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  1. Formel, Farbe, Form
    Computerästhetik für Medien und Design
    Autor*in: Nees, Georg
    Erschienen: 1995
    Verlag:  Springer, Berlin [u.a.]

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    TU Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universität der Künste Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Verbund der Öffentlichen Bibliotheken Berlins - VÖBB
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschule Brandenburg, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Europa-Universität Viadrina, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Fachhochschule Potsdam, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Filmuniversität Babelsberg KONRAD WOLF, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Deutsch
    Medientyp: Buch (Monographie)
    ISBN: 3540579443; 9783642633850
    RVK Klassifikation: AP 15840 ; LH 65820 ; ST 300 ; ST 320 ; ST 690
    Schlagworte: Color computer graphics; Computer art; Computer graphics; Design; Grafikdesign; Computergrafik; Computergrafik <Kunst>; Ästhetik
    Umfang: XIV, 435 S., zahlr. Ill., graph. Darst.
    Bemerkung(en):

    Hier auch später erschienen, unveränderte Nachdrucke

  2. Programming game AI by example
    Autor*in: Buckland, Mat
    Erschienen: 2005
    Verlag:  Wordware Publ., Plano, Texas

    Berliner Hochschule für Technik, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781556220784; 1556220782
    RVK Klassifikation: ST 320 ; ST 321
    Schlagworte: Computer games; Computer games; Computer graphics; Computerspiel; Künstliche Intelligenz; Programmierung
    Umfang: XXI, 495 S., zahlr. graph. Darst. u. Ill., 23 cm
    Bemerkung(en):

    Includes bibliographical references (p. 477-478) and index

  3. ShaderX4
    advanced rendering techniques
    Erschienen: 2006
    Verlag:  Charles River Media, Hingham, Mass.

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Zuse Institute Berlin (ZIB), Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 1584504250
    RVK Klassifikation: ST 324 ; ST 326
    Schriftenreihe: ShaderX series
    Schlagworte: Affichage tridimensionnel; Infographie; Jeux d'ordinateur - Programmation; Computer games; Three-dimensional display systems; Computer graphics; Dreidimensionale Computergrafik; Programmierung; Computerspiel
    Umfang: XXVIII, 575 S., Ill., graph. Darst.
  4. Voyage to the end of the room
    Autor*in: Fischer, Tibor
    Erschienen: 2003
    Verlag:  Chatto & Windus, London

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 0701173335
    RVK Klassifikation: HN 9990
    Auflage/Ausgabe: 1. publ.
    Schlagworte: Computer graphics - Fiction; Recluses - Fiction; Voyages and travels - Fiction; Women designers - Fiction; Computer graphics; Recluses; Women designers
    Umfang: 251 S.
  5. Mathematics for 3D game programming and computer graphics
    Autor*in: Lengyel, Eric
    Erschienen: 2002
    Verlag:  Charles River Media, Hingham, Mass.

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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  6. ShaderX5
    advanced rendering techniques
    Erschienen: 2007
    Verlag:  Charles River Media, Boston, Mass.

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781584504993; 1584504994
    RVK Klassifikation: ST 320 ; ST 324 ; ST 326
    Auflage/Ausgabe: 1. ed.
    Schriftenreihe: Shaderx series
    Schlagworte: 3D Turbo (logiciel); Ludiciels; Computer graphics; Three-dimensional display systems; Programmierung; Dreidimensionale Computergrafik; Computerspiel
    Umfang: XXI, [2] Bl., 602 S., Ill., graph. Darst.
  7. Computer-generated images
    the state of the art ; proceedings of Graphics Interface '85 [held from May 27 to 31 in Montreal]
  8. The design of an extendible graph editor
    Erschienen: 1993
    Verlag:  Springer, Berlin u.a.

    Freie Universität Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    TU Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Philologische Bibliothek, FU Berlin; Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Dissertation
    ISBN: 354057090X; 038757090X
    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture notes in computer science ; 704
    Schlagworte: EDGE; Grapheurs; Infographie - Logiciels; Infographie - Logiciels; théorie graphe; trace automatique; édition graphique; Computer graphics; Graphischer Editor; Editor; Graph
    Umfang: XIII, 184 S., graph. Darst.
    Bemerkung(en):

    Zugl.: Karlsruhe, Univ., Diss., 1991

  9. AI game programming wisdom 3
    Erschienen: 2006
    Verlag:  Charles River Media, Hingham, MA

    Accompanying CD-ROM contains ... "[s]ource code and demos that demonstrate the techniques described in the book, along with bonus code and documents of interest to game AI programmers."--P. [4] of cover. mehr

    Berliner Hochschule für Technik, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Accompanying CD-ROM contains ... "[s]ource code and demos that demonstrate the techniques described in the book, along with bonus code and documents of interest to game AI programmers."--P. [4] of cover.

