Game Development

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New & Bestselling Guides to World-Class

Game Development from

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Table of Contents Game Design ....................................................................3 Game Programming..........................................................6 Computer Graphics...........................................................8

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Game Design Designing the User Experience of Game Development Tools

Virtual Character Design for Games and Interactive Media

David Lightbown

Robin James Stuart Sloan

Ubisoft, User Experience Director

University of Abertay Dundee, Angus, Scotland, UK

This book explains how to improve the user experience of game development tools. The first part of the book describes why the user experience of game tools must be improved and shows readers how to get buy-in from their teams. The second part introduces the concept of user-centered design. Ideal for anyone who makes, uses, or benefits from game development tools, the book presents complex concepts in a manner that is accessible to those new to user experience design.

While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters.

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Game AI Pro

The Art of Game Design

Collected Wisdom of Game AI Professionals

A Book of Lenses, Second Edition Jesse Schell Carnegie Mellon University and Schell Games, Pittsburgh, Pennsylvania, USA

Edited by

Steven Rabin Bothell, Washington, USA

This volume covers both the art and the technology of game AI. It includes core algorithms that you’ll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second. http://www.crcpress.com/product/isbn/9781466565968 Print ISBN: 978-1-4665-6596-8 eBook ISBN: 978-1-4665-6597-5 September 2013, 7-1/2 x 9-1/4, 598 pp. Suggested Price: $83.95 / £53.99

This Second Edition presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world’s top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. http://www.crcpress.com/product/isbn/9781466598645 Print ISBN: 978-1-4665-9864-5 eBook ISBN: 978-1-4665-9867-6 November 2014, 7-1/2 x 9-1/4, 600 pp., Soft Cover Suggested Price: $64.95 / £41.99

Game AI Pro2

Game Design Workshop

Collected Wisdom of Game AI Professionals

A Playcentric Approach to Creating Innovative Games, Third Edition

Edited by

Tracy Fullerton

Steven Rabin

University of Southern California, Los Angeles, USA

Bothell, Washington, USA

Game AI Pro2 presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hardearned wisdom, and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations.

Since the publication of the second edition, many changes have occurred in the games industry, from an increase in multi-touch screen platforms to a rise in smaller teams and development companies and more independent designers. This third edition expands discussions of new platforms and genres of play as well as processes, such as agile development (SCRUM). This edition emphasizes how to work with analytics to improve game play experience and the commercial viability of games. It also includes interviews with a number of independent designers.

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Game Design Science Fiction Video Games Neal Roger Tringham Psuedonyms, Ltd.

HTML5 Game Development from the Ground Up with Construct 2 Roberto Dillon

This book focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. It emphasizes critical analysis, especially the analysis of narrative. The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game. http://www.crcpress.com/product/isbn/9781482203882

James Cook University, Singapore

Integrating hands-on guidance with theoretical game design concepts, this book gives readers a solid foundation in game development. Suitable for beginners, hobbyists, and aspiring indie developers, the book shows how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. It also covers the foundational knowledge of game analysis and design. Sample Construct 2 project files for the games designed in the book are available on the author’s website.

Print ISBN: 978-1-4822-0388-2 eBook ISBN: 978-1-4822-0389-9 September 2014, 6-1/8 x 9-1/4, 536 pp., Soft Cover Suggested Price: $44.95 / £29.99

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Virtual World Design

Mobile & Social Game Design

Ann Latham Cudworth

Monetization Methods and Mechanics, Second Edition

This book illustrates how the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. With 200 illustrations and 12 stepby-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an “all-access” terrain, and a sound-based game. http://www.crcpress.com/product/isbn/9781466579613

Print ISBN: 978-1-4822-1661-5 eBook ISBN: 978-1-4822-1662-2 March 2014, 6-1/8 x 9-1/4, 266 pp., Soft Cover Suggested Price: $49.95 / £31.99

Tim Fields Completely updated, this second edition explains how to use the interconnectedness of social networks to make “stickier,” more compelling games on all types of devices. Through the book’s many design and marketing techniques, strategies, and examples, readers will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.

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Learn to Play

Game Magic

Designing Tutorials for Video Games Matthew M. White

A Designer’s Guide to Magic Systems in Theory and Practice

The Pennsylvania State University, The Behrend College, Erie, USA

Jeff Howard

This book shows how to embed a tutorial directly into game design mechanics so that games naturally and comfortably teach players to have fun. It links game design principles with psychology through the game tutorial and offers easyto-implement changes that can make a huge difference in how players receive games. It explains how to educate new players and engage experienced players at the same time through a combination of good design and basic understanding of human educational, motivational, and cognitive psychologies.

