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

Image Encryption - A Communication Perspective (Paperback): Fathi E. Abd El-Samie, Hossam Eldin H.  Ahmed, Ibrahim F Elashry,... Image Encryption - A Communication Perspective (Paperback)
Fathi E. Abd El-Samie, Hossam Eldin H. Ahmed, Ibrahim F Elashry, Mai H. Shahieen, Osama S Faragallah, …
R1,548 Discovery Miles 15 480 Ships in 10 - 15 working days

Presenting encryption algorithms with diverse characteristics, Image Encryption: A Communication Perspective examines image encryption algorithms for the purpose of secure wireless communication. It considers two directions for image encryption: permutation-based approaches and substitution-based approaches. Covering the spectrum of image encryption principles and techniques, the book compares image encryption with permutation- and diffusion-based approaches. It explores number theory-based encryption algorithms such as the Data Encryption Standard, the Advanced Encryption Standard, and the RC6 algorithms. It not only details the strength of various encryption algorithms, but also describes their ability to work within the limitations of wireless communication systems. Since some ciphers were not designed for image encryption, the book explains how to modify these ciphers to work for image encryption. It also provides instruction on how to search for other approaches suitable for this task. To make this work comprehensive, the authors explore communication concepts concentrating on the orthogonal frequency division multiplexing (OFDM) system and present a simplified model for the OFDM communication system with its different implementations. Complete with simulation experiments and MATLAB (R) codes for most of the simulation experiments, this book will help you gain the understanding required to select the encryption method that best fulfills your application requirements.

Iris Biometric Model for Secured Network Access (Paperback): Franjieh El Khoury Iris Biometric Model for Secured Network Access (Paperback)
Franjieh El Khoury
R1,581 Discovery Miles 15 810 Ships in 10 - 15 working days

In the last few years, biometric techniques have proven their ability to provide secure access to shared resources in various domains. Furthermore, software agents and multi-agent systems (MAS) have shown their efficiency in resolving critical network problems. Iris Biometric Model for Secured Network Access proposes a new model, the IrisCryptoAgentSystem (ICAS), which is based on a biometric method for authentication using the iris of the eyes and an asymmetric cryptography method using "Rivest-Shamir-Adleman" (RSA) in an agent-based architecture. It focuses on the development of new methods in biometric authentication in order to provide greater efficiency in the ICAS model. It also covers the pretopological aspects in the development of the indexed hierarchy to classify DRVA iris templates. The book introduces biometric systems, cryptography, and multi-agent systems (MAS) and explains how they can be used to solve security problems in complex systems. Examining the growing interest to exploit MAS across a range of fields through the integration of various features of agents, it also explains how the intersection of biometric systems, cryptography, and MAS can apply to iris recognition for secure network access. The book presents the various conventional methods for the localization of external and internal edges of the iris of the eye based on five simulations and details the effectiveness of each. It also improves upon existing methods for the localization of the external and internal edges of the iris and for removing the intrusive effects of the eyelids.

Practical Algorithms for 3D Computer Graphics (Hardcover, 2nd edition): R.Stuart Ferguson Practical Algorithms for 3D Computer Graphics (Hardcover, 2nd edition)
R.Stuart Ferguson
R5,525 Discovery Miles 55 250 Ships in 10 - 15 working days

Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images. New to the Second Edition New chapter on the modern approach to real-time 3D programming using OpenGL New chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animation Discussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and fur More web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFX The book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine.

Rough Fuzzy Image Analysis - Foundations and Methodologies (Paperback): Sankar K. Pal, James F. Peters Rough Fuzzy Image Analysis - Foundations and Methodologies (Paperback)
Sankar K. Pal, James F. Peters
R2,350 Discovery Miles 23 500 Ships in 10 - 15 working days

