 19 working days

This updated version of Animation Maths is an accessible and practical guide to animation programming. It opens with arithmetic, solving systems and trigonometry fundamentals, then guides the reader through standard topics such as real functions, the relevant golden section, coordinate systems and vectors. All the subsequent topics are programming oriented and calculus-free and have been selected to add efficiency to your games and animations. In addition to programmable kinematics, Animation Maths offers collision detection, the parametric equations of lines and planes in 3D, and matrices, which are covered in great detail. On its extension to complex numbers, Animation Maths shows the abilities of quaternions as superior 3D rotators.

Writing an Interactive Story (Paperback): Pierre Lacombe, Gabriel Feraud, Clement Riviere Writing an Interactive Story (Paperback)
Pierre Lacombe, Gabriel Feraud, Clement Riviere
R1,523 Discovery Miles 15 230 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

Foundation ActionScript Animation - Making Things Move! (Paperback, 1st Corrected ed., Corr. 3rd printing): Keith Peters Foundation ActionScript Animation - Making Things Move! (Paperback, 1st Corrected ed., Corr. 3rd printing)
Keith Peters
R1,038 R899 Discovery Miles 8 990 Save R139 (13%) Ships in 10 - 15 working days

Sure you can animate using motion tweens, in fact we'll help you do that with our Flash Cartoon Animation book, but isn't there something extra special in making things move with just a few lines of code? In this book Keith Peters guides us through some basic animation theory and then demystifies the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing & friction. This book will teach you how to use Flash ActionScript to move the objects in your movies, rather than letting Flashs tween engine do it for you. The benefit of this is smaller, more realistic, more dynamic interactive movies that seem to come alive on your screen. Almost all of the code featured in this book will work fine in either Flash MX 2004 or Flash 8, and with a few minor adjustments, most of it can even be applied to Flash MX. Although the text covers many advanced math and physics concepts, making for very realistic motion, theres no need to worry, even if youre a relative newcomer to programming and the last math class you took was in high school (and even if you barely remember that!). This book first covers everything you need to know to get started: the principles of animation, and the basics of ActionScript, trigonometry, and Flash rendering methods. Youll work your way slowly from using code to move a single object across the screen to creating complex systems that really push Flashs capabilities with topics covered including collision detection, particle attraction, and kinematics. The book concludes with looking at 3D animation techniques, including building a basic 3D engine, 3D lines, fills and solids, and matrix math. Once you come to gripswith the ideas presented here, youll find yourself creating all manner of exciting animations and games! Summary of Contents Part I ActionScripted Animation Basics Ch. 1 Basic Animation Concepts Ch. 2 ActionScript Basics for Animation Ch. 3 Trigonometry Ch. 4 Rendering Techniques Part II Basic Motion Ch. 5 Velocity and Acceleration Ch. 6 Bouncing and Friction Ch. 7 User Interaction: Dragging and Throwing Part III Advanced Motion Ch. 8 Easing and Springs Ch. 9 Collision Detection Ch. 10 Bouncing off Angles Ch. 11 Billiard Ball Physics Ch. 12 Particle Attraction Ch. 13 Forward Kinematics Ch. 14 Inverse Kinematics Part IV Three D Ch. 15 A Basic 3D Engine Ch. 16 3D Lines, Fills, Solids Ch. 17 Advanced 3D: Backface Culling and Lighting Ch. 18 Matrix Math Part V Tips and Tricks Ch. 19 Tips and Tricks

Digital Media Foundations - An Introduction for Artists and Designers (Hardcover): Richard Lewis, James Luciana Digital Media Foundations - An Introduction for Artists and Designers (Hardcover)
Richard Lewis, James Luciana
R4,500 Discovery Miles 45 000 Ships in 12 - 19 working days

This book is a creative and practical introduction to the field of digital media for future designers, artists, and media professionals. It addresses the evolution of the field, its connections with traditional media, up-to-date developments, and possibilities for future directions. Logically organized and thoughtfully illustrated, it provides a welcoming guide to this emerging discipline. Describing each medium in detail, chapters trace their history, evolution, and potential applications. The book also explains important, relevant technologies-such as digitizing tablets, cloud storage, and 3-D printers-as well as new and emerging media like augmented and virtual reality. With a focus on concepts and creative possibilities, the text's software-neutral exercises provide hands-on experiences with each of the media. The book also examines legal, ethical, and technical issues in digital media, explores career possibilities, and features profiles of pioneers and digital media professionals. Digital Media Foundations is an ideal resource for students, new professionals, and instructors involved in fields of graphic and visual arts, design, and the history of art and design.