Dakota State University, Madison, South Dakota, USA

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Print ISBN: 978-1-4665-9868-3 eBook ISBN: 978-1-4665-9869-0 January 2014, 7 x 10, 236 pp., Soft Cover Suggested Price: $49.95 / £31.99

This book explains how to construct magic systems and presents a compendium of arcane lore. Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. It explains how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also shows how to divide a simulated world into domains of influence and how to use specific rule systems to simulate powers within these realms. http://www.crcpress.com/product/isbn/9781466567856 Print ISBN: 978-1-4665-6785-6 eBook ISBN: 978-1-4665-6787-0 April 2014, 6-1/8 x 9-1/4, 376 pp., Soft Cover Suggested Price: $59.95 / £38.99

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Game Design GPU Pro6

GPU PRO3

Advanced Rendering Techniques

Advanced Rendering Techniques

Edited by

Edited by

Wolfgang Engel

Wolfgang Engel

Confetti Special Effects, Encinitas, California, USA

Confetti Special Effects, Encinitas, California, USA

This sixth edition of a popular reference covers advanced rendering techniques that run on the DirectX or OpenGL run-times, or any other run-time with any language available. It offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. It includes topics on: geometry manipulation; rendering techniques; handheld devices programming; effects in image space; shadows; 3D engine design; graphics related tools; environmental effects; and a dedicated section on general purpose GPU programming that covers CUDA, DirectCompute, and OpenCL examples.

This book explores the latest developments in advanced rendering techniques in interactive media and games that run on the DirectX or OpenGL run-times or any other run-time with any language available. It covers geometry manipulation, handheld devices programming, effects in image space, shadows, 3D engine design, and environmental effects. A dedicated section on general purpose GPU programming focuses on CUDA, DirectCompute, and OpenCL examples. The book also provides tips on how to render real-time special effects and visualize data on common consumer software platforms.

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GPU Pro5

iOS Game Development

Advanced Rendering Techniques Edited by

Developing Games for iPad, iPhone, and iPod Touch

Wolfgang Engel

Thomas Lucka

Confetti Special Effects, Encinitas, Califorina, USA

QIOO Interactive, Berlin, Germany

In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. A high-quality collection of cutting-edge techniques for advanced GPU programming, the book presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with source code are provided on the book’s CRC Press web page.

Offering a wealth of previously unpublished information about the iOS platform, this color book takes you from the basics of app coding to releasing and marketing your game on the App Store. It focuses on the concrete requirements of game developers, presenting in-depth details on each step in the mobile game development process. By following the book’s clear descriptions and example programs, you will understand how to implement the fundamentals in smaller game projects and be able to create your first game for the App Store.

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Print ISBN: 978-1-4665-6993-5 eBook ISBN: 978-1-4665-6995-9 September 2013, 7-1/2 x 9-1/4, 394 pp., Soft Cover Suggested Price: $49.95 / £31.99

GPU Pro4

Honoring the Code

Advanced Rendering Techniques Edited by

Conversations with Great Game Designers

Wolfgang Engel

Matt Barton

Confetti Special Effects, Encinitas, California, USA

This color book presents ready-to-use ideas and procedures that can help solve many day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods as well as practical tips and tricks for creating real-time graphics. It explains how to render real-time special effects and visualize data on common consumer software platforms, such as PCs, video consoles, and mobile phones. Example programs and source code are available for download on the book’s CRC Press web page. http://www.crcpress.com/product/isbn/9781466567436 Print ISBN: 978-1-4665-6743-6 eBook ISBN: 978-1-4665-6744-3 April 2013, 7-1/2 x 9-1/4, 382 pp. Suggested Price: $83.95 / £53.99

Saint Cloud State University, Minnesota, USA

If you want to be successful in any area of game development—game design, programming, graphics, sound, or publishing—you should know how standouts in the industry approach their work and address problems. In this book, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You’ll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution. http://www.crcpress.com/product/isbn/9781466567535 Print ISBN: 978-1-4665-6753-5 eBook ISBN: 978-1-4665-6755-9 March 2013, 7 x 10, 240 pp., Soft Cover Suggested Price: $41.95 / £26.99