Fuzzy sets, near sets, and rough sets are useful and important stepping stones in a variety of approaches to image analysis. These three types of sets and their various hybridizations provide powerful frameworks for image analysis. Emphasizing the utility of fuzzy, near, and rough sets in image analysis, Rough Fuzzy Image Analysis: Foundations and Methodologies introduces the fundamentals and applications in the state of the art of rough fuzzy image analysis. In the first chapter, the distinguished editors explain how fuzzy, near, and rough sets provide the basis for the stages of pictorial pattern recognition: image transformation, feature extraction, and classification. The text then discusses hybrid approaches that combine fuzzy sets and rough sets in image analysis, illustrates how to perform image analysis using only rough sets, and describes tolerance spaces and a perceptual systems approach to image analysis. It also presents a free, downloadable implementation of near sets using the Near Set Evaluation and Recognition (NEAR) system, which visualizes concepts from near set theory. In addition, the book covers an array of applications, particularly in medical imaging involving breast cancer diagnosis, laryngeal pathology diagnosis, and brain MR segmentation. Edited by two leading researchers and with contributions from some of the best in the field, this volume fully reflects the diversity and richness of rough fuzzy image analysis. It deftly examines the underlying set theories as well as the diverse methods and applications.

Gesture Drawing - A Story-Based Approach (Hardcover): April Connors Gesture Drawing - A Story-Based Approach (Hardcover)
April Connors
R4,219 Discovery Miles 42 190 Ships in 10 - 15 working days

This instructional drawing book is intended to guide the reader through a story-telling based approach to gesture drawing, utilizing different techniques and exercises that encourage and develop creative problem solving as it relates to observational studies. This book clearly outlines a work flow and process with a simple exercise program that encourages the artist to ask questions and create work that engages not only their audience but themselves. Rich illustrations are included throughout that depict this workflow and also different drawing and mark-making techniques, and how to apply the exercises throughout the course of the book. Included are video drawing tutorials and examples. Key Features The approach to drawing as explained in the book is broken down into simple, clearly defined concepts. Each chapter outlines a further step in the drawing process, ending with a technique or exercise the reader can then execute to begin applying each concept to their work. Ample amount of illustrations drawn exclusively for this book or taken directly from the author's physical classes to clearly show the reader individual concepts, exercises, techniques, ideas, etc., so the reader may feel comfortable enough to follow the program. Each chapter includes a chapter objective as well as a summary and ample amount of illustrations which relate to the chapter objective. Key Terms will also be highlighted and defined so that they may be referenced throughout the book without causing unnecessary confusion. Companion video tutorials that show the reader different topics and exercises for reference.

How to Draw Digital Manga and Anime (Paperback): Tim Seelig How to Draw Digital Manga and Anime (Paperback)
Tim Seelig
R248 R230 Discovery Miles 2 300 Save R18 (7%) Ships in 9 - 17 working days

A comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.

How to Cheat in 3ds Max 2015 - Get Spectacular Results Fast (Hardcover): Michael McCarthy How to Cheat in 3ds Max 2015 - Get Spectacular Results Fast (Hardcover)
Michael McCarthy
R5,217 Discovery Miles 52 170 Ships in 10 - 15 working days

Why take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 2015, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently. Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips and tricks, and step-by-step walkthroughs you'll wonder how you every got by without it! This new edition has been completely revamped for 3ds Max 2015. Start animating today with detailed tutorials, source files, bitmaps, and video demonstrations all featured on the companion website.

Distributed Game Development - Harnessing Global Talent to Create Winning Games (Hardcover): Tim Fields Distributed Game Development - Harnessing Global Talent to Create Winning Games (Hardcover)
Tim Fields
R5,476 Discovery Miles 54 760 Ships in 10 - 15 working days

Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include:

Extending Virtual Worlds - Advanced Design for Virtual Environments (Hardcover): Ann Latham Cudworth Extending Virtual Worlds - Advanced Design for Virtual Environments (Hardcover)
Ann Latham Cudworth
R5,786 Discovery Miles 57 860 Ships in 10 - 15 working days

Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.

Mobile & Social Game Design - Monetization Methods and Mechanics, Second Edition (Hardcover, 2nd edition): Tim Fields, Brandon... Mobile & Social Game Design - Monetization Methods and Mechanics, Second Edition (Hardcover, 2nd edition)
Tim Fields, Brandon Cotton
R5,204 Discovery Miles 52 040 Ships in 10 - 15 working days

Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile and Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the book's many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract and Retain Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game's overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.

