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Skyfall - Pop Specials for Strings - Score and PartsFrom Hal Leonard

  • Brand: Hal Leonard
  • Binding: Unknown Binding

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This is the first academic games programming book/CD package that is expressly written for new degree courses in 3D-games programming. Authors introduce the theory behind the design of computer games and detail advanced techniques used in the industry.
 
Students will be able to develop their own games within the game 'skeletons' accompanying the book, and will learn how to program complex games. This book could also be used for a more standard undergraduate 3D graphics programming course, with the games context being highly motivational.
 
This book is a comprehensive treatment of current 3D games technology, including:
* Theoretical foundations
* Classical 3D graphics
* Real-time rendering technology
* Dynamics
* Collision detection
* Artificial Intelligence
* Image-based rendering
* Multi-player technology
* Software technology
* Engine architecture
 
The text is written around an actual engine that implements most of the described techniques and accompanies the book on a CD-ROM. Readers can try out their own ideas by writing source code and can experiment with existing demonstrations by writing or altering plug-ins. 
 
The supplied engine features are:
* BSP/PVS render management
* Light maps for static geometry
* Diffuse and specular (hardware) vertex lighting for dynamic objects
* Volumetric fog with fog maps
* Detail textures
* Multi-texture support
* Collision detection
* Dynamic lights
* Dynamic Shadows
* Physically based animations
* Animated meshed
* Tri-strips and fans
* Subdivision surfaces
* 3D sound support
* Complete plug-in directed

  • Sales Rank: #2626930 in Books
  • Published on: 2000-12-15
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 1.70" w x 7.50" l,
  • Binding: Hardcover
  • 800 pages

From the Inside Flap
The book can be read forwards or backwards. For example, if you wish to build up detailed implementation experience, you could start with Chapter 21 (Engine Architecture) familiarise yourself with the engine and development environment, and start writing new plug-ins using the theoretical chapters for reference when required. Alternatively you could take a more conventional approach studying the theoretical aspects first before moving onto to implementation.

Chapters are grouped into sections that are more or less self contained. These are:

Modelling and Foundation Maths

This section deals with the basic mathematics required to handle objects in three-dimensional space and the theory of object representation.

Classical 3D Graphics

Although much of the material in this chapter has migrated onto hardware, it is still necessary to have an appreciation of what the hardware does to be able to use it effectively.

Real-time rendering

This section deals with the technology developed by the games industry and the virtual reality industry which enable complex scenes to be rendered, to a reasonably high quality, in real time on a low cost graphics processor

Control of Objects

Mainstream techniques used to control the movement of objects are descried in this section. This ranges from simple low level control through to behavioural animation using AI technology. The material on AI is in the form of a debate concerning the potential use of the technology in the future.

2D Technology

A potentially important solution to the complexity problem in 3D graphics, both in terms of the creation cost and the rendering cost is the use of image based rendering techniques.

Software technology

This section deals with the techniques needed to write a multiplayer game using the currently popular 1st person shooter genre as an example. We examine the software architecture of a games engine and look at the design of the engine. Finally a comprehensive reference manual for the engine is given.

The book is not intended to be a 'how to program' in C++ and OpenGL text and we assume a reasonable knowledge of C or C++. Detailed examples of various algorithms implemented in C++ are sprinkled throughout the text. These are extracted from the engine and are reproduced in the text for convenience. A quick read will give some feel for the structure of the algorithm. In most cases to fully comprehend the code requires them to be studied in conjunction with Chapter 21 and the Reference Manual.

The graphics API/library used is OpenGL. Pentium 3 code is given alongside the C++ equivalent for efficient matrix operation in Chapter 1 and DirectyPlay utilities are used in Chapter 20. Clearly these facilities need separate study and the purpose of the examples is to give a 'flavour' of their use in the applications.

From the Back Cover

This book is a comprehensive treatment of current 3D games technology. It concentrates on:
· real-time rendering, or the necessary enhancements of 3D graphics to enable rendering at interactive rates;
· topics from other areas such as AI, physics and collision detection, that are used in games;
· the software technology of games - engine architecture and multi-player technology.

The text is written around the engine Fly3D (included with a full SDK on the CD) that implements most of the described techniques. Readers can try out their own ideas by writing source code and experiment with existing demonstrations by writing plug-ins and altering existing ones. You can even develop your own game.