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Game Design / Game Programming Introduction to Game Physics with Box2D

Game Engine Architecture

Ian Parberry

Jason Gregory

University of North Texas, Denton, USA

This book helps readers become capable 2D game physics programmers through its relaxed and entertaining yet instructional presentation of both the theory and applications of 2D game physics. It explains how to program the physics used in 2D video games and covers the math required in game physics. A companion website provides source code, videos, and other material. After reading the book and experimenting with the code samples, readers will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game. http://www.crcpress.com/product/isbn/9781466565760 Print ISBN: 978-1-4665-6576-0 eBook ISBN: 978-1-4665-6577-7 February 2013, 6 x 9, 275 pp., Soft Cover Suggested Price: $62.95 / £39.99

Game Design Theory A New Philosophy for Understanding Games

Second Edition Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. A new chapter on audio technology discusses the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine. Along with many updated sections, this edition also addresses the latest variant of the C++ programming language and the architecture of the Xbox One and PlayStation 4. http://www.crcpress.com/product/isbn/9781466560017 Print ISBN: 978-1-4665-6001-7 eBook ISBN: 978-1-4665-6006-2 August 2014, 7-1/2 x 9-1/4, 1052 pp. Suggested Price: $69.95 / £47.99

Learning C# Programming with Unity 3D Alex Okita

Keith Burgun

Float Hybrid Entertainment, San Francisco, California, USA

Dinofarm Games, Goldens Bridge, New York, USA

Ideal for game programmers with no prior experience with programming languages, this book covers the basics of programming and explains how C# is used to make a game in Unity3D. Interactive examples give C# code meaning. As more complex aspects of C# are explained the interactivity of example games gains depth. Common programming tasks are taught by way of making a game. The final result is a reader who is capable of understanding how to read and apply C# in Unity3D and apply that knowledge to other development environments that use C#.

This work presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games. http://www.crcpress.com/product/isbn/9781466554207 Print ISBN: 978-1-4665-5420-7 eBook ISBN: 978-1-4665-5421-4 August 2012, 6 x 9, 188 pp., Soft Cover Suggested Price: $43.95 / £27.99

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Blender for Animation and Film-Based Production

An Architectural Approach to Level Design

Michelangelo Manrique

Christopher W. Totten

Gamereactor, Ciudad Real, Spain

George Mason University, Fairfax, Virginia, USA

Suitable for both beginners and more advanced users, this book explores why Blender is ideal for animation films. It demonstrates Blender’s capability to do the job in each production department. Familiarizing readers with the animation industry, the book helps readers manage their projects from start to finish, understand the different stages in any animation production, and see how studios work and develop their animation projects. It guides readers toward finding efficient solutions for issues with their production files or pipeline.

This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory.

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Game Programming C# Game Programming Cookbook for Unity 3D

2D Graphics Programming for Games

Jeff W. Murray

John Pile,Jr.

Psychic Parrot Games, Ottawa, Ontario, Canada

Champlain College, Burlington, Vermont, USA

Giving readers a solid foundation in game development, this book presents a highly flexible core framework to create just about any type of game by plugging in different script components. The first ten chapters set up the flexible, reusable framework based in C# and suitable for all game types. The remainder of the text adds game-specific code to the framework to create four example games. The Unity example files are available for download on the book’s CRC Press web page.

Full of practical tools and tricks, this color book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics, moves on to topics pertaining to motion and depth, and then describes advanced graphics. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code.

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The Complete Guide to Blender Graphics

Game Development for iOS with Unity3D

Computer Modeling and Animation Second Edition

Jeff W. Murray

John M. Blain

This hands-on guide takes you through the complete process of Unity iOS game development. A game developer for over 12 years, the author presents production-proven techniques and valuable tips and tricks needed to plan, build, test, and launch games for the iPhone, iPod, and iPad. He walks you through all the necessary procedures, including how to publish your game to the App Store. Full source files for two iOSready games are available at www.crcpress.com.

