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3D Programming : General


General | Games | Direct X | Java | OpenGL | Linux |


Graphics Programming Methods

by: Jeff Lander
Publisher: Charles River Media
406 Pages - Pub Date: 01-Jul-2003
ISBN: 1584502991
Using interesting and advanced research, the collection addresses key issues in animation, geometry, and rendering. All of the research is presented in a practical and approachable manner and most examples include full source code, making immediate implementation of the techniques possible. This innovative collection is a must-have resource for graphics programmers that will help you think critically, expand your knowledge, and create new methods of your own.

Game Modeling Using Low Polygon Techniques

by: Chad and Eric Walker, Eric Walker
Publisher: Charles River Media
353 Pages - Pub Date: 15-Aug-2001
ISBN: 1584500557
Using a tutorial-based approach, you’ll learn the necessary instructions, organizational techniques, and 3D applications needed for a working knowledge of low polygon modeling. Designed to benefit anyone interested in making 3D models (whether you’re a talented artist or not) Game Modeling Using Low Polygon Techniques establishes solid foundations and principles for modeling low polygon 3D objects, from the initial sketch phase to final development. Detailed how-to guidelines are included to teach you all about the conceptual phase, U.V. mapping coordinates, texturing, and much more. A wide range of 3D applications (e.g. 3ds max, Lightwave, Maya, C4D XL, etc.) can be used to apply these methods and techniques with little difficulty.

Maxscript and the Sdk for 3d Studio Max

by: Alexander Bicalho, Simon Feltman
Publisher: Sybex
480 Pages - Pub Date: 01-Aug-2000
ISBN: 0782127940
Get Even More Out of Today's Leading Animation PackageMastering MAXScript and the SDK for 3D Studio MAX is the definitive resource for those who want to get everything they can from the latest version of MAX. Inside, you'll learn to customize MAX, automate its functions in dozens of ways, and even create your own applications using both MAXScripts and MAX SDK programming. Step-by-step instruction and insider tips from two MAX experts help you choose the right technique for the job and then execute it perfectly.

3D Graphics Programming: Games and Beyond


by: Sergei Savchenko
Publisher: SAMS
353 Pages - Pub Date: 01-Jul-2000
ISBN: 0672319292
A comprehensive guide to 3D computer graphics that not only puts emphasis on techniques used in computer games, but also explains the key mathematical concepts upon which 3D computer graphics are built. Offers descriptions of the most useful algorithms combined with practical programming examples.

3D Computer Graphics (3d Computer Graphics, Ed 3)

by: Allan Watt, Alan Watt
Publisher: Addison-Wesley Pub Co
608 Pages - Pub Date: 01-Feb-2000
ISBN: 0201398559
3D Computer Graphics is a textbook, and it's designed for serious programmers creating graphics applications (not end users). Over the course of 16 sections, Watt introduces the concepts and implementation of computer imaging, from

Real-Time Rendering

by: Tomas Moller, Eric Haines
Publisher: A K Peters Ltd
512 Pages - Pub Date: 15-Jun-1999
ISBN: 1568811012
Real-Time Rendering describes some very complex methods, and this book is not for the average computer graphics creator. However, if you are working in an industry that depends on real-time rendered animation--like the gaming, medical, or military fields--or you are building the next-generation real-time render engine, this book will offer insight and concepts you can use to build some impressive software.

Nurbs : From Projective Geometry to Practical Use

by: Gerald E. Farin
Publisher: A K Peters Ltd
267 Pages - Pub Date: 15-Mar-1999
ISBN: 1568810849
Explains how to use the curved Non-Uniform Rational B-Splines instead of millions of triangles to create computer graphics in applications from designing toy cars to making movie special effects. Revised from the 1995 with new research results and a chapter on Pythagorean curves, which shows promise in machining and robot motion control. Derived from material used in a one-semesters beginning graduate course requiring linear algebra, calculus, and some basic computer graphics.

Computer Graphics : Principles and Practice, Second Edition in C

by: James D. Foley, Andries van Dam, Steven K. Feiner,
Publisher: Addison-Wesley Pub Co
1175 Pages - Pub Date: 04-Aug-1995
ISBN: 0201848406
This textbook's 21 chapters cover graphics hardware, user interface software, rendering, and a host of other subjects. Assuming a solid background in computer science or a related field, Computer Graphicsgives example programs in C and provides exercises at the end of each chapter to test your knowledge of the material. The guide has over 100 beautiful, four-color photographs that illustrate important topics and algorithms, such as ray tracing and bump maps, and also inspire you to acquire the skills necessary to produce them.

Advanced Animation and Rendering Techniques : Theory and Practice

by: Alan H. Watt, Mark Watt
Publisher: Addison-Wesley Pub Co
472 Pages - Pub Date: 01-Nov-1992
ISBN: 0201544121
Contains a wealth of practical implementation detail includes practical algorithms backed up by details of their implementation using RenderMan all animation techniques based around real case studies of commercially produced work includes 36 pages of color images. Advanced Animation and Rendering Techniques offers a balance between theoretical concepts and implementational detail that will be invaluable to professional programmers and students alike.


 

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