Advanced High Dynamic Range Imaging This book explores the methods needed for creating and manipulating HDR content. HDR is a step change from traditional imaging; more closely matching what we see with our eyes. In the years since the first edition of this book appeared HDR has become much more widespread moving from a research concept to a standard imaging method. This new edition incorporates all the many developments in HDR since the first edition and once again emphasizes practical tips including the authors' popular HDR Toolbox (available on the authors' website) for MATLAB and gives readers the tools they need to develop and experiment with new techniques for creating compelling HDR content. Key Features:Contains the HDR Toolbox for readers' experimentation on authors' websiteOffers an up-to-date detailed guide to the theory and practice of high dynamic range imagingCovers all aspects of the field from capture to displayProvides benchmarks for evaluating HDR imagery | Advanced High Dynamic Range Imaging GBP 44.99 1
Wearing Gauss’s Jersey Wearing Gauss’s Jersey focuses on Gauss problems problems that can be very tedious and time consuming when tackled in a traditional straightforward way but if approached in a more insightful fashion can yield the solution much more easily and elegantly. The book shows how mathematical problem solving can be fun and how students can improve their mathematical insight regardless of their initial level of knowledge. Illustrating the underlying unity in mathematics it also explores how problems seemingly unrelated on the surface are actually extremely connected to each other. Each chapter starts with easy problems that demonstrate the simple insight/mathematical tools necessary to solve problems more efficiently. The text then uses these simple tools to solve more difficult problems such as Olympiad-level problems and develop more complex mathematical tools. The longest chapters investigate combinatorics as well as sequences and series which are some of the most well-known Gauss problems. These topics would be very tedious to handle in a straightforward way but the book shows that there are easier ways of tackling them. GBP 59.99 1
Student Handbook for Discrete Mathematics with Ducks SRRSLEH Student Handbook for Discrete Mathematics with Ducks is a Student Reference Review Supplemental Learning and Example Handbook (SRRSLEH) that mirrors the content of the author‘s popular textbook Discrete Mathematics with Ducks (DMwD). This handbook provides a review of key material illustrative examples and new problems with accompanying solutions that are helpful even for those using a traditional discrete mathematics textbook. Every chapter in SRRSLEH matches the corresponding chapter of DMwD. Chapters in SRRSLEH contain the following: A list of the notation introduced in the corresponding chapter A list of definitions that students need to know from the corresponding chapter Theorems/facts of note appearing in the corresponding chapter A list of proof techniques introduced with templates and/or examples given for each one A selection of examples from DMwD written out formally and briefly rather than colloquially as in DMwD A quick refresher for any discrete math student this handbook enables students to find information easily and reminds them of the terms and results they should know during their course. Read reviews of DMwD. | Student Handbook for Discrete Mathematics with Ducks SRRSLEH GBP 180.00 1
Procedural Generation in Game Design Making a game can be an intensive process and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas objects and stories based on a set of rules rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps weave accidental plotlines and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design GBP 52.99 1
Game Anim Video Game Animation Explained What makes the difference between great video game animation and the purely functional and how does this relatively new medium of non-linear animation creation differ from the more traditional fields of film and television? This book de-mystifies the animation side of game development explaining every step of the process while providing valuable insights and work philosophies for creating the best game animation for beginners and professionals alike. Taking readers through a complete game production this book provides a clear understanding of expectations of the game animator at every stage featuring game animation fundamentals and how they fit within an overall project to offer a holistic approach to the field of game animation. Key Features Accumulated knowledge based on nearly two decades of insightful experience in all areas of video game animation. Establishes the fundamentals of creating great video game animation and how to achieve them. A step-by-step explanation of every stage of a game production from the animator’s perspective. Readers should come away with an understanding of the expectations of a video game animator. | Game Anim Video Game Animation Explained GBP 140.00 1