     

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  10. Game design workshop
    a playcentric approach to creating innovative games
    Erschienen: 2008
    Verlag:  Elsevier Morgan Kaufmann, Amsterdam [u.a.]

    Berliner Hochschule für Technik, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780240809748; 0240809742
    RVK Klassifikation: ST 324 ; SU 500
    Auflage/Ausgabe: 2. ed.
    Schlagworte: Computer games; Computer games; Computer graphics; Programmierung; Computerspiel; Entwurf
    Umfang: XX, 470 S., Ill.
    Bemerkung(en):

    Includes bibliographical references and index

  11. Unity game development essentials
    build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!
    Autor*in: Goldstone, Will
    Erschienen: 2009
    Verlag:  Packt Publ., Birmingham [u.a.]

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781847198181
    RVK Klassifikation: ST 320 ; SU 500
    Auflage/Ausgabe: 1. publ.
    Schlagworte: Computer games; Computer graphics; Real-time programming; Three-dimensional display systems; Programmierung; Dreidimensionale Computergrafik; Computerspiel
    Umfang: VII, 298 S., Ill.
  12. Storytelling with data
    a data visualization guide for business professionals
    Erschienen: 2015; © 2015
    Verlag:  John Wiley & Sons, New York, NY

    Hertie School, Library and Information Services
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781119002260; 1119002265
    Weitere Identifier:
    9781119002260
    RVK Klassifikation: ST 265
    Auflage/Ausgabe: 1. Auflage
    Schlagworte: Computer graphics; Information visualization; Business communication; Electronic books
    Umfang: Online-Ressource (xiii, 267 Seiten), illustrations (some color)
    Bemerkung(en):

    Includes bibliographical references and index

  13. Computers and Games
    9th International Conference, CG 2016, Leiden, The Netherlands, June 29 – July 1, 2016, Revised Selected Papers
    Beteiligt: Plaat, Aske (Hrsg.); Kosters, Walter (Hrsg.); van den Herik, Jaap (Hrsg.)
    Erschienen: 2016
    Verlag:  Springer, Cham

    This book constitutes the thoroughly refereed post-conference proceedings of the 9th International Conference on Computers and Games, CG 2016, held in Leiden, The Netherlands,in conjunction with the 19th Computer Olympiad and the 22nd World... mehr

    Universität Potsdam, Universitätsbibliothek
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    This book constitutes the thoroughly refereed post-conference proceedings of the 9th International Conference on Computers and Games, CG 2016, held in Leiden, The Netherlands,in conjunction with the 19th Computer Olympiad and the 22nd World Computer-Chess Championship. The 20 papers presented were carefully reviewed and selected of 30 submitted papers. The 20 papers cover a wide range of computer games and many different research topics in four main classes which determined the order of publication: Monte Carlo Tree Search (MCTS) and its enhancements (seven papers), concrete games (seven papers), theoretical aspects and complexity (five papers) and cognition model (one paper). The paper Using Partial Tablebases in Breakthrough by Andrew Isaac and Richard Lorentz received the Best Paper Award Monte Carlo Tree Search -- Concrete Games -- Theory and Complexity -- Cognition Model

     

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    Quelle: Verbundkataloge
    Beteiligt: Plaat, Aske (Hrsg.); Kosters, Walter (Hrsg.); van den Herik, Jaap (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783319509358
    Weitere Identifier:
    Schriftenreihe: Lecture Notes in Computer Science ; 10068
    Theoretical Computer Science and General Issues ; 10068
    Array
    Array
    Schlagworte: Computer science; Image processing; Computer Science; Computer communication systems; Optical data processing.; Software engineering; Algorithms; Artificial intelligence; Computer graphics; Computer networks .; Computer vision.
    Umfang: Online-Ressource (XX, 225 p. 68 illus, online resource)
  14. Virtual Storytelling Using Virtual Reality Technologies for Storytelling
    International Conference ICVS 2001 Avignon, France, September 27–28, 2001 Proceedings
    Autor*in: Balet, Olivier
    Erschienen: 2001
    Verlag:  Springer-Verlag Berlin Heidelberg, Berlin, Heidelberg

