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Presents methodologies for modeling, analysis and recognition of shapes of facial surfaces, from fundamental ideas in geometry and shape analysis, to cutting-edge applications This text presents methodologies for analyzing shapes of facial surfaces, develops computational tools for analyzing 3D face data, and illustrates them using state-of-the-art applications. The methodologies chosen are based on efficient representations, metrics, comparisons, and classifications of features that are especially relevant in the context of 3D measurements of human faces. These frameworks have a long-term utility in face analysis, taking into account the anticipated improvements in data collection, data storage, processing speeds, and application scenarios expected as the discipline develops further. Covers a wide range of applications including biometrics, 3D animation, facial surgery, forensics, and video communications. Contains numerous exercises and algorithms. Covers the fundamentals and methodologies of 3D face analysis Includes a section specifically on applications, making the book of interest to both those in research and industry. Brings together information currently available in disparate sources in a much-needed comprehensive textbook. All methods are tested on FRGC or subsets of FRGC datasets, allowing a comparison on a single dataset A companion website hosts updates, information on relevant databases, and demonstrations.
About the Author
Mohamed Daoudi, TELECOM Lille 1, France Professor Daoudi is a member of the computer science department at TELECOM Lille 1, and a member of the IEEE. Prof. Daoudi is an editor of the Journal of Multimedia and has been a guest co-editor of the Annals of Telecommunications for a special issue on Technologies and Tools for 3D Imaging. He co-edited 3D Object Processing: Compression, Indexing and Watermarking published by Wiley in 2008. Anuj Srivastava, Florida State University, USA Professor Srivastava is a member of the department of statistics at Florida State University, and a member of the IEEE and ASA. He has been an associate editor of the Journal of Statistical Planning and Interference, IEEE Transactions on Signal Processing, and IEEE Transactions on Pattern Analysis and Machine Intelligence, which he also edited a special issue of on Shape Modeling. He has published over 30 journal papers and 7 book chapters in edited volumes. Remco Veltkamp, Universiteit Utrecht, The Netherlands Professor Veltkamp is a member of the department of Information and Computing Sciences at Utrecht University, focusing on multimedia applications. He is an editor of Pattern Recognition Journal and the International Journal on Shape Modeling. He has also guest edited several journals including a special issue on Multimedia Algorithmics in Multimedia Tools and Applications, and a special issue on Shape Reasoning and Understanding in Computers & Graphics. Prof. Veltkamp has published 30 journal papers, 13 book chapters in edited volumes, co-edited several conference proceedings and has co-edited State-of-the-art in Content-based Image and Video Retrieval published by Springer in 2001.
Those creative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Fireworks choose Adobe Fireworks CS6 Classroom in a Book from the Adobe Creative Team. The 14 project-based lessons in this book show readers step-by-step the key techniques for working in Fireworks.
Readers will learn what they need to know to design and mock up Web pages or interfaces for rich Internet applications or tablet apps. In addition readers will learn how to demo a design for a client in real time, export the design as an interactive PDF, and export vector design elements as CSS3-only markup for use in websites. This edition, fully revised for CS6, covers CSS extraction using the CSS Properties panel, jQuery Mobile skinning, and sprite creation. It also includes instruction on working with the Styles panel and several new enhancements to the Properties panel, including the new color selection and gradient editing features. The companion DVD includes lesson files so readers can work along with the book.
“The Classroom in a Book series is by far the best training material on the market. Everything you need to master the software is included: clear explanations of each lesson, step-by-step instructions, and the project files for the students.” —Barbara Binder, Adobe Certified Instructor, Rocky Mountain Training
Classroom in a Book®, the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does—an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts.
