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1981/05/05

Delmar Thomson Learning Real Time Cinematography for Games Jan 2005 eBook

Delmar Thomson Learning Real Time Cinematography for Games Jan 2005 eBook
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Todays game audiences expect Hollywood quality cinematography. But
to produce this quality in games, programmers need to understand
the traditional film principles of lighting, camera positioning,
and motion. Unlike movies, games provide non linear, interactive
storytelling, so to use film and T.V. techniques effectively, the
techniques need to be modified for games.
Real Time Cinematography for Games provides this translation by
teaching programmers and artists how to incorporate tried and true
filmmaking techniques into their games. Beginning with an overview
of filmmaking and cinematography basics, the book teaches how to
tell a compelling story using camera placement based on character
and environment. It explains how to handle a camera for panning,
zooming, and cradle movement, and it details how to program these
techniques into your games through code examples. From there,
camera lenses and methods for achieving a variety of effects with
software cameras are explored. Hands on examples illustrate the
importance of good lighting and how to handle transitions to new
lighting arrangements. The next part of the book covers the
essential areas of filters, sound effects, interactive music,
movement, and dialog, including coverage of current voice
recognition technology. The book wraps up with coverage of
directing essentials.
Programmers will find the entire book extremely useful, and
designers and artists will find the large amount of creative uses
of filmmaking techniques invaluable. Every chapter is written with
two major parts: creative and technical. The creative section looks
into the techniques and practices of the film industry and teaches
how artists and designers can use these techniques in games. The
technical sections then explain how to implement these techniques
into games through practical code and equations. The technical
sections require knowledge of basic programming and computer
graphics concepts. This is the one resource programmers and
designers need to ensure that they are producing Hollywood quality
graphics that will keep your players coming back for more!
TOPICS COVERED:
Cinematography Position
Cinematography Motion
Acting Dialogue
Acting Hitting the Mark
Cinematography Lenses
Foley Artist Sound Effects
Lighting Reality versus Hollywood
Editing Filters and Effects
Composing Making Music
Editing Transitions
Editing Selection
Directing
Key Features
Presents traditional film techniques adapted for use in games
Provides practical code examples that can be easily implemented
Includes an extensive color insert illustrating the techniques
covered
Focuses on the concepts of cinematographic lighting to improve
real time lighting
Integrates coverage of graphics, editing, sound, and artificial
intelligence
Includes insightful interviews with leading professionals in the
film industry
Includes a companion Web site with all the source code for the
examples in the book, new code, videos, and other useful tools
covered in the bookAbout the AuthorBrian Hawkins began his career
doing research at JustSytem Pittsburgh Research Center where he
focused on scripted character animation using natural language. He
worked at Activision as the game core lead on Star Trek: Armada and
contributed to Civilization: Call to Power and Call to Power 2. He
also worked for Seven Studios as lead programmer on Defender and
now operates his own development company, Soma Inc. He holds a BS
in mathematics and computer from Caegie Mellon University and is
the author of Preventative Programming Techniques.

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