    This book constitutes the refereed proceedings of the first International Conference on Virtual Storytelling, ICVS 2001, held in Avignon, France, in September 2001. The 20 revised full papers presented together with four invited papers were carefully... mehr

    Universität Potsdam, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    This book constitutes the refereed proceedings of the first International Conference on Virtual Storytelling, ICVS 2001, held in Avignon, France, in September 2001. The 20 revised full papers presented together with four invited papers were carefully reviewed and selected for inclusion in the proceedings. The book offers topical sections on new techniques, authoring tools, a new form of narration, virtual characters, and applications

     

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    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783540454205
    Weitere Identifier:
    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture Notes in Computer Science ; 2197
    Array
    Array
    Schlagworte: Computer vision; Software engineering; Computers.; Special purpose computers.; Multimedia information systems.; Computer science; Computer Science; Multimedia systems; Artificial intelligence; Computer graphics; User interfaces (Computer systems).; Computers, Special purpose.; Human-computer interaction.
    Umfang: Online-Ressource
  15. Gazing at games
    an introduction to eye tracking control
    Erschienen: 2012
    Verlag:  Morgan & Claypool Publ., San Rafael, Calif.

    Universität Potsdam, Universitätsbibliothek
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781608456499
    Weitere Identifier:
    RVK Klassifikation: ST 278
    Schriftenreihe: Synthesis lectures on computer graphics and animation ; 14
    Schlagworte: Human-computer interaction; Computer graphics; Visual perception; Eye
    Umfang: XVII, 95 S., Ill.
  16. Entertainment Computing and Serious Games
    International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers
    Erschienen: 2016
    Verlag:  Springer, Cham

    The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented... mehr

    Universität Potsdam, Universitätsbibliothek
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    The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015 Introduction to the GI-Dagstuhl Book on Entertainment Computing and Serious Games -- A Brief History of Games -- Ethical Stewardship: Designing Serious Games Seriously -- The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis -- Processes and Models for Serious Game Design and Development -- Taxonomy of Game Development Approaches -- Serious Games Architectures and Engines -- Content Generation for Serious Games -- Games for Learning -- Games for Health -- Serious Games Evaluation: Process, Models and Concepts -- The Experimental Method as an Evaluation Tool in Serious Games Research and Development -- Operationalization and Measurement of Evaluation Constructs -- Personalized and Adaptive Serious Games -- Embodied Interaction in Play: Body-Based and Natural Interaction in Games -- Affective Computing in Games -- Social Network Games -- Pervasive Games -- Storytelling in Serious Games

     

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    Quelle: Verbundkataloge
    Beteiligt: Dörner, Ralf (Hrsg.); Göbel, Stefan (Hrsg.); Kickmeier-Rust, Michael (Hrsg.); Masuch, Maic (Hrsg.); Zweig, Katharina A. (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783319461526
    Weitere Identifier:
    Übergeordneter Titel:
    RVK Klassifikation: AP 15963 ; DP 1960 ; DW 4400 ; QH 500 ; QP 345 ; SS 4800 ; ST 324
    Schriftenreihe: Lecture Notes in Computer Science ; 9970
    Information Systems and Applications, incl. Internet/Web, and HCI ; 9970
    Array
    Array
    Schlagworte: Computer science; Computer Science; Multimedia information systems; Education; Personal computers.; Microcomputers; User interfaces (Computer systems); Computer graphics; Application software.; Multimedia systems.; Education; Human-computer interaction.
    Umfang: Online-Ressource (VIII, 541 p. 96 illus, online resource)
  17. Game physics
    Erschienen: 2010
    Verlag:  Morgan Kaufmann, Amsterdam

    Game Physics -- 1st edition -- 1 A Brief History of the World: A Summary of the Topics -- 2 Basic Concepts -- 3 Rigid Body Motion -- 4 Deformable Bodies -- 5 Physics Engines -- 6 Physics and Shader Programs -- 7 Linear Complementarity and... mehr