Features of the game engine include:
· BSP/PVS render management
· Light Maps for static geometry (pre-computed lighting with soft shadows)
· Normal maps (dot product texture blending) for dynamic objects
· Diffuse and specular vertex lighting for dynamic objects
· Volumetric fog with fog maps
· Detail Textures
· Multi-texture support
· Collision detection
· Dynamic coloured lights with distance attenuation
· Dynamic shadows - lightmap or stencil shadow volumes
· Physically based simulations
· Animated meshes (vertex morph)
· Tri-strips and fans
· Subdivision Surfaces
· Dynamic LODs using bi-quadric Bezier meshes
· Cartoon like rendering with dynamic cartoon lighting
· Multiplayer support (TCP/IP) with client/server architecture (using DirectPlay)
· 3D sound support (using DirectSound)
· Mouse and Keyboard input (using DirectInput)
· Intel ® Pentium III vector and matrix maths optimisation
· Complete plug-in directed
· 3D Max plug-ins for export/import fly bsp levels and creating landscapes and animated meshes
· Editor with real-time preview of game (set up game and object parameters while playing)

Sections of the book have been designed to be self-contained. The areas covered are:
· Modelling and Foundation Maths
· Classical 3D Graphics
· Real-time rendering
· Control of Objects - dynamics - AI
· 2D Technology
· Software technology

CD includes:
· Full Fly3D SDK including source code for Fly3D.dll, front-ends, plug-ins and utilities
· 5 demo levels: car, walk (2 levels), ship (2 levels)
· Engine Reference Manual and tutorials in HTML
· Book images

Go to www.fly3D.com.br for Fly3D SDK updates, new demos, FAQs and message board.

Alan Watt, based at the University of Sheffield, is the author of many successful books including 3D Computer Graphics, Advanced Animation and Rendering Techniques and the Computer Image.

Fabio Policarpo is a software developer and founder of the company Paralelo Computacao based in Rio de Janeiro. He coauthored The Computer Image and is currently working on independent 3D action multiplayer games.


About the Author
Alan Watt, based at the University of Sheffield, is the author of many successful books including 3D Computer Graphics, Advanced Animation and Rendering Techniques and the Computer Image.

Fabio Policarpo is a software developer and founder of the company Paralelo Computacao based in Rio de Janeiro. He coauthored The Computer Image and is currently working on independent 3D action multiplayer games.

Most helpful customer reviews

6 of 6 people found the following review helpful.
excellent book
By Larry D. Christensen
I almost did not buy this book because of some of the earlier reviews, but since it was the only book I could find that provided a comprehensive theoretical, as well as practical, introdution to 3D games I went ahead and bought it anyway. I found that the book is, indeed, an excellent introduction to computer games. I would like to clear up issues addressed by earlier reviews.

First, this book does contain a lot of theory as well as practical information. It does assume a basic knowledge of calculus, linear algebra, and discrete mathematics--math that any graphics programmer (or any programmer for that matter) should have at least a basic understanding of. It also assumes a basic knowledge of computer graphics. Thus, if you are looking for a cut and paste guide to creating computer games and are not looking to actually understand how interactive 3D applications work, you should not buy this book. If you intend to learn the fundamentals necessary to become a professional game programmer, or serious hobbyist, you definitely should.

Second, although there are a few typos, I am sure that the "spelling errors" that have been cited are actually due to the fact that the book is written in European, not American, english. This means that, while probably 99% of the words are the same, subtle differences in spellings exist (such as colour instead of color and visualisation instead of visualization). This does not, however, detract from the readability of the book.

This an excellent book and, despite some of the negative reviews, it lived up to all of my expectations as a sound theoretical, as well as practical, introduction to 3D game programming.