Vintage Game Consoles - An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time... Vintage Game Consoles - An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time (Hardcover)
Bill Loguidice, Matt Barton
R5,222 Discovery Miles 52 220 Ships in 10 - 15 working days

Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors own lifelong experience with videogames, Vintage Game Consoles explores each system s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy s Underdog Computer, written with Boisy G. Pitre. He s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he s author of Dungeons and Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great

Designing Games for Children - Developmental, Usability, and Design Considerations for Making Games for Kids (Hardcover): Carla... Designing Games for Children - Developmental, Usability, and Design Considerations for Making Games for Kids (Hardcover)
Carla Fisher
R5,209 Discovery Miles 52 090 Ships in 10 - 15 working days

When making games for kids, it s tempting to simply wing-it on the design. We were all children once, right? The reality is that adults are far removed from the cognitive changes and the motor skill challenges that are the hallmark of the developing child. Designing Games for Children, helps you understand these developmental needs of children and how to effectively apply them to games. Whether you re a seasoned game designer, a children's media professional, or an instructor teaching the next generation of game designers, Designing Games for Children is the first book dedicated to service the specific needs of children's game designers. This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face. Designing Games for Children is the definitive, comprehensive guide to making great games for kids, featuring: Guidelines and recommendations divided by the most common target audiences babies and toddlers (0-2), preschoolers (3-5), early elementary students (6-8), and tweens (9-12). Approachable and actionable breakdown of child developmental psychology, including cognitive, physical, social, and emotional development, as it applies to game design Game design insights and guidelines for all aspects of game production, from ideation to marketing

3D Automotive Modeling - An Insider's Guide to 3D Car Modeling and Design for Games and Film (Hardcover): Andrew Gahan 3D Automotive Modeling - An Insider's Guide to 3D Car Modeling and Design for Games and Film (Hardcover)
Andrew Gahan
R5,194 Discovery Miles 51 940 Ships in 10 - 15 working days

Master techniques from top automotive designers and world-class game developers with this insider's guide to designing and modeling 3D vehicles. With techniques demonstrated in 3ds Max, Maya, XSI, and Photoshop, 3D Automotive Modeling starts with a fantastic series of hot concept designs and continues by offering a full hands-on modeling tutorial for each. Some of the very best designers and modelers from across the globe take you through their processes step-by-step, giving you the tips, tricks, and short-cuts that true professionals use. 3D Automotive Modeling features tutorials from Honda, Toyota, and Mercedes-Benz designers, as well as modelers from Sony Computer Entertainment, Lucas Arts, and Simbin-artists who have worked on some of the biggest games in the industry, including the MotorStorm series. You will get:

How to Cheat in Maya 2014 - Tools and Techniques for Character Animation (Hardcover): Kenny Roy How to Cheat in Maya 2014 - Tools and Techniques for Character Animation (Hardcover)
Kenny Roy
R5,501 Discovery Miles 55 010 Ships in 10 - 15 working days

All professional animators know a handful of secrets that give them an edge in a production environment. "How to Cheat in Maya" puts these secrets in your hands! Learn time and energy-saving techniques tested in real Hollywood productions in this book, jam-packed with screenshots and scene files designed to get you up to speed quickly. From menus to modeling, lipsync to lighting, How to Cheat in Maya 2014 covers all of the methods available in the latest version of Maya. Get up to speed quickly and produce stellar results with these insider workflows. With new, updated cheats for the latest version of Maya, How to Cheat in Maya 2014 is an essential guide for amateur and professional 3D animators alike. Fully updated with gold-mine coverage including: expanded sections on production workflow, all new chapters covering rigging cheats and Maya's referencing tools, and brand new project files demonstrating production-proven techniques. The companion website includes complete scene files for exercises and techniques, extra rigs, Quicktime movies of full projects, and video tutorials.