Image and Video Retrieval - 4th International Conference, CIVR 2005, Singapore, July 20-22, 2005, Proceedings (Paperback, 2005... Image and Video Retrieval - 4th International Conference, CIVR 2005, Singapore, July 20-22, 2005, Proceedings (Paperback, 2005 ed.)
Wee-Kheng Leow, Michael S. Lew, Tat-Seng Chua, Wei-Ying Ma, Lekha Chaisorn, …
R3,201 Discovery Miles 32 010 Ships in 10 - 15 working days

It was our great pleasure to host the 4th International Conference on Image and Video Retrieval (CIVR) at the National University of Singapore on 20 22 July 2005. CIVR aims to provide an international forum for the discussion of research challenges and exchange of ideas among researchers and practitioners in image/video retrieval technologies. It addresses innovative research in the broad ?eld of image and video retrieval. A unique feature of this conference is the high level of participation by researchers from both academia and industry. Another unique feature of CIVR this year was in its format it o?ered both the traditional oral presentation sessions, as well as the short presentation cum poster sessions. The latter provided an informal alternative forum for animated discussions and exchanges of ideas among the participants. We are pleased to note that interest in CIVR has grown over the years. The number of submissions has steadily increased from 82 in 2002, to 119 in 2003, and 125 in 2004. This year, we received 128 submissions from the international communities: with81(63.3%)fromAsiaandAustralia,25(19.5%)fromEurope, and 22 (17.2%) from North America. After a rigorous review process, 20 papers were accepted for oral presentations, and 42 papers were accepted for poster presentations. In addition to the accepted submitted papers, the program also included 4 invited papers, 1 keynote industrial paper, and 4 invited industrial papers. Altogether, we o?ered a diverse and interesting program, addressing the current interests and future trends in this area."

Learn Programming with Flash MX (Paperback, Softcover reprint of the original 1st ed.): Ben Renow-Clarke, Kristian Besley Learn Programming with Flash MX (Paperback, Softcover reprint of the original 1st ed.)
Ben Renow-Clarke, Kristian Besley
R1,051 R913 Discovery Miles 9 130 Save R138 (13%) Ships in 10 - 15 working days

Learn Programming with Flash MX employs a truly unique class-based approach to learning with the goal of establishing core, generic-programming skills. Each chapter represents a discrete lesson covering a distinct topic of programming with ActionScript. In each 'class' we smoothly blend theory and practice with plentiful practical examples, and a class project that runs through the book to reinforce the learning in an integrated, real-world context, using Flash MX as the illustrative vehicle.This book also addresses the shortfall in solid programming knowledge in significant segments of the web design community - specifically, traditional web designers and Flash users with no exposure to the programming world. It also assumes that the reader is a Flash novice, so if you're coming to Flash completely from scratch, this book will give you a broad and solid introduction enabling you to create aesthetically pleasing, well laid-out content glued together with robust coding techniques. and skills that every programmer needs to master in order to create well-structured and efficient code to a professional standard. Readers will come away from this book with the following: - A rich, solid understanding of the concepts and basic processes of programming that will enable them to explore Flash and other technologies with a degree of confidence that they didn't have before. - Insights into universally applicable programming processes and techniques. - An understanding of how to implement these principles in Flash MX

Situational Game Design (Paperback): Brian Upton Situational Game Design (Paperback)
Brian Upton
R1,446 Discovery Miles 14 460 Ships in 12 - 19 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.

Building Database Driven Flash Applications (Paperback, Softcover reprint of the original 1st ed.): Noel Jerke, Darin Beard Building Database Driven Flash Applications (Paperback, Softcover reprint of the original 1st ed.)
Noel Jerke, Darin Beard
R1,252 R1,059 Discovery Miles 10 590 Save R193 (15%) Ships in 10 - 15 working days

Although Macromedia Flash is primarily used as an animation tool, information technology consultant Jerke and graphic designer and software developer Beard argue that it is also a useful database interface tool. They provide an introduction to working with Flash and databases, describing how to set up the environment, setting up the Web server and

Composition for the 21st 1/2 century, Vol 2 - Characters in Animation (Hardcover): Thomas Paul Thesen Composition for the 21st 1/2 century, Vol 2 - Characters in Animation (Hardcover)
Thomas Paul Thesen
R3,748 Discovery Miles 37 480 Ships in 12 - 19 working days