38 of 38 people found the following review helpful.
A good 3d book so far, but not perfect
By Matt Johnson
Some of the criticisms are valid, but lets get it straight right here. This is simply the best 3D book out there from all I've seen. In fact, from what I've seen, its the only 3D book worth buying right now for the intermediateadvanced programmer. You'll have to do a lot of reading with the source code though--but all good info.
The good
1.) No API's are covered. Anyone can learn OpenGL/DirectX, and many tutorials cover those topics quite well. However, this covers the math, algorithms, and 3D side of things (for most part). Some code snippets are included, though--but its not a teach yourself OpenGL in 21 days book (thank god). It also has the best coverage of BSP tree's I've seen aside from dedicated algorithm books. And the coverage on PVS seems a tad brief, but the SDK src code makes up for it.
2.) The src code on the CD is great-- its a load of code to sift through-- not the best code, not the most bug-free--indeed, but good code to learn from. OpenGL stuff is in there, stuff that uses STL and modern C++ techniques, and BSP and PVS code. What more can you ask for in a book? This book comes with a working 3d engine and its source code. I can't think of any book that covers the topics well because the guy implemented what he was writing about. Thats why the book is above average, you get the juicy details along with theory.
3.) Has some cool pictures and visuals of varying effects. Not exactly needed for the professional 3d coder, but sometimes a little eyecandy and visuals doesnt hurt in an otherwise intense book.
The ugly
1.) The last 190 pages cover the SDK he wrote. This could have been better left offline, I think - on a CD-ROM. It gives you some insight on how a 3d API *might* look, or how file formats might look, but who cares. I want more 3d stuff in there, next time fool.
2.) The PVS section could have had a tad more detail. I want the most detail on the hardest topics, and the most briviety on the eastest topics.
3.) The collision detection could have had a more detail. I think the coverage was average, and by finding a few references in the back that should complete it. But, I'm willing to bet if you can implement BSP trees, then collision detection should be easy, I mean as far as math goes. Therefore, the higher level overview is sufficient probably for the coder to get the rest working on his own. But still Watts, its important and you should know it gets neglated way too much. Stop negletating the essentials people!
4.) What the heck is that image analysis, DCT and FFT thing about? Seems like a waste of space, doesnt cover it in enough detail dude. Come on, FFT's are discussed in a digital signal processing book. You cant do it justice there, I dont think.
5.) Networking code, umm, waste of space. People can buy a seperate book for that, or leave articles on CD-ROM.
Summary 1.) More coverage on PVS and collision detection
2.) More coverage on modern games and the techniques they use
3.) No references or crap on FlySDK, who cares? Leave it on CD-ROM
4.) More math, use extra space to discuss the various 3d topics in detail, and how about some stuff that 3d level editors need? More coverage on CSG, for example. And polygon tesselation, and maybe algorithms necessary to convert models to various formats.

16 of 17 people found the following review helpful.
A great book. now ...a reference book in the future
By A Customer
This book is , in my opinion, the best choice for a serious amateur or a shareware games developer. Most of the games programming books now available on the market, explain, step by step, how to design a 2D or a 3D graphic engine. As a matter of fact a graphic engine is just a tool for a game developer. It is not needed to go through in detail a so complicated and boring code, to develop a game. Even some professional software houses purchase the graphic engine. My ideal game programming book should focus on graphic techniques and game logic, instead. This is what Mr Watt and Mr Policarpo do.
(1) They provide a detailed explanation of computer graphic, even exceeding the needs of a game developer
(2) a powerful graphic engine. Look at the demos,they are impressive
(3) 12 tutorials to get familiar with it.
(4) All the needed facilities. Some other books do not even supply a utility to load a .3ds file format
(5) The foundations of A.I. ,collision detection etc
(6) They use OpenGL instead of Direct X The MS library seems to become a standard for professional games developers but,in my opinion ,they are a nightmare for an amateur
(7) Last , Vol 2 has been announced by July 2001. If Mr Watt and Mr Policarpo take note of the critics of the readers who rated this book , 1 or 2 stars, a reference book for our wonderful hobby will be, at last, available

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  • Sales Rank: #7588450 in Books
  • Published on: 2012-11-26
  • Original language: English
  • Number of items: 1
  • Dimensions: .0" h x .0" w x .0" l, 1.72 pounds
  • Binding: Paperback
  • 448 pages

About the Author
Larry Percy Visiting Professor, Copenhagen Business School and Stockholm University, and International Consultant in Marketing Communications and Brand Strategy
Richard Elliott, Professor of Marketing and Consumer Research, University of Bath School of Management, and Fellow of St Anne's College, Oxford

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Process Engineering and Design for Air Pollution Control, by Jaime Benitez

This book presents a general methodology for process engineering and design which can be applied to solve any specific air pollution control problem. Problem- solving coverage includes optimization techniques, cost estimation methodology, control of gaseous pollutants emissions and nitrogen oxides emissions, the design of fabric filters, flue gas desulfurization systems, control of particulate matter emissions, and more. Aimed at chemical engineers to fully exploit their potential for the solution of air pollution control engineering problems.

