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A History of Interior Design tells the story of 6,000 years of
domestic and public space. It's an essential resource for students,
professionals and anyone interested in interior design, the
decorative arts, architecture and art history. It explores a broad
range of styles and movements, weaving together a fascinating
narrative from cave dwellings and temple architecture, through
Gothic cathedrals and Islamic palaces, to modern skyscrapers and
the retail spaces of the 21st-century. This fully updated fifth
edition includes more on the contributions of women designers and
architects, additional coverage of furniture, product design and
decoration, as well as numerous examples of diverse modern styles
from around the world. An extra final chapter focuses on the
influence of the latest technology and current thinking on the
importance of conservation and ethical sourcing. This new edition
includes 730 images, over 300 of which are new or colour
replacements for black and white photos.
The success of Angry Birds, Peggle, and Fruit Ninja has proven that
fun and immersive game experiences can be created in two
dimensions. Furthermore, 2D graphics enable developers to quickly
prototype ideas and mechanics using fewer resources than 3D. 2D
Graphics Programming for Games provides an in-depth single source
on creating 2D graphics that can be easily applied to many game
platforms, including iOS, Android, Xbox 360, and the PlayStation
Suite. The author presents examples not only from video games but
also from art and animated film. The book helps new programmers
learn the concepts and techniques used to produce appealing 2D
graphics. It starts with the basics and then covers topics
pertaining to motion and depth, such as cel animation, tiling, and
layering. The text also describes advanced graphics, including the
use of particle systems, shaders, and splines. Code samples in the
text and online allow readers to see a particular line of code in
action or as it relates to the code around it. In addition,
challenges and suggested projects encourage readers to work through
problems, experiment with solutions, and tinker with code. Full of
practical tools and tricks, this color book gives novices in-depth
guidance on making professional, high-quality graphics for games.
It also improves the relationship between programmers and artists
by explaining how certain art and design challenges can be solved
with a programmatic solution.
A History of Interior Design tells the story of 6,000 years of
domestic and public space. It’s an essential resource for
students, professionals, and anyone interested in interior design,
the decorative arts, architecture, and art history. It explores a
broad range of styles and movements, weaving together a fascinating
narrative from cave dwellings and temple architecture, through
Gothic cathedrals and Islamic palaces, to modern skyscrapers and
the retail spaces of the 21st-century. This fully updated fifth
edition includes: More on the contributions of women designers and
architects Additional coverage of furniture, product design, and
decoration Numerous new examples of diverse modern styles from
around the world Over 700 images, more than 300 of which are new or
color replacements for black and white photos An extra final
chapter focusing on the influence of the latest technology and
current thinking on the importance of conservation and ethical
sourcing
The author provides the means by which students and interior
degigners can learn to draw interior perspectives through the use
of a basic formula. He offers an easily accessible and quickly
learned method that will serve every interior designer's drawing
needs. All that is required is familiarity with plan, section, and
elevation drawings and the basic skills of using drafting tools.
Beginning with a section on the fundamental technique of two-point
perspective, which is presented through 14 sequential steps, Pile
moves on to cover special situations (including one-point
perspective, circular forms, reflective images, views from above,
light effects and furniture); freehand perspective; camera
techniques; case studies of 8 typical spaces, which are illustrated
by 5 well-known designers; analysis of finished perspectives; and a
review of computer-aided techniques. Step-by-step demonstrations,
analysis of constructed layouts, and illustrations of completed
works make this volume a complete and accurate guidebook.
A History of Interior Design tells the story of 6,000 years of
domestic and public space. This fully updated fourth edition
includes a completely new chapter on twenty-first-century interior
design and a heavily revised chapter on the late twentieth century.
Interior design is a field that includes construction,
architecture, furniture, decoration, technology and product design.
This one-volume history weaves together these topics in a
fascinating narrative that runs from cave dwellings and temple
architecture, through Gothic cathedrals and Renaissance palaces, to
the grand civic spaces of the nineteenth century and the sleek
interiors of modern skyscrapers. Embedded in a social and political
context, detailed discussions of famous buildings, from cathedrals
to Koolhaas, are interspersed with investigations of the domestic
vernacular - the cottages, farmhouses, apartments and city terraces
inhabited by ordinary people. The new edition of this bestselling
history includes over 50 new images and many previously black and
white images updated to colour.
The success of Angry Birds, Peggle, and Fruit Ninja has proven that
fun and immersive game experiences can be created in two
dimensions. Furthermore, 2D graphics enable developers to quickly
prototype ideas and mechanics using fewer resources than 3D. 2D
Graphics Programming for Games provides an in-depth single source
on creating 2D graphics that can be easily applied to many game
platforms, including iOS, Android, Xbox 360, and the PlayStation
Suite. The author presents examples not only from video games but
also from art and animated film. The book helps new programmers
learn the concepts and techniques used to produce appealing 2D
graphics. It starts with the basics and then covers topics
pertaining to motion and depth, such as cel animation, tiling, and
layering. The text also describes advanced graphics, including the
use of particle systems, shaders, and splines. Code samples in the
text and online allow readers to see a particular line of code in
action or as it relates to the code around it. In addition,
challenges and suggested projects encourage readers to work through
problems, experiment with solutions, and tinker with code. Full of
practical tools and tricks, this color book gives novices in-depth
guidance on making professional, high-quality graphics for games.
It also improves the relationship between programmers and artists
by explaining how certain art and design challenges can be solved
with a programmatic solution.
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Christ's College
John Peile
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R987
Discovery Miles 9 870
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Ships in 10 - 15 working days
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Christ's College
John Peile
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R702
Discovery Miles 7 020
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Ships in 10 - 15 working days
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