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

Group and Crowd Behavior for Computer Vision (Hardcover): Vittorio Murino, Marco Cristani, Shishir Shah, Silvio Savarese Group and Crowd Behavior for Computer Vision (Hardcover)
Vittorio Murino, Marco Cristani, Shishir Shah, Silvio Savarese
R3,123 R2,960 Discovery Miles 29 600 Save R163 (5%) Ships in 12 - 17 working days

Group and Crowd Behavior for Computer Vision provides a multidisciplinary perspective on how to solve the problem of group and crowd analysis and modeling, combining insights from the social sciences with technological ideas in computer vision and pattern recognition. The book answers many unresolved issues in group and crowd behavior, with Part One providing an introduction to the problems of analyzing groups and crowds that stresses that they should not be considered as completely diverse entities, but as an aggregation of people. Part Two focuses on features and representations with the aim of recognizing the presence of groups and crowds in image and video data. It discusses low level processing methods to individuate when and where a group or crowd is placed in the scene, spanning from the use of people detectors toward more ad-hoc strategies to individuate group and crowd formations. Part Three discusses methods for analyzing the behavior of groups and the crowd once they have been detected, showing how to extract semantic information, predicting/tracking the movement of a group, the formation or disaggregation of a group/crowd and the identification of different kinds of groups/crowds depending on their behavior. The final section focuses on identifying and promoting datasets for group/crowd analysis and modeling, presenting and discussing metrics for evaluating the pros and cons of the various models and methods. This book gives computer vision researcher techniques for segmentation and grouping, tracking and reasoning for solving group and crowd modeling and analysis, as well as more general problems in computer vision and machine learning.

Freelance Video Game Writing - The Life & Business of the Digital Mercenary for Hire (Hardcover): Toiya Finley Freelance Video Game Writing - The Life & Business of the Digital Mercenary for Hire (Hardcover)
Toiya Finley
R2,897 Discovery Miles 28 970 Ships in 12 - 17 working days

* There are no books dedicated specifically to freelancing in games. * There are more freelancing jobs available than ever before, as permanent jobs in the industry decrease. * More and more developers are looking/willing to work with telecommuting/remote freelancers, giving more opportunities to freelancers who can't move for a job.

Video Verification in the Fake News Era (Hardcover, 1st ed. 2019): Vasileios Mezaris, Lyndon Nixon, Symeon Papadopoulos, Denis... Video Verification in the Fake News Era (Hardcover, 1st ed. 2019)
Vasileios Mezaris, Lyndon Nixon, Symeon Papadopoulos, Denis Teyssou
R2,980 Discovery Miles 29 800 Ships in 10 - 15 working days

This book presents the latest technological advances and practical tools for discovering, verifying and visualizing social media video content, and managing related rights. The digital media revolution is bringing breaking news to online video platforms, and news organizations often rely on user-generated recordings of new and developing events shared in social media to illustrate the story. However, in video, there is also deception. In today's "fake news" era, access to increasingly sophisticated editing and content management tools and the ease with which fake information spreads in electronic networks, require the entire news and media industries to carefully verify third-party content before publishing it. As such, this book is of interest to computer scientists and researchers, news and media professionals, as well as policymakers and data-savvy media consumers.

Advances in Computer Graphics II (Hardcover, 1986 ed.): F. Robert A. Hopgood, Roger J. Hubbold, David A. Duce Advances in Computer Graphics II (Hardcover, 1986 ed.)
F. Robert A. Hopgood, Roger J. Hubbold, David A. Duce
R1,650 Discovery Miles 16 500 Ships in 12 - 17 working days
The Business of Indie Games - Everything You Need to Know to Conquer the Indie Games Industry (Hardcover): Alex Josef, Alex Van... The Business of Indie Games - Everything You Need to Know to Conquer the Indie Games Industry (Hardcover)
Alex Josef, Alex Van Lepp, Marshal D. Carper
R3,791 Discovery Miles 37 910 Ships in 12 - 17 working days

