Digital Creature Rigging The Art and Science of CG Creature Setup in 3ds Max Get an inside look at the creation of production-ready creature rigs for film TV and video games. Garner strategies and techniques for creating creatures of all types and make them ready for easy automatic use in many different types of media (transmedia): film TV games - one rig for all. You will move step by step from idea to concept and finally to completion through a proven production-pipeline. Digital Creature Rigging gives you the practical hands-on approaches to rigging you need with a theoretical look at 12 rigging principles and plenty of tips tricks and techniques to get you up and running quickly. This is the definitive guide to creating believe production-ready creature rigs with 3ds Max. The companion web site has all scene files scripts tutorials from the book. | Digital Creature Rigging The Art and Science of CG Creature Setup in 3ds Max GBP 180.00 1
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
Build Your Own Robot This book a compilation of articles from Karl Lunt's long-running column for Nuts & Volts magazine is a must-read for all beginner and intermediate-level robotics enthusiasts. Written in a friendly straightforward manner it contains entertaining anecdotes as well as practical advice and instruction. The author's stories about his various robotics projects will inspire you to try them yourself; and he shares his tips and code to help you. Possible projects range from transforming a TV remote control into a robot controller to building a robot from a drink cooler. You'll want to build them all; the author's enthusiasm for robotics is contagious! | Build Your Own Robot GBP 31.99 1
GPU Pro 360 Guide to Rendering Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs video consoles and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges GBP 46.99 1
GPU Pro 360 Guide to Shadows Wolfgang Engel’s GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data. This volume is complete with 15 articles by leading programmers that focus on achieving good visual results in rendering shadows. GPU Pro 360 Guide to Shadows is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs video consoles mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges GBP 46.99 1
HTML5 Game Development from the Ground Up with Construct 2 Written for the new generation of hobbyists and aspiring game developers HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author‘s research and teaching experiences at DigiPen Institute of Technology James Cook University and other institutions. The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up being able to play any game critically and expressing your ideas in a clear and concise format. The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game the author‘s own published game Turky on the Run. Lastly the book discusses different ways to deploy and monetize games across several platforms including Facebook iOS Android and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author‘s website. Integrating hands-on guidance with theoretical game design concepts this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer. GBP 175.00 1
GPU Pro 360 Guide to 3D Engine Design Wolfgang Engel’s GPU Pro 360 Guide to 3D Engine Design gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers the design of a 3D engine. This volume is complete with articles by leading programmers that focus on various aspects of 3D engine design such as quality and optimization as well as high-level architecture. GPU Pro 360 Guide to 3D Engine Design is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs video consoles mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges GBP 46.99 1
GPU Pro 360 Guide to Geometry Manipulation Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs video consoles mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges GBP 44.99 1
The Geometry Toolbox for Graphics and Modeling The Geometry Toolbox takes a novel and particularly visual approach to teaching the basic concepts of two- and three-dimensional geometry. It explains the geometry essential for today's computer modeling computer graphics and animation systems. While the basic theory is completely covered the emphasis of the book is not on abstract proofs but rather on examples and algorithms. The Geometry Toolbox is the ideal text for professionals who want to get acquainted with the latest geometric tools. The chapters on basic curves and surfaces form an ideal stepping stone into the world of graphics and modeling. It is also a unique textbook for a modern introduction to linear algebra and matrix theory. | The Geometry Toolbox for Graphics and Modeling GBP 56.99 1
Wondrous One Sheet Origami Wondrous One Sheet Origami is a how-to book full of beautiful origami designs covering a wide range of folding levels from simple to high intermediate with more emphasis on the latter. The book is meant for audiences 12 years of age and above and children folding at higher than age level. Most of the designs are flat and suitable for mounting on cards or framing as gifts. Features • Richly illustrated full-color book with clear crisp diagrams following international standard and an abundance of photographs of finished models• Select designs hand-picked by the author based on social media responses• Most of the designs incorporate color-change a technique showing both sides of paper for enhanced beauty GBP 24.99 1
Situational Game Design Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form. | Situational Game Design GBP 44.99 1
Origami 5 Fifth International Meeting of Origami Science Mathematics and Education Origami5 continues in the excellent tradition of its four previous incarnations documenting work presented at an extraordinary series of meetings that explored the connections between origami mathematics science technology education and other academic fields. The fifth such meeting 5OSME (July 13-17 2010 Singapore Management University) followed the precedent previous meetings to explore the interdisciplinary connections between origami and the real world. This book begins with a section on origami history art and design. It is followed by sections on origami in education and origami science engineering and technology and culminates with a section on origami mathematics the pairing that inspired the original meeting. Within this one volume you will find a broad selection of historical information artists descriptions of their processes various perspectives and approaches to the use of origami in education mathematical tools for origami design applications of folding in engineering and technology as well as original and cutting-edge research on the mathematical underpinnings of origami. | Origami 5 Fifth International Meeting of Origami Science Mathematics and Education GBP 175.00 1
