A Career In Computer Graphics And Design

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A Career In Computer Graphics And Design
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Author : Joe Greek
language : en
Publisher: The Rosen Publishing Group, Inc
Release Date : 2014-12-15
A Career In Computer Graphics And Design written by Joe Greek and has been published by The Rosen Publishing Group, Inc this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-12-15 with Juvenile Nonfiction categories.
Career-seekers looking for a field that will take advantage of their artistic talents will find this volume immensely helpful. Readers will learn about the varied environments in which graphic designers work and the expectations that different kinds of companies have of their employees. They’ll learn how high school courses, college courses, extracurricular activities, online training resources, and internships can help prepare them for careers in computer and graphic design. There are even practical tips on getting and keeping your first job in this competitive field, as well as a useful overview of the tools and software of the trade.
Mastering Sfml Game Development
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Author : Raimondas Pupius
language : en
Publisher: Packt Publishing Ltd
Release Date : 2017-01-30
Mastering Sfml Game Development written by Raimondas Pupius and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-01-30 with Computers categories.
Create complex and visually stunning games using all the advanced features available in SFML development About This Book Build custom tools, designed to work with your specific game. Use raw modern OpenGL and go beyond SFML. Revamp your code for better structural design, faster rendering, and flashier graphics. Use advanced lighting techniques to add that extra touch of sophistication. Implement a very fast and efficient particle system by using a cache-friendly design. Who This Book Is For This book is ideal for game developers who have some basic knowledge of SFML and also are familiar with C++ coding in general. No knowledge of OpenGL or even more advanced rendering techniques is required. You will be guided through every bit of code step by step. What You Will Learn Dive deep into creating complex and visually stunning games using SFML, as well as advanced OpenGL rendering and shading techniques Build an advanced, dynamic lighting and shadowing system to add an extra graphical kick to your games and make them feel a lot more dynamic Craft your own custom tools for editing game media, such as maps, and speed up the process of content creation Optimize your code to make it blazing fast and robust for the users, even with visually demanding scenes Get a complete grip on the best practices and industry grade game development design patterns used for AAA projects In Detail SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. This book will help you become an expert of SFML by using all of its features to its full potential. It begins by going over some of the foundational code necessary in order to make our RPG project run. By the end of chapter 3, we will have successfully picked up and deployed a fast and efficient particle system that makes the game look much more 'alive'. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools we're going to be building. From this point on, it's all about making the game look good. After being introduced to the use of shaders and raw OpenGL, you will be guided through implementing dynamic scene lighting, the use of normal and specular maps, and dynamic soft shadows. However, no project is complete without being optimized first. The very last chapter will wrap up our project by making it lightning fast and efficient. Style and approach This book uses a step by step approach by breaking the problems down into smaller, much more manageable obstacles, and guiding the reader through them with verified, flexible, and autonomous solutions.
Computer Graphics For Artists An Introduction
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Author : Andrew Paquette
language : en
Publisher: Springer Science & Business Media
Release Date : 2008-03-20
Computer Graphics For Artists An Introduction written by Andrew Paquette and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-03-20 with Computers categories.
Packed with exercises, this book is an application-independent and reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics. Opening with the first and most basic elements of computer graphics, the book rapidly advances into progressively more complex concepts. Each of the elements, however simple, are important to understand because each is an essential link in a chain that allows an artist to master any computer graphics application. With this accomplished, the artist can use technology to satisfy his/her goals, instead of the technology being master of the artist.
Game Engine Architecture
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Author : Jason Gregory
language : en
Publisher: CRC Press
Release Date : 2018-07-20
Game Engine Architecture written by Jason Gregory and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-20 with Computers categories.
In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches compiler optimizations C++ language standardization the IEEE-754 floating-point representation 2D user interfaces plus an entirely new chapter on hardware parallelism and concurrent programming This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.
Sfml Game Development By Example
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Author : Raimondas Pupius
language : en
Publisher: Packt Publishing Ltd
Release Date : 2015-12-29
Sfml Game Development By Example written by Raimondas Pupius and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-12-29 with Computers categories.
