Author: Andrew Tyler
Publisher: Coronet Books
ISBN: 9781850582755
Category : Amiga (Computer)
Languages : en
Pages : 226
Book Description
Amiga Real-time 3D Graphics
Author: Andrew Tyler
Publisher: Coronet Books
ISBN: 9781850582755
Category : Amiga (Computer)
Languages : en
Pages : 226
Book Description
Publisher: Coronet Books
ISBN: 9781850582755
Category : Amiga (Computer)
Languages : en
Pages : 226
Book Description
The PC Companion
Author: Robin Nixon
Publisher: Robin Nixon
ISBN: 9781850585138
Category : Microcomputers
Languages : en
Pages : 252
Book Description
Publisher: Robin Nixon
ISBN: 9781850585138
Category : Microcomputers
Languages : en
Pages : 252
Book Description
Computer Graphics from Scratch
Author: Gabriel Gambetta
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250
Book Description
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250
Book Description
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
The Amstrad Notepad Advanced User Guide
Author: Robin Nixon
Publisher: Robin Nixon
ISBN: 9781850585152
Category : Amstrad Microcomputer
Languages : en
Pages : 268
Book Description
Publisher: Robin Nixon
ISBN: 9781850585152
Category : Amstrad Microcomputer
Languages : en
Pages : 268
Book Description
The Future Was Here
Author: Jimmy Maher
Publisher: MIT Press
ISBN: 0262300745
Category : Games & Activities
Languages : en
Pages : 341
Book Description
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
Publisher: MIT Press
ISBN: 0262300745
Category : Games & Activities
Languages : en
Pages : 341
Book Description
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
C User Interface Library
Author: Ted Pugh
Publisher: Coronet Books
ISBN:
Category : Computers
Languages : en
Pages : 360
Book Description
Publisher: Coronet Books
ISBN:
Category : Computers
Languages : en
Pages : 360
Book Description
GPU Pro 360 Guide to Geometry Manipulation
Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1351339524
Category : Computers
Languages : en
Pages : 343
Book Description
Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges
Publisher: CRC Press
ISBN: 1351339524
Category : Computers
Languages : en
Pages : 343
Book Description
Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges
Education/Technology/Power
Author: Michael W. Apple
Publisher: State University of New York Press
ISBN: 0791497674
Category : Education
Languages : en
Pages : 280
Book Description
Is the enormous financial investment school districts are making in computing technology a good idea? With a focus on educational computing, Education/Technology/Power examines how technological practices align with or subvert existing forms of dominance.
Publisher: State University of New York Press
ISBN: 0791497674
Category : Education
Languages : en
Pages : 280
Book Description
Is the enormous financial investment school districts are making in computing technology a good idea? With a focus on educational computing, Education/Technology/Power examines how technological practices align with or subvert existing forms of dominance.
Silverlight 5 in Action
Author: Pete Brown
Publisher: Simon and Schuster
ISBN: 1638352569
Category : Computers
Languages : en
Pages : 1507
Book Description
Summary A thorough revision of the bestselling Silverlight 4 in Action. This comprehensive guide teaches Silverlight from the ground up, covering all the new v. 5 features in depth. You'll also explore WCF RIA Services, MVVM, and more—with dozens of code samples you can use in Visual Studio 2010 or the free Visual Web Developer 2010 Express. About the Book This hands-on guide explores Silverlight from the ground up, covering every feature in rich, practical detail. It is readable and the coverage is comprehensive. You'll master networking, MVVM, and more—with dozens of code samples you can use in Visual Studio or the free Visual Web Developer Express. Silverlight 5 in Action teaches you how to build desktop-quality applications you can deploy on the web. Beginners will appreciate the progression from simple examples to full applications that employ good design and coding practices. Seasoned . NET developers will love how the sample code embraces and extends what they already know. Purchase of the print book comes with an offer of a free PDF, ePub, and Kindle eBook from Manning. Also available is all code from the book. What's Inside 2D and 3D graphics and animation Business application services, rules, and validation The MVVM pattern and testing Free appendixes (150 