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Books > Computing & IT > Computer software packages > Multimedia

Design for New Media - Interaction design for multimedia and the web (Paperback): Lon Barfield Design for New Media - Interaction design for multimedia and the web (Paperback)
Lon Barfield
R2,129 Discovery Miles 21 290 Ships in 10 - 15 working days

New media is like a giant jigsaw puzzle; a combination of different skills and media. We know all about the pieces, but the biggest problem is putting them all together to get the 'big picture' of new media design. Design for New Media gives a unified approach to looking at the area, covering both the separate elements, and putting them in the context of new media design as a whole. The book is divided into four sections; The first section considers some of the issues that arise from designing with new and developing technology. The author then moves on to look at the 'building blocks' of new media (sound, colour and animation), and their role in the design of a new media product is explained. The third section covers interaction design and those elements of new media that are connected with the use and understanding of the product. Finally, the process of design itself is considered in a practical way; how do you take that first step in designing a new media product?

Reuse-Based Methodologies and Tools in the Design of Analog and Mixed-Signal Integrated Circuits (Hardcover, 2006 ed.): Rafael... Reuse-Based Methodologies and Tools in the Design of Analog and Mixed-Signal Integrated Circuits (Hardcover, 2006 ed.)
Rafael Castro-Lopez, Francisco V. Fernandez, Oscar Guerra-Vinuesa, Angel Rodriguez-Vazquez
R4,228 Discovery Miles 42 280 Ships in 18 - 22 working days

Despite the spectacular breakthroughs of the semiconductor industry, the ability to design integrated circuits under stringent time-to-market requirements is lagging behind integration capacity, so far keeping pace with still valid Moorea (TM)s Law. The resulting gap is threatening with slowing down such a phenomenal growth. The design community believes that it is only by means of powerful CAD tools, design methodologies and even a design paradigm shift, that this design gap can be bridged. In this sense, reuse-based design is seen as a promising solution, and concepts such as IP Block, Virtual Component, and Design Reuse have become commonplace thanks to the significant advances in the digital arena. Unfortunately, the very nature of analog and mixed-signal (AMS) design a "more subtle, hierarchically loose, and handicraft-demandinga" has hindered a similar level of consensus and development.

Aiming at the core of the problem, Reuse Based Methodologies and Tools in the Design of Analog and Mixed-Signal Integrated Circuits presents a framework for the reuse-based design of AMS circuits. The framework is founded on three key elements: (1) a CAD-supported hierarchical design flow that facilitates the incorporation of AMS reusable blocks, reduces the overall design time, and expedites the management of increasing AMS design complexity; (2) a complete, clear definition of the AMS reusable block, structured into three separate facets or views: the behavioral, structural, and layout facets, the first two for top-down electrical synthesis and bottom-up verification, the latter used during bottom-up physical synthesis; (3) the design for reusability set of tools, methods, andguidelines that, relying on intensive parameterization as well as on design knowledge capture and encapsulation, allows to produce fully reusable AMS blocks.

Reuse Based Methodologies and Tools in the Design of Analog and Mixed-Signal Integrated Circuits features a very detailed, tutorial, and in-depth coverage of all issues and must-have properties of reusable AMS blocks, as well as a thorough description of the methods and tools necessary to implement them. For the first time, this has been done hierarchically, covering one by one the different stages of the design flow, allowing us to examine how the reusable block yields its benefits, both in design time and correct performance.

Using Soundtrack - Produce Original Music for Video, DVD, and Multimedia (Paperback): Douglas Spotted Eagle Using Soundtrack - Produce Original Music for Video, DVD, and Multimedia (Paperback)
Douglas Spotted Eagle
R1,304 Discovery Miles 13 040 Ships in 10 - 15 working days

Covering the basics of producing great audio tracks to accompany video projects, Using Soundtrack provides recording and editing tips and guidance on noise reduction tools, audio effects, and Final Cut Pro's powerful real-time audio mixer. Readers also learn how Soundtrack can be used to give video projects a professional finish with the addition of custom, royalty-free scoring. Theory is presented on a need-to-know basis and practical tutorials provide hands-on techniques for common tasks, including editing video to audio, editing audio to video, changing the length of a music bed, editing dialog, and mixing dialog with music and sound effects. The accompanying downloadable resources include tutorial lessons and sample media.