Adobe Photoshop Elements 14 Classroom in a Book is the most thorough and comprehensive way for you to master all the new features in Adobe’s top-rated consumer-targeted photo-editing software. Each chapter in this step-by-step, project-based guide contains a project that builds on your growing knowledge of the program, while end-of-chapter review questions reinforce each lesson. You will learn the basics of editing your images with Photoshop Elements and learn how to best use the program’s many new features. In this new version of the book you will receive complete coverage of all the new and enhanced features in Photoshop Elements 14. Learn how the new Import In Bulk command lets you browse the images on your hard disk, and then add the contents of multiple folders in disparate locations to a single batch import. Discover workflow improvements that make it easier than ever to sort and search your catalog, with pre-stacked faces in the People view and new, easy-to-browse UnPinned photos and Suggested events tabs in the Places and Events views. Explore a revamped Guided edit interface-the new home for the Photomerge tools-where you’ll experience a new guided Photomerge Panorama workflow, follow simple steps to resize a photo at the appropriate resolution for print or web, and learn how to add motion to a static image with the fun new Speed Effect. You’ll try the new Smart Looks in Quick edit mode, learn how to make your pictures crisper and clearer with the Shake Reduction and Haze Removal tools, and how to make finer selections than ever before with an enhanced Refine Selection Brush that can even handle hair, fur, and feathers. Check out the ad in the back of the book for details on becoming an Adobe Creative Cloud Photography plan member for up to your first year!
About the Author
John Evans (Thailand) has over 25 years’ experience in digital graphics, initially as a graphic designer and digital illustrator, and then as a multimedia author, user interface designer, and technical writer. He is the author of several editions of Peachpit’s Adobe Photoshop Elements Classroom in a Book and Adobe Photoshop Lightroom Classroom in a Book, and he resides in Thailand. Katrin Straub (Brussels, Belgium) is an artist, designer, and author who holds degrees from the FH Augsburg, ISIA Urbino, and The New School University in New York. She has authored many books, among them Adobe Creative Suite Idea Kit, Adobe Soundbooth CS3 Classroom in a Book and several versions of Adobe Photoshop Elements Classroom in a Book, Adobe Premiere Elements Classroom in a Book, and Adobe Photoshop Lightroom Classroom in a Book. She resides in Brussels, Belgium.
While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches. Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation. Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.
About the Author
Charles Palmer, Harrisburg University of Science and Technology, Pennsylvania, USA Andy Petroski, Harrisburg University of Science and Technology, Pennsylvania, USA.
About the Author
Amy Lupold Bair owns Resourceful Mommy Media LLC and blogs at resourcefulmommy.com. She’s the author of Raising Digital Families For Dummies. Susannah Gardner was among the editors who launched the first Los Angeles Times website and is coauthor of three previous editions of Blogging For Dummies.
Make information memorable with creative visual design techniques Research shows that visual information is more quickly and easily understood, and much more likely to be remembered. This innovative book presents the design process and the best software tools for creating infographics that communicate. Including a special section on how to construct the increasingly popular infographic resume, the book offers graphic designers, marketers, and business professionals vital information on the most effective ways to present data. Explains why infographics and data visualizations work Shares the tools and techniques for creating great infographics Covers online infographics used for marketing, including social media and search engine optimization (SEO) Shows how to market your skills with a visual, infographic resume Explores the many internal business uses of infographics, including board meeting presentations, annual reports, consumer research statistics, marketing strategies, business plans, and visual explanations of products and services to your customers With Cool Infographics , you’ll learn to create infographics to successfully reach your target audience and tell clear stories with your data.
About the Author
Randy Krum is founder and president of InfoNewt, an infographic design and data visualization company, and the creator of Cool Infographics (coolinfographics.com). He designs infographics for both online publications and internal communications, and consults on building infographic landing pages, social sharing links, infographic SEO, reaching key influencers, and tracking results.
For the undergraduate and graduate e-commerce course in any business discipline. The market-leading text for E-commerce. This comprehensive, market-leading text emphasizes the three major driving forces behind E-commerce-technology change, business development, and social issues-to provide a coherent conceptual framework for understanding the field. The tenth edition features updates to the text, data, figures, and tables based on the latest marketing and business intelligence available from eMarketer, Pew Internet & American Life Project, Forrester Research, comScore, Gartner Research, and other industry sources. All opening, closing and “Insight on” cases are new or updated.