Explores the basics of indie game marketing Helps the reader with how to communicate to talk to investors, pbulishers, and major platforms Illustrates different negotiation tactics

Writing for Games - Theory and Practice (Hardcover): Hannah Nicklin Writing for Games - Theory and Practice (Hardcover)
Hannah Nicklin
R3,844 R3,646 Discovery Miles 36 460 Save R198 (5%) Ships in 12 - 17 working days

A uniquely cross-disciplinary and cross-experience book written as an accessible guide for people new to storytelling in games, new to games as a practice, and those eager to develop their existing practices & knowledge around storytelling in games. Offers careful, clear, and practical advice for understanding creative writing, in the context of games, and in discovering and developing your own games writing practice. Focuses on writing, not narrative design, as an area underdeveloped in the context of games storytelling.

Knowledge Resistance in High-Choice Information Environments (Hardcover): Jesper Stroemback, Asa Wikforss, Kathrin Gluer, Torun... Knowledge Resistance in High-Choice Information Environments (Hardcover)
Jesper Stroemback, Asa Wikforss, Kathrin Gluer, Torun Lindholm, Henrik Oscarsson
R4,088 Discovery Miles 40 880 Ships in 12 - 17 working days

This book offers a timely exploration of our patterns of engagement with politics, news, and information in current high-choice information environments It analyzes the issue plaguing our society today - The spread of misinformation and its impact on the public sphere, our politics and our everyday lives The book offers insights into the processes that influence the supply of misinformation and factors influencing how and why people expose themselves to and process information that may support or contradict their beliefs and attitudes A team of authors from across a range of disciplines address the phenomena of knowledge resistance and its causes and consequences at the macro- as well as the micro-level The chapters take a philosophical look at the notion of knowledge resistance, before moving on to discuss issues such as misinformation and fake news, psychological mechanisms such as motivated reasoning in processes of selective exposure and attention, how people respond to evidence and fact-checking, the role of political partisanship, political polarization over factual beliefs, and how knowledge resistance might be counteracted This book will have a broad appeal to scholars and students interested in knowledge resistance, primarily within philosophy, psychology, media and communication, and political science, as well as journalists and policymakers

Life in Death - My Animated Films 1976-2020 (Hardcover): Dennis Tupicoff Life in Death - My Animated Films 1976-2020 (Hardcover)
Dennis Tupicoff
R1,546 Discovery Miles 15 460 Ships in 12 - 17 working days

Explores death as a narrative theme within cinema and animation Biographical insight into Dennis Tupicoff's works and how the subject of death impacted these completed award-winning films Special online access to Dennis Tupicoff's animated works In-depth exploration into ten of Dennis Tupicoff's most influential animations

Advances in Digital Forensics XV - 15th IFIP WG 11.9 International Conference, Orlando, FL, USA, January 28-29, 2019, Revised... Advances in Digital Forensics XV - 15th IFIP WG 11.9 International Conference, Orlando, FL, USA, January 28-29, 2019, Revised Selected Papers (Hardcover, 1st ed. 2019)
Gilbert Peterson, Sujeet Shenoi
R1,570 Discovery Miles 15 700 Ships in 10 - 15 working days

Digital forensics deals with the acquisition, preservation, examination, analysis and presentation of electronic evidence. Computer networks, cloud computing, smartphones, embedded devices and the Internet of Things have expanded the role of digital forensics beyond traditional computer crime investigations. Practically every crime now involves some aspect of digital evidence; digital forensics provides the techniques and tools to articulate this evidence in legal proceedings. Digital forensics also has myriad intelligence applications; furthermore, it has a vital role in cyber security -- investigations of security breaches yield valuable information that can be used to design more secure and resilient systems. Advances in Digital Forensics XV describes original research results and innovative applications in the discipline of digital forensics. In addition, it highlights some of the major technical and legal issues related to digital evidence and electronic crime investigations. The areas of coverage include: forensic models, mobile and embedded device forensics, filesystem forensics, image forensics, and forensic techniques. This book is the fifteenth volume in the annual series produced by the International Federation for Information Processing (IFIP) Working Group 11.9 on Digital Forensics, an international community of scientists, engineers and practitioners dedicated to advancing the state of the art of research and practice in digital forensics. The book contains a selection of fourteen edited papers from the Fifteenth Annual IFIP WG 11.9 International Conference on Digital Forensics, held in Orlando, Florida, USA in the winter of 2019. Advances in Digital Forensics XV is an important resource for researchers, faculty members and graduate students, as well as for practitioners and individuals engaged in research and development efforts for the law enforcement and intelligence communities.