The PC Graphics Handbook (Hardcover): Julio Sanchez, Maria P. Canton The PC Graphics Handbook (Hardcover)
Julio Sanchez, Maria P. Canton
R6,296 Discovery Miles 62 960 Ships in 10 - 15 working days

The PC Graphics Handbook serves advanced C++ programmers dealing with the specifics of PC graphics hardware and software.

Discussions address:

o 2D and 3D graphics programming for Windows and DOS
o Device-independent graphics
o Mathematics for computer graphics
o Graphics algorithms and procedural operations
o PC video systems architecture, including its history and development
o High-end graphics systems and coprocessors
o Artificial life
o Virtual reality
o Animation techniques for simulations and video games
o VGA, SuperVGA, and VESA
o Device drivers
o Graphics and animation primitives

The authors cover the spectrum of PC graphics programming, including theoretical and practical topics - creating a singularly comprehensive resource for programmers.

Blender For Dummies, 4th Edition (Paperback, 4th Edition): JV van Gumster Blender For Dummies, 4th Edition (Paperback, 4th Edition)
JV van Gumster
R787 Discovery Miles 7 870 Ships in 10 - 15 working days

Make your 3D world a reality Some of the dramatic visual effects you've seen in top-grossing movies and heralded television series got their start in Blender. This book helps you get your own start in creating three-dimensional characters, scenes, and animations in the popular free and open-source tool. Author Jason van Gumster shares his insight as an independent animator and digital artist to help Blender newcomers turn their ideas into three-dimensional drawings. From exporting and sharing scenes to becoming a part of the Blender community, this accessible book covers it all! Create 3D characters--no experience required Build scenes with texture and real lighting features Animate your creations and share them with the world Avoid common rookie mistakes This book is the ideal starting place for newcomers to the world of 3D modeling and animation.

Interactive Multimedia: An Insight (Hardcover): Nelly Foreman Interactive Multimedia: An Insight (Hardcover)
Nelly Foreman
R3,028 R2,743 Discovery Miles 27 430 Save R285 (9%) Ships in 18 - 22 working days
Flash 5 Made Simple (Paperback): Mike McGrath Flash 5 Made Simple (Paperback)
Mike McGrath
R565 Discovery Miles 5 650 Ships in 10 - 15 working days

It demonstrates how features such as animation and audio can be employed to ensure web sites are used to their full potential and therefore helps to create professional products that will secure a positive image of the company or product they are promoting. It is accessible and simplifies the authoring experience so that even those with little or no previous knowledge of creating web pages can develop and innovate stimulating and interactive features to enhance their content.

Merchants of Truth - The Business of News and the Fight for Facts (Paperback): Jill Abramson Merchants of Truth - The Business of News and the Fight for Facts (Paperback)
Jill Abramson
R420 Discovery Miles 4 200 Ships in 18 - 22 working days
Software Engineering with Computational Intelligence (Hardcover, 2003 ed.): Taghi M. Khoshgoftaar Software Engineering with Computational Intelligence (Hardcover, 2003 ed.)
Taghi M. Khoshgoftaar
R4,210 Discovery Miles 42 100 Ships in 18 - 22 working days

The constantly evolving technological infrastructure of the modem world presents a great challenge of developing software systems with increasing size, complexity, and functionality. The software engineering field has seen changes and innovations to meet these and other continuously growing challenges by developing and implementing useful software engineering methodologies. Among the more recent advances are those made in the context of software portability, formal verification. techniques, software measurement, and software reuse. However, despite the introduction of some important and useful paradigms in the software engineering discipline, their technological transfer on a larger scale has been extremely gradual and limited. For example, many software development organizations may not have a well-defined software assurance team, which can be considered as a key ingredient in the development of a high-quality and dependable software product. Recently, the software engineering field has observed an increased integration or fusion with the computational intelligence (Cl) field, which is comprised of primarily the mature technologies of fuzzy logic, neural networks, genetic algorithms, genetic programming, and rough sets. Hybrid systems that combine two or more of these individual technologies are also categorized under the Cl umbrella. Software engineering is unlike the other well-founded engineering disciplines, primarily due to its human component (designers, developers, testers, etc. ) factor. The highly non-mechanical and intuitive nature of the human factor characterizes many of the problems associated with software engineering, including those observed in development effort estimation, software quality and reliability prediction, software design, and software testing."

