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1. | ![]() Physically Based Rendering: From Theory to Implementation By: Matt Pharr; Greg Humphreys Publisher: Morgan Kaufmann Publication Date: 04-AUG-2004 Insert Date: 02-AUG-2009 Slots: 1.0 | Overview: Physically Based Rendering: From Theory to Implementation "Computer graphics, and rendering in particular, is full of beautiful theory. The theory covers physical concepts, such as light fields and the interaction of light with different materials, and mathematical concepts, such as integral equations and Monte Carlo integration. The great thing about computers is that they allow us to build rendering systems based on the best theory. This book turns the theory of image-making into a practical method for creating images." -from the foreword by Pat Hanrahan, Canon USA Professor, Stanford University From movies to video games, computer-rendered images...
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2. | The Art and Science of Digital Compositing is the only complete overview of the technical and artistic nature of digital compositing. It covers a wide range of topics from basic image creation, representation and manipulation, to a look at the visual cues that are necessary to create a believable composite. Designed as an introduction to the field, as well as an authoritative technical reference, this book provides essential information for novices and professionals alike....
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3. | ![]() Inside Lightroom 2: The serious photographer’s guide to Lightroom efficiency By: Richard Earney Publisher: Focal Press Publication Date: 21-OCT-2008 Insert Date: 27-JUN-2009 Slots: 1.0 | Overview: Inside Lightroom 2: The serious photographer’s guide to Lightroom efficiency If you're comfortable using the basic features of Lightroom, but really want to push the envelope with this powerful software, 'Inside Lightroom' by acclaimed photographer and Lightroom Beta-tester Richard Earney is a must-have. Bypassing the obvious features covered in a variety of existing Lightroom books, Richard focuses on customizing Lightroom to suit your workflow. For example, he covers using presets to automate the way Lightroom deals with photos, optimizing your Lightroom workflow for your own hardware and preferences. He covers sophisticated calibration techniques, helping you...
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4. | ![]() 3ds Max Modeling for Games: Insider’s Guide to Game Character, Vehicle, and Environment Modeling By: Andrew Gahan Publisher: Focal Press Publication Date: 13-AUG-2008 Insert Date: 27-JUN-2009 Slots: 1.0 | Overview: 3ds Max Modeling for Games: Insider’s Guide to Game Character, Vehicle, and Environment Modeling The book will provide insider tips, traps, and techniques on how to create 3d assets for use in computer games and simulation systems. The book will consist of a series of tutorials, starting with simpler models and moving up to more complex builds. As the book comes to us directly from successful game artists within commercial game development circles (Gahan + contributors) aspiring game artists will also find keen insights on how to get ahead in the game industry, i.e. how to prepare your personal portfolio to provide an edge in this extremely competitive world of game development. The...
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5. | ![]() Learning Processing: A Beginner’s Guide to Programming Images, Animation, and Interaction By: Daniel Shiffman Publisher: Morgan Kaufmann Publication Date: 19-AUG-2008 Insert Date: 27-JUN-2009 Slots: 1.0 | Overview: Learning Processing: A Beginner’s Guide to Programming Images, Animation, and Interaction This book teaches you the basic building blocks of programming needed to create cutting-edge graphics applications including interactive art, live video processing, and data visualization. A unique lab-style manual, the book gives graphic and web designers, artists, and illustrators of all stripes a jumpstart on working with the Processing programming environment by providing instruction on the basic principles of the language, followed by careful explanations of select advanced techniques. Within these pages, ITP (Tisch School of the Arts, New York University) professor Daniel Shiffman...
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6. | ![]() 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic By: David H. Eberly Publisher: Morgan Kaufmann Publication Date: 31-DEC-2004 Insert Date: 12-JUN-2009 Slots: 1.0 | Overview: 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic Dave Eberly's 3D Game Engine Design was the first
professional guide to the essential concepts and algorithms of
real-time 3D engines and quickly became a classic of game
development. Dave's new book 3D Game Engine
Architecture continues the tradition with a comprehensive
look at the software engineering and programming of 3D engines.
This book is a complete guide to the engineering process, starting
with a walk-through of the graphics pipeline showing how to
construct the core elements of 3D systems, including data
structures, the math system, and the object system. Dave explains
how to...
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7. | ![]() 3D Game Programming All in One, Second Edition By: Kenneth C Finney Publisher: Course Technology PTR Publication Date: 06-NOV-2006 Insert Date: 13-JAN-2009 Slots: 1.0 | Overview: 3D Game Programming All in One, Second Edition Are you an aspiring game developer with a great idea, but no
practical knowledge for turning that idea into reality? 3D Game
Programming All in One is the comprehensive guide you need! This
new edition updates the original coverage with the latest version
of Torque from GarageGames, and provides the very best tools
available to the Indie game maker. This hands-on book not only
teaches the technical skills behind 3D game programming, but also
provides you with the practical experience you need to create your
own games. As you create a first-person shooter, you'll cover the
techniques behind...
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8. | ![]() The Official Luxology® modo® Guide By: Daniel M. Ablan Publisher: Course Technology PTR Publication Date: 26-SEP-2006 Insert Date: 10-JAN-2009 Slots: 1.0 | Overview: The Official Luxology® modo® Guide The Official Luxology modo Guide provides product designers,
graphics artists, architects, and game developers with an A-Z
tutorial for tapping into the phenomenal creativity of the modo 3D
software. It offers a guide to the many tools of modo 201/202 --
explaining how they function and what they are capable of. However,
this book serves as more than a simple extension of your modo
manual. You won't just read about the technical features of modo --
you'll dive right in and create your own projects as you progress
through the book. Now you can harness the power of this amazing 3D
software...
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9. | ![]() Game Character Animation All in One By: Les Pardew Publisher: Course Technology PTR Publication Date: 27-OCT-2006 Insert Date: 10-JAN-2009 Slots: 1.0 | Overview: Game Character Animation All in One Within the world of video games, characters become almost living
entities. Through the use of logic and artificial intelligence, the
video-game character is able to act and react to each situation. As
the designer, you hold the character's creative expression in your
control. Game Character Animation All in One is a comprehensive
guide to the techniques of developing and animating amazing
characters for your games. It covers not only introductory-level
character-design techniques, but also advanced character-creation
and animation topics. With an 8-page color insert showcasing
game-character...
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10. | ![]() Character Animation with Poser® Pro By: Larry Mitchell Publisher: Course Technology PTR Publication Date: 25-JUL-2008 Insert Date: 08-JAN-2009 Slots: 1.0 | Overview: Character Animation with Poser® Pro Discover how to bring your Poser characters to life with the latest
version of Poser, the powerful 3D figure design software.
"Character Animation with Poser Pro" shows animators, graphic
artists, and game developers how to create high-quality, animated
3D characters, applying the fundamental principles and basic
techniques of character animation to their favorite software. The
book provides a clear introduction to themethods and workflows used
to achieve believable character animation so that even beginners
can design, pose, and mobilize their characters. You'll learn how
to make your...
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