Create and develop exciting games from start to finish using SFML About This Book Familiarize yourself with the SFML library and explore additional game development techniques Craft, shape, and improve your games with SFML and common game design elements A practical guide that will teach you how to use utilize the SFML library to build your own, fully functional applications Who This Book Is For This book is intended for game development enthusiasts with at least decent knowledge of the C++ programming language and an optional background in game design. What You Will Learn Create and open a window by using SFML Utilize, manage, and apply all of the features and properties of the SFML library Employ some basic game development techniques to make your game tick Build your own code base to make your game more robust and flexible Apply common game development and programming patterns to solve design problems Handle your visual and auditory resources properly Construct a robust system for user input and interfacing Develop and provide networking capabilities to your game In Detail Simple and Fast Multimedia Library (SFML) is a simple interface comprising five modules, namely, the audio, graphics, network, system, and window modules, which help to develop cross-platform media applications. By utilizing the SFML library, you are provided with the ability to craft games quickly and easily, without going through an extensive learning curve. This effectively serves as a confidence booster, as well as a way to delve into the game development process itself, before having to worry about more advanced topics such as “rendering pipelines” or “shaders.” With just an investment of moderate C++ knowledge, this book will guide you all the way through the journey of game development. The book starts by building a clone of the classical snake game where you will learn how to open a window and render a basic sprite, write well-structured code to implement the design of the game, and use the AABB bounding box collision concept. The next game is a simple platformer with enemies, obstacles and a few different stages. Here, we will be creating states that will provide custom application flow and explore the most common yet often overlooked design patterns used in game development. Last but not the least, we will create a small RPG game where we will be using common game design patterns, multiple GUI. elements, advanced graphical features, and sounds and music features. We will also be implementing networking features that will allow other players to join and play together. By the end of the book, you will be an expert in using the SFML library to its full potential. Style and approach An elaborate take on the game development process in a way that compliments the reader's existing knowledge, this book provides plenty of examples and is kind to the uninitiated. Each chapter builds upon the knowledge gained from the previous one and offers clarifications on common issues while still remaining within the scope of its own subject and retaining clarity.
Cg 101
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Author : Terrence Masson
language : en
Publisher: New Riders Publishing
Release Date : 1999
Cg 101 written by Terrence Masson and has been published by New Riders Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 1999 with Computers categories.
CG101 is the first comprehensive resource guide written in plain language for all levels of computer graphics users. It is also the first and only detailed behind-the-scenes history about the people and companies that have formed today's industry. Hundreds of contributors and in-depth interviews give a never-before-seen look into the earliest years of CG right up to present day. In addition to the historical perspective, CG 101 includes detailed tips and tricks, demo reel guidelines and CG job descriptions to help those looking to get into the business. The hundreds of software tool descriptions all have extensive contact information, including Web addresses and phone numbers for easy reference.
Computer Graphics From Scratch
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Author : Gabriel Gambetta
language : en
Publisher: No Starch Press
Release Date : 2021-05-13
Computer Graphics From Scratch written by Gabriel Gambetta and has been published by No Starch Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-13 with Computers categories.
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
Solving Mechanical Design Problems With Computer Graphics
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Author : Jerome Lange
language : en
Publisher: CRC Press
Release Date : 2021-06-30
Solving Mechanical Design Problems With Computer Graphics written by Jerome Lange and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-30 with Technology & Engineering categories.
This book acquaints the reader with interactive computer graphics and how they are being used in the analysis of mechanical design problems. It covers four mechanical design topics: the graphics model, mass properties, stress and strain, and kinematic and kinetic analysis.
3d Math Primer For Graphics And Game Development
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Author : Fletcher Dunn
language : en
Publisher: CRC Press
Release Date : 2011-11-02
3d Math Primer For Graphics And Game Development written by Fletcher Dunn and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-11-02 with Computers categories.
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for
Computer Graphics For Designers Artists
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Author : Isaac V. Kerlow
language : en
Publisher: Wiley
Release Date : 1996-07-17
Computer Graphics For Designers Artists written by Isaac V. Kerlow and has been published by Wiley this book supported file pdf, txt, epub, kindle and other format this book has been release on 1996-07-17 with Computers categories.
Graphic designers, desktop design professionals, and computer and software experts will appreciate this informative and stimulating computer resource. It explores the current state of computer graphics technology and helps professionals prepare for innovations to come.