Composition for the 21st 1/2 century: Characters in Animation focuses on characters and their application in animation, illustration, games, and films. It covers various technical aspects of character design and their artistic applicability. This book analyzes in detail the purpose of these character design features and provides examples of their impact. Emphasis is placed on each aspect and how it affects and is affected by the narrative. Additionally, complex case studies that assist in explaining the successful use of these concepts in films and animation are included. This book is geared toward students; however, it is also reader-friendly for professionals. Composition for the 21st 1/2 century: Characters in Animation's goal is to comprehend composition as an artistic tool and as a significant part of the professional character design process. Key Features: Teaches the complexity of composition in the professional character design process. Closes the gap between praxis and theory in character design. Explains how to produce believable characters that express their narrative in the visuals. Discusses the need for artistic reasoning in character design. Presents case studies to assist readers in understanding the process as they progress through this book. Author Bio: For more than twenty years, Thomas Paul Thesen's career has been about learning and understanding the complexities of art, animation, and image-making, both in still illustration, drawing, and photography and in the moving image. He has worked in the industry as a character animator and visual development artist for companies such as Pixar, DreamWorks, and Sprite Animation Studios. He has also taught for many years at universities across Asia, the USA, and the UK.

Interaction for Designers - How To Make Things People Love (Hardcover): Brian L.M Boyl Interaction for Designers - How To Make Things People Love (Hardcover)
Brian L.M Boyl
R4,546 Discovery Miles 45 460 Ships in 12 - 19 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/

Essential Director 8.5 fast - Rapid Shockwave Movie Development (Paperback, Softcover reprint of the original 1st ed. 2003):... Essential Director 8.5 fast - Rapid Shockwave Movie Development (Paperback, Softcover reprint of the original 1st ed. 2003)
Fiaz Hussain
R1,642 Discovery Miles 16 420 Ships in 10 - 15 working days

Macromedia Director 8.5 provides an exciting environment for composing interactive, attractive and media rich movies suitable for the web. Starting with an introduction to the development environment, Fiaz Hussain presents a quick and effective guide to the powerful components that make up Macromedia Director 8.5. Using a hands-on approach, with plenty of illustrations, Essential Director 8.5 fast:- Introduces the panels, windows and tools required for producing attractive and informative movies - Explains the role of casts and sprites in making appealing movies - Shows various ways of designing, developing and publishing animations - Demonstrates how different media types can be integrated to create lively movies - Illustrates the use of behaviours to add interactivity and dynamism in movies - Provides a quick guide to producing Shockwave movies suitable for web delivery Essential Director 8.5 fast gives an easy explanation of the basic tools needed to create dazzling entertainment, interactive product demonstrations and learning applications suitable for corporate web sites. Examples used in the book can be found in the accompanying Essential series web site http://www.essential-series.com

Composition for the 21st 1/2 century, Vol 1 - Image-making for Animation (Hardcover): Thomas Paul Thesen Composition for the 21st 1/2 century, Vol 1 - Image-making for Animation (Hardcover)
Thomas Paul Thesen
R3,915 Discovery Miles 39 150 Ships in 12 - 19 working days

Composition for the 21st 1/2 century: Image-Making for Animation focuses on composition and its technical and artistic application in animation, illustration, games, and films. It covers all aspects of design and discusses in detail their artistic applicability and impact on image and narrative. Emphasis is placed on the ability of each aspect to support and affect the narrative. Additional case studies explain the successful use of these concepts in films and animation. This book is geared toward students; however, it is also reader-friendly for professionals. Composition for the 21st 1/2 century: Image-Making for Animation's goal is to comprehend composition as an artistic tool and as a significant part of the professional image-making process. Key Features: Teaches the complexity of composition in image-making. Closes the gap between praxis and theory in animation. Explains how to produce images that support the narrative in their visuals. Discusses the need for artistic reasoning in image-making. Presents case studies that assist the reader in understanding the process as they progress through this book. Author Bio: For more than twenty years, Thomas Paul Thesen's career has been about learning and understanding the complexities of art, animation, and image-making, both in still illustration, drawing, and photography, and in the moving image. He has worked in the industry as a character animator and visual development artist for companies such as Pixar, DreamWorks, and Sprite Animation Studios. He has also taught for many years at universities across Asia, the USA, and the UK.