A timely book containing foundations and current research directions on emotion recognition by facial expression, voice, gesture and biopotential signals This book provides a comprehensive examination of the research methodology of different modalities of emotion recognition. Key topics of discussion include facial expression, voice and biopotential signal-based emotion recognition. Special emphasis is given to feature selection, feature reduction, classifier design and multi-modal fusion to improve performance of emotion-classifiers. Written by several experts, the book includes several tools and techniques, including dynamic Bayesian networks, neural nets, hidden Markov model, rough sets, type-2 fuzzy sets, support vector machines and their applications in emotion recognition by different modalities. The book ends with a discussion on emotion recognition in automotive fields to determine stress and anger of the drivers, responsible for degradation of their performance and driving-ability. There is an increasing demand of emotion recognition in diverse fields, including psycho-therapy, bio-medicine and security in government, public and private agencies. The importance of emotion recognition has been given priority by industries including Hewlett Packard in the design and development of the next generation human-computer interface (HCI) systems. Emotion Recognition: A Pattern Analysis Approach would be of great interest to researchers, graduate students and practitioners, as the book * Offers both foundations and advances on emotion recognition in a single volume * Provides a thorough and insightful introduction to the subject by utilizing computational tools of diverse domains * Inspires young researchers to prepare themselves for their own research * Demonstrates direction of future research through new technologies, such as Microsoft Kinect, EEG systems etc.
About the Author
Amit Konar is a Professor of Electronics and Tele-Communication Engineering, Jadavpur University, India, where he offers graduate-level courses on Artificial Intelligence and directs research in Cognitive Science, Robotics and Human-Computer Interfaces. Dr. Konar is the recipient of many prestigious grants and awards and is an author of 10 books and over 350 research publications. He offered consultancy services to Government and private industries. He served editorial services to many journals, including IEEE Transactions on Systems, Man and Cybernetics (Part-A) and IEEE Transactions on Fuzzy Systems.
Aruna Chakraborty is an Associate Professor with the Department of Computer Science and Engineering, St. Thomas’ College of Engineering and Technology, India. She is also a Visiting Faculty with Jadavpur University, where she offers graduate-level courses on Intelligent Automation and Robotics, and Cognitive Science. Her research interest includes human-computer interfaces, emotional intelligence and reasoning with fuzzy logic.
Wish your favorite PC game had a more informative heads up display? What if you could instantly collect all that loot from your latest epic battle? You don’t need to be a sorcerer to transform a game you like into a game you love. Just make a bot to do the grunt work for you! If you’re familiar with Windows-based development and memory management, then Game Hacking, provides all the tools and knowledge you need to become a true game hacker. Let veteran game hacker Nick Cano teach you the basics, including reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection. Throughout the book, you’ll hone your new skills with hands-on labs, dig into practice binaries, and learn to write your own bot.Level up your toolbox with hacking techniques: Scan and modify memory with Cheat Engine Explore program structure and execution flow with OllyDBG Log processes and pinpoint useful data files with Process Monitor Manipulate control flow through NOPing, hooking, and more Locate and dissect common game memory structures Discover the secrets behind common game bots, including: Persistent hacks, such as a heads up display Responsive hacks, such as auto healers and combo bots Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but that doesn’t mean it’s evil. When you know how bot makers create bots and why they do it, you’ll be empowered to discourage and defend against bots in your own games! Journey through the inner workings of PC games, and come away with a deeper understanding of both game design and computer security.
About the Author
Nick Cano is a senior security engineer at Bromium, where he develops software to defend against advanced malware. He wrote his first scripts for open-source game servers when he was 12 years old and has been involved with bot development communities ever since. Cano maintains his own game bot company and advises developers and designers on best practices to discourage and protect their games against bots
“Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field.” -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.
About the Author
Miguel A. Garcia-Ruiz is an assistant professor in the Department of Computer Science and Mathematics, Algoma University, Ontario, Canada. He earned his MSc in computer science from the University of Colima in Mexico and his PhD in computer science and artificial intelligence at the University of Sussex in the United Kingdom. He held a graphics techniques internship at the Madrid Polytechnic University in Spain. He has published scientific papers on usability and user experience in major journals, has written several books and book chapters, and has directed an introductory video on virtual reality. His research interests include educational virtual environments, usability of video games, and multimodal human-computer interaction.