  • Sales Rank: #1575180 in Books
  • Published on: 1992-11-06
  • Format: Facsimile
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.10" h x 1.10" w x 7.00" l, 1.76 pounds
  • Binding: Paperback
  • 500 pages

From the Publisher
This book presents a general methodology for process engineering and design which can be applied to solve any specific air pollution control problem.

About the Author
JAIME BENITEZ, PhD, has been teaching mass transfer operations for chemical engineers for twenty-five years. He earned his PhD in environmental engineering at Rensselaer Polytechnic Institute in 1976 and is currently Professor in the Chemical Engineering Department at the University of Puerto Rico at MayagA1/4ez. He is also the author of Process Engineering and Design for Air Pollution Control.

Most helpful customer reviews

4 of 4 people found the following review helpful.
A MUST HAVE FOR ANY ENGINEER WORKING WITH AIR POLLUTION EQP
By J. Gomez
Great book, very comprehensive and easy to understand. In depth knowledge of cost analysis (estimation) and equipment optimization. More value per buck than any other book in the market. This text covers the Cost Estimation Methodology, Adsorption Devices, Flue Gas Desulfurization, Control of Nitrogen Oxides, Particulate Emissions Control, Cyclonic Devices, Electrostatic Precipitators and my all time favorite: Fabric Filters. Everything you need to be a succesful pollution control engineer.

3 of 3 people found the following review helpful.
Process Engineering and Design for Air Pollution Control
By A Customer
It is an excelent book for students and for profesional chemical engineers. I used it as a undergraduate student at the University of Puerto Rico. It contains useful algoritms and data as well as optimization techniques for the design of equipment of air Pollution control. You wont find anything better for this price.

0 of 0 people found the following review helpful.
Excellent book
By Kevin
Excellent book. I took the class with the author of the book and it was one of the most enriching experiences in my career. The Book is written from a process engineering perspective allowing for the student to understand the design requirements to solve a particular problem related to air pollution control. Also, it is a valuable asset during your chemical engineering design classes and capstone.

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Senin, 11 April 2011

[I830.Ebook] Fee Download Creole, by Jose-Eduardo Agualusa

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Creole, by Jose-Eduardo Agualusa

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Creole, by Jose-Eduardo Agualusa

Creole paints a vivid and dramatic picture of a decadent social order in tatters. Extraordinary characters, real and fictional, look on as their world collapses.

  • Sales Rank: #3013465 in Books
  • Published on: 2007-05-28
  • Original language: Portuguese
  • Number of items: 1
  • Dimensions: .60" h x 5.00" w x 7.70" l, .39 pounds
  • Binding: Paperback
  • 160 pages

Review
'One of the most powerful and most beautiful arguments against a stereotyped vision of Africa. Agualusa rediscovers the brutal and fascinating world of mulatto Africa, a world riddled with love and hate that jumps social barriers; with political riots that mobilize whites as well as blacks; and with intrigues that unfold in cosmopolitan settings. In short, a Creole nation that has needed more than a century to rebuild the beauty and the magnetism of this stolen memory' - El Pais

About the Author
José Eduardo Agualusa is the author of Market of the Damned and Rainy Season.

Most helpful customer reviews

7 of 7 people found the following review helpful.
A wonderful read
By Gogol
Wonderful read (something you would take to the beach with you especially for those hot summer holidays in a tropical climate) Set in Angola, Brazil and Portugal during the close of the Portuguese slave trade the book takes the form of corrispondance letters first of all from a middle class Portuguese liberal who arrives in Angola and falls in love with a local African woman and finaly from the lady herself.

Its a lovely read, wonderfully describing Angola during the 19th century the sights, the sounds the mixed culture both African and European. The author is also wise not to make things out too idealistic concerning the conditions of both native freedmen and slaves while being keen to describe how the Angolan capital had become a racial melting pot.

It would be unfair to give away too much of the story as this is a short book (about 150 pages) and you will probably have it finnished in a day but it is without doubt worth reading.

1 of 1 people found the following review helpful.
"The hot, humid Angolan air... fruit and sugarcane, and...another smell, something subtler, more melancholy...death and decay"
By sally tarbox
Epistolary novel, written mainly by one Fradique Mendes, an 'aristocrat and adventurer' who has sailed out from his native Lisbon to Angola in 1868. In letters for his godmother and for his friend Eca de Queiroz (a famous Portugese author), he describes life in Africa - the privileged whites, the slaves and the (mixed-race) 'children -of -the -country'. And here he falls in love with the beautiful, but married, Creole woman, Ana Olimpia.
Enslavement of the one he loves, an alligator hunt, re-location to Brazil and the political fallout from his opposition to slavery.... Agualusa tells a very readable story, that vividly describes a part of the world which rarely features in fiction. But there is also the deeper side of his thoughts on the Portugese colonies of the era:
"Once dropped into Africa the unfortunate Portugese try in the first place to keep themselves in the saddle - that is, alive and thieving - little caring in which direction the continent is headed. And Portugal, having once dropped them there, has forgotten all about them."
Leaves a strong impression in a short novel.

