Packed with examples from classic and contemporary films, The Fundamentals of Animation presents each stage of the animation production process in an engaging visual style, whilst providing an historical and critical context for four core disciplines: drawn/cel; 2D/3D stop-motion; computer generated; and experimental animation.
By putting people at the centre of interactive design, user experience (UX) techniques are now right at the heart of digital media design and development.
Interaction Design explores common pitfalls, effective workflows and innovative development techniques in contemporary interaction design by tracking projects from initial idea to the critical and commercial reception of the finished project.
Drawing and sketching are central to the art of animation and can be crucial tools in designing and developing original stories, characters and layouts.
James Dunnigan's memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history.
Decoding Luigi Moretti's Architettura Parametrica presents an unprecedented critical discussion of one of the earliest theoretical and practical explorations into the integration of scientific thought, mathematical models, and digital tools in architectural design.
Applying Color Theory to Digital Media and Visualization provides an overview of the application of color theory concepts to digital media and visualization.
Animated Performance shows how a character can seemingly 'come to life' when their movements reflect the emotional or narrative context of their situation: when they start to 'perform'.
Over the last decade, 'parametricism' has been heralded as a new avant-garde in the industries of architecture, urban design, and industrial design, regarded by many as the next grand style in the history of architecture, heir to postmodernism and deconstruction.
Over the last decade, 'parametricism' has been heralded as a new avant-garde in the industries of architecture, urban design, and industrial design, regarded by many as the next grand style in the history of architecture, heir to postmodernism and deconstruction.
Packed with examples from classic and contemporary films, The Fundamentals of Animation presents each stage of the animation production process in an engaging visual style, whilst providing an historical and critical context for four core disciplines: drawn/cel; 2D/3D stop-motion; computer generated; and experimental animation.
Accompanying The Metaverse: A Critical Introduction in CRC Press' new The Metaverse Series, this book explores the ways in which the Metaverse can be used for education and learning, as well as how it is different from virtual reality (VR) application development.
This book discusses the latest advances in manufacturing and process control, with a special emphasis on digital manufacturing and intelligent technologies for manufacturing and industrial processes control.
John Eargle's 4th edition of The Handbook of Recording Engineering is the latest version of his long-time classic hands-on book for aspiring recording engineers.
The development of the 'factory of the future' by major international corporations such as General Motors, IBM, Westinghouse, etc now involves many practising engineers.
Peter Flynn has been an enthusiastic and skillful contributor in the world of SGML and XML for many years, and it is a pleasure to see him set some of his expertise down in writing as well.
Computer simulation has developed into a powerful tool for problem solving in a variety of areas, in the sciences as well as in industrial environments.
Completely updated, this second edition explains how to use the interconnectedness of social networks to make stickier, more compelling games on all types of devices.
While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike.
An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering:RobustnessAccuracySpeedQuality source code that is easily maintained, reusable, and readableThe book primarily add
This book is an introduction to development with HTML5 game engines, an in-depth look at some popular engines, downloadable example projects for each engine, and techniques on how to package and distribute the final app to all the major platforms.
Consumers today expect extremely realistic imagery generated in real time for interactive applications such as computer games, virtual prototyping, and scientific visualisation.
Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages.
Learn How to Create Immersive Virtual EnvironmentsWritten by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling.
Ever since Lorensen and Cline published their paper on the Marching Cubes algorithm, isosurfaces have been a standard technique for the visualization of 3D volumetric data.