I want to say to all the hacker-bards from every field — gamers, researchers, journalists, artists, programmers, scriptwriters, creators of authoring systems…please know that I wrote this book for you.” — Hamlet on the Holodeck, from the author’s introduction to the updated edition Janet Murray’s Hamlet on the Holodeck was instantly influential and controversial when it was first published in 1997. Ahead of its time, it accurately predicted the rise of new genres of storytelling from the convergence of traditional media forms and computing. Taking the long view of artistic innovation over decades and even centuries, it remains forward-looking in its description of the development of new artistic traditions of practice, the growth of participatory audiences, and the realization of still-emerging technologies as consumer products. This updated edition of a book the New Yorker calls a “cult classic” offers a new introduction by Murray and chapter-by-chapter commentary relating Murray’s predictions and enduring design insights to the most significant storytelling innovations of the past twenty years, from long-form television to artificial intelligence to virtual reality. Murray identifies the powerful new set of expressive affordances that computing offers for the ancient human activity of storytelling and considers what would be necessary for interactive narrative to become a mature and compelling art form. Her argument met with some resistance from print loyalists and postmodern hypertext enthusiasts, and it provoked a foundational debate in the emerging field of game studies on the relationship between narrative and videogames. But since Hamlet on the Holodeck’s publication, a practice that was largely speculative has been validated by academia, artistic practice, and the marketplace. In this substantially updated edition, Murray provides fresh examples of expressive digital storytelling and identifies new directions for narrative innovation.
About the Author
Janet H. Murray is Ivan Allen College Dean’s Professor in the School of Literature, Communication, and Culture at Georgia Institute of Technology. She is the author of Inventing the Medium: Principles of Interaction Design as a Cultural Practice (MIT Press).
About the Author
Justin Beegel is the founder of Infographic World, Inc. The company is one of the leading infographic creators in the U.S. and boasts a whos who of clients on their roster. They claimed a Best Infographic of 2011 honor from sodahead.com with a Steve Jobs tribute graphic.
This is a practical introduction for using iOS 6 to create universal apps. If you have prior experience programming in an object-oriented language and are eager to start building universal apps for iPad and iPhone (including the iPod touch), then this is the book for you! Using the latest version of iOS (iOS 6) along with the latest version of Xcode (Xcode 4.5), this book is a practical introduction rather than just a catalog of components. Full-color and packed with groundbreaking, innovative designs, this book teaches you how to create eye-catching, unique apps. It teaches you the various aspects of iOS development, beginning with getting started with iOS 6, getting Up to Speed with Xcode, and learning the tools and Objective-C. It reviews building the user interface with Xcode and Interface Builder. It details how to set up your app in iTunes connect and distribute it through the app store. It walks you through adding features like geo-location and twitter sharing. It helps you avoid common pitfalls and design decisions related to user experience and iOS programming iOS 6 Foundations is organized so that each chapter builds on the previous, providing you with a finished app by the end of the book.
Knowing the industry-standard animation and interactivity tool Adobe Animate CC (previously known as “Flash Professional”) can help you get a foothold in the exciting web design and mobile app-development world. Learn Animate CC by building cool creative projects that will teach you how to: * Design and animate vector artwork * Compose an animated greeting card using HTML5 * Build a promotional video with text and images animated in 3D * Construct a working digital clock using ActionScript * Design and code an interactive quiz for mobile devices This study guide uses more than 6 hours of video integrated with text to help you gain real-world skills that will get you started in your career designing and building interactive media using Adobe Animate CC. It lays the foundation for taking the Adobe Certified Associate (ACA) exam in Interactive Media Using Adobe Flash Professional CC (name correct at press time) and helps prepare you for an entry-level position in a competitive job market. Purchasing this book gives you access to valuable online extras. Follow the instructions in the book’s “Getting Started” section to unlock access to: * The Web Edition containing instructional video embedded in the complete text of the book with interactive review questions along with product updates * Downloadable lesson file you need to work through the projects When creating the Adobe Certified Associate examination, Adobe conducted research to identify the foundational skills students need to effectively communicate using digital media tools. Based on feedback from educators, design professionals, businesses, and educational institutions around the world, the objectives cover entry-level skill expectations for each topic. The ACA exams have proved to be highly successful around the world. To create this new product, Peachpit and Adobe Press have joined forces with team of outstanding instructors who have a great track record getting students certified: Rob Schwartz and his colleagues at BrainBuffet.com Joseph Labrecque is a senior interactive software engineer at the University of Denver where he also teaches classes on Adobe Animate CC (formerly Flash Professional), web animation, graphics production, and mobile application design. Joseph is an Adobe Education Leader (AEL) and an Adobe Community Professional. He received the Adobe Education Impact Award in 2010 and currently serves on the AEL Advisory Board. Joseph produces written and video content for Adobe Press, Peachpit, O’Reilly, Lynda.com, and BrainBuffet.com. What you need to use this book: Adobe Animate CC (2015 release) software, for either Windows or Mac OS. (Software not included.)
About the Author
Learn Adobe Illustrator CC for Graphic Design and Illustration: Adobe Certified Associate Exam Preparation
This study guide uses text integrated with video to help you gain real-world skills that will get you started in your career in graphics, design, or illustration, and lays the foundation for taking the Illustrator ACA exam. A mix of project-based lessons, practical videos, and regular assessments throughout prepares you for an entry-level position in a competitive job market. Adobe conducted research to identify the foundational skills students need to effectively communicate using digital media tools. Based on feedback from educators, design professionals, businesses, and educational institutions around the world, the objectives cover entry-level skill expectations for each topic. The ACA exams have proved to be highly successful; Adobe reports that the total number of exams taken worldwide has reached one million since 2008. To create this new product, Peachpit and Adobe Press have joined forces with team of outstanding instructors who have a great track record getting students certified: Rob Schwartz and his colleagues at BrainBuffet.com.
About the Author
Dena Wilson teaches Graphic Design & Illustration at the LaGrone Advanced Technology Complex in the Denton (TX) Independent School District. She holds ACA certifications in Photoshop and Illustrator and a T&I Teacher Certification from the University of North Texas. She is also an Adjunct Professor at North Central Texas College and is an alumna of the Adobe Education Leader program. Rob Schwartz is an award winning teacher with over 15 years experience in Technical Education. Rob opened the first Technical High School in the county, McFatter Technical High School, and his teaching is very influenced by that experience. He is a popular speaker at state, local, and national conferences, and often presents for Adobe on Photoshop, Illustrator, and teaching strategies. His focus on Industry Certifications and Problem-Based Learning strategies are the secrets to his success. Rob is also an Adobe Certified Instructor, Adobe Education Leader, and won the prestigious Impact Award from Adobe as well as the #1 Educator World Wide award from Certiport. Find out more about Rob by taking a peek into his online curriculum website at brainbuffet.com. Rob lives and works in South Florida.
Learn Adobe InDesign CC for Print and Digital Media Publication: Adobe Certified Associate Exam Preparation
Used by graphic designers worldwide, Adobe InDesign CC is a layout powerhouse. But that power is easy to harness, as you’ll soon learn. These real-world projects teach you to think like a designer and master the details that set your work apart. Hone your InDesign skills as you: * Produce an advertising poster* Design a magazine for print and tablet delivery* Build interactive forms* Create a comic book page* Add controls for video, animations, and more to a digital media publication This study guide uses more than 11 hours of video integrated with text to help you gain real-world skills that will get you started in your career designing publications for print and screen using InDesign CC. It lays the foundation for taking the Adobe Certified Associate (ACA) certification exam and helps prepare you for an entry-level position in a competitive job market. Purchasing this book gives you access to valuable online extras. Follow the instructions in the book’s “Getting Started” section to unlock access to: * The Web Edition containing instructional video embedded in the complete text of the book with interactive review questions along with product updates* Downloadable lesson files you need to work through the projects.
About the Author
Jonathan Gordon is a prominent InDesign instructor…(TK) Rob Schwartz is an award winning teacher with over 15 years experience in Technical Education. Rob opened the first Technical High School in the county, McFatter Technical High School, and his teaching is very influenced by that experience. He is a popular speaker at state, local, and national conferences, and often presents for Adobe on Photoshop, Illustrator, and teaching strategies. His focus on Industry Certifications and Problem-Based Learning strategies are the secrets to his success. Rob is also an Adobe Certified Instructor, Adobe Education Leader, and won the prestigious Impact Award from Adobe as well as the #1 Educator World Wide award from Certiport. Find out more about Rob by taking a peek into his online curriculum website at brainbuffet.com. Rob lives and works in South Florida.
