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Books > Computing & IT > Computer software packages > Computer graphics software > General

Essential Mathematics for Games and Interactive Applications (Hardcover, 3rd edition): James M. Van Verth, Lars M. Bishop Essential Mathematics for Games and Interactive Applications (Hardcover, 3rd edition)
James M. Van Verth, Lars M. Bishop
R3,217 Discovery Miles 32 170 Ships in 9 - 17 working days

Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays. Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.

Cinema 4D - The Artist's Project Sourcebook (Paperback, 3rd edition): Kent McQuilkin, Anne Powers Cinema 4D - The Artist's Project Sourcebook (Paperback, 3rd edition)
Kent McQuilkin, Anne Powers
R1,931 Discovery Miles 19 310 Ships in 10 - 15 working days

CINEMA 4D is a fully integrated 3D modeling, animation, and rendering package used extensively in the film, television, science, architecture, and engineering industries. Generally ranked as the 3rd most widely used 3D application, CINEMA 4D is widely praised for its stability, speed, and ease of use. Recent film and broadcast productions that have used CINEMA 4D include Beowulf, The Golden Compass, Spider-Man 3, Open Season, Monster House, Superman Returns, Polar Express, and Monday Night Football. This 3e of CINEMA 4D is updated to address the latest release of the application as well as its critically acclaimed MoGraph module. Packed with full-color illustrations that engage and inspir novice and seasoned users alike, this artist's project sourcebook teaches how to use the application with a tutorial approach that gets the reader creating 3D objects in the very first pages and builds skills progressively as they proceed to learn the complete toolset.

Introduction to Geometric Algebra Computing (Hardcover): Dietmar Hildenbrand Introduction to Geometric Algebra Computing (Hardcover)
Dietmar Hildenbrand
R2,513 Discovery Miles 25 130 Ships in 10 - 15 working days

From the Foreword: "Dietmar Hildenbrand's new book, Introduction to Geometric Algebra Computing, in my view, fills an important gap in Clifford's geometric algebra literature...I can only congratulate the author for the daring simplicity of his novel educational approach taken in this book, consequently combined with hands on computer based exploration. Without noticing, the active reader will thus educate himself in elementary geometric algebra algorithm development, geometrically intuitive, highly comprehensible, and fully optimized." --Eckhard Hitzer, International Christian University, Tokyo, Japan Geometric Algebra is a very powerful mathematical system for an easy and intuitive treatment of geometry, but the community working with it is still very small. The main goal of this book is to close this gap with an introduction to Geometric Algebra from an engineering/computing perspective. This book is intended to give a rapid introduction to computing with Geometric Algebra and its power for geometric modeling. From the geometric objects point of view, it focuses on the most basic ones, namely points, lines and circles. This algebra is called Compass Ruler Algebra, since it is comparable to working with a compass and ruler. The book explores how to compute with these geometric objects, and their geometric operations and transformations, in a very intuitive way. The book follows a top-down approach, and while it focuses on 2D, it is also easily expandable to 3D computations. Algebra in engineering applications such as computer graphics, computer vision and robotics are also covered.

Modeling Reality - How Computers Mirror Life (Hardcover, New): Iwo Bialynicki-Birula, Iwona Bialynicka-Birula Modeling Reality - How Computers Mirror Life (Hardcover, New)
Iwo Bialynicki-Birula, Iwona Bialynicka-Birula
R2,258 Discovery Miles 22 580 Ships in 10 - 15 working days

The bookModeling Reality covers a wide range of fascinating subjects, accessible to anyone who wants to learn about the use of computer modeling to solve a diverse range of problems, but who does not possess a specialized training in mathematics or computer science. The material presented is pitched at the level of high-school graduates, even though it covers some advanced topics (cellular automata, Shannon's measure of information, deterministic chaos, fractals, game theory, neural networks, genetic algorithms, and Turing machines). These advanced topics are explained in terms of well known simple concepts: Cellular automata - Game of Life, Shannon's formula - Game of twenty questions, Game theory - Television quiz, etc. The book is unique in explaining in a straightforward, yet complete, fashion many important ideas, related to various models of reality and their applications. Twenty-five programs, written especially for this book, are provided on an accompanying CD. They greatly enhance its pedagogical value and make learning of even the more complex topics an enjoyable pleasure.

Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development... Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development (Hardcover)
Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi
R2,710 Discovery Miles 27 100 Ships in 10 - 15 working days

In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date.

Scientific Simulations with Special-Purpose Computers - The Grape Systems (Hardcover, New): J. Makino Scientific Simulations with Special-Purpose Computers - The Grape Systems (Hardcover, New)
J. Makino
R7,058 Discovery Miles 70 580 Ships in 10 - 15 working days

Scientific Simulations with Special-Purpose Computers. The GRAPE Systems J. Makino University of Tokyo, Japan and M. Taiji Institute for Statistical Mathematics, Tokyo, Japan Physics is full of complex many-body problems, i.e. problems where there are a large number of bodies interacting. This is particularly true in astrophysics, where stars or galaxies can be thought of as individual particles, but also in plasma physics, hydrodynamics and molecular dynamics. Special purpose computers have been developed to handle these highly complex problems. Scientific Simulations with Special-Purpose Computers gives an overview of these systems, and then focuses on an extremely high profile and successful project-the GRAPE computer at the University of Tokyo-and discusses its development, performance and applications across a range of problems. The future development and applications of special purpose computers are also discussed. Written by two of the leading developers of the GRAPE system, this unique volume will be of great interest to readers across a wide range of fields, including, astrophysicists, astronomers, plasma physicists, researchers in molecular dynamics and computer scientists.

Control Engineering (Paperback, 2nd edition): Chris Bissell Control Engineering (Paperback, 2nd edition)
Chris Bissell
R1,245 Discovery Miles 12 450 Ships in 10 - 15 working days

Since its inception, the Tutorial Guides in Electronic Engineering series has met with great success among both instructors and students. Designed for first- and second-year undergraduate courses, each text provides a concise list of objectives at the beginning of every chapter, key definitions and formulas highlighted in margin notes, and references to other texts in the series. With emphasis on the fundamental ideas and applications of modelling and design, Control Engineering imparts a thorough understanding of the principles of feedback control. Simple but detailed design examples used throughout the book illustrate how various classical feedback control techniques can be employed for single-input, single-output systems. Noting the interdisciplinary nature of control engineering, the author makes the text equally relevant to students whose interests lie outside of electronics by concentrating on general systems characteristics rather than on specific implementations. The author assumes students are familiar with complex numbers, phasors, and elementary calculus, and while a knowledge of simple linear differential equations would be useful, this treatment has few other mathematical requirements. With its clear explanations, copious illustrations, well-chosen examples, and end-of-chapter exercises, Control Engineering forms an outstanding first-course textbook.

GPU Pro 360 Guide to Mobile Devices (Paperback): Wolfgang Engel GPU Pro 360 Guide to Mobile Devices (Paperback)
Wolfgang Engel
R1,455 Discovery Miles 14 550 Ships in 10 - 15 working days

Wolfgang Engel's GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers computer graphics in mobile devices. This volume is complete with 18 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Mobile Devices is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges

Data Modeling - Theory & Practice (Paperback): Graeme Simsion Data Modeling - Theory & Practice (Paperback)
Graeme Simsion
R1,339 R1,123 Discovery Miles 11 230 Save R216 (16%) Ships in 18 - 22 working days

This book is for practitioners and academics who have learned the conventions and rules of data modelling and are looking for a deeper understanding of the discipline. The coverage of theory includes a detailed review of the extensive literature on data modelling and logical database design, referencing nearly 500 publications, with a strong focus on their relevance to practice. The practice component incorporates the largest-ever study of data modelling practitioners, involving over 450 participants in interviews, surveys and data modelling tasks. The results challenge many long-standing held assumptions about data modelling and will be of interest to academics and practitioners alike. Graeme Simsion brings to the book the practical perspective and intellectual clarity that have made his "Data Modelling Essentials" a classic in the field. He begins with a question about the nature of data modelling (design or description), and uses it to illuminate such issues as the definition of data modelling, its philosophical underpinnings, inputs and deliverables, the necessary behaviours and skills, the role of creativity, product diversity, quality measures, personal styles, and the differences between experts and novices. "Data Modeling: Theory and Practice" is essential reading for anyone involved in data modelling practice, research, or teaching.

GPU Pro 360 Guide to Mobile Devices (Hardcover): Wolfgang Engel GPU Pro 360 Guide to Mobile Devices (Hardcover)
Wolfgang Engel
R3,944 Discovery Miles 39 440 Ships in 10 - 15 working days

Wolfgang Engel's GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers computer graphics in mobile devices. This volume is complete with 18 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Mobile Devices is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges

Test Drive Blender - A Starter Manual for New Users (Hardcover): John M. Blain Test Drive Blender - A Starter Manual for New Users (Hardcover)
John M. Blain
R4,216 Discovery Miles 42 160 Ships in 10 - 15 working days

This book will introduce you to the controls and steer you towards understanding what Blender can do. With this program you can create 3D models of objects and characters. The objects and characters can be placed in scenes. The scenes are captured by camera and rendered into digital images. The objects and characters can be animated and then, again, captured by camera and rendered to video files. Video files can then be compiled into movies. This book will show you how to make the Blender program go through some of its paces and give you an insight into this fantastic world. You will be shown the controls and given operation instructions allowing you to activate a variety of features.

Test Drive Blender - A Starter Manual for New Users (Paperback): John M. Blain Test Drive Blender - A Starter Manual for New Users (Paperback)
John M. Blain
R1,443 Discovery Miles 14 430 Ships in 10 - 15 working days

This book will introduce you to the controls and steer you towards understanding what Blender can do. With this program you can create 3D models of objects and characters. The objects and characters can be placed in scenes. The scenes are captured by camera and rendered into digital images. The objects and characters can be animated and then, again, captured by camera and rendered to video files. Video files can then be compiled into movies. This book will show you how to make the Blender program go through some of its paces and give you an insight into this fantastic world. You will be shown the controls and given operation instructions allowing you to activate a variety of features.

3D Animation Essentials +WS (Paperback): A Beane 3D Animation Essentials +WS (Paperback)
A Beane
R893 R742 Discovery Miles 7 420 Save R151 (17%) Ships in 10 - 15 working days

The essential fundamentals of 3D animation for aspiring 3D artists

3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG)Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-productionDissects core 3D concepts including design, film, video, and gamesExamines what artistic and technical skills are needed to succeed in the industryOffers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals

Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.

Mastering Simulink (Paperback, New edition): James Dabney, Thomas Harman Mastering Simulink (Paperback, New edition)
James Dabney, Thomas Harman
R4,243 Discovery Miles 42 430 Ships in 10 - 15 working days

For courses in Control Theory and Operational Amplifiers.

Ideal for use with Simulink 5 and later versions, this text covers all of the important capabilities of Simulink including subsystems, masking, callbacks, S-Functions, and debugging. Its full range of coverage makes the text suitable for new users of Simulink as well as experienced and advanced users—allowing all students to take full advantage of the power of Simulink. Designed for students with a good understanding of the fundamentals of calculus and differential equations, this text includes a chapter on block diagram notation for students who may not be familiar with that topic.

The Essentials of CAGD (Hardcover): Gerald Farin, Dianne Hansford The Essentials of CAGD (Hardcover)
Gerald Farin, Dianne Hansford
R2,099 Discovery Miles 20 990 Ships in 10 - 15 working days

Putting the G into CAGD, the authors provide a much-needed practical and basic introduction to computer-aided geometric design. This book will help readers understand and use the elements of computer-aided geometric design, curves and surfaces, without the mathematical baggage that is necessary only for more advanced work. Though only minimal background in mathematics is needed to understand the bookis concepts, the book covers an amazing array of topics such as Bezier and B-spline curves and their corresponding surfaces, subdivision surfaces, and NURBS (Non-Uniform Rational B-Splines). Also included are techniques such as interpolation and least squares methods.