pages) available online A background in C# or VB.NET is helpful, but no knowledge of Silverlight or XAML is required. ============================================ Table of Contents PART 1 CORE SILVERLIGHT PART 2 CREATING THE USER INTERFACE PART 3 WORKING WITH DATA AND SERVICES PART 4 2D AND 3D GRAPHICS PART 5 MAKING THE MOST OF THE PLATFORM PART 6 BEST PRACTICES Introducing Silverlight XAML and the property system The application model and the plug-in Working with HTML and browsers Out-of-browser applications The security model and elevated trust Rendering, layout, and transforming Panels Human input Text fundamentals Editing plain and rich text Control basics and UserControls Animation and behaviors Resources, styles, and control templates Extensions, converters, custom controls, and panels Binding Data controls: DataGrid and DataForm Input validation Networking basics Working with SOAP services RESTful services with the ASP.NET Web API Working with XML, JSON, RSS, and Atom Duplex, sockets, and local connections Graphics and effects Working with images Introduction to 3D 3D lighting, texturing, and animation Pop-ups, windows, and full-screen applications Navigation Working with files and directories Printing COM, Native Extensions, and p-invoke Structuring and testing with the MVVM pattern Debugging your application The install experience and preloaders
Publisher: Simon and Schuster
ISBN: 1638352569
Category : Computers
Languages : en
Pages : 1507
Book Description
Summary A thorough revision of the bestselling Silverlight 4 in Action. This comprehensive guide teaches Silverlight from the ground up, covering all the new v. 5 features in depth. You'll also explore WCF RIA Services, MVVM, and more—with dozens of code samples you can use in Visual Studio 2010 or the free Visual Web Developer 2010 Express. About the Book This hands-on guide explores Silverlight from the ground up, covering every feature in rich, practical detail. It is readable and the coverage is comprehensive. You'll master networking, MVVM, and more—with dozens of code samples you can use in Visual Studio or the free Visual Web Developer Express. Silverlight 5 in Action teaches you how to build desktop-quality applications you can deploy on the web. Beginners will appreciate the progression from simple examples to full applications that employ good design and coding practices. Seasoned . NET developers will love how the sample code embraces and extends what they already know. Purchase of the print book comes with an offer of a free PDF, ePub, and Kindle eBook from Manning. Also available is all code from the book. What's Inside 2D and 3D graphics and animation Business application services, rules, and validation The MVVM pattern and testing Free appendixes (150 pages) available online A background in C# or VB.NET is helpful, but no knowledge of Silverlight or XAML is required. ============================================ Table of Contents PART 1 CORE SILVERLIGHT PART 2 CREATING THE USER INTERFACE PART 3 WORKING WITH DATA AND SERVICES PART 4 2D AND 3D GRAPHICS PART 5 MAKING THE MOST OF THE PLATFORM PART 6 BEST PRACTICES Introducing Silverlight XAML and the property system The application model and the plug-in Working with HTML and browsers Out-of-browser applications The security model and elevated trust Rendering, layout, and transforming Panels Human input Text fundamentals Editing plain and rich text Control basics and UserControls Animation and behaviors Resources, styles, and control templates Extensions, converters, custom controls, and panels Binding Data controls: DataGrid and DataForm Input validation Networking basics Working with SOAP services RESTful services with the ASP.NET Web API Working with XML, JSON, RSS, and Atom Duplex, sockets, and local connections Graphics and effects Working with images Introduction to 3D 3D lighting, texturing, and animation Pop-ups, windows, and full-screen applications Navigation Working with files and directories Printing COM, Native Extensions, and p-invoke Structuring and testing with the MVVM pattern Debugging your application The install experience and preloaders
Vintage Games 2.0
Author: Matt Barton
Publisher: CRC Press
ISBN: 1000007766
Category : Computers
Languages : en
Pages : 540
Book Description
Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.
Publisher: CRC Press
ISBN: 1000007766
Category : Computers
Languages : en
Pages : 540
Book Description
Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.