Extended Reality and Metaverse - Immersive Technology in Times of Crisis (Hardcover, 1st ed. 2023): Timothy Jung, M. Claudia... Extended Reality and Metaverse - Immersive Technology in Times of Crisis (Hardcover, 1st ed. 2023)
Timothy Jung, M. Claudia Tom Dieck, Sandra Maria Correia Loureiro
R4,969 Discovery Miles 49 690 Ships in 10 - 15 working days

This book features the latest research in the area of immersive technologies as presented at the 7th International Extended Reality (XR) Conference, held in Lisbon, Portugal in 2022. Bridging the gap between academia and industry, it showcases the latest advances in augmented reality (AR), virtual reality (VR), extended reality (XR) and metaverse and their applications in various sectors such as business, marketing, retail, education, healthcare, tourism, events, fashion, entertainment, and gaming. The volume gathers selected research papers by prominent AR, VR, XR and metaverse scholars from around the world. Presenting the most significant topics and latest findings in the fields of augmented reality, virtual reality, extended reality and metaverse, it will be a valuable asset for academics and practitioners alike.

Power Point 2000 Made Simple (Paperback): Moira Stephen Power Point 2000 Made Simple (Paperback)
Moira Stephen
R565 Discovery Miles 5 650 Ships in 10 - 15 working days

About PowerPoint 2000 Traditionally, presenters have had to travel to reach audiences in different parts of the world. With today's technologies, this is no longer necessary. Using Microsoft PowerPoint (R) 2000, presenters can now easily and inexpensively collaborate on presentations and show them to remote audiences without leaving their offices. PowerPoint 2000 offers new ease-of-use features that speed users through presentation development and help users deliver Web-based presentations to remote audiences. Let this NEW Made Simple book guide you through the new features of PowerPoint 2000 and help you make the most of the product.

Intelligent Interactive Multimedia Systems and Services (Hardcover, Edition.): George A. Tsihrintzis, Ernesto Damiani, Maria... Intelligent Interactive Multimedia Systems and Services (Hardcover, Edition.)
George A. Tsihrintzis, Ernesto Damiani, Maria Virvou
R4,062 Discovery Miles 40 620 Ships in 18 - 22 working days

KES International (KES) is a worldwide organisation that provides a professional community and association for researchers, originally in the discipline of Kno- edge Based and Intelligent Engineering Systems, but now extending into other related areas. Through this, KES provides its members with opportunities for publication and beneficial interaction. The focus of KES is research and technology transfer in the area of Intelligent Systems, i.e. computer-based software systems that operate in a manner analogous to the human brain, in order to perform advanced tasks. Recently KES has started to extend its area of interest to encompass the contribution that intelligent systems can make to sustainability and renewable energy, and also the knowledge transfer, innovation and enterprise agenda. Involving several thousand researchers, managers and engineers drawn from universities and companies world-wide, KES is in an excellent position to faci- tate international research co-operation and generate synergy in the area of arti- cial intelligence applied to real-world 'Smart' systems and the underlying related theory. The KES annual conference covers a broad spectrum of intelligent systems t- ics and attracts several hundred delegates from a range of countries round the world. KES also organises symposia on specific technical topics, for example, Agent and Multi Agent Systems, Intelligent Decision Technologies, Intelligent Interactive Multimedia Systems and Services, Sustainability in Energy and Bui- ings and Innovations through Knowledge Transfer. KES is responsible for two peer-reviewed journals, the International Journal of Knowledge based and Intel- gent Engineering Systems, and Intelligent Decision Technologies: an International Journal.

My iPad for Seniors (Covers all iPads running iPadOS 15) (Paperback, 9th edition): Michael Miller, Molehill Group My iPad for Seniors (Covers all iPads running iPadOS 15) (Paperback, 9th edition)
Michael Miller, Molehill Group
R539 Discovery Miles 5 390 Ships in 10 - 15 working days

Covers all iPads running iPadOS 15 Easy, clear, readable, and focused on what you want to do. Step-by-step instructions for the tasks you care about most Large, full-color, close-up photos show you exactly what to do Common-sense help whenever you run into problems Tips and notes to help you get the most from your iPad Full-color, step-by-step tasks walk you through getting and keeping your iPad working just the way you want. Learn how to Discover all the new features of iPadOS 15 Wirelessly connect to and browse the Internet, at home or away Personalize the way your iPad looks and works--including adding widgets to the Home screen Make your iPad easier to use if you have trouble seeing or tapping the screen Use Siri voice commands to control your iPad and find useful information Communicate with friends and family via email, text messaging, and FaceTime and Zoom video chats Shoot, share, and view photos and videos Listen to streaming music and watch streaming movies and TV shows online Connect and use the Apple Pencil, external keyboards, trackpads, and mice Use iCloud to store and share your photos and other important data online Troubleshoot common iPad problems