Toormina, New South Wales, Australia

In color throughout, this manual helps beginners learn the basics of computer animation using the free and open source 3D computer modeling and animation program Blender. This second edition incorporates many new features of Blender, including developments to its GUI. Along with 12 updated chapters, it contains three new chapters on smoke simulation, movie making, and drivers. Many new examples, visual diagrams, and images illustrate the various computer graphics topics encompassed by Blender. http://www.crcpress.com/product/isbn/9781482216639 Print ISBN: 978-1-4822-1663-9 eBook ISBN: 978-1-4822-1664-6 June 2014, 7-1/2 x 9-1/4, 575 pp., Soft Cover Suggested Price: $59.95 / £38.99

Psychic Parrot Games, Ottawa, Ontario, Canada

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HTML5 Game Engines

Programming 2D Games

App Development and Distribution

Charles Kelly

Dan Nagle

Most of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, this text provides a complete, upto-date introduction to game programming. As game programming techniques are introduced, readers learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available online.

Senior Software Engineer, Southern Vision Systems

This book presents an introduction to development with HTML5 game engines as well as an in-depth look at popular engines. Along with downloadable example projects for each engine, the book provides techniques for packaging and distributing the final app to all the major platforms. It covers the essentials of HTML5, shows how to create four specific games using four different game engines, and describes how several of these games are distributed on platforms, such as Apple’s App Store and Google Play. http://www.crcpress.com/product/isbn/9781466594005 Print ISBN: 978-1-4665-9400-5 eBook ISBN: 978-1-4665-9401-2 April 2014, 6-1/8 x 9-1/4, 216 pp., Soft Cover Suggested Price: $49.95 / £31.99

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Computer Graphics Digital Representations of the Real World

The Uncanny Valley in Games and Animation

How to Capture, Model, and Render Visual Reality

Angela Tinwell

Edited by

Marcus A. Magnor, Oliver Grau, Olga Sorkine-Hornung, and Christian Theobalt This book explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of new capture modalities, reconstruction approaches, and visual perception into the computer graphics pipeline. The book covers sensors for capturing 3D scenes, fundamental algorithms for processing the imagery, 3D modeling techniques, and image- and video-based rendering. Readers will understand the emerging research of real-world visual computing and learn how to implement frequently encountered methods. http://www.crcpress.com/product/isbn/9781482243819 Print ISBN: 978-1-4822-4381-9 eBook ISBN: 978-1-4822-4382-6 May 2015, 7-1/2 x 9-1/4, 455 pp. Suggested Price: $99.95 / £63.99

University of Bolton, UK

This book is an essential guide for animators and video game designers on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications. The author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design. http://www.crcpress.com/product/isbn/9781466586949 Print ISBN: 978-1-4665-8694-9 eBook ISBN: 978-1-4665-8695-6 December 2014, 6-1/8 x 9-1/4, 236 pp. Suggested Price: $99.95 / £63.99

Precision Photoshop Blender for Visual Effects Samuel Vila VP of Content & Production, Macroh USA

This book supplies readers with a practical way to learn how to use Blender’s tools in the most common scenarios in video/film production, including setting up cameras on a stage, lighting, and other production processes using Blender. The book not only explains how to use the most common tools used in the film and video industry, such as tracking, rendering, and compositing, but also explains how to deal with software limitations and how to sort out common problems. http://www.crcpress.com/product/isbn/9781498724500 Print ISBN: 978-1-4987-2450-0 June 2015, 6 x 9, 154 pp., Pack - Book and Ebook Suggested Price: $39.95 / £25.99

Digital Character Development

Creating Powerful Visual Effects Lopsie Schwartz Lonita, California, USA

In clear, conversational language using extensive images and screenshots, this book provides in-depth guidance on learning how to use Photoshop. Requiring no prior experience, the book first offers a step-by-step beginner’s tutorial on the main features of Photoshop. It next provides solutions to the most common questions asked by new Photoshop users. The author explains how to customize brushes, work with camera raw files, and use 3D and video within Photoshop. She also covers more advanced tutorials involving higher concepts and specific source images. http://www.crcpress.com/product/isbn/9781466591752 Print ISBN: 978-1-4665-9175-2 eBook ISBN: 978-1-4665-9176-9 October 2014, 7-1/2 x 9-1/4, 284 pp., Soft Cover Suggested Price: $59.95 / £38.99

Theory & Practice, Second Edition

Introduction to Computer Graphics

Robert O’Neill

A Practical Learning Approach

DreamWorks Animation, Los Angeles, California, USA

This book provides insight from a real production environment and the requirements such an environment imposes. It covers the theory and practice behind the development of digital characters for film and games using rigging concepts, algorithms, and techniques via software-agnostic descriptions that apply to any animation application. The book presents the anatomical considerations for rigging a character alongside the expectations of an animator; a road map for character development is carefully laid out through rich illustrations and visual code examples. http://www.crcpress.com/product/isbn/9781482250770 Print ISBN: 978-1-4822-5077-0 September 2015, 7-1/2 x 9-1/4, 419 pp. Suggested Price: $69.95 / £44.99

