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Charles A. Csuri
  • Language: en
  • Pages: 175

Charles A. Csuri

  • Type: Book
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  • Published: 2006-07-01
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  • Publisher: Unknown

None

Computer Animation
  • Language: en
  • Pages: 626

Computer Animation

  • Type: Book
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  • Published: 2007-11-01
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  • Publisher: Elsevier

Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many ...

Cybernetic Serendipity
  • Language: en
  • Pages: 101

Cybernetic Serendipity

  • Type: Book
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  • Published: 2018
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  • Publisher: Unknown

None

The Computer in Art
  • Language: en
  • Pages: 104

The Computer in Art

  • Categories: Art
  • Type: Book
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  • Published: 1971
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  • Publisher: Unknown

How computers may be used to produce drawings, as well as to make animated films and sculptures.

Computer Animation Complete
  • Language: en
  • Pages: 591

Computer Animation Complete

A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusi...

Computers and Creativity
  • Language: en
  • Pages: 441

Computers and Creativity

This interdisciplinary volume introduces new theories and ideas on creativity from the perspectives of science and art. Featuring contributions from leading researchers, theorists and artists working in artificial intelligence, generative art, creative computing, music composition, and cybernetics, the book examines the relationship between computation and creativity from both analytic and practical perspectives. Each contributor describes innovative new ways creativity can be understood through, and inspired by, computers. The book tackles critical philosophical questions and discusses the major issues raised by computational creativity, including: whether a computer can exhibit creativity ...

Pulses of Abstraction
  • Language: en
  • Pages: 367

Pulses of Abstraction

Reshapes the history of abstract animation and its importance to computer imagery and cinema Animation and technology are always changing with one another. From hand-drawn flipbooks to stop-motion and computer-generated imagery (CGI), animation’s identity is in flux. But many of these moving image technologies, like CGI, emerged from the world of animation. Indeed, animation has made essential contributions to not only computer imagery but also cinema, helping shape them into the fields and media forms we know today. In Pulses of Abstraction, Andrew R. Johnston presents both a revealing history of abstract animation and an investigation into the relationship between animation and cinema. E...

Moving Innovation
  • Language: en
  • Pages: 373

Moving Innovation

  • Type: Book
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  • Published: 2015-08-21
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  • Publisher: MIT Press

A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.

Artist and Computer
  • Language: en
  • Pages: 136

Artist and Computer

None

The Winners Manual
  • Language: en
  • Pages: 296

The Winners Manual

The Winners Manual: For the Game of Life shares Ohio State football coach Jim Tressel's “Big Ten” fundamentals for success: Attitude, Discipline, Faith, Handling Adversity & Success, Excellence, Love, Toughness, Responsibility, Team, and Hope. Peppered with personal stories from Coach Tressel’s storied coaching career, this book shares the fundamental lessons that he has been imparting to his players and coaching staffs for the past 20 years. A perfect blend of football stories, spiritual insights, motivational reading, and practical application, The Winners Manual provides an inside look at the core philosophy that has positively impacted the lives of thousands of student athletes and...