Cengage learning inc hingham (6 résultats)

Langue : anglais
Edité par Cengage Learning, Inc, United States, Hingham, 2007
- Couverture souple
Vendeur : WorldofBooks, Goring-By-Sea, WS, Royaume-UniWorldofBooks
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Occasion - Assez bon
EUR 3,65
EUR 6,61 expéditionExpédition depuis Royaume-Uni vers Etats-UnisQuantité disponible : 1 disponible
Paperback. Etat : Very Good. "Digital Character Painting Using Photoshop CS3" is a brilliantly illustrated, full-color book that combines both the fundamentals of character design and the skills of digital painting. Completely updated using Photoshop CS3 as the primary tool, the book details how to create characters that elicit specific emotions and how to beautifully render those characters by applying conventional painting skills to digital tools. Written for both the seasoned professional and aspiring artist alike, "Digital Character Painting Using Photoshop CS3" explores the key principles of design and reveals how to enhance traditional skills and apply them to digital art for use in games, film, animation, and other commercial productions. Using practical tutorials, the book covers basic skills such as value, edges, color, texturing, and light, and then moves on to teach in-depth techniques on specific features including eyes, face, clothing, hair, and fur. Whatever your skill level, you will discover practical ideas and techniques to apply to your craft and to help you improve and create masterful works of digital art. This title presents a completely updated, beautiful, full color guide to character design and computer art using Photoshop. It provides practical insights into how to master Photoshop CS3 as a powerful painting tool, including how to customize the brushes to achieve the best possible results. It focuses on learning artistic skills that can be applied to a variety of 2D and 3D programs, with an emphasis on Photoshop CS3. It teaches how to combine traditional artistic values with today's graphics software. It includes a CD-ROM with the figures and files for the tutorials in the book, along with a QuickTime movie showing how a painting is created. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.…

Langue : anglais
Edité par Cengage Learning, Inc, United States, Hingham, 2008
- Couverture souple
Vendeur : WorldofBooks, Goring-By-Sea, WS, Royaume-UniWorldofBooks
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Occasion - Assez bon
EUR 18,47
EUR 6,61 expéditionExpédition depuis Royaume-Uni vers Etats-UnisQuantité disponible : 1 disponible
Paperback. Etat : Very Good. Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.…

- Couverture rigide
- Édition originale
Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-UnisGrand Eagle Retail
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 90,61
Frais de port gratuitsExpédition nationale : Etats-UnisQuantité disponible : 1 disponible
Hardcover. Etat : new. Hardcover. 'Game Graphics Programming' examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. 'Game Graphics Programming' presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. Examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

- Couverture rigide
- Édition originale
Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-UnisGrand Eagle Retail
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 125,90
Frais de port gratuitsExpédition nationale : Etats-UnisQuantité disponible : 1 disponible
Hardcover. Etat : new. Hardcover. Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. This volume includes a section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

- Couverture rigide
- Édition originale
Vendeur : AussieBookSeller, Truganina, VIC, AustralieAussieBookSeller
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 137,90
EUR 33,04 expéditionExpédition depuis Australie vers Etats-UnisQuantité disponible : 1 disponible
Hardcover. Etat : new. Hardcover. 'Game Graphics Programming' examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. 'Game Graphics Programming' presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. Examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

- Couverture rigide
- Édition originale
Vendeur : AussieBookSeller, Truganina, VIC, AustralieAussieBookSeller
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 188,00
EUR 33,04 expéditionExpédition depuis Australie vers Etats-UnisQuantité disponible : 1 disponible
Hardcover. Etat : new. Hardcover. Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. This volume includes a section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…