ZAG - The #1 Strategy of High-Performance Brands (Paperback): Marty Neumeier ZAG - The #1 Strategy of High-Performance Brands (Paperback)
Marty Neumeier
R705 R622 Discovery Miles 6 220 Save R83 (12%) Ships in 5 - 10 working days

"When everybody zigs, zag," says Marty Neumeier in this fresh view of brand strategy. ZAG follows the ultra-clear "whiteboard overview" style of the author's first book, THE BRAND GAP, but drills deeper into the question of how brands can harness the power of differentiation. The author argues that in an extremely cluttered marketplace, traditional differentiation is no longer enough-today companies need "radical differentiation" to create lasting value for their shareholders and customers. In an entertaining 3-hour read you'll learn: - why me-too brands are doomed to fail - how to "read" customer feedback on new products and messages - the 17 steps for designing "difference" into your brand - how to turn your brand's "onliness" into a "trueline" to drive synergy - the secrets of naming products, services, and companies - the four deadly dangers faced by brand portfolios - how to "stretch" your brand without breaking it - how to succeed at all three stages of the competition cycle From the back cover: In an age of me-too products and instant communications, keeping up with the competition is no longer a winning strategy. Today you have to out-position, out-maneuver, and out-design the competition. The new rule? When everybody zigs, zag. In his first book, THE BRAND GAP, Neumeier showed companies how to bridge the distance between business strategy and design. In ZAG, he illustrates the number-one strategy of high-performance brands-radical differentiation. ZAG is an AIGA Design Press book, published under Peachpit's New Riders imprint in partnership with AIGA. For a quick peek inside ZAG, go to www.zagbook.com.

Hypermedia Learning Environments - Instructional Design and Integration (Paperback): Piet A.M. Kommers, Scott Grabinger, Joanna... Hypermedia Learning Environments - Instructional Design and Integration (Paperback)
Piet A.M. Kommers, Scott Grabinger, Joanna C. Dunlap
R770 Discovery Miles 7 700 Ships in 10 - 15 working days

Hypermedia and multimedia have penetrated the world of computer games, Internet, and CD-ROM based reference manuals. However, the fields of education, schooling, and training ask more specific benefits from them. This book provides practical approaches to transform these media into learning tools. Crucial helping steps include the migration from expository to exploratory learning strategies, the integration of collaborative learning practices in plenary and individualistic teaching styles, and the evolution from test-driven to experience-oriented training.
This volume has three goals:
* to discuss the concepts of hypermedia, multimedia, and hypertext and review pertinent research lines;
* to provide guidelines and suggestions for developing multimedia applications; and
* to place technology within a broader context of education and training through a discussion of rich environments for active learning (REALs).
The book takes a developmental focus to helpf readers set up and manage the process of developing a multimedia application. It is not a technical or a how-to manual on working with video, sound, digitized graphics, or computer code. The text takes a unique approach to the idea of media-- viewing media as delivery systems: if video is called for, use it; if sound will help in an application, use it. The fundamental guidelines presented here are usually "not" media specific. Media works only within the strategies with which they are used.
Aimed at practitioners--people who teach about or develop multimedia and hypermedia applications--this volume carefully examines the main components and issues in developing applications. It provides suggestions and heuristics for sound, fundamental design processes.

Hypermedia Learning Environments - Instructional Design and Integration (Hardcover): Piet A.M. Kommers, Scott Grabinger, Joanna... Hypermedia Learning Environments - Instructional Design and Integration (Hardcover)
Piet A.M. Kommers, Scott Grabinger, Joanna C. Dunlap
R1,261 Discovery Miles 12 610 Ships in 10 - 15 working days

Hypermedia and multimedia have penetrated the world of computer games, Internet, and CD-ROM based reference manuals. However, the fields of education, schooling, and training ask more specific benefits from them. This book provides practical approaches to transform these media into learning tools. Crucial helping steps include the migration from expository to exploratory learning strategies, the integration of collaborative learning practices in plenary and individualistic teaching styles, and the evolution from test-driven to experience-oriented training.
This volume has three goals:
* to discuss the concepts of hypermedia, multimedia, and hypertext and review pertinent research lines;
* to provide guidelines and suggestions for developing multimedia applications; and
* to place technology within a broader context of education and training through a discussion of rich environments for active learning (REALs).
The book takes a developmental focus to helpf readers set up and manage the process of developing a multimedia application. It is not a technical or a how-to manual on working with video, sound, digitized graphics, or computer code. The text takes a unique approach to the idea of media-- viewing media as delivery systems: if video is called for, use it; if sound will help in an application, use it. The fundamental guidelines presented here are usually "not" media specific. Media works only within the strategies with which they are used.
Aimed at practitioners--people who teach about or develop multimedia and hypermedia applications--this volume carefully examines the main components and issues in developing applications. It provides suggestions and heuristics for sound, fundamental design processes.

