Xzendor7 Recommended Reading
Since Lightroom 1.0 first launched, Scott’s Kelby’s The Adobe Photoshop Lightroom Book for Digital Photographers has been the world’s #1 best-selling Lightroom book (it has been translated into a dozen different languages), and in this latest version for Lightroom 5, Scott uses his same award-winning, step-by-step, plain-English style and layout to make learning Lightroom easy and fun.
Adobe Photoshop Lightroom was designed from the ground up with digital photographers in mind, offering powerful editing features in a streamlined interface that lets photographers import, sort, and organize images.
In this completely updated bestseller, author Martin Evening describes features in Lightroom 5 in detail from a photographer’s perspective.
Programming Game AI by Example provides a comprehensive and practical introduction to the bread and butter AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language. Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics...
Intended for graduate or advanced undergraduate students in a computer graphics course, this large volume provides a comprehensive examination of complex rendering algorithms and demonstrates, through detailed examination of source code and example projects, the practical development and application of cutting edge image creation and processing software. This second edition is updated to reflect current technologies and contains updated information on relevant recent hardware improvements such as advanced multi-core processors as well as an increased focus on production graphics techniques.
This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory.
Some of the new features covered include the completely re-thought interface, the character animation and keying system, and the smoke simulator.
These are reinforced by clear descriptions of how each specific aspect of Blender works and fits together with the rest of the package. By following all the tutorials, the reader will gain all the skills necessary to build and animate a well-modeled, fully-rigged character of their own.
Once you’ve mastered the fundamentals, you’ll follow a realistic 3D workflow through a complete project. This is the only Blender tutorial to take you from preproduction to final result, and it’s perfect for both 3D novices and those who’ve used other 3D Software.
New to the Second Edition are chapters on smoke simulation, movie making and drivers; 12 updated chapters and an entire chapter devoted to add-ons installation as well as numerous new examples and figures.
Learn when to use green screens instead of blue, find out how the pros operate in professional studios, and get amazing results even if you're operating on a shoestring budget.