3d Online Multimedia And Games: Processing, Visualization And Transmission

3d Online Multimedia And Games: Processing, Visualization And Transmission
Author: Anup Basu
Publisher: World Scientific
Total Pages: 369
Release: 2008-12-12
Genre: Computers
ISBN: 9814475777

Online applications have been gaining wide acceptance among the general public. Companies like Amazon, Google, Yahoo! and NetFlicks have been doing extremely well over the last few years largely because of people becoming more comfortable and trusting of the Internet. The increasing acceptance of online products makes it increasingly important to address some of the scientific techniques involved in developing efficient 3D online systems.The topics discussed in this book broadly cover four categories: networking issues in online multimedia; joint texture-mesh simplification and view independent transmission; view dependent transmission and server-side rendering; content and background creation; and creating simple online games.

3D Online Multimedia & Games

3D Online Multimedia & Games
Author: Irene Cheng
Publisher: World Scientific
Total Pages: 369
Release: 2009
Genre: Science
ISBN: 9812705872

Online applications have been gaining wide acceptance among the general public. Companies like Amazon, Google, Yahoo! and NetFlicks have been doing extremely well over the last few years largely because of people becoming more comfortable and trusting of the Internet. The increasing acceptance of online products makes it increasingly important to address some of the scientific techniques involved in developing efficient 3D online systems.The topics discussed in this book broadly cover four categories: networking issues in online multimedia; joint texture-mesh simplification and view independent transmission; view dependent transmission and server-side rendering; content and background creation; and creating simple online games.

3D Math Primer for Graphics and Game Development, 2nd Edition

3D Math Primer for Graphics and Game Development, 2nd Edition
Author: Fletcher Dunn
Publisher: CRC Press
Total Pages: 848
Release: 2011-11-02
Genre: Computers
ISBN: 1568817231

This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

Beginning 3D Game Development with Unity

Beginning 3D Game Development with Unity
Author: Sue Blackman
Publisher: Apress
Total Pages: 985
Release: 2011-08-18
Genre: Computers
ISBN: 1430234237

Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.

Video Game Spaces

Video Game Spaces
Author: Michael Nitsche
Publisher: MIT Press
Total Pages: 315
Release: 2008-12-05
Genre: Games & Activities
ISBN: 0262293013

An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Game Anim

Game Anim
Author: Jonathan Cooper
Publisher: CRC Press
Total Pages: 307
Release: 2021-04-19
Genre: Computers
ISBN: 1000357805

The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.

Investigating Cyber Law and Cyber Ethics: Issues, Impacts and Practices

Investigating Cyber Law and Cyber Ethics: Issues, Impacts and Practices
Author: Dudley, Alfreda
Publisher: IGI Global
Total Pages: 341
Release: 2011-09-30
Genre: Law
ISBN: 1613501331

Ethical values in computing are essential for understanding and maintaining the relationship between computing professionals and researchers and the users of their applications and programs. While concerns about cyber ethics and cyber law are constantly changing as technology changes, the intersections of cyber ethics and cyber law are still underexplored. Investigating Cyber Law and Cyber Ethics: Issues, Impacts and Practices discusses the impact of cyber ethics and cyber law on information technologies and society. Featuring current research, theoretical frameworks, and case studies, the book will highlight the ethical and legal practices used in computing technologies, increase the effectiveness of computing students and professionals in applying ethical values and legal statues, and provide insight on ethical and legal discussions of real-world applications.

Create your own 3D Video Games like pros with Blender

Create your own 3D Video Games like pros with Blender
Author: Gregory Gossellin de Benicourt
Publisher: Editions Graziel
Total Pages: 354
Release: 2023-02-22
Genre: Computers
ISBN:

Reserved, for a long time, to a small circle of enthusiast developers, 3D is not yet commonly used by independent video games development studios (the Indies). It's for a good reason: the entrance ticket is relatively high. With Blender 2.76 (free and Open Source), you can model, animate, create a 3D rendering and have a game engine. It is a perfect tool for the beginner and for the one that wants to create a commercial game. Blender is also a complement to tools like Unity, CryEngine, Unreal Engine and other commercial engines. Thanks to the resources freely available to everybody on the Internet, you don't have to be graphic designer or programmer to create a game. You don't want to read 400 pages of theory about modeling, animating and programming in python? This book was written for you. You are invited to create directly several game projects: a platform game (like Super mario), a First-person Shooter (like Doom, Far Cry or Half-Life), a Third-person RPG (like Tomb Raider, GTA or Watch Dogs), a voxel sandbox game (like Minecraft), a car race and a flight simulator. With these projects, about a hundred recipes will help you to create any type of game. If you aren't an addict, it'll come to you sooner than you realize. It's more fun to create a game than to play with the last blockbuster. You'll be the architect of a new world, with its own rules. The only limits are the one of your imagination... High technology enthusiast, games addict and 3D geek, the author wants to honor these games that have revolutionized this domain.

Online Worlds: Convergence of the Real and the Virtual

Online Worlds: Convergence of the Real and the Virtual
Author: William Sims Bainbridge
Publisher: Springer Science & Business Media
Total Pages: 317
Release: 2009-12-08
Genre: Computers
ISBN: 184882825X

William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.

Immersive Learning Research Network

Immersive Learning Research Network
Author: Colin Allison
Publisher: Springer
Total Pages: 193
Release: 2016-06-24
Genre: Education
ISBN: 331941769X

This book constitutes the refereed proceedings of the Second International Conference of the Immersive Learning Network, iLRN 2016, held in Santa Barbara, CA, USA, in June/July 2016. The proceedings contain 9 full papers carefully reviewed and selected from 45 submissions and the best 5 special track papers. The papers focus on various applications of immersive technologies to learning.