Knowledge Visualization Currents - From Text to Art to Culture (Hardcover, 2013 ed.): Francis T. Marchese, Ebad Banissi Knowledge Visualization Currents - From Text to Art to Culture (Hardcover, 2013 ed.)
Francis T. Marchese, Ebad Banissi
R3,826 R3,489 Discovery Miles 34 890 Save R337 (9%) Ships in 12 - 17 working days

Lying at the intersection of education, art, and cultural heritage, visualization is a powerful tool for representing and interpreting complex information.

This unique text/reference reviews the evolution of the field of visualization, providing innovative examples of applied knowledge visualization from disciplines as varied as law, business management, the arts and humanities. With coverage of theoretical and practical aspects of visualization from ancient Sumerian tablets through to twenty-first century legal contracts, this work underscores the important role that the process of visualization plays in extracting, organizing, and crystallizing the concepts found in complex data.

Topics and features: contains contributions from an international selection of preeminent authorities; presents a thorough introduction to the discipline of knowledge visualization, its current state of affairs and possible future developments; examines how tables have been used for information visualization in historical textual documents; discusses the application of visualization techniques for knowledge transfer in business relationships, and for the linguistic exploration and analysis of sensory descriptions; investigates the use of visualization to understand orchestral music scores, the optical theory behind Renaissance art, and to assist in the reconstruction of an historic church; describes immersive 360 degree stereographic visualization, knowledge-embedded embodied interaction, and a novel methodology for the analysis of architectural forms.

This interdisciplinary collection of the state of the art in knowledge visualization will be of considerable interest to researchers from a broad spectrum of backgrounds in both industry and academia.

The Digital Role-Playing Game and Technical Communication - A History of Bethesda, BioWare, and CD Projekt Red (Hardcover):... The Digital Role-Playing Game and Technical Communication - A History of Bethesda, BioWare, and CD Projekt Red (Hardcover)
Daniel Reardon, David Wright
R3,807 Discovery Miles 38 070 Ships in 12 - 17 working days

With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

Change Detection and Image Time-Series Analysis Volume 1 - Unsupervised Methods (Hardcover): A Atto Change Detection and Image Time-Series Analysis Volume 1 - Unsupervised Methods (Hardcover)
A Atto
R3,873 Discovery Miles 38 730 Ships in 12 - 17 working days

Change Detection and Image Time Series Analysis 1 presents a wide range of unsupervised methods for temporal evolution analysis through the use of image time series associated with optical and/or synthetic aperture radar acquisition modalities. Chapter 1 introduces two unsupervised approaches to multiple-change detection in bi-temporal multivariate images, with Chapters 2 and 3 addressing change detection in image time series in the context of the statistical analysis of covariance matrices. Chapter 4 focuses on wavelets and convolutional-neural filters for feature extraction and entropy-based anomaly detection, and Chapter 5 deals with a number of metrics such as cross correlation ratios and the Hausdorff distance for variational analysis of the state of snow. Chapter 6 presents a fractional dynamic stochastic field model for spatio temporal forecasting and for monitoring fast-moving meteorological events such as cyclones. Chapter 7 proposes an analysis based on characteristic points for texture modeling, in the context of graph theory, and Chapter 8 focuses on detecting new land cover types by classification-based change detection or feature/pixel based change detection. Chapter 9 focuses on the modeling of classes in the difference image and derives a multiclass model for this difference image in the context of change vector analysis.

