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Graphics and Visualization Principles & Algorithms

Game Audio Programming 2 Principles and Practices

Fundamentals of Computer Graphics

Twists Tilings and Tessellations Mathematical Methods for Geometric Origami

Foundations of Physically Based Modeling and Animation

Foundations of Physically Based Modeling and Animation

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. By describing the underlying physical principles and then creating simulations based on these principles these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques enabling them to master what they need to know in order to understand and create their own animationsEmphasizes the underlying concepts of the field and is not tied to any particular software package language or API. Develops concepts in mathematics physics numerical methods and software design in a highly integrated way enhancing both motivation and understanding. Progressively develops the material over the book starting from very basic techniques and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation. | Foundations of Physically Based Modeling and Animation

GBP 46.99
1

The Art of Game Design A Book of Lenses Third Edition

Artificial Intelligence for Computer Games An Introduction

The Fundamentals of C/C++ Game Programming Using Target-based Development on SBC's

The Fundamentals of C/C++ Game Programming Using Target-based Development on SBC's

This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills it also will help to develop familiarity targeting and using fixed/restricted hardware which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts while maintaining the understanding that despite the increased complexity the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts. Key Features: Increases the confidence of new coders by demonstrating how to get things done. Introduces evolving projects to reinforce concepts both directly and indirectly that the reader will use to produce and then enhance the project. Provides tutorials on Graphics API’s that can be easily understood by a novice. Demystifies hardware used to gain new effects without blinding the user to the technical wizardry going on under the system. Gives a sense of achievement to the reader and pushes them toward improvement. | The Fundamentals of C/C++ Game Programming Using Target-based Development on SBC's

GBP 56.99
1

Digital Creature Rigging The Art and Science of CG Creature Setup in 3ds Max

Real-Time Rendering Fourth Edition

Real-Time Rendering Fourth Edition

Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance global illumination and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment. Reviews This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics each topic is covered in impressive depth with great references for further exploration. — Alex Vlachos Valve Real-Time Rendering condenses literally thousands of cutting-edge papers talks and blogs into a single easy-to-read volume presenting today's best practices open problems and promising state-of-the-art research. A key reference for beginners and experts! — Chris Wyman Principal Research Scientist NVIDIA Since it was first published Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics. — Matt Pharr co-author of Physically Based Rendering: From Theory to Implementation I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field and will remain the first resource I check when tackling a new challenge. — Patrick Cozzi Principal Graphics Architect Cesium and co-editor of OpenGL Insights Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place and a joy to read too! — Aras Pranckevičius Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars™ short Reflections which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA. | Real-Time Rendering Fourth Edition

GBP 82.99
1

The New Web Typography Create a Visual Hierarchy with Responsive Web Design

Pixel Art for Game Developers

Pixel Art for Game Developers

Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software it focuses on the universal principles of the craft. The book provides an introduction to Pixel Art its utility foundational elements and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development. Gamers love the retro feel of Pixel Art and lucky for you it is easy to create. You'll love the tiny file sizes that will reduce compile times and help your game run faster. Providing you with the skills to create the characters and environments needed for 2D games this book will help you: Create tilesets to build game environments Understand light and shadow Work efficiently with pixels Use atmospheric and linear perspective Create professional-quality Pixel Art This book has chapters dedicated to theory as well as step-by-step tutorials both of which describe the process explicitly. Whether you are an artist programmer indie developer or certified public accountant after reading this book you'll understand the steps necessary to create production-quality Pixel Art graphics. Praise for the Book:Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It‘s frankly shocking that there hasn‘t been a resource like this before . a very timely book. Chris Totten George Mason University Washington DC USA

GBP 180.00
1

2D to VR with Unity5 and Google Cardboard

Complex Dynamics Families and Friends

Song of Two Worlds

Non-Photorealistic Rendering

Ornamental Origami Exploring 3D Geometric Designs

The Cryptoclub Workbook Using Mathematics to Make and Break Secret Codes

Data Visualization in Excel A Guide for Beginners Intermediates and Wonks

Situational Game Design

Mobile Robots Inspiration to Implementation Second Edition

Mathematical Puzzles A Connoisseur's Collection

Topics in Graph Theory Graphs and Their Cartesian Product

Crimes and Mathdemeanors

Real Sound Synthesis for Interactive Applications