    Universität Potsdam, Universitätsbibliothek
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    Game Physics -- 1st edition -- 1 A Brief History of the World: A Summary of the Topics -- 2 Basic Concepts -- 3 Rigid Body Motion -- 4 Deformable Bodies -- 5 Physics Engines -- 6 Physics and Shader Programs -- 7 Linear Complementarity and Mathematical Programming -- 8 Differential Equations -- 9 Numerical Methods -- 10 Quaternions -- Appendices -- A Linear Algebra -- B Affine Algebra -- C Calculus -- D Ordinary Difference Equations -- A Summary of the Changes for the 2nd Edition: -- Naturally, Chapter 1 (Introduction) will be rewritten based on the contents for the second edition. -- The chapter on Physics Engines needs a significant rewrite. The goal will be to describe how to implement a classic rigid-body physics engine. And there will be source code to go with it, illustrating a generic collision detection system to go with the collision response people seem to associate with a physics engine. I will also include a new section on ragdoll physics, and there will be source code to go with this. -- I plan on inserting a new chapter (chapter 6 below) that will contain descriptions of various papers of interest in game physics. In particular, I will review publications by Ronald Fedkiw, Jos Stam, and James O'Brien, choosing a few of each to describe and to implement in source code and include on the CDROM for the book. This new material fills the void in the 1st edition -- not much discussion of applications of particle systems, fluids, or gases. The chapter on shader programs (old Chapter 6) will be discarded in its entirety. -- Chapters 7 through 10 and Appendices A through D form the mathematical heart of the book. The appendices are effectively background material that a reader will be exposed to at a university. The chapters 7 through 10 are more advanced topics. I believe it is reasonable to break the book into two parts: -- Part I -The Physics -- -- 1 Introduction -- 2 Basic Concepts -- 3 Rigid Bodies -- 4 Deformable Bodies -- 5 Physics Engines [rigid body concepts] -- 6 Particles, Fluids, and Gases [deformable body concepts] -- Part II -The Mathematics -- 7 Linear Algebra -- 8 Affine Algebra -- 9 Calculus -- 10 Quaternions -- 11 Differential Equations -- 12 Difference Equations -- 13 Numerical Methods -- 14 Linear Complementarity and Mathematical Programming -- The idea is that Part I is readable immediately by anyone having a reasonable mathematics background. Portions of Part II can be read, as needed. -- The chapter on Linear Complementarity will be rewritten to omit the Lemke algorithm, replacing it by a discussion of iterative methods to solve LCP. -- The 2nd edition will contain a lot more source code. And, as mentioned previously, we should include CD-ROM icons in the margins to let readers know that there is source code to illustrate the concepts Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. This book even describes when real physics isn't necessary - and hacked physics will do. - CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines - including the Wild Magic engine, for which the complete source code is included. - Includes exercises for instructional use and review of essential mathematics. - Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations. The CD-ROM contains implementations that run in real time using the graphics hardware. The chapter on physics engines was rewritten to include new sections on the physics tick, on multithreaded and multiprocessor collision culling, and on velocity-based dynamics

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780123749031; 0123749034; 9780080964072
    Auflage/Ausgabe: 2nd ed.
    Schlagworte: Computer games; Physics; Computer graphics; Three-dimensional display systems; Computer games; Physics; Computer graphics; Three-dimensional display systems
    Umfang: Online Ressource
    Bemerkung(en):

    Includes bibliographical references and index. - Description based on print version record

    Front Cover; Title Page; Copyright Page; Dedication; Table of Contents; Trademarks; Figures; Tables; Preface to theSecond Edition; Preface to theFirst Edition; About the CD-ROM; Chapter 1.Introduction; 1.1 A Brief History of the World; 1.2 A Summary of the Topics; 1.3 Examples and Exercises; Chapter 2.Basic Concepts from Physics; 2.1 Rigid Body Classification; 2.2 Rigid Body Kinematics; 2.2.1 Single Particle; 2.2.2 Particle Systems and Continuous Materials; 2.3 Newton's Laws; 2.4 Forces; 2.4.1 Gravitational Forces; 2.4.2 Spring Forces; 2.4.3 Friction and Other Dissipative Forces; 2.4.4 Torque

    2.4.5 Equilibrium2.5 Momenta; 2.5.1 Linear Momentum; 2.5.2 Angular Momentum; 2.5.3 Center of Mass; 2.5.4 Moments and Products of Inertia; 2.5.5 Mass and Inertia Tensor of a Solid Polyhedron; 2.6 Energy; 2.6.1 Work and Kinetic Energy; 2.6.2 Conservative Forces and Potential Energy; Chapter 3. Rigid Body Motion; 3.1 Newtonian Dynamics; 3.2 Lagrangian Dynamics; 3.2.1 Equations of Motion for a Particle; 3.2.2 Time-Varying Frames or Constraints; 3.2.3 Interpretation of the Equations of Motion; 3.2.4 Equations of Motion for a System of Particles; 3.2.5 Equations of Motion for a Continuum of Mass

