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Books in Computer graphics

11-20 of 67 results in All results

Design for Emotion

  • 1st Edition
  • June 15, 2012
  • Trevor van Gorp + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 6 5 3 1 - 1
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 6 5 3 2 - 8
Design for Emotion introduces you to the why, what, when, where and how of designing for emotion. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users.This isn’t just another design theory book – it’s imminently practical. Design for Emotion introduces the A.C.T. Model (Attract/Converse/Transact) a tool for helping designers create designs that intentionally trigger emotional responses. This book offers a way to harness emotions for improving the design of products, interfaces and applications while also enhancing learning and information processing. Design for Emotion will help your designs grab attention and communicate your message more powerfully, to more people.

Information Visualization

  • 3rd Edition
  • May 18, 2012
  • Colin Ware
  • English
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 1 4 6 5 - 4
Most designers know that yellow text presented against a blue background reads clearly and easily, but how many can explain why, and what really are the best ways to help others and ourselves clearly see key patterns in a bunch of data? When we use software, access a website, or view business or scientific graphics, our understanding is greatly enhanced or impeded by the way the information is presented. This book explores the art and science of why we see objects the way we do. Based on the science of perception and vision, the author presents the key principles at work for a wide range of applications--resulting in visualization of improved clarity, utility, and persuasiveness. The book offers practical guidelines that can be applied by anyone: interaction designers, graphic designers of all kinds (including web designers), data miners, and financial analysts.

Grounded Innovation

  • 1st Edition
  • April 10, 2012
  • Lars Erik Holmquist
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 5 9 4 6 - 4
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 5 9 4 7 - 1
Grounded Innovation: Strategies for Creating Digital Products focuses on the innovation processes and technical properties of digital products. Drawing on case studies, the book looks at systematic ways to ground innovation in both technology and human needs, and it explores how digital products have become integrated in the real world. It provides guidelines to innovation in a new technical environment, including prototyping and testing, within the cultural or financial parameters of a business. The book is divided into two parts. Part 1 discusses the history and the basic properties of digital products; the different approaches to innovation; the concept of grounded innovation; and concepts and processes that are important for creating successful innovations such as inquiry, invention, and prototyping. Part 2 demonstrates how the basic properties of digital products can be used as raw material for new innovations, including interaction, networking, sensing, and proactivity. There is also a discussion on recent technology, such as rapid prototyping and mobile mash-ups. A wide variety of examples show how novel technical and conceptual innovations became commercial breakthroughs. Grounded Innovation is ideal for product designers, interaction designers, and design-oriented engineers. It will also be a valuable resource for anyone interested in understanding how digital products are created and in a general approach to information technology.

Digital Video and HD

  • 2nd Edition
  • January 24, 2012
  • Charles Poynton
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 3 9 1 9 2 6 - 7
  • eBook
    9 7 8 - 0 - 1 2 - 3 9 1 9 3 2 - 8
Digital Video and HD: Algorithms and Interfaces provides a one-stop shop for the theory and engineering of digital video systems. Equally accessible to video engineers and those working in computer graphics, Charles Poynton’s revision to his classic text covers emergent compression systems, including H.264 and VP8/WebM, and augments detailed information on JPEG, DVC, and MPEG-2 systems. This edition also introduces the technical aspects of file-based workflows and outlines the emerging domain of metadata, placing it in the context of digital video processing.

Understanding Motion Capture for Computer Animation

  • 2nd Edition
  • December 15, 2010
  • Alberto Menache
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 1 4 9 6 - 8
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 1 4 9 7 - 5
Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic.

Programming with Quartz

  • 1st Edition
  • July 26, 2010
  • David Gelphman + 2 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 5 9 6 3 - 9
Written by members of the development team at Apple, Programming with Quartz is the first book to describe the sophisticated graphics system of Mac OS X. By using the methods described in this book, developers will be able to fully exploit the state-of-the-art graphics capabilities of Mac OS X in their applications, whether for Cocoa or Carbon development. This book also serves as an introduction to 2D graphics concepts, including how images are drawn and how color is rendered. It includes guidance for working with PDF documents, drawing bitmap graphics, using Quartz built-in color management, and drawing text. Programming with Quartz is a rich resource for new and experienced Mac OS X developers, Cocoa and Carbon programmers, UNIX developers who are migrating to Mac OS X, and anyone interested in powerful 2D graphics systems.

Networked Graphics

  • 1st Edition
  • October 30, 2009
  • Anthony Steed + 1 more
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 3 7 4 4 2 3 - 4
  • eBook
    9 7 8 - 0 - 0 8 - 0 9 2 2 2 3 - 2
Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs.

Computer Animation Complete

  • 1st Edition
  • September 2, 2009
  • David Gould + 14 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 7 5 0 7 8 - 5
  • eBook
    9 7 8 - 0 - 1 2 - 3 7 8 5 6 4 - 0
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 focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success.

Geometric Algebra for Computer Science (Revised Edition)

  • 1st Edition
  • February 24, 2009
  • Leo Dorst + 2 more
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 3 7 4 9 4 2 - 0
  • eBook
    9 7 8 - 0 - 0 8 - 0 9 5 8 7 9 - 8
Geometric Algebra for Computer Science (Revised Edition) presents a compelling alternative to the limitations of linear algebra. Geometric algebra (GA) is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. This book explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics. It systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA. It covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space. Numerous drills and programming exercises are helpful for both students and practitioners. A companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book; and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter. The book will be of interest to professionals working in fields requiring complex geometric computation such as robotics, computer graphics, and computer games. It is also be ideal for students in graduate or advanced undergraduate programs in computer science.

Learning Processing

  • 1st Edition
  • August 19, 2008
  • Daniel Shiffman
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 9 2 0 0 6 - 1
The free, open-source Processing programming language environment was created at MIT for people who want to develop images, animation, and sound. Based on the ubiquitous Java, it provides an alternative to daunting languages and expensive proprietary software. This book gives graphic designers, artists and illustrators of all stripes a jump start to working with processing by providing detailed information on the basic principles of programming with the language, followed by careful, step-by-step explanations of select advanced techniques.The author teaches computer graphics at NYU's Tisch School of the Arts, and his book has been developed with a supportive learning experience at its core. From algorithms and data mining to rendering and debugging, it teaches object-oriented programming from the ground up within the fascinating context of interactive visual media.Previously announced as "Pixels, Patterns, and Processing"