Change Detection and Image Time-Series Analysis 2 - Supervised Methods (Hardcover): A Atto Change Detection and Image Time-Series Analysis 2 - Supervised Methods (Hardcover)
A Atto
R3,874 Discovery Miles 38 740 Ships in 12 - 17 working days

Change Detection and Image Time Series Analysis 2 presents supervised machine-learning-based methods for temporal evolution analysis by using image time series associated with Earth observation data. Chapter 1 addresses the fusion of multisensor, multiresolution and multitemporal data. It proposes two supervised solutions that are based on a Markov random field: the first relies on a quad-tree and the second is specifically designed to deal with multimission, multifrequency and multiresolution time series. Chapter 2 provides an overview of pixel based methods for time series classification, from the earliest shallow learning methods to the most recent deep-learning-based approaches. Chapter 3 focuses on very high spatial resolution data time series and on the use of semantic information for modeling spatio-temporal evolution patterns. Chapter 4 centers on the challenges of dense time series analysis, including pre processing aspects and a taxonomy of existing methodologies. Finally, since the evaluation of a learning system can be subject to multiple considerations, Chapters 5 and 6 offer extensive evaluations of the methodologies and learning frameworks used to produce change maps, in the context of multiclass and/or multilabel change classification issues.

The Routledge Handbook of Audio Description (Hardcover): Christopher Taylor, Elisa Perego The Routledge Handbook of Audio Description (Hardcover)
Christopher Taylor, Elisa Perego
R6,492 Discovery Miles 64 920 Ships in 12 - 17 working days

The American Council of the Blind (ACB) Recipient of the 2022 Dr. Margaret Pfanstiehl Audio Description Achievement Award for Research and Development This Handbook provides a comprehensive overview of the expanding field of audio description, the practice of rendering the visual elements of a multimodal product such as a film, painting, or live performance in the spoken mode, for the benefit principally of the blind and visually impaired community. This volume brings together scholars, researchers, practitioners and service providers, such as broadcasters from all over the world, to cover as thoroughly as possible all the theoretical and practical aspects of this discipline. In 38 chapters, the expert authors chart how the discipline has become established both as an important professional service and as a valid academic subject, how it has evolved and how it has come to play such an important role in media accessibility. From the early history of the subject through to the challenges represented by ever-changing technology, the Handbook covers the approaches and methodologies adopted to analyse the "multimodal" text in the constant search for the optimum selection of the elements to describe. This is the essential guide and companion for advanced students, researchers and audio description professionals within the more general spheres of translation studies and media accessibility.

Quests - Design, Theory, and History in Games and Narratives (Hardcover, 2nd edition): Jeff Howard Quests - Design, Theory, and History in Games and Narratives (Hardcover, 2nd edition)
Jeff Howard
R3,833 R3,635 Discovery Miles 36 350 Save R198 (5%) Ships in 12 - 17 working days

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

The Proceedings of the International Conference on Sensing and Imaging (Hardcover, 1st ed. 2019): Ming Jiang, Nathan Ida,... The Proceedings of the International Conference on Sensing and Imaging (Hardcover, 1st ed. 2019)
Ming Jiang, Nathan Ida, Alfred K Louis, Eric Todd Quinto
R5,778 Discovery Miles 57 780 Ships in 10 - 15 working days

This book collects a number of papers presented at the International Conference on Sensing and Imaging, which was held at Chengdu University of Information Technology on June 5-7, 2017. Sensing and imaging is an interdisciplinary field covering a variety of sciences and techniques such as optics, electricity, magnetism, heat, sound, mathematics, and computing technology. The field has diverse applications of interest such as sensing techniques, imaging, and image processing techniques. This book will appeal to professionals and researchers within the field.