    3.2.6 Examples with Conservative Forces3.2.7 Examples with Dissipative Forces; 3.3 Euler's Equations of Motion; Chapter 4.Deformable Bodies; 4.1 Elasticity, Stress, and Strain; 4.2 Mass-Spring Systems; 4.2.1 One-Dimensional Array of Masses; 4.2.2 Two-Dimensional Array of Masses; 4.2.3 Three-Dimensional Array of Masses; 4.2.4 Arbitrary Configurations; 4.3 Control Point Deformation; 4.3.1 B-Spline Curves; 4.3.2 NURBS Curves; 4.3.3 B-Spline Surfaces; 4.3.4 NURBS Surfaces; 4.3.5 Surfaces Built from Curves; 4.4 Free-Form Deformation; 4.5 Implicit Surface Deformation; 4.5.1 Level Set Extraction

    4.5.2 Isocurve Extraction in 2D Images4.5.3 Isosurface Extraction in 3D Images; Chapter 5.Fluids and Gases; 5.1 Vector Calculus; 5.1.1 Gradient, Directional Derivative, and Total Derivative; 5.1.2 Vector Fields, Divergence, and Laplacian; 5.1.3 Curl; 5.1.4 Line Integrals; 5.1.5 Surface Integrals and Stokes' Theorem; 5.1.6 Volume Integrals and the Divergence Theorem; 5.1.7 Green's Theorem, Laplace's Equation, and Poisson'sEquation; 5.1.8 Vector Field Decomposition; 5.2 Strain and Stress; 5.2.1 Strain Tensor; 5.2.2 Stress Tensor; 5.2.3 The Relationship Between Strain and Stress

    5.3 Conservation Laws5.3.1 Conservation of Mass; 5.3.2 Conservation of Momentum; 5.4 A Simplified Model for Fluid Flow; 5.5 Implementing the Simplified 2D Model; 5.5.1 The Density Equation; 5.5.2 The Diffusion Term; 5.5.3 The Advection Term; 5.5.4 The Source-Sink Term; 5.5.5 The Total Density Update; 5.5.6 The Velocity Equations; 5.5.7 Specialized Boundary Handling; 5.6 Implementing the Simplified 3D Model; 5.7 Variations of the Simplified Model; 5.7.1 Vorticity Confinement and Vortex Particles; 5.7.2 Separate Pressure Term; 5.7.3 Omit Diffusion Terms; 5.7.4 Density and Velocity Dissipation

    5.7.5 Include Temperature

    Game Physics -- 1st edition -- 1 A Brief History of the World: A Summary of the Topics -- 2 Basic Concepts -- 3 Rigid Body Motion -- 4 Deformable Bodies -- 5 Physics Engines -- 6 Physics and Shader Programs -- 7 Linear Complementarity and Mathematical Programming -- 8 Differential Equations -- 9 Numerical Methods -- 10 Quaternions -- Appendices -- A Linear Algebra -- B Affine Algebra -- C Calculus -- D Ordinary Difference Equations -- A Summary of the Changes for the 2nd Edition: -- Naturally, Chapter 1 (Introduction) will be rewritten based on the contents for the second edition. -- The chapter on Physics Engines needs a significant rewrite. The goal will be to describe how to implement a classic rigid-body physics engine. And there will be source code to go with it, illustrating a generic collision detection system to go with the collision response people seem to associate with a physics engine. I will also include a new section on ragdoll physics, and there will be source code to go with this. -- I plan on inserting a new chapter (chapter 6 below) that will contain descriptions of various papers of interest in game physics. In particular, I will review publications by Ronald Fedkiw, Jos Stam, and James O'Brien, choosing a few of each to describe and to implement in source code and include on the CDROM for the book. This new material fills the void in the 1st edition -- not much discussion of applications of particle systems, fluids, or gases. The chapter on shader programs (old Chapter 6) will be discarded in its entirety. -- Chapters 7 through 10 and Appendices A through D form the mathematical heart of the book. The appendices are effectively background material that a reader will be exposed to at a university. The chapters 7 through 10 are more advanced topics. I believe it is reasonable to break the book into two parts: -- Part I -The Physics -- -- 1 Introduction -- 2 Basic Concepts -- 3 Rigid Bodies -- 4 Deformable Bodies -- 5 Physics Engines [rigid body concepts] -- 6 Particles, Fluids, and Gases [deformable body concepts] -- Part II -The Mathematics -- 7 Linear Algebra -- 8 Affine Algebra -- 9 Calculus -- 10 Quaternions -- 11 Differential Equations -- 12 Difference Equations -- 13 Numerical Methods -- 14 Linear Complementarity and Mathematical Programming -- The idea is that Part I is readable immediately by anyone having a reasonable mathematics background. Portions of Part II can be read, as needed. -- The chapter on Linear Complementarity will be rewritten to omit the Lemke algorithm, replacing it by a discussion of iterative methods to solve LCP. -- The 2nd edition will contain a lot more source code. And, as mentioned previously, we should include CD-ROM icons in the margins to let readers know that there is source code to illustrate the concepts.

  18. Creating 3D game art for the iPhone with unity
    Featuring modo and Blender pipelines
    Autor*in: McDermott, Wes
    Erschienen: 2011
    Verlag:  Focal, Burlington, MA

    Getting to know the iDevice Hardware and Unity iOS -- Creating game objects using modo : Tater and Thumper -- Understanding textures and UV maps -- Creating game objects using modo : Training trash yard -- Animation using Blender : Rigging Tater --... mehr

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    Getting to know the iDevice Hardware and Unity iOS -- Creating game objects using modo : Tater and Thumper -- Understanding textures and UV maps -- Creating game objects using modo : Training trash yard -- Animation using Blender : Rigging Tater -- Animation using Blender : IK and basic animation -- Animation using Blender : Advanced animation -- Creating lightmaps using Beast -- Working with game assets in Unity iOS -- Bonus resources Revolutionize your iPhone and iPad game development with Unity iOS, a fully integrated professional application and powerful game engine, which is quickly becoming the best solution for creating visually stunning games for Apple's iDevices easier, and more fun for artists. From concept to completion you'll learn to create and animate using modo and Blender as well as creating a full level utilizing the powerful toolset in Unity iOS as it specifically relates to iPhone and iPad game development. Follow the creation of "Tater," a character from the author's personal game project "Dead Bang," as he's used to explain vital aspects of game development and content creation for the iOS platform. Creating 3D Game Art for the iPhone focuses on the key principles of game design and development by covering in-depth, the iDevice hardware in conjunction with Unity iOS and how it relates to creating optimized game assets for the iDevices. Featuring Luxology's artist-friendly modo, and Blender, the free open-source 3D app, along side Unity iOS, optimize your game assets for the latest iDevices including iPhone 3GS, iPhone 4, iPad and the iPod Touch. Learn to model characters and environment assets, texture, animate skinned characters and apply advanced lightmapping techniques using Beast in Unity iOS. In a clear, motivating, and entertaining style, Wes McDermott offers captivating 3D imagery, real-world observation, and valuable tips and tricks all in one place - this book is an invaluable resource for any digital artist working to create games for the iPhone and iPad using Unity iOS

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Schlagworte: Computer graphics; Interactive computer graphics; iPhone (Smartphone)
    Umfang: Online-Ressource
    Bemerkung(en):

    Getting to know the iDevice Hardware and Unity iOS -- Creating game objects using modo : Tater and Thumper -- Understanding textures and UV maps -- Creating game objects using modo : Training trash yard -- Animation using Blender : Rigging Tater -- Animation using Blender : IK and basic animation -- Animation using Blender : Advanced animation -- Creating lightmaps using Beast -- Working with game assets in Unity iOS -- Bonus resources.

  19. Changing Television Environments
    6th European Conference, EUROITV 2008, Salzburg, Austria, July 3-4, 2008 Proceedings
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Interactive TV -- Interactive Television - A Brief Media History -- Interactive Narratives: Exploring the Links between Empathy, Interactivity and Structure -- The Rise and Fall of Juan Perez: Key Pressing Behaviour and Children’s Responses to... mehr