Computer Animation and Simulation 2001 - Proceedings of the Eurographics Workshop in Manchester, UK, September 2-3, 2001... Computer Animation and Simulation 2001 - Proceedings of the Eurographics Workshop in Manchester, UK, September 2-3, 2001 (Paperback, Softcover reprint of the original 1st ed. 2001)
Nadia Magnenat-Thalmann, Daniel Thalmann
R2,873 Discovery Miles 28 730 Ships in 10 - 15 working days

The book contains 16 papers and one invited talk presenting the latest research in computer animation and simulation. Special focus is given on the modelling and animation of complex phenomena. This includes the modelling of virtual creatures-from their body-parts to the control of their behaviour-and the nomination of natural phenomena such as water, smoke, fire, and vegetation.

Rendering Techniques 2001 - Proceedings of the Eurographics Workshop in London, United Kingdom, June 25-27, 2001 (Paperback,... Rendering Techniques 2001 - Proceedings of the Eurographics Workshop in London, United Kingdom, June 25-27, 2001 (Paperback, Softcover reprint of the original 1st ed. 2001)
S.J. Gortler, K. Myzskowski
R2,918 Discovery Miles 29 180 Ships in 10 - 15 working days

This book presents state-of-the-art methods in computer graphics rendering. The 29 papers in this volume were selected after careful review by an international committee of experts. Included are a wide variety topics related to the generation of synthetic images: methods for local and global illumination, techniques for acquisition and modeling from images, image-based rendering, new image representations, hardware assisted methods, perception, shadow algorithms, visibility, texturing, and filtering.

Essential Flash 5.0 fast - Rapid Web Animation (Paperback, Softcover reprint of the original 1st ed. 2001): Fiaz Hussain Essential Flash 5.0 fast - Rapid Web Animation (Paperback, Softcover reprint of the original 1st ed. 2001)
Fiaz Hussain
R1,467 Discovery Miles 14 670 Ships in 10 - 15 working days

Create imaginative and lively animation for the web with Essential Flash 5.0 fast!The latest release of Macromedia's Flash, version 5.0, adds new features to the popular web applications software - such as enhanced colour controls, better selection highlights, draggable guides, pen tool, shared libraries, new panels, and expanded ActionScript capabilities. Essential Flash 5.0 fast provides a simple yet thorough introduction to the world of Flash. With clear and concise examples, Fiaz Hussain explains: - The Flash development environment- How to create simple and complex objects- Using the shape editing tools and colour- All about symbols and their instances- Layers and animation- Interactivity, including ActionScripting- How to optimise Flash movies for fast downloads

The Art of Captain Underpants The First Epic Movie (Hardcover): Ramin Zahed The Art of Captain Underpants The First Epic Movie (Hardcover)
Ramin Zahed
R952 R685 Discovery Miles 6 850 Save R267 (28%) Ships in 12 - 19 working days

From DreamWorks Animation comes a movie event based on the best-selling book series by Dav Pilkey. This comedy for the entire family tells the story of 2 pranksters named George and Harold, who hypnotize their principal into thinking he's a ridiculously enthusiastic, incredibly dimwitted superhero named Captain Underpants. The movie stars the voice talents of Ed Helms, Kevin Hart, Thomas Middleditch, Nick Kroll and many more!

The Routledge Companion to Critical Approaches to Contemporary Architecture (Hardcover): Swati Chattopadhyay, Jeremy White The Routledge Companion to Critical Approaches to Contemporary Architecture (Hardcover)
Swati Chattopadhyay, Jeremy White
R6,771 Discovery Miles 67 710 Ships in 12 - 19 working days

The Routledge Companion to Critical Approaches to Contemporary Architecture convenes a wide array of critical voices from architecture, art history, urbanism, geography, anthropology, media and performance studies, computer science, bio-engineering, environmental studies, and sociology that help us understand the meaning and significance of global architecture of the twenty-first century. New chapters by 36 contributors illustrated with over 140 black-and-white images are assembled in six parts concerning both real and virtual spaces: design, materiality, alterity, technologies, cityscapes, and practice.

Computer Animation and Simulation 2000 - Proceedings of the Eurographics Workshop in Interlaken, Switzerland, August 21-22,... Computer Animation and Simulation 2000 - Proceedings of the Eurographics Workshop in Interlaken, Switzerland, August 21-22, 2000 (Paperback, Softcover reprint of the original 1st ed. 2000)
N. Magnenat-Thalmann, D. Thalmann, B. Arnaldi
R2,867 Discovery Miles 28 670 Ships in 10 - 15 working days

This book presents state-of-the-art methods in computer animation and simulation. This collection of papers covers current research in human animation, physically based modeling, motion control, animation systems, and other key aspects.