Mad Eyed Misfits - Writings on Indie Animation (Hardcover): Chris Robinson Mad Eyed Misfits - Writings on Indie Animation (Hardcover)
Chris Robinson
R1,544 Discovery Miles 15 440 Ships in 12 - 17 working days

Informal sequel to Unsung Heroes of Animation and Animators Unearthed. Analysis of a wide range of films and filmmakers including cult favourites Don Hertzfeldt, Adam Elliot, and Masaaki Yuasa

Advanced Sensing in Image Processing and IoT (Hardcover): Rashmi Gupta, Arun Kumar Rana, Sachin Dhawan, Korhan Cengiz Advanced Sensing in Image Processing and IoT (Hardcover)
Rashmi Gupta, Arun Kumar Rana, Sachin Dhawan, Korhan Cengiz
R3,363 Discovery Miles 33 630 Ships in 12 - 17 working days

The book provides future research directions in IoT and image processing based Energy, Industry, and Healthcare domain and explores the different applications of its associated technologies. However, the Internet of Things and image processing is a very big field with a lot of subfields, which are very important such as Smart Homes to improve our daily life, Smart Cities to improve the citizens' life, Smart Towns to recover the livability and traditions, Smart Earth to protect our world, and Industrial Internet of Things to create safer and easier jobs. This book considers very important research areas in Energy, Industry, and Healthcare domain with IoT and image processing applications.The aim of the book to highlights future directions of optimization methods in various engineering and science applications in various IoT and image processing applications. Emphasis is given to deep learning and similar models of neural network-based learning techniques employed in solving optimization problems of different engineering and science applications. The role of AI in mechatronics is also highlighted using suitable optimization methods. This book considers very important research areas in Energy, Industry, and Healthcare. It addresses major issues and challenges in Energy, Industry, and Healthcare and solutions proposed for IoT-enabled cellular/computer networks, routing/communication protocols, surveillances applications, secured data management, and positioning approaches. It focuses mainly on smart and context-aware implementations. Key sailing Features: The impact of the proposed book is to provide a major area of concern to develop a foundation for the implementation process of new image processing and IoT devices based on Energy, Industry, and Healthcare related technology. The researchers working on image processing and IoT devices can correlate their work with other requirements of advanced technology in Energy, Industry, and Healthcare domain. To make aware of the latest technology like AI and Machine learning in Energy, Industry, and Healthcare related technology. Useful for the researcher to explore new things like Security, cryptography, and privacy in Energy, Industry, and Healthcare related technology. People who want to start in Energy, Industry, and Healthcare related technology with image processing and IoT world.

Machine Vision for Industry 4.0 - Applications and Case Studies (Hardcover): Roshani Raut, Prasenjit Chatterjee, Salahddine Krit Machine Vision for Industry 4.0 - Applications and Case Studies (Hardcover)
Roshani Raut, Prasenjit Chatterjee, Salahddine Krit
R3,354 Discovery Miles 33 540 Ships in 12 - 17 working days

Provides a comprehensive guide about how to use machine vision for Industry 4.0 applications like analysis of images for automated inspections, object detection, object tracking etc. Includes case studies of Robotics Internet of Things with its current and future applications in Healthcare, Agriculture, Transportation, etc. It highlights the inclusion of impaired people in industry, like intelligent assistant that helps deaf-mute people to transmit instructions and warnings in a manufacturing process. It examines the significant technological advancements in machine vision for industrial Internet of things and explores the commercial benefits using the real world applications from healthcare to transportation. Provides a conceptual framework of Machine vision for the various Industrial applications. Addresses scientific aspects for a wider audience such as senior and junior engineers, undergraduate and post-graduate students, researchers, and anyone else interested in the trends, development, and opportunities for the Machine Vision for Industry 4.0 applications.