Digital Media and Communication (Hardcover): Alfred White Digital Media and Communication (Hardcover)
Alfred White
R2,899 R2,639 Discovery Miles 26 390 Save R260 (9%) Ships in 18 - 22 working days
The Multimedia Handbook (Hardcover): Tony Cawkell The Multimedia Handbook (Hardcover)
Tony Cawkell
R1,211 Discovery Miles 12 110 Ships in 10 - 15 working days

This is a guide to the wide range of uses of multimedia. Multimedia has moved from a technology looking for an application to widespread implementation in many fields such as sales presentations, education, training, business, museums and art galleries, medical systems and scientific applications, with numerous uses in the fields of entertainment and leisure. The author details the huge array of authoring software which is now available, as well as the distribution of multimedia data by telephone, cable, satellite or radio communications. The first part of the book introduces the technology for the non-specialist, while part two covers multimedia applications and markets.

Radio Resource Management for Multimedia QoS Support in Wireless Networks (Hardcover, 2004 ed.): Huan Chen, Lei Huang, Sunil... Radio Resource Management for Multimedia QoS Support in Wireless Networks (Hardcover, 2004 ed.)
Huan Chen, Lei Huang, Sunil Kumar, C.-C.Jay Kuo
R2,799 Discovery Miles 27 990 Ships in 18 - 22 working days

Due to the great success and enormous impact of IP networks, In ternet access (such as sending and receiving e-mails) and web brows ing have become the ruling paradigm for next generation wireless systems. On the other hand, great technological and commercial success of services and applications is being witnessed in mobile wire less communications with examples of cellular, pes voice telephony and wireless LANs. The service paradigm has thus shifted from the conventional voice service to seamlessly integrated high quality mul timedia transmission over broadband wireless mobile networks. The multimedia content may include data, voice, audio, image, video and so on. With availability of more powerful portable devices, such as PDA, portable computer and cellular phone, coupled with the easier access to the core network (using a mobile device), the number of mobile users and the demand for multimedia-based applications is increasing rapidly. As a result, there is an urgent need for a sys tem that supports heterogeneous multimedia services and provides seamless access to the desired resources via wireless connections. Therefore, the convergence of multimedia communication and wireless mobile networking technologies into the next generation wireless multimedia (WMM) networks with the vision of "anytime, anywhere, anyform" information system is the certain trend in the foreseeable future. However, successful combination of these two technologies presents many challenges such as available spectral bandwidth, energy efficiency, seamless end-to-end communication, robustness, security, etc."

Neverending Stories - The Popular Emergence of Digital Fiction (Hardcover): R. Lyle Skains Neverending Stories - The Popular Emergence of Digital Fiction (Hardcover)
R. Lyle Skains
R3,013 Discovery Miles 30 130 Ships in 10 - 15 working days

Digital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek. Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more. The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity-dating to the origins of the print novel-to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.

Mastering Python - How to learn Python Easily and Faster (Hardcover): Programming Academy Mastering Python - How to learn Python Easily and Faster (Hardcover)
Programming Academy
R802 R651 Discovery Miles 6 510 Save R151 (19%) Ships in 9 - 17 working days
Implicit Objects in Computer Graphics (Hardcover): Luiz Velho, Jonas Gomes, Luiz H. De Figueiredo Implicit Objects in Computer Graphics (Hardcover)
Luiz Velho, Jonas Gomes, Luiz H. De Figueiredo
R2,761 Discovery Miles 27 610 Ships in 18 - 22 working days