As the most popular image-editing application on the market today, Adobe Photoshop is an indispensable part of any creative designer’s toolkit. Mastering Photoshop for photo retouching or general design work should be the first step on your path to a career in the visual design field. Learn Adobe Photoshop CC by building cool creative projects that teach you how to: * Fix common problems with photographs* Colorize black and white photos* Design eye-catching invitations and fliers* Create fantastic composite images by combining elements from different photos* Design your own wallpaper for your computer or phone This study guide uses 8 hours of video integrated with text to help you gain realworld skills that will get you started in your career in visual design using Adobe Photoshop CC. It lays the foundation for taking the Adobe Certified Associate (ACA) certification exam and helps prepare you for an entry-level position in a competitive job market. Purchasing this book gives you access to valuable online extras. Follow the instructions in the book’s “Getting Started” section to unlock access to: * The Web Edition containing instructional video embedded in the complete text of the book with interactive review questions along with product updates* Downloadable lesson files you need to work through the projects.
About the Author
Rob Schwartz is an award winning teacher with over 15 years experience in Technical Education. Rob opened the first Technical High School in the county, McFatter Technical High School, and his teaching is very influenced by that experience. He is a popular speaker at state, local, and national conferences, and often presents for Adobe on Photoshop, Illustrator, and teaching strategies. His focus on Industry Certifications and Problem-Based Learning strategies are the secrets to his success. Rob is also an Adobe Certified Instructor, Adobe Education Leader, and won the prestigious Impact Award from Adobe as well as the #1 Educator World Wide award from Certiport. Find out more about Rob by taking a peek into his online curriculum website at brainbuffet.com. Rob lives and works in South Florida.
Expand your skills with complete Maya mastery
Mastering Autodesk Maya is the ultimate guide to the popular 3D animation software. Author Todd Palamar draws on his extensive professional animation experience to help readers take their Maya skills to the next level. Written for those who already know the basics of this enormous program, the book covers advanced topics and professional techniques for modeling, animation, texturing, and visual effects.
Fully updated to reflect Maya’s latest features, the book takes a hands-on approach to instruction, providing readers with a diverse set of tutorials designed by real-world professionals to showcase 3D animation and visual techniques used in industry settings. Complete and comprehensive, the book makes an excellent desk reference for the working animator, and is an ideal resource for those seeking Maya certification. The unique combination of challenging material and practical instruction make this one-of-a-kind guide the ultimate Maya handbook. Topics include:
- Animation using inverse kinematics, keyframes, and deformers
- Hard surface and organic modeling
- Proper rigging techniques, and working with Maya Muscle
- Xgen, Paint Effects, and rendering with mental ray
- Texture mapping, compositing, nParticles, and more
- Virtual filmmaking and scene management
The most complex skills are useless if they can’t be applied, so the book emphasizes the practical, day-to-day uses of each skill, and discusses which solutions best fit which scenario. For the computer animation professional seeking a more in-depth mastery of this popular animation program, Mastering Autodesk Maya is an excellent investment in the future of your career.
Learn how to build games that work on several mobile devices, including phones and tablets powered by iOS, Android, and Blackberry. This practical book shows you how to get started with the Unity game development ecosystem for creating beautiful, interactive 3D and 2D content. You’ll get a top-to-bottom overview of Unity’s features – including its game engine, integrated development environment (IDE), and ready-made assets – with specific, project-oriented guidance on how to use those features in real games that will hook and delight players on any mobile platform.
About the Author
Jon Manning is a world renown iOS development trainer and writer, game designer and mobile software engineering wizard. Paris Buttfield-Addison is a mobile app engineer, game designer and researcher with a passion for making technology simpler and as engaging as possible. He has written two books on game development and currently spends his time designing mobile products for millions upon millions of users while drinking too much coffee. Paris has coded for everything from Qt to 6502 assembly to iOS and thinks digital watches are a pretty neat idea. He claims he will soon have a PhD.