Tradigital 3ds Max - A CG Animator's Guide to Applying the Classical Principles of Animation (Hardcover): Richard Lapidus Tradigital 3ds Max - A CG Animator's Guide to Applying the Classical Principles of Animation (Hardcover)
Richard Lapidus
R5,778 Discovery Miles 57 780 Ships in 10 - 15 working days

Finally bridge the gap between software-specific instruction and the world of classical animation with this easy to utilize, one-of-a-kind reference guide. With great relevance for today's digital workflows, Richard Lapidus presents innovative 3ds Max controls to the classical principles of animation like squash and stretch, anticipation, staging and more. Move beyond these fundamental techniques and explore both the emotion and technical sides of animation with character appeal and rigging. Features a robust companion web sites that include demonstrations, project files, links to further resources, available at http://www.focalpress.com/cw/lapidus-9780240817309/.

Character Animation Fundamentals - Developing Skills for 2D and 3D Character Animation (Hardcover): Steve Roberts Character Animation Fundamentals - Developing Skills for 2D and 3D Character Animation (Hardcover)
Steve Roberts
R5,798 Discovery Miles 57 980 Ships in 10 - 15 working days

Expand your animation toolkit and remain competitive in the industry with this leading resource for 2D and 3D character animation techniques. Apply the industry's best practices to your own workflows and develop 2D, 3D and hybrid characters with ease. With side by side comparisons of 2D and 3D character design, improve your character animation and master traditional principles and processes including weight and balance, timing and walks. Develop characters inspired by humans, birds, fish, snakes and four legged animals. Breathe life into your character and develop a characters personality with chapters on acting, voice-synching and facial expressions. Expertly integrate core animation techniques with your software of choice featuring step-by-step tutorials, highlighting 3ds Max, Maya and Blender workflows. Adapt the tips, tricks and techniques for unique projects like character design for rotoscoping and motion capture. Advance beyond the fundamentals of 2D and 3D character animation with the companion website which includes short demonstration movies, 2D and 3D exercises and fully rigged character models.

Hybrid Animation - Integrating 2D and 3D Assets (Hardcover): Tina O'Hailey Hybrid Animation - Integrating 2D and 3D Assets (Hardcover)
Tina O'Hailey
R5,494 Discovery Miles 54 940 Ships in 10 - 15 working days

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

Action Analysis for Animators (Hardcover): Chris Webster Action Analysis for Animators (Hardcover)
Chris Webster
R5,229 Discovery Miles 52 290 Ships in 10 - 15 working days

Action Analysis is one of the fundamental princples of animation that underpins all types of animation: 2d, 3d, computer animation, stop motion, etc. This is a fundamental skill that all animators need to create polished, believable animation. An example of Action Analysis would be Shrek's swagger in the film, Shrek. The animators clearly understood (through action analysis) the type of walk achieved by a large and heavy individual (the real) and then applied their observations to the animated character of an ogre (the fantastic). It is action analysis that enabled the animation team to visually translate a real life situation into an ogre's walk, achieving such fantastic results.Key animation skills are demonstrated with in-depth illustrations, photographs and live action footage filmed with high speed cameras. Detailed Case Studies and practical assignments ground action analysis methodology with real life examples. Action Analysis for Animators is a essential guide for students, amateurs and professionals.

Pixel Art for Game Developers (Hardcover): Daniel Silber Pixel Art for Game Developers (Hardcover)
Daniel Silber
R5,348 Discovery Miles 53 480 Ships in 10 - 15 working days

Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.The book provides an introduction to Pixel Art, its utility, foundational elements, and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development.Gamers love the retro feel of Pixel Art, and lucky for you it is easy to create. You'll love the tiny file sizes that will reduce compile times and help your game run faster. Providing you with the skills to create the characters and environments needed for 2D games, this book will help you: Create tilesets to build game environments Understand light and shadow Work efficiently with pixels Use atmospheric and linear perspective Create professional-quality Pixel Art This book has chapters dedicated to theory as well as step-by-step tutorials, both of which describe the process explicitly. Whether you are an artist, programmer, indie developer, or certified public accountant, after reading this book, you'll understand the steps necessary to create production-quality Pixel Art graphics.Praise for the Book:Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It's frankly shocking that there hasn't been a resource like this before ... a very timely book.Chris Totten, George Mason University, Washington, DC, USA