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Fabio Ganovelli, Massimiliano Corsini, and Marco Di Benedetto Institute of Information and Science Technologies, CNR, Pisa, Italy

Sumanta Pattanaik University of Central Florida, Orlando, USA

This text shows step by step how to implement computer graphics concepts and theory with WebGL using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. This practical approach leads readers to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The book explains how to handle 3D geometric transformations, texturing, complex lighting effects, and more. The code is available online. http://www.crcpress.com/product/isbn/9781439852798 Print ISBN: 978-1-4398-5279-8 eBook ISBN: 978-1-4398-5280-4 October 2014, 6-1/8 x 9-1/4, 422 pp. Suggested Price: $89.95 / £49.99

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Computer Graphics 3D Animation for the Raw Beginner Using Maya

Multithreading for Visual Effects

University of Colorado, Boulder, USA

Martin Watt, Erwin Coumans, George ElKoura, Ronald Henderson, Manuel Kraemer, Jeff Lait, and James Reinders

Providing a principles-based, yet pragmatic, approach to 3D animation, this first-of-its-kind book describes the process for creating animated projects in a nonmathematical fashion, explaining why—and not just how— to apply Maya® techniques in the real world. Each chapter introduces critical aspects of the 3D animation process and presents clear and concise tutorials that link key concepts to practical Maya techniques. An ideal academic textbook and superlative do-it-yourself training manual, the book includes access to a dedicated web site with useful videos, lessons, and updates.

In this book, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and visual effects used in popular visual effects libraries, one of the industry’s leading visual effects packages, and proprietary animation systems. This information is valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code.

http://www.crcpress.com/product/isbn/9781439852644

http://www.crcpress.com/product/isbn/9781482243567

Print ISBN: 978-1-4398-5264-4 eBook ISBN: 978-1-4398-5266-8 August 2014, 7 x 10, 486 pp. Suggested Price: $59.95 / £38.99

Print ISBN: 978-1-4822-4356-7 eBook ISBN: 978-1-4822-4357-4 July 2014, 7 x 10, 255 pp. Suggested Price: $69.95 / £44.99

Computer Graphics Through OpenGL

Practical Algorithms for 3D Computer Graphics

From Theory to Experiments, Second Edition

Second Edition

Sumanta Guha

The Queen’s University of Belfast, UK

Asian Institute of Technology, Thailand

This second edition presents up-to-date algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables readers to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. This edition includes three new chapters on real-time 3D programming using OpenGL, 3D graphics for mobile devices, and the open source OpenFX 3D tools suite. Source code, documentation, and much more are available on the author’s website.

Roger King

From geometric primitives, animation, and 3D modeling to lighting, shading, and texturing, this second edition presents a comprehensive introduction to computer graphics using an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® API to code 3D scenes and animation, including games and movies. Supplementary resources are available on the author’s website. http://www.crcpress.com/product/isbn/9781482258394 Print ISBN: 978-1-4822-5839-4 eBook ISBN: 978-1-4822-5841-7 August 2014, 7 3/8 x 9 1/4, 951 pp. Suggested Price: $99.95 / £63.99

R. Stuart Ferguson

http://www.crcpress.com/product/isbn/9781466582521 Print ISBN: 978-1-4665-8252-1 eBook ISBN: 978-1-4665-8253-8 December 2013, 7-1/2 x 9-1/4, 508 pp., Soft Cover Suggested Price: $83.95 / £53.99

GPGPU Programming for Games and Science

Textbook

David H. Eberly

From Pixels to Programmable Graphics Hardware

Geometric Tools LLC, Redmond, Washington, USA

This book demonstrates how to achieve robustness, accuracy, speed, and/or easily maintained, reusable, and readable source code to tackle practical problems in computer science and software engineering. It discusses many concepts of GPGPU programming and presents several practical examples in game programming and scientific programming. The core of the book focuses on the GPU from the perspective of Direct3D 11 and the High Level Shading Language. The source code for the author’s fully featured Geometric Tools Engine is available on a supporting website. http://www.crcpress.com/product/isbn/9781466595354 Print ISBN: 978-1-4665-9535-4 eBook ISBN: 978-1-4665-9536-1 August 2014, 7-1/2 x 9-1/4, 469 pp. Suggested Price: $89.95 / £57.99