Graph Databases 2e (Paperback, 2nd Revised edition): Ian Robinson, Jim Webber, Emil Elfrem Graph Databases 2e (Paperback, 2nd Revised edition)
Ian Robinson, Jim Webber, Emil Elfrem
R1,083 R911 Discovery Miles 9 110 Save R172 (16%) Ships in 18 - 22 working days

Discover how graph databases can help you manage and query highly connected data. With this practical book, you'll learn how to design and implement a graph database that brings the power of graphs to bear on a broad range of problem domains. Whether you want to speed up your response to user queries or build a database that can adapt as your business evolves, this book shows you how to apply the schema-free graph model to real-world problems. This second edition includes new code samples and diagrams, using the latest Neo4j syntax, as well as information on new functionality. Learn how different organizations are using graph databases to outperform their competitors. With this book's data modeling, query, and code examples, you'll quickly be able to implement your own solution. Model data with the Cypher query language and property graph model Learn best practices and common pitfalls when modeling with graphs Plan and implement a graph database solution in test-driven fashion Explore real-world examples to learn how and why organizations use a graph database Understand common patterns and components of graph database architecture Use analytical techniques and algorithms to mine graph database information

Physically Based Rendering - From Theory to Implementation (Hardcover, 3rd edition): Matt Pharr, Wenzel Jakob, Greg Humphreys Physically Based Rendering - From Theory to Implementation (Hardcover, 3rd edition)
Matt Pharr, Wenzel Jakob, Greg Humphreys
R2,350 Discovery Miles 23 500 Ships in 10 - 15 working days

Physically Based Rendering: From Theory to Implementation, Third Edition, describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, users will learn to design and employ a fully-featured rendering system for creating stunning imagery. This completely updated and revised edition includes new coverage on ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more. It is a must-have, full color resource on physically-based rendering.

Real-Time Rendering (Hardcover, 3rd New edition): Tomas Akenine-Moller, Eric Haines, Naty Hoffman Real-Time Rendering (Hardcover, 3rd New edition)
Tomas Akenine-Moller, Eric Haines, Naty Hoffman
R215 Discovery Miles 2 150 Ships in 2 - 4 working days

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.: Download Figures

Mastering Autodesk Maya 2016 - Autodesk Official Press (Paperback): T Palamar Mastering Autodesk Maya 2016 - Autodesk Official Press (Paperback)
T Palamar
R1,572 R1,208 Discovery Miles 12 080 Save R364 (23%) Ships in 10 - 15 working days

Go from 'beginner' to 'expert' with this professional, tutorial-based guide to Maya 2016 Mastering Autodesk Maya 2016 is your professional hands-on coverage to getting the most out of Maya. If you already know the basics of Maya, this book is your ticket to full coverage of all Maya 2016's latest features, and showcases the tools and methods used in real-world 3D animation and visual effects. From modeling, texturing, animation, and effects to high-level techniques for film, television, games, and more, this book expands your skill set, and helps you prepare for the Autodesk Maya certification exam. Filled with challenging tutorials and real-world scenarios this book provides valuable insight into the entire CG production timeline. Take your Maya skills to the next level with step-by-step instruction and insight from the industry professionals. * Learn professional techniques used in real-world visual effects * Master Dynamics, Maya Muscle, Stereo Cameras, mental ray, and more * Expand your skills with advanced techniques for cloth, fur, and fluids * Understand everything you need to know for the Maya certification exam

The Essential Turing (Hardcover, New): B. Jack Copeland The Essential Turing (Hardcover, New)
B. Jack Copeland
R4,594 Discovery Miles 45 940 Ships in 10 - 15 working days

Alan Turing was one of the most important and influential thinkers of the 20th century. This volume makes his key writings available to a non-specialist readership for the first time. They make fascinating reading both in their own right and for their historic significance: contemporary computational theory, cognitive science, and artificial intelligence life all spring from this ground-breaking work.

Microstructure of Martensite - Why it forms and how it gives rise to the shape-memory effect (Hardcover, New): Kaushik... Microstructure of Martensite - Why it forms and how it gives rise to the shape-memory effect (Hardcover, New)
Kaushik Bhattacharya
R3,732 Discovery Miles 37 320 Ships in 10 - 15 working days

The science of materials (metallurgy) tells us that every material contains microscopic features that vary at different length scales. This underlying microstructure determines the mechanical properties of the material. This book presents the particularly dramatic and compelling case of shape-memory alloys, technologically important materials, beautifully explaining the link between microstructure and macroscopic properties. A sample wire of shape memory material is included with the book.