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    Interactive TV -- Interactive Television - A Brief Media History -- Interactive Narratives: Exploring the Links between Empathy, Interactivity and Structure -- The Rise and Fall of Juan Perez: Key Pressing Behaviour and Children’s Responses to Interactive Television -- Interactive Authoring -- From Time-Shift to Shape-Shift: Towards Nonlinear Production and Consumption of News -- ShapeShifting Documentary: A Golden Age -- HyLive: Hypervideo-Authoring for Live Television -- Composer: Authoring Tool for iTV Programs -- Ubiquitous Interactive Video Editing Via Multimodal Annotations -- Personalisation and Recommender Systems -- Unobtrusive Dynamic Modelling of TV Program Preferences in a Household -- An Ethnographic Study on Recommendations in the Living Room: Implications for the Design of iTV Recommender Systems -- Recommender System for the Multi-channel TV Production -- A New Approach for a Lightweight Multidimensional TV Content Taxonomy: TV Content Fingerprinting -- Modeling Moods in BBC Programs Based on Emotional Context -- Predicting Future User Behaviour in Interactive Live TV -- Mobile TV -- Does Mobile Television Challenge the Dimension of Viewing Television? An Explorative Research on Time, Place and Social Context of the Use of Mobile Television Content -- Relax or Study?: A Qualitative User Study on the Usage of Mobile TV and Video -- Live Dublin – Mobile Phone Live Video Group Communication Experiment -- A Lightweight Mobile TV Recommender -- Social TV -- Local Communities: Back to Life (Live) Through IPTV -- PresenceRemote: Embracing Ambiguity in the Design of Social TV for Senior Citizens -- Investigating the Use of Voice and Text Chat in a Social Television System -- New TV Environments -- Usages of the Secondary Screen in an Interactive Television Environment: Control, Enrich, Share, and Transfer Television Content -- An Experimental Platform Based on MCE for Interactive TV -- Interactive Coffee Tables: Interfacing TV within an Intuitive, Fun and Shared Experience -- YouTube3D: Accessing Web Video Streams through a 3D Interface -- iTV Architectures and Systems -- ZapTV: Personalized User-Generated Content for Handheld Devices in DVB-H Mobile Networks -- Prototyping Interactive and Personalized IPTV-Services on Top of Open IMS Infrastructures -- A Software Component for Content Management and Delivery to Mobile Phones and Digital Television -- Development of a Generic XML Personality Metadata Handler for Distributed Entertainment Services -- EMTV – A Component-Based DTV Middleware Extension for Educational Purposes -- DVB Service Security—A Problem in Development of Multi-service Television -- User Interfaces and Interaction Design -- Where Have You Ended Up Today? Dynamic TV and the Inter-tainment Paradigm -- Media Space Navigator: Navigating Video Content on IPTV Portals -- An Adaptive Cartography of DTV Programs -- Electronic Programme Guide Design for Preschool Children -- Interaction Design in Television Voting: A Usability Study on Music TV and Input Devices -- User Studies -- What You Expect Is What You See -- ’I Want My HDTV’? Underlying Factors of Perceived Usefulness for High Definition Television -- Prospecting the Appropriation of the Digital TV in a Brazilian Project -- Usability & User Experience: Preliminary Results from Evaluating an IPTV Community Platform -- Accessibility -- iTV as a Platform for Rich Multimedia Reminders for People with Dementia -- A Comparative Study of Remote Controls for Digital TV Receivers. This book constitutes the refereed proceedings of the 6th European Conference on Interactive Television, EuroITV 2008, held in Salzburg, Austria, in July 2008. The 42 revised full papers were carefully reviewed and selected from 156 submissions. The contributions cover significant aspects of the interactive television domain including submissions on user studies, technical challenges related to new developments as well as new kind of formats. The papers are organized in topical sections on interactive TV, interactive authoring, personalisation and recommender systems, mobile TV, social TV, new TV environments, iTV architectures and systems, user interfaces and interaction design, user studies, and accessibility.

     

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    Medientyp: Ebook
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    ISBN: 9783540694786
    Weitere Identifier:
    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture Notes in Computer Science ; 5066
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    Schlagworte: Computer science; Information systems; Computer Science; Multimedia systems; Computer graphics; Application software.; User interfaces (Computer systems).; Human-computer interaction.; Digital humanities.; Interactive television
    Umfang: Online-Ressource (digital)
  20. Smart Graphics
    13th International Symposium, SG 2015, Chengdu, China, August 26-28, 2015, Revised Selected Papers
    Beteiligt: Chen, Yaxi (Hrsg.); Christie, Marc (Hrsg.)
    Erschienen: 2017
    Verlag:  Springer, Cham

    This book constitutes the proceedings of the 13th International Symposium on Smart Graphics, SG 2015, held in Chengdu, China, in August 2015. The 17 full and 3 short papers presented in this volume were carefully reviewed and selected from 35... mehr

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    This book constitutes the proceedings of the 13th International Symposium on Smart Graphics, SG 2015, held in Chengdu, China, in August 2015. The 17 full and 3 short papers presented in this volume were carefully reviewed and selected from 35 submissions. They are organized in topical sections named: graphics, sketching and visualization, automation and evaluation, image processing, and posters and demo session Graphics -- Sketching and visualization -- Automation and evaluation -- Image processing -- Posters and demo session