Implicit definition and description of geometric objects and surfaces plays a critical role in the appearance and manipulation of computer graphics. In addition, the mathematical definition of shapes, using an implicit form, has pivotal applications for geometric modeling, visualization and animation. Until recently, the parametric form has been by far the most popular geometric representation used in computer graphics and computer-aided design. Whereas parametric objects and the techniques associated with them have been exhaustively developed, the implicit form has been used as a complementary geometric representation, mainly in the restricted context of specific applications. However, recent developments in graphics are changing this situation, and the community is beginning to draw its attention to implicit objects. This is reflected in the current research of aspects related to this subject. Employing a coherent conceptual framework, Implicit Objects in Computer Graphics addresses the role of implicitly defined objects in the following parts: mathematical foundations of geometric models, implicit formulations for the specification of shapes, implicit primitives, techniques for constructing and manipulating implicit objects, modeling, rendering and animation implicit objects. Topics and features: *Broad, conceptual approach covers the fundamental algorithms and ideas *Integrated and up-to-date overview of the main developments surrounding implicit objects *Organized and cohesive presentation combines theory and practice *Provides thorough explanation of key problems and challenges in the field

Intelligent Innovations in Multimedia Data Engineering and Management (Hardcover): Siddhartha Bhattacharyya Intelligent Innovations in Multimedia Data Engineering and Management (Hardcover)
Siddhartha Bhattacharyya
R5,608 Discovery Miles 56 080 Ships in 18 - 22 working days

With the ever-increasing volume of data, proper management of data is a challenging proposition to scientists and researchers, and given the vast storage space required, multimedia data is no exception in this regard. Scientists and researchers are investing great effort to discover new space-efficient methods for storage and archiving of this data. Intelligent Innovations in Multimedia Data Engineering and Management provides emerging research exploring the theoretical and practical aspects of storage systems and computing methods for large forms of data. Featuring coverage on a broad range of topics such as binary image, fuzzy logic, and metaheuristic algorithms, this book is ideally designed for computer engineers, IT professionals, technology developers, academicians, and researchers seeking current research on advancing strategies and computing techniques for various types of data.

Production Rendering - Design and Implementation (Hardcover, 2005 ed.): Ian Stephenson Production Rendering - Design and Implementation (Hardcover, 2005 ed.)
Ian Stephenson
R2,703 Discovery Miles 27 030 Ships in 18 - 22 working days

In the past, rendering systems used a range of different approaches, each compatible and able to handle certain kinds of images. However, the last few years have seen the development of practical techniques, which bring together many areas of research into stable, production ready rendering tools. Written by experienced graphics software developers, Production Rendering: Design and Implementation provides not only a complete framework of different topics including shading engines and compilers, but discusses also the techniques used to implement feature film quality rendering engines.

Key Topics

??A Rendering framework for managing a micro polygon-oriented graphics pipeline

??Problems presented by different types of geometry showing how different surface types can be made ready for shading

??Shading and how it fits into a rendering pipeline

??How to write a good shader compiler

??Ray tracing in a production renderer

??Incorporating global illumination into a renderer

??Gathering surface samples into a final image

??Tips and tricks in rendering

About the authors

Mark Elendt, Senior Mathematician, has been with Side Effects Software Inc, Canada for 11 years and has written at least 5 renderers over these years. He was chief architect for the Houdini renderers Mantra and VMantra. In 1997 he received a Technical Achievement Award from the Academy of Motion Picture Arts and Sciences.

Rick LaMont, co-founder and CTO of Dot C Software, USA, currently acts as lead programmer of RenderDotC and Mai-Tai. He received the Computerworld Smithsonian Award for Technology Benefiting Mankind for his work on the WeyerhaeuserDesign Center (Foley and van Dam, Second Edition, color plate I.8).

Jacopo Pantaleoni, is currently a Developer for LightFlow Technologies, Italy, which he founded in 1999. His interests in mathematics, computer programming and, realistic rendering lead to the publication of Lightflow Rendering Tools. In 2000, he also began working with a team of beta testers, on a connection between his rendering software and MayaTM.

Scott Iverson, is the chief developer of the AIR renderer, and founder of Sitex Graphics Inc, USA

Paul Gregory, works for the Aqsis Team, UK. He is the originator, and lead developer of the open source renderer "Aqsis."

Matthew Bentham, is currently at ART VPS Ltd, UK. He is also the software developer responsible for compiler technology at ART VPS, creators of the RenderDrive rendering appliance.

Ian Stephenson, is a Senior Lecturer at the National Centre for Computer Animation (NCCA), Bournemouth University, UK. Developer of the Angel rendering system, he is also the author of Essential RenderMan Fast.

Computer Graphics Handbook (Hardcover): Niceto Salazar Computer Graphics Handbook (Hardcover)
Niceto Salazar
R2,123 Discovery Miles 21 230 Ships in 10 - 15 working days
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