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Programming --- 3D computertoepassingen --- 3D (derde dimensie) --- tekensoftware
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Way back when Mario was still a mere twinkling in Miyamoto's eye, I was the proud owner of a state-of-the-art Commodore 64 microcomputer. It came with a game development s- tem called The Quill, which allowed anyone to create their own text-based adventure games. It may have been incredibly crude, but it suddenly put at my fingertips the thrill of enterta- ing my nearest and dearest by devising interactive challenges of my own. Unfortunately, I knew little about game design, and rather than easing my players into a new and alien world, I treated them as opponents that had to be defeated before they could reach the end. Their sp- its crushed, they left, never to return . . . It took me years of playing a variety of good (and bad) games to eventually learn how to treat the player to the game-playing experience that their investment of time and money deserved. It took just hours of reading this book to wish I'd had its invaluable guidelines and the accompanying Game Maker tool to help me take my own first steps into game devel- ment all those years ago.
Programming --- 3D computertoepassingen --- games --- webdesign --- programmeren (informatica) --- webapplicaties (informatica)
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Way back when Mario was still a mere twinkling in Miyamoto's eye, I was the proud owner of a state-of-the-art Commodore 64 microcomputer. It came with a game development s- tem called The Quill, which allowed anyone to create their own text-based adventure games. It may have been incredibly crude, but it suddenly put at my fingertips the thrill of enterta- ing my nearest and dearest by devising interactive challenges of my own. Unfortunately, I knew little about game design, and rather than easing my players into a new and alien world, I treated them as opponents that had to be defeated before they could reach the end. Their sp- its crushed, they left, never to return . . . It took me years of playing a variety of good (and bad) games to eventually learn how to treat the player to the game-playing experience that their investment of time and money deserved. It took just hours of reading this book to wish I'd had its invaluable guidelines and the accompanying Game Maker tool to help me take my own first steps into game devel- ment all those years ago.
Programming --- 3D computertoepassingen --- games --- webdesign --- programmeren (informatica) --- webapplicaties (informatica)
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Digital image processing, an integral part of microscopy, is increasingly important to the fields of medicine and scientific research. This book provides a unique one-stop reference on the theory, technique, and applications of this technology. Written by leading experts in the field, this book presents a unique practical perspective of state-of-the-art microscope image processing and the development of specialized algorithms. It contains in-depth analysis of methods coupled with the results of specific real-world experiments. Microscope Image Processing covers image digitization and display, object measurement and classification, autofocusing, and structured illumination. Key Features: . Detailed descriptions of many leading-edge methods and algorithms . In-depth analysis of the method and experimental results, taken from real-life examples . Emphasis on computational and algorithmic aspects of microscope image processing .Advanced material on geometric, morphological, and wavelet image processing, fluorescence, three-dimensional and time-lapse microscopy, microscope image enhancement, MultiSpectral imaging, and image data management This book is of interest to all scientists, engineers, clinicians, post-graduate fellows, and graduate students working in the fields of biology, medicine, chemistry, pharmacology, and other related fields. Anyone who uses microscopes in their work and needs to understand the methodologies and capabilities of the latest digital image processing techniques will find this book invaluable. * Presents a unique practical perspective of state-of-the-art microcope image processing and the development of specialized algorithms. * Each chapter includes in-depth analysis of methods coupled with the results of specific real-world experiments. * Co-edited by Kenneth R. Castleman, world-renowned pioneer in digital image processing and author of two seminal textbooks on the subject. Printbegrænsninger: Der kan printes kapitelvis.
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Computer. Automation --- 3D computertoepassingen --- 2D computertoepassingen --- 3D (derde dimensie)
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Computer. Automation --- 3D computertoepassingen --- VR (virtual reality) --- netwerken (informatica)
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Programming --- 3D computertoepassingen --- games --- matrices --- programmeertalen --- C++ (informatica)
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In the early days of the Web a need was recognized for a language to display 3D objects through a browser. An HTML-like language, VRML, was proposed in 1994 and became the standard for describing interactive 3D objects and worlds on the Web. 3D Web courses were started, several best-selling books were published, and VRML continues to be used today. However VRML, because it was based on HTML, is a stodgy language that is not easy to incorporate with other applications and has been difficult to add features to. Meanwhile, applications for interactive 3D graphics have been exploding in areas such as medicine, science, industry, and entertainment. There is a strong need for a set of modern Web-based technologies, applied within a standard extensible framework, to enable a new generation of modeling & simulation applications to emerge, develop, and interoperate. X3D is the next generation open standard for 3D on the web. It is the result of several years of development by the Web 3D Consortium's X3D Task Group. Instead of a large monolithic specification (like VRML), which requires full adoption for compliance, X3D is a component-based architecture that can support applications ranging from a simple non-interactive animation to the latest streaming or rendering applications. X3D replaces VRML, but also provides compatibility with existing VRML content and browsers. Don Brutzman organized the first symposium on VRML and is playing a similar role with X3D; he is a founding member of the consortium. Len Daly is a professional member of the consortium and both Len and Don have been involved with the development of the standard from the start. * The first book on the new way to present interactive 3D content over the Web, written by two of the designers of the standard * Plentiful illustrations and screen shots in the full color text * Companion website with extensive content, including the X3D specification, sample code and applications, content creation tools, and demos of compatible Web browsers.
Computer architecture. Operating systems --- 3D computertoepassingen --- 3D (derde dimensie) --- websites --- Open Source --- webdesign
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Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine. Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together two effective tools to simplify and enhance the process Artists who are familiar with Blender or other 3D software but who lack experience with game development workflow will find this book fills important gaps in their knowledge Provides a complete tutorial on developing a game character, including modeling, UV unwrapping, sculpting, baking displacements, texturing, rigging, animation, and export Emphasizes low polygon modeling for game engines and shows how to bring the finished character into the Unity game engine
Programming --- 3D computertoepassingen --- games --- Blender (informatica) --- webdesign --- programmeren (informatica) --- webapplicaties (informatica)
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