Blender for Animation and Film-Based Production (Hardcover): Michelangelo Manrique Blender for Animation and Film-Based Production (Hardcover)
Michelangelo Manrique
R5,491 Discovery Miles 54 910 Ships in 10 - 15 working days

See Why Blender Is Right for Your Studio's Pipeline Blender for Animation and Film-Based Production explores why Blender is ideal for animation films. It demonstrates Blender's capability to do the job in each production department. Whether you are a beginner or more advanced user, you'll see why Blender should be taken into consideration in animation and film production. This Blender reference will help you: Manage your projects from start to finish Understand the different stages in any animation production See how studios work and develop their animation projects Describing the versatility and power of Blender, the book shows you why studios should incorporate Blender in their pipeline. It avoids tedious tutorials and incomprehensible examples. Instead, the book guides you toward finding efficient solutions for issues with your production files or pipeline. It familiarizes you with the animation industry and explores the risks involved in choosing Blender as a primary tool in animation studios.

An Introduction to Unreal Engine 4 (Hardcover): Andrew Sanders An Introduction to Unreal Engine 4 (Hardcover)
Andrew Sanders
R5,773 Discovery Miles 57 730 Ships in 10 - 15 working days

This book serves as an introduction to the level design process in Unreal Engine 4. By working with a number of different components within the Unreal Editor, readers will learn to create levels using BSPs, create custom materials, create custom Blueprints complete with events, import objects, create particle effects, create sound effects and combine them to create a complete playable game level. The book is designed to work step by step at the beginning of each chapter, then allow the reader to complete similar tasks on their own to show an understanding of the content. A companion website with project files and additional information is included.

Essential Skills for 3D Modeling, Rendering, and Animation (Hardcover): Nicholas Bernhardt Zeman Essential Skills for 3D Modeling, Rendering, and Animation (Hardcover)
Nicholas Bernhardt Zeman
R5,773 Discovery Miles 57 730 Ships in 10 - 15 working days

The Key to Fully Understanding the Basics of a 3D World Prominently used in games, movies, and on television, 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind, Essential Skills for 3D Modeling, Rendering, and Animation examines the complexities of 3D computer-generated art, and outlines the basics of how things work and are used in 3D. This text describes the three cornerstones of 3D modeling, rendering, and animation; focuses on common elements; and provides a full understanding of the foundational concepts involved. Detailing the skills and knowledge needed to become an accomplished 3D artist, it includes step-by-step instruction with ample examples, and allows absolute beginners to move at their own pace. Master Anything You Are Tasked to Model The author incorporates historical information presenting a contextual understanding of the various techniques and methodologies in their historical place. Each chapter builds on the fundamentals of 3D computer graphics and augments skills based on the concepts, enabling the student to learn both theory and application simultaneously. The book highlights two basic geometry types, polygons and NURBS surfaces, showing the student basic modeling techniques with both. While more techniques are available, an artist can cover any model by grasping these basic techniques. Supplies examples that are specifically taken from Autodesk Maya Contains exercises that are meant to be used in conjunction with the training videos on the website Includes a documented history of computer graphics Essential Skills for 3D Modeling, Rendering, and Animation offers a fundamental understanding of the mechanics of 3D graphics to modelers, anima

Virtual Character Design for Games and Interactive Media (Hardcover): Robin James Stuart Sloan Virtual Character Design for Games and Interactive Media (Hardcover)
Robin James Stuart Sloan
R5,771 Discovery Miles 57 710 Ships in 10 - 15 working days

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

Game Design Theory - A New Philosophy for Understanding Games (Hardcover): Keith Burgun Game Design Theory - A New Philosophy for Understanding Games (Hardcover)
Keith Burgun
R5,339 Discovery Miles 53 390 Ships in 10 - 15 working days

Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games. Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games.

Introduction to Game Physics with Box2D (Hardcover): Ian Parberry Introduction to Game Physics with Box2D (Hardcover)
Ian Parberry
R5,774 Discovery Miles 57 740 Ships in 10 - 15 working days

Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.

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