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Collada: Sailing the Gulf of 3d Digital Content Creation
Collada: Sailing the Gulf of 3d Digital Content Creation

In 1963, Ivan Sutherland wrote Sketchpad [57], the world’s fi rst real-time computer graphics application. In that breakthrough effort, he defi ned the basic techniques for structuring scene data that are still present in today’s 3D applications.

In one way, though, Sutherland had it easy. He didn’t have to...

Games, Puzzles, and Computation
Games, Puzzles, and Computation

The authors show that there are underlying mathematical reasons for why games and puzzles are challenging (and perhaps why they are so much fun). They also show that games and puzzles can serve as powerful models of computation―quite different from the usual models of automata and circuits―offering a new way of thinking about...

Fluid Simulation
Fluid Simulation

This book is designed to give the reader a practical introduction to fluid simulation for graphics. The field of fluid dynamics, even just in animation, is vast and so not every topic will be covered, and many wonderful papers will sadly be passed over in the hope of distilling the essentials; this is far from a thorough survey. The...

Haptic Rendering: Foundations, Algorithms and Applications
Haptic Rendering: Foundations, Algorithms and Applications

For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering...

Color Imaging: Fundamentals and Applications
Color Imaging: Fundamentals and Applications

Color is one of the most fascinating areas to study. Color forms an integral part of nature, and we humans are exposed to it every day. We all have an intuitive understanding of what color is, but by studying the underlying physics, chemistry, optics, and human visual perception, the true beauty and complexity of color can be...

Communicating Mathematics in the Digital Era
Communicating Mathematics in the Digital Era

The digital era has dramatically changed the ways that researchers search, produce, publish, and disseminate their scientific work. These processes are still rapidly evolving due to improvements in information science, new achievements in computer science technologies, and initiatives such as DML and open access journals, digitization...

Game Engine Architecture
Game Engine Architecture

A 2009 Game Developer Magazine Front Line Award Finalist, this book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are...

Professional Techniques for Video Game Writing
Professional Techniques for Video Game Writing

This book by the International Game Developers Association (IGDA) Game Writing Special Interest Group focuses on various aspects of working as a professional game writer, including how to break in to game writing, writing manuals, narrative design, writing in a team, working as a freelancer, working with new intellectual property, and more....

Basics of Game Design
Basics of Game Design
The video game industry has grown explosively over the past decade and is now a major provider of home entertainment. Since the North American release of the Nintendo Entertainment System (NES) in 1985, game industry revenues have also grown substantially and, according to the marketing research company NDP Group, grossed...
Graphics Shaders: Theory and Practice, Second Edition
Graphics Shaders: Theory and Practice, Second Edition

Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of...

Computer Facial Animation
Computer Facial Animation

This book is about computer facial models, computer-generated facial images, and facial animation. In particular, it addresses the principles of creating face models and the manipulation or control of computer-generated facial attributes. In addition, various sections in the book describe and explain the development of specific computer...

On the Way to Fun: An Emotion-Based Approach to Successful Game Design
On the Way to Fun: An Emotion-Based Approach to Successful Game Design

How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In On the Way to Fun, the author proposes a possible answer to these questions by going back to the roots of gaming and showing how...

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