     

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    Beteiligt: Chen, Yaxi (Hrsg.); Christie, Marc (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783319538389
    Weitere Identifier:
    Schriftenreihe: Lecture Notes in Computer Science ; 9317
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    Schlagworte: Computer science; Computer communication systems; Computer graphics; Computer Science; Arts; User interfaces (Computer systems); Application software; Computer vision.; Digital humanities.; Image processing; Computer networks .; Human-computer interaction.
    Umfang: Online-Ressource (X, 215 p. 122 illus, online resource)
  21. Game design workshop
    a playcentric approach to creating innovative games
    Erschienen: [2019]; © 2019
    Verlag:  CRC Press, Taylor & Francis Group, Boca Raton

    Zugang:
    Verlag (lizenzpflichtig)
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781315104300; 131510430X; 9781351597708; 1351597701; 9781351597692; 1351597698; 9781351597685; 135159768X
    RVK Klassifikation: ST 324 ; SU 500
    Auflage/Ausgabe: Fourth edition
    Schriftenreihe: An A K Peters book
    Schlagworte: Computer games; Computer games; Computer graphics; Computer games ; Programming; Computer games ; Design; Computer graphics; GAMES ; Board; COMPUTERS / Computer Graphics / Game Programming & Design
    Umfang: 1 online resource (XXXIII, 522 Seiten), Illustrationen
  22. Heritage preservation
    a computational approach
    Beteiligt: Chanda, Bhabatosh (Hrsg.); Chaudhuri, Subhasis (Hrsg.); Chaudhury, Santanu (Hrsg.)
    Erschienen: [2018]
    Verlag:  Springer, Singapore

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Beteiligt: Chanda, Bhabatosh (Hrsg.); Chaudhuri, Subhasis (Hrsg.); Chaudhury, Santanu (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9789811072215
    Weitere Identifier:
    RVK Klassifikation: AK 87250
    Schlagworte: Computer Science; Information Systems Applications (incl. Internet); Computer Imaging, Vision, Pattern Recognition and Graphics; Computer science; Computer graphics; Digital Humanities; Kulturgüterschutz; Kulturerbe
    Umfang: 1 Online-Ressource (XII, 345 Seiten)
  23. Visual computing for cultural heritage
    Erschienen: [2020]
    Verlag:  Springer, Cham

    Freie Universität Berlin, Universitätsbibliothek
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    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    TU Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Quelle: Philologische Bibliothek, FU Berlin
    Beteiligt: Liarokapis, Fotis (Hrsg.); Voulodimos, Athanasios (Hrsg.); Doulamis, Nikolaos (Hrsg.); Doulamis, Anastasios (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783030371913
    Weitere Identifier:
    Schriftenreihe: Springer series on cultural computing
    Schlagworte: Computer Graphics; User Interfaces and Human Computer Interaction; Cultural Heritage; Game Development; Computer graphics; User interfaces (Computer systems); Cultural heritage; Computer games—Programming; Computergrafik; Mensch-Maschine-Kommunikation; Benutzeroberfläche; Computerspiel
    Umfang: 1 Online-Ressource (ix, 444 Seiten), Illustrationen
  24. Encyclopedia of computer graphics and games
    Beteiligt: Lee, Newton (Hrsg.)
    Erschienen: [2020]
    Verlag:  Springer, Cham

    Freie Universität Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Quelle: Philologische Bibliothek, FU Berlin
    Beteiligt: Lee, Newton (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783319082349
    Weitere Identifier:
    RVK Klassifikation: ST 320 ; ST 324
    Schlagworte: Computer Graphics; Computer Imaging, Vision, Pattern Recognition and Graphics; Computer graphics; Computer vision; Computergrafik; Computerspiel
    Umfang: 1 Online-Ressource
  25. Developing turn-based multiplayer games
    with GameMaker Studio 2 and NodeJS
    Autor*in: Rajiv, Yadu
    Erschienen: [2018]; © 2018
    Verlag:  Apress, Berkeley, CA

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781484238608
    RVK Klassifikation: ST 324
    Schlagworte: Game Development; Programming Languages, Compilers, Interpreters; Computer Graphics; Computer games—Programming; Computer science; Computer graphics; Computerspiel; Programmierung
    Umfang: xv, 206 Seiten, Illustrationen