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
R1,501 Discovery Miles 15 010 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

Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Paperback): Chris Solarski Interactive Stories and Video Game Art - A Storytelling Framework for Game Design (Paperback)
Chris Solarski
R1,495 Discovery Miles 14 950 Ships in 9 - 17 working days

The success of storytelling in games depends on the entire development team-game designers, artists, writers, programmers and musicians, etc.-working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming's principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art The definitive framework for designing interactive stories

Essential Computer Animation fast - How to Understand the Techniques and Potential of Computer Animation (Paperback, 2000 ed.):... Essential Computer Animation fast - How to Understand the Techniques and Potential of Computer Animation (Paperback, 2000 ed.)
John Vince
R1,258 Discovery Miles 12 580 Ships in 10 - 15 working days

Computer Animation is now worlds away from its early beginnings when programs merely mimicked the hand drawn cartoon process. Its now regularly used for creating wonderful special effects in major movies like Titanic, Toy Story, Antz and Bugs Life. John Vince tells you all about: The basic principles used in the powerful software products currently available on the market; The terms and processes involved; And in an easy-to-understand way, with no complicated math. So if you want to learn more about 3D computer animation without being swamped by complex mathematics, then read this book and have fun creating your own animated programs.

FORCE: Drawing Human Anatomy (Paperback): Mike Mattesi FORCE: Drawing Human Anatomy (Paperback)
Mike Mattesi
R1,229 Discovery Miles 12 290 Ships in 9 - 17 working days

The newest book in Michael Mattesi's Force Drawing series takes movement to the next level. Force: Drawing Human Anatomy, explores the different facets of motion and the human body. As opposed to the memorization technique, Mattesi stresses the function of each body part and how gravity relative to different poses affects the aesthetics and form of muscle. The chapters are divided by the different parts of the body, thus allowing the reader to concentrate on mastery one body part at a time. Color coded images detail each muscle and their different angles. Special consideration is given to anatomy for animation, allowing the reader to create a character that is anatomically accurate in both stillness and motion. Key Features Detailed visual instruction includes colourful, step-by-step diagrams that allow you to easily follow the construction of an anatomically correct figure. Clearly organized and color coded per regions of the body's anatomy, a clarity of design for better reader understanding. Learn how anatomy is drawn and defined by the function of a pose. Visit the companion website for drawing demonstrations and further resources on anatomy.

Artificial Animals for Computer Animation - Biomechanics, Locomotion, Perception, and Behavior (Paperback, 1999 ed.): Xiaoyuan... Artificial Animals for Computer Animation - Biomechanics, Locomotion, Perception, and Behavior (Paperback, 1999 ed.)
Xiaoyuan Tu
R1,499 Discovery Miles 14 990 Ships in 10 - 15 working days

This book is based on the author's phD thesis, which won the 1996 ACM Doctoral Dissertation Award.The author proposes and develops an artificial life paradigm for computer graphics animation by systematically constructing artificial animals controlled by self-animating autonomous agents. The animation agents emulate the realistic appearance, movement, and behavior of individual animals, as well as the patterns of social behavior evident in groups of animals. The paradigm is based on a computational model capturing the essential characteristics common to all biological creatures: biomechanics, locomotion, perception, and behavior. The approach is validated through the implementation of a virtual marine world inhabited by a variety of lifelike artificial fish, where each fish is a functional autonomous agent.

Computer Animation and Simulation '99 - Proceedings of the Eurographics Workshop in Milano, Italy, September 7-8, 1999... Computer Animation and Simulation '99 - Proceedings of the Eurographics Workshop in Milano, Italy, September 7-8, 1999 (Paperback, 1999 ed.)
Nadia Magnenat-Thalmann, Daniel Thalmann
R2,868 Discovery Miles 28 680 Ships in 10 - 15 working days

The 20 research papers in this volume demonstrate novel models and concepts in animation and graphics simulation. Special emphasis is given on innovative approaches to Modelling Human Motion, Models of Collision Detection and Perception, Facial Animation and Communication, Specific Animation Models, Realistic Rendering for Animation, and Behavioral Animation.

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