Image Processing and Acquisition using Python (Paperback, 2nd edition): Ravishankar Chityala, Sridevi Pudipeddi Image Processing and Acquisition using Python (Paperback, 2nd edition)
Ravishankar Chityala, Sridevi Pudipeddi
R1,444 Discovery Miles 14 440 Ships in 9 - 15 working days

Image Processing and Acquisition using Python provides readers with a sound foundation in both image acquisition and image processing-one of the first books to integrate these topics together. By improving readers' knowledge of image acquisition techniques and corresponding image processing, the book will help them perform experiments more effectively and cost efficiently as well as analyze and measure more accurately. Long recognized as one of the easiest languages for non-programmers to learn, Python is used in a variety of practical examples. A refresher for more experienced readers, the first part of the book presents an introduction to Python, Python modules, reading and writing images using Python, and an introduction to images. The second part discusses the basics of image processing, including pre/post processing using filters, segmentation, morphological operations, and measurements. The second part describes image acquisition using various modalities, such as x-ray, CT, MRI, light microscopy, and electron microscopy. These modalities encompass most of the common image acquisition methods currently used by researchers in academia and industry. Features Covers both the physical methods of obtaining images and the analytical processing methods required to understand the science behind the images. Contains many examples, detailed derivations, and working Python examples of the techniques. Offers practical tips on image acquisition and processing. Includes numerous exercises to test the reader's skills in Python programming and image processing, with solutions to selected problems, example programs, and images available on the book's web page. New to this edition Machine learning has become an indispensable part of image processing and computer vision, so in this new edition two new chapters are included: one on neural networks and the other on convolutional neural networks. A new chapter on affine transform and many new algorithms. Updated Python code aligned to the latest version of modules.

Video Smart - Make smartphone videos like a pro (Hardcover): Pelpina Trip Video Smart - Make smartphone videos like a pro (Hardcover)
Pelpina Trip
R640 R550 Discovery Miles 5 500 Save R90 (14%) Ships in 10 - 15 working days
Art as Social Practice - Technologies for Change (Hardcover): Xtine Burrough, Judy Walgren Art as Social Practice - Technologies for Change (Hardcover)
Xtine Burrough, Judy Walgren
R4,097 Discovery Miles 40 970 Ships in 12 - 17 working days

- Provides both students and artists with a practice-orientated guide to socially engaged art practices in the twenty-first century. - Features first-hand insight into the individual processes and methodologies of twenty-eight established artists including: Kim Abeles, Christopher Blay, Joseph DeLappe, Mary Beth Heffernan, Chris Johnson, Rebekah Modrak, Praba Pilar, Tabita Rezaire, Sylvain Souklaye, and collaborators Victoria Vesna and Siddharth Ramakrishnan. - Demonstrates a range of creative projects that engage different forms of technologies for readers interested in making the social turn in their artistic practice, and offers creative prompts that readers can respond to in their own practices.

Playing with Reality - Denying, Manipulating, Converting, and Enhancing What Is There (Hardcover): Sidney Homan Playing with Reality - Denying, Manipulating, Converting, and Enhancing What Is There (Hardcover)
Sidney Homan
R4,079 Discovery Miles 40 790 Ships in 12 - 17 working days

This is a timely and relevant volume, considering the many manipulations and enhancements upon our ideas of reality in the 21st century The book explores how and why we deny, manipulate, convert, or enhance reality The book argues that examining the many ways in which we manipulate, deny, convert or enhance our realities can give us an idea of how to deal with reality, which in turn can provide us with a blueprint for how to live responsibly The book brings together an international team of contributors to discuss contemporary issues such as fake news, propaganda, virtual reality, theatre as real life and reality TV This book draws on examples from vast fields such as film studies, sociology, the social sciences and medicine This volume will appeal to scholars and upper-level students in the areas of communication and media studies, comparative literature, film studies, economics, English, international affairs, journalism, philosophy, psychology, sociology, and theatre

3D Game Development with Unity (Hardcover): Franz Lanzinger 3D Game Development with Unity (Hardcover)
Franz Lanzinger
R3,867 R3,669 Discovery Miles 36 690 Save R198 (5%) Ships in 12 - 17 working days

Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner towards professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 All required software is professional quality and completely free to use for any purpose including commercial applications and games.

3D Game Development with Unity (Paperback): Franz Lanzinger 3D Game Development with Unity (Paperback)
Franz Lanzinger
R1,748 Discovery Miles 17 480 Ships in 12 - 17 working days

Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner towards professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 All required software is professional quality and completely free to use for any purpose including commercial applications and games.

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