Generative design, once known only to insiders as a revolutionary method of creating artwork, models, and animations with programmed algorithms, has in recent years become a popular tool for designers.
This book will give a competitive edge to students of manufacturing, managers in industry, and anyone involved in specifying, implementing and using CIM systems.
Advances in Software Science and Technology, Volume 4 provides information pertinent to the advancement of the science and technology of computer software.
Computer-Aided Architectural Design Futures contains the proceeding of the International Conference on Computer-Aided Architectural Design, held at Department of Architecture, Technical University of Delft, The Netherlands on September 18-19, 1985.
Structural Analysis Systems: Software-Hardware Capability-Compatibility-Applications, Volume 3 is a practical guidebook on structural analysis systems and their applications.
Computer Integrated Manufacturing: From Fundamentals to Implementation is based on a course in computer integrated manufacturing (CIM) which is part of the Production Engineering Tripos for postgraduate-level students at Cambridge University.
Newnes Mechanical Engineer's Pocket Book is an easy to use pocket book intended to aid mechanical engineers engaged in design and manufacture and others who require a quick, day-to-day reference for useful workshop information.
Weld Quality: The Role of Computers documents the proceedings of the International Conference on Improved Weldment Control with Special Reference to Computer Technology, held in Vienna, Austria, 4-5 July 1988, under the auspices of the International Institute of Welding.
CIM Handbook: The Opportunities for Rationalisation Opened Up by the Acquisition and Integration of Computer Automation aims to help everyone responsible for structuring computer integrated manufacturing (CIM) concepts and for procuring and selecting CIM components, to find the solutions which meet their requirements in an optimal way, as well as having scope for future development.
The Computer Graphics Metafile deals with the Computer Graphics Metafile (CGM) standard and covers topics ranging from the structure and contents of a metafile to CGM functionality, metafile elements, and real-world applications of CGM.
ISO Standards for Computer Graphics: The First Generation discusses the expected standards in the quality of computer graphics; the aspects and examples of said standards; and the materials from the standards being described.
Computer-aided Design Techniques deals with the tools used in computer-aided design, problems associated with software development for design, and techniques applied in the development of the REDAC system.
The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact.
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.
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.
Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field.
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.
Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming.
Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created.
Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games.
Tackle the Challenges of Parallel Programming in the Visual Effects IndustryIn Multithreading for Visual Effects, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software.
Teach Your Students How to Create a Graphics ApplicationIntroduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application.
Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games.
A practical introduction, the second edition of Fluid Simulation for Computer Graphics shows you how to animate fully three-dimensional incompressible flow.
The Key to Fully Understanding the Basics of a 3D WorldProminently 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.
See How to Unobtrusively Incorporate Good Teaching into Your Game's MechanicsLearn to Play: Designing Tutorials for Video Games shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun.
This book addresses the new interaction modalities that are becoming possible with new devices by looking at user interfaces from an input perspective.
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world.
Complete Coverage of the Current Practice of Computer GraphicsComputer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics.
Complete Coverage of the Current Practice of Computer GraphicsComputer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics.
In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming.