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

Design and Implementation of 3D Graphics Systems (Paperback, New): Jonas de Miranda Gomes, Luiz Velho, Mario Costa Sousa Design and Implementation of 3D Graphics Systems (Paperback, New)
Jonas de Miranda Gomes, Luiz Velho, Mario Costa Sousa
R2,364 Discovery Miles 23 640 Ships in 10 - 15 working days

Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book's website. This book, along with its companion Computer Graphics: Theory and Practice, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.

Plug-In to After Effects - Third Party Plug-In Mastery (Paperback): Michele Yamazaki Plug-In to After Effects - Third Party Plug-In Mastery (Paperback)
Michele Yamazaki
R1,724 Discovery Miles 17 240 Ships in 10 - 15 working days

After Effects (AE) is the most commonly used application in the postproduction field. It is commonly referred to as "Photoshop on wheels." AE is the dominant application of its ilk with an estimated user base of 1.25 million users. A plug-in is a computer program that interacts with a host application to provide certain functionality to the software. The right one can dramatically expand the look or sound of a video project. 3rd party plug-ins are programs developed by companies other than the company that developed the software's OS. After Effects has extensive plug-in support, and a broad range of 3rd party plug-ins are available (several hundred), such as particle systems for realistic effects for rain, snow, or fire, tools for cropping footage or adding motion blur, twisting and shattering layers in 3D space, and much more. Surveys show that the vast majority of AE users heavily use 3rd party plug-ins, and this trend has and will continue to increase. This 4c book is the first to cover how, when, and why an AE user should use a specific 3rd party plug-in. From sexy effects and graphics enhancements to workflow automation and file conversion, it's all covered.The DVD features video tutorials, plug-in demos, video interviews with vendors and users, as well as video samples of the plug-ins. Also available is a free companion website with rolling plug-in updates, links to sample movies on YouTube, and more.

Basics Animation 02: Digital Animation (Paperback): Andrew Chong Basics Animation 02: Digital Animation (Paperback)
Andrew Chong
R787 Discovery Miles 7 870 Ships in 18 - 22 working days

Digital technology has made animation simpler, faster, and easier than ever before. New tools have broadened the palette available to both beginners and experienced animators. "Basics Animation: Digital Animation" looks at the history of the medium, charting its progress by looking at specific examples that document the growth and development of the form over the past fifty years. With contributions from pioneers of the medium as well as today's leading animators in movies, games, and television, "Digital Animation" is an animated look at animation yesterday and today.
* Explores key principles and processes of animation
* Readable and informative
* Interviews and art from artists, animators, filmmakers, and more from around the world

AI for Games and Animation - A Cognitive Modeling Approach (Hardcover): John David Funge AI for Games and Animation - A Cognitive Modeling Approach (Hardcover)
John David Funge
R2,710 Discovery Miles 27 100 Ships in 10 - 15 working days

John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below.

Animator's Notebook (PDF), Chapter 7 - Dialogue (Paperback): Tony White Animator's Notebook (PDF), Chapter 7 - Dialogue (Paperback)
Tony White
R390 Discovery Miles 3 900 Out of stock
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