Non-Photorealistic Rendering The ubiquity of computer-generated imagery around us in movies advertising or on the Internet is already being taken for granted and what impresses most people is the photorealistic quality of the images. Pictures as we have often been told are worth a thousand words and the information transported by an image can take many different forms. Many computer graphics researchers are exploring non-photorealistic rendering techniques as an alternative to realistic rendering. Defined by what it is not non-photorealistic rendering brings art and science together concentrating less on the process and more on the communication content of an image. Techniques that have long been used by artists can be applied to computer graphics to emphasize subtle attributes and to omit extraneous information. This book provides an overview of the published research on non-photorealistic rendering in order to categorize and distill the current research into a body of usable techniques. A summary of some of the algorithms as well as pseudo-code for producing some of the images is included. GBP 59.99 1
Origami 4 The connections between origami mathematics science technology and education have been a topic of considerable interest now for several decades. While many individuals have happened upon discrete connections among these fields during the twentieth century the field really took off when previously isolated individuals began to make stronger connections with each other through a series of conferences exploring the links between origami and the outside world. The Fourth International Meeting on Origami in Science Mathematics and Education (4OSME) held in September 2006 at the California Institute of Technology in Pasadena California brought together an unprecedented number of researchers presenting on topics ranging from mathematics to technology to educational uses of origami to fine art and to computer programs for the design of origami. Selected papers based on talks presented at that conference make up the book you hold in your hands. | Origami 4 GBP 180.00 1
Visual Perception from a Computer Graphics Perspective This book provides an introduction to human visual perception suitable for readers studying or working in the fields of computer graphics and visualization cognitive science and visual neuroscience. It focuses on how computer graphics images are generated rather than solely on the organization of the visual system itself; therefore the text provides a more direct tie between image generation and the resulting perceptual phenomena. It covers such topics as the perception of material properties illumination the perception of pictorial space image statistics perception and action and spatial cognition. | Visual Perception from a Computer Graphics Perspective GBP 44.99 1
Real Sound Synthesis for Interactive Applications Virtual environments such as games and animated and real movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers graphics programmers developers of virtual reality systems and training simulators and others who want to learn about computational sound. It is written at an introductory level with mathematical foundations provided in appendices. Links to code examples and sound files can be found on the Downloads/Updates tab. | Real Sound Synthesis for Interactive Applications GBP 180.00 1
Essential Skills for 3D Modeling Rendering and Animation The Key to Fully Understanding the Basics of a 3D World Prominently 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. A game-changer written for the non-technical mind Essential Skills for 3D Modeling Rendering and Animation examines the complexities of 3D computer-generated art and outlines the basics of how things work and are used in 3D. This text describes the three cornerstones of 3D modeling rendering and animation; focuses on common elements; and provides a full understanding of the foundational concepts involved. Detailing the skills and knowledge needed to become an accomplished 3D artist it includes step-by-step instruction with ample examples and allows absolute beginners to move at their own pace. Master Anything You Are Tasked to Model The author incorporates historical information presenting a contextual understanding of the various techniques and methodologies in their historical place. Each chapter builds on the fundamentals of 3D computer graphics and augments skills based on the concepts enabling the student to learn both theory and application simultaneously. The book highlights two basic geometry types polygons and NURBS surfaces showing the student basic modeling techniques with both. While more techniques are available an artist can cover any model by grasping these basic techniques. Supplies examples that are specifically taken from Autodesk Maya Contains exercises that are meant to be used in conjunction with the training videos on the website Includes a documented history of computer graphics Essential Skills for 3D Modeling Rendering and Animation offers a fundamental understanding of the mechanics of 3D graphics to modelers anima GBP 180.00 1
Miracles Mystics Mathematicians Searching for Deep Reality Miracles Mystics Mathematicians: Searching for Deep Reality focuses on the lives and writings of some of history’s most influential mathematicians and the impact that their mystical beliefs had on their lives and on their mathematical work. Modern biographers often cleanse the lives of renowned scientists of any hint of mysticism or occultism. Such threads are sometimes regarded as relics of the superstitious past; flaws that need to be hushed up marginalized or reinterpreted. This book represents a minor attempt to push back against this tendency and to examine these aspects of the history of mathematics with seriousness and intellectual curiosity. Features A breadth of scope covering many centuries Suitable for anyone interested in mathematics history philosophy paranormal phenomena psi-research mysticism or in any combination of the above An almost unique account of known histories examined from a new vantage point Sasho Kalajdzievski is a Senior Scholar in the Department of Mathematics at the University of Manitoba. | Miracles Mystics Mathematicians Searching for Deep Reality GBP 44.99 1
