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  1. Beginning 3D game programming
    Author: Miller, Tom
    Published: 2005
    Publisher:  Sams, Indianapolis, Ind.

    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
    No loan of volumes, only paper copies will be sent
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  2. ShaderX4
    advanced rendering techniques
    Published: 2006
    Publisher:  Charles River Media, Hingham, Mass.

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    Unlimited inter-library loan, copies and loan
    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
    No loan of volumes, only paper copies will be sent
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 1584504250
    RVK Categories: ST 324 ; ST 326
    Series: ShaderX series
    Subjects: Affichage tridimensionnel; Infographie; Jeux d'ordinateur - Programmation; Computer games; Three-dimensional display systems; Computer graphics; Dreidimensionale Computergrafik; Programmierung; Computerspiel
    Scope: XXVIII, 575 S., Ill., graph. Darst.
  3. Game development with unity for .NET developers
    the ultimate guide to creating games with Unity and Microsoft Game Stack
    Published: [2022]
    Publisher:  Packt Publishing, Ltd., Birmingham, UK

    Universitätsbibliothek Passau
    Unlimited inter-library loan, copies and loan
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  4. ShaderX4
    advanced rendering techniques
    Published: 2006
    Publisher:  Charles River Media, Hingham, Mass.

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Zuse Institute Berlin (ZIB), Bibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 1584504250
    RVK Categories: ST 324 ; ST 326
    Series: ShaderX series
    Subjects: Affichage tridimensionnel; Infographie; Jeux d'ordinateur - Programmation; Computer games; Three-dimensional display systems; Computer graphics; Dreidimensionale Computergrafik; Programmierung; Computerspiel
    Scope: XXVIII, 575 S., Ill., graph. Darst.
  5. Building interactive worlds in 3D
    virtual sets and pre-visualization for games, film, and the Web
    Published: 2005
    Publisher:  Elsevier/Focal Press, Amsterdam

    Emergence of virtual spaces -- The basic 3D kit -- Interactive textures and lightening design -- Kinematics -- Interactive paths -- Virtual cameras -- Advanced virtual cameras and their environments -- The viewer's experience, interactive,... more

    Technische Universität Chemnitz, Universitätsbibliothek
    No inter-library loan

     

    Emergence of virtual spaces -- The basic 3D kit -- Interactive textures and lightening design -- Kinematics -- Interactive paths -- Virtual cameras -- Advanced virtual cameras and their environments -- The viewer's experience, interactive, installations, and displays In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives. * Create interactive, 3D sets - virtual buildings, terrains, as well as other virtual prototypes for games, film/video pre-visualization, and virtual reality design for the Web from sketch to fully-working prototype * Interviews with experts in the field provide additional insight into each tutorial * Dozens of tutorials on CD-ROM, and dozens more on author's website In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives. * Create interactive, 3D sets - virtual buildings, terrains, as well as other virtual prototypes for games, film/video pre-visualization, and virtual reality design for the Web from sketch to fully-working prototype * Interviews with experts in the field provide additional insight into each tutorial * Dozens of tutorials on CD-ROM, and dozens more on author's website

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0240806220; 9780240806228
    RVK Categories: ST 320 ; ST 323
    Subjects: Computer games; Three-dimensional display systems; Virtual reality; Jeux d'ordinateur; Affichage tridimensionnel; Réalité virtuelle; Computer games; Three-dimensional display systems; Virtual reality
    Scope: XXIV, 422 S.
    Notes:

    Includes bibliographical references (p. 409-412) and index. - Description based on print version record

    Electronic reproduction; Mode of access: World Wide Web

    Front Cover; Building Interactive Worlds in 3D; Copyright Page; Table of Contents; Acknowledgments; Contributors; Preface; Introduction; Chapter 1.Emergence of Virtual Spaces; 1. Emergence; 2. Discussion about Virtual Spaces; 2.1 Let's Start the Discussion; 2.2 Notes on the Discussion; Chapter 2.The Basic 3D Kit; 1. The Roadmap; 2. The Making of Cyclop, an Interactive Character in Maya; 2.1 Tour of Maya's Interface; 2.2 Modeling; 2.3 Materials and Textures; 2.4 Building a Skeleton with Inverse Kinematics; 2.5 Creating a Walk Animation; 2.6 How to Export the Character to Virtools

    2.7 What Did You Learn in This Tutorial?3. Creating a 3D Immersive Environment; 3.1 Creating the Ground; 3.2 Painting the Trees; 3.3 Painting Grass; 3.4 Conversion of 3D Models to Polygonal Meshes; 3.5 Reducing the Number of Polygons; 3.6 Materials and Textures; 3.7 How to Export the Scene to Virtools; 3.8 Setting Up the Scene in Virtools; 3.9 Loading Textures from Maya in Virtools; 3.10 Creating a Skybox; 3.11 Using Textures with Alpha-Channels; 3.12 Importing a Character; 3.13 The Character Stands on the Floor; 3.14 The Character Walks; 3.15 What Did You Learn in This Tutorial?

    Chapter 3.Interactive Textures and Lighting Design1. Introduction; 1.1 Bitmaps and Procedural Images; 1.2 Shaders; 1.3 Displacement Maps; 1.4 Procedural Painting; 1.5 Particle Animation; 2. Texture Primer: Creating a Skybox; 2.1 Origins of the Skybox; 2.2 Skybox Tutorial; 2.3 Design of a Skybox in Lightwave Modeler; 2.4 Create a Scene with Lights and Cameras in Lightwave; 2.5 Creating a Database to Manage 3D Assets in Virtools; 3. Create Interactive Textures: Bitmaps and Procedural Images; 3.1 Blending Textures Looped in Time; 3.2 Blending Textures Controlled by Viewer's Input

    3.3 Scrolling Textures3.4 Scrolling Texture with a Transparent Background; 3.5 Playing Movie Clips in a Loop Controlled by the Viewer; 3.6 Playing Movie Clips Controlled by the Viewer; 3.7 Using a Live Video from a Virtual Camera; 3.8 Texturing with a Random Live Video Signal; 3.9 Texturing with Live Video Signals Controlled by the Mouse; 3.10 Controlling a Texture with an Animated Character; 3.11 Texturing with Two Distinct Live Video Signals; 3.12 Texturing with Two Live Video Signals Reflected in a Mirror; 3.13 Texturing with Live Video Stream from a Video Camera; 4. Programmable Shaders

    4.1 The X-Ray Shader, Created by Zach Rosen4.2 Focus and Defocus; 5. Displacement Maps; 6. Vertex Painting; 7. Procedural Painting; 7.1 Painting in 3D with One Texture; 8. Examples of Particle Animation; 8.1 Designing a Planar Particle Emitter; 8.1.1 Creating the Particle Emitter; 8.2 Designing Behaviors for Flying Particles; 8.2.1 Particle Emitters; 8.2.2 Particle Deflectors; 8.2.3 3D Objects Can Replace Textures in a Particle Animation Setup; 9. Design of a Futuristic City; 9.1 Designing the City; 9.1.1 Creating Textures in Photoshop®; 9.1.2 Modeling the Cityscape in Bryce

    9.1.3 Textures, Lights, and Cameras