Computer Graphics Alexey Boreskov and Evgeniy Shikin Moscow State University, Russia

This text explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. Requiring only basic knowledge of analytic geometry, linear algebra, and C++, the book guides students through the OpenGL pipeline and gives them a firm foundation in today’s high-performance graphics. Using one consistent example, it leads them step by step from simple rendering to animation to lighting and bumpmapping. Source code and examples are available on the book’s CRC Press web page. http://www.crcpress.com/product/isbn/9781439867303 Print ISBN: 978-1-4398-6730-3 eBook ISBN: 978-1-4398-6731-0 October 2013, 6-1/8 x 9-1/4, 568 pp. Suggested Price: $104.95 / £52.99

SAVE when you order online at www.crcpress.com

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Computer Graphics Production Volume Rendering

Textbook

Design and Implementation

Computer Graphics

Magnus Wrenninge

Theory and Practice

SONY Pictures Imageworks, Santa Monica, California, USA

This book provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The author presents techniques and algorithms that are actively used in production work. He also describes both volumetric modeling and rendering techniques, illustrating how effects are created from start to finish. A companion rendering library of open source code is freely available online. http://www.crcpress.com/product/isbn/9781568817248 Print ISBN: 978-1-56881-724-8 eBook ISBN: 978-1-4398-7363-2 September 2012, 7-1/2 x 9-1/4, 355 pp. Suggested Price: $54.95 / £34.99

Design and Implementation of 3D Graphics Systems Jonas de Miranda Gomes and Luiz Velho

Jonas Gomes and Luiz Velho Institute of Pure and Applied Mathematics, Rio de Janeiro, Brazil

Mario Costa Sousa University of Calgary, Alberta, Canada

A complete and integrated introduction to computer graphics, this book focuses on conceptual aspects of computer graphics, covering fundamental mathematical theories and models and the inherent problems in implementing them. Only requiring basic knowledge of calculus and linear algebra, the text introduces the core challenges of the field and provides suggestions for further reading and studying on various topics. For each conceptual problem described, solution strategies are compared and presented in algorithmic form. http://www.crcpress.com/product/isbn/9781568815800 Print ISBN: 978-1-56881-580-0 eBook ISBN: 978-1-4398-9681-5 April 2012, 7-1/2 x 9-1/4, 560 pp. Suggested Price: $97.95 / £61.99

Shadow Algorithms Data Miner Andrew Woo NGRAIN Corporation, Vancouver, British Columbia, Canada

Institute of Pure and Applied Mathematics, Rio de Janeiro, Brazil

Pierre Poulin

Mario Costa Sousa

Digital shadow generation continues to be an important aspect of visualization and visual effects in film, games, simulations, and scientific applications. This resource offers a thorough picture of the motivations, complexities, and categorized algorithms available to generate digital shadows. From general fundamentals to specific applications, it addresses shadow algorithms and how to manage huge data sets from a shadow perspective. The book also examines the use of shadow algorithms in industrial applications, in terms of what algorithms are used and what software is applicable.

University of Calgary, Alberta, Canada

This book covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book’s website. http://www.crcpress.com/product/isbn/9781466571211 Print ISBN: 978-1-4665-7121-1 eBook ISBN: 978-1-4665-7123-5 August 2012, 7-1/2 x 9-1/4, 350 pp., Soft Cover Suggested Price: $76.95 / £49.99

University of Montreal, Quebec, Canada

http://www.crcpress.com/product/isbn/9781439880234 Print ISBN: 978-1-4398-8023-4 eBook ISBN: 978-1-4398-8026-5 June 2012, 6 x 9, 268 pp. Suggested Price: $76.95 / £49.99

OpenGL Insights Edited by

Patrick Cozzi University of Pennsylvania, Philadelphia, USA

Christophe Riccio AMD, Camberley, UK

Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Focusing on current and emerging techniques for the OpenGL family of APIs, the book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more. Source code, demos, and other material are available on the book’s website. http://www.crcpress.com/product/isbn/9781439893760 Print ISBN: 978-1-4398-9376-0 eBook ISBN: 978-1-4398-9377-7 July 2012, 7-1/2 x 9-1/4, 712 pp. Suggested Price: $87.95 / £55.99

10

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