0 of 0 people found the following review helpful.
something got lost in translation
By jkobi2011
the book won the Portuguese Grand Prize for Literature and there is uneasy feeling about slavery in connection with the Portuguese
control over Angola and Brazil in the late nineteenth century and it is admirable that an attempt has been made to do a translation. Unfortunately in the translation some of the intense meaning of the original has been lost. For Example ,he relates briefly a story of an attempt on the life of a narrator and describes how he was not bothered by the shooting because he has some 'very high-calibre enemies'. The term high- calibre does not fit in with a narrator of the late nineteenth century and I assume an experienced novelist writing in Portuguese in the language of a late nineteenth-century narrator would have found used a word which would have been current for the times. It is still nice to have a translation and the translator is to be congratulated .

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Jumat, 08 April 2011

[J567.Ebook] Download PDF Charles Bargue: Drawing Course, by Gerald Ackerman, Graydon Parrish

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Charles Bargue: Drawing Course, by Gerald Ackerman, Graydon Parrish

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Charles Bargue: Drawing Course, by Gerald Ackerman, Graydon Parrish

The Bargue-Gérôme Drawing Course is a complete reprint of a famous, late nineteenth century drawing course.

  • Sales Rank: #134306 in Books
  • Brand: Books
  • Published on: 2011-10-16
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.98" h x 1.24" w x 9.91" l, 4.02 pounds
  • Binding: Paperback
  • 336 pages
Features
  • Used Book in Good Condition

About the Author
Gerald Ackerman was born in California. He completed his studies at the University of California at Berkeley, then at the University of Munich and finally at Princeton, where he received his PhD. For twenty years, he was a professor of art history at Pomona College in California. He is a specialist of Gerome and published studies on other 19th century American and European artists, as well as on the theory of academic art.

Most helpful customer reviews

5 of 5 people found the following review helpful.
An awesome find
By Josephine Kwan
The book is 25 x 27cm in size.
The writer Gerald Ackerman is an art historian who went to Florence to study how to use this course at the atelier of Daniel Graves and Charles Cecil before writing this book.
You can find all the Charles Bargue 197 plates in this book, with instructions on how to use them.
Vol 1 plates are all whole-page drawings.
Vol 2 plates are over 80% whole-page drawings.
Vol 3 has only about 20 full-page illustrations and the rest are pretty tiny. Despite this shortfall, I still consider it a great book to have.
The book also talks about Charles Bargue's life and his awesome paintings (in his later years).
It is interesting to know that van Gogh worked through this course more than once on his own and Picasso copied these plates at the Barcelona Academy.
This is one of the few drawing books that I find truly worth my money.

10 of 10 people found the following review helpful.
Highly recommend it. Watch these videos on youtube to learn ...
By figueroa33
I have bought so many learn to draw books but this one actually changes the way you see. Highly recommend it. Watch these videos on youtube to learn how to properly use the bargue plates. https://www.youtube.com/watch?v=ICs4gpyQikY
https://www.youtube.com/watch?v=zOH0_wgqBD0 https://www.youtube.com/watch?v=TF1FJ3RJ3k0 https://www.youtube.com/watch?v=qfTm2u6BIkM You will need Bristol paper, 2B graphite pencils, a kneaded eraser, artist tape white (masking tape tears the paper), a drawing board, and easel.

5 of 5 people found the following review helpful.
Excellent resource for learning atelier drawing methods
By Catherine Moore
Excellent resource for learning atelier drawing methods. In addition to the book, however, you will also require some additional course instruction and there are excellent free resources on line. The Bargue Drawing Companion from the www.AcademyofRealist Art.com shop online offers a video demonstration for $100 and The Davinci Initiative offers free lesson plans that are very informative. http://www.davinciinitiative.org/free-lesson-plans.html And, I would also recommend Mandy Hallenius's series of YouTube videos very helpful: https://www.youtube.com/watch?v=ICs4gpyQikY

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