Basics of Game Design Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games it covers role-playing real-time strategy first-person shooter simulation and other games. Written by a 25-year veteran of the game industry the guide offers detailed explanations of how to design the data sets used to resolve game play for moving combat solving puzzles interacting with NPCs managing inventory and much more. Advice on developing stories for games building maps and levels and designing the graphical user interface is also included. GBP 180.00 1
Game Development Tools This book brings the insights of game professionals DCC creators hardware vendors and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development. The first gems-type book dedicated to game tools this volume focuses on practical implementable tools for game development professionals. Topics range from asset tracking to improving remote version control performance to robust and efficient IO. Technical artists as well as game play audio and graphics programmers will find new tools to improve work flow and help build games faster. | Game Development Tools GBP 175.00 1
Adapted Wavelet Analysis From Theory to Software This detail-oriented text is intended for engineers and applied mathematicians who must write computer programs to perform wavelet and related analysis on real data. It contains an overview of mathematical prerequisites and proceeds to describe hands-on programming techniques to implement special programs for signal analysis and other applications. From the table of contents: - Mathematical Preliminaries - Programming Techniques - The Discrete Fourier Transform - Local Trigonometric Transforms - Quadrature Filters - The Discrete Wavelet Transform - Wavelet Packets - The Best Basis Algorithm - Multidimensional Library Trees - Time-Frequency Analysis - Some Applications - Solutions to Some of the Exercises - List of Symbols - Quadrature Filter Coefficients | Adapted Wavelet Analysis From Theory to Software GBP 56.99 1
Ordinary and Partial Differential Equations Covers ODEs and PDEs—in One TextbookUntil now a comprehensive textbook covering both ordinary differential equations (ODEs) and partial differential equations (PDEs) didn’t exist. Fulfilling this need Ordinary and Partial Differential Equations provides a complete and accessible course on ODEs and PDEs using many examples and exercises as well as intuitive easy-to-use software. Teaches the Key Topics in Differential Equations The text includes all the topics that form the core of a modern undergraduate or beginning graduate course in differential equations. It also discusses other optional but important topics such as integral equations Fourier series and special functions. Numerous carefully chosen examples offer practical guidance on the concepts and techniques. Guides Students through the Problem-Solving Process Requiring no user programming the accompanying computer software allows students to fully investigate problems thus enabling a deeper study into the role of boundary and initial conditions the dependence of the solution on the parameters the accuracy of the solution the speed of a series convergence and related questions. The ODE module compares students’ analytical solutions to the results of computations while the PDE module demonstrates the sequence of all necessary analytical solution steps. GBP 59.99 1
C# and Game Programming A Beginner's Guide The second edition of C# and Game Programming offers the same practical hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit Asteroid Miner and Battle Tennis included on the CD-ROM demonstrates programming strategies and complements the comprehensive treatment of C# in the text. From the basics of adding graphics and sound to games to advanced concepts such as the . Net framework and object-oriented programming this book provides the foundations for a beginner to become a full-fledged programmer. New in this edition: - Supports DirectX 9. 0 - Revised programs and examples - Improved frame rate for game examples | C# and Game Programming A Beginner's Guide GBP 170.00 1
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
Tessellations Mathematics Art and Recreation Tessellations: Mathematics Art and Recreation aims to present a comprehensive introduction to tessellations (tiling) at a level accessible to non-specialists. Additionally it covers techniques tips and templates to facilitate the creation of mathematical art based on tessellations. Inclusion of special topics like spiral tilings and tessellation metamorphoses allows the reader to explore beautiful and entertaining math and art. The book has a particular focus on ‘Escheresque’ designs in which the individual tiles are recognizable real-world motifs. These are extremely popular with students and math hobbyists but are typically very challenging to execute. Techniques demonstrated in the book are aimed at making these designs more achievable. Going beyond planar designs the book contains numerous nets of polyhedra and templates for applying Escheresque designs to them. Activities and worksheets are spread throughout the book and examples of real-world tessellations are also provided. Key features Introduces the mathematics of tessellations including symmetry Covers polygonal aperiodic and non-Euclidean tilings Contains tutorial content on designing and drawing Escheresque tessellations Highlights numerous examples of tessellations in the real world Activities for individuals or classes Filled with templates to aid in creating Escheresque tessellations Treats special topics like tiling rosettes fractal tessellations and decoration of tiles | Tessellations Mathematics Art and Recreation GBP 48.99 1