Computational Methods for the Study of Dynamic Economies (Paperback, Revised): Ramon Marimon, Andrew Scott Computational Methods for the Study of Dynamic Economies (Paperback, Revised)
Ramon Marimon, Andrew Scott
R1,723 Discovery Miles 17 230 Ships in 10 - 15 working days

Economists are increasingly using computer simulations to understand the implications of their theoretical models and to make policy recommendations. New model solution techniques are required to deal with the increasingly important role of dynamics and uncertainty in macroeconomics. This book consists of articles by leading contributors in the field showing how to use these techniques in the context of standard macroeconomic models.

Make 3D Printing (Paperback): Anna Kaziunas France Make 3D Printing (Paperback)
Anna Kaziunas France
R462 R385 Discovery Miles 3 850 Save R77 (17%) Ships in 10 - 15 working days

The 3D printing revolution is well upon us, with new machines appearing at an amazing rate. With the abundance of information and options out there, how are makers to choose the 3D printer that's right for them? MAKE is here to help, with our Ultimate Guide to 3D Printing. With articles about techniques, freely available CAD packages, and comparisons of printers that are on the market, this book makes it easy to understand this complex and constantly-shifting topic. Based on articles and projects from MAKE's print and online publications, this book arms you with everything you need to know to understand the exciting but sometimes confusing world of 3D Printing.

How to Cheat in Blender 2.7x (Paperback): Alan Thorn How to Cheat in Blender 2.7x (Paperback)
Alan Thorn
R1,390 Discovery Miles 13 900 Ships in 10 - 15 working days

Blender is a vast and customizable 3D-modeling application used by many artists across creative industries, from television to games. This newest book, in Alan Thorn's How to Cheat series, offers insightful and bite-sized power-tips to help you develop Blender mastery. More than five hundred figures illustrate interesting shortcuts and clever ways to improve your Blender workflow. A companion website at http://www.alanthorn.net provides bonus content, including videos and resources to help sharpen your skills further. How to Cheat in Blender 2.7x is for Blender users of all levels, offering time-saving tips and powerful techniques to increase your productivity. Key Features Bite-sized tips and tricks that can be read in any order Illustrated examples and step-by-step guides for improving your workflow Explores practical applications and real-world contexts Demonstrates "lesser-known" and unconventional tips Improves your efficiency and workflow

Pro OpenGL ES for iOS (Paperback, 1st ed.): Mike Smithwick Pro OpenGL ES for iOS (Paperback, 1st ed.)
Mike Smithwick
R1,337 Discovery Miles 13 370 Ships in 18 - 22 working days

In Pro OpenGL ES for iOS, you'll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES OpenGL has set the standard for 3D computer graphics, and is an essential aspect of iPhone, iPad, and iOS development. This book offers everything you need to know, from basic mathematical concepts to advanced coding techniques. You'll learn by building this fascinating 3D solar system simulator After introducing OpenGL ES, Pro OpenGL ES for iOS explains the basics of 3D math and then orients you to the iOS-native 3D libraries you'll be using in your own 3D games and the solar system project you'll build using this book. Through the solar system example project, you'll learn how to incorporate a variety of graphic and animation techniques into your applications. You will also discover how the full spectrum of 3D development that awaits, with topics such as lighting, texture-mapping, modeling, shaders, blending modes, and several more advanced concepts.By the time you finish Pro OpenGL ES for iOS, you'll have learned all the skills you'll need to build your own incredible 3D applications, based on one of the most powerful 3D libraries available. What you'll learn * The basics of 3D mathematics, and how they are applied in the OpenGL library * How to design and build your 3D worlds * To create 2D interfaces within the 3D world * To develop animation and 3D movement * How to implement 3D shading, coloring, and texturing * The differences between OpenGL and other 3D toolkits * To build a fully-functional 3D solar system simulator using OpenGL ES Who this book is for Experienced iOS programmers who want to enter the 3D world of OpenGL ES programming. Table of Contents * Introduction to OpenGL ES and Our 3D Solar System Project * Generating a Basic OpenGL Program * Getting Past the 3D Math * Shading, Lighting and Colors * Materials and Textures * Animation * Creating a User Interface * Blending Modes, Buffer Objects, and Other Cool Stuff * Latest Features of OpenGL ES * Ray Tracing, Hidden Surfaces, and Other Advanced Topics Appendix A: APIs

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