| 000 | 01785cam a22003617a 4500 | ||
|---|---|---|---|
| 001 | 16573638 | ||
| 003 | TR-AnTOB | ||
| 005 | 20260219145210.0 | ||
| 008 | 101209s2011 ne a b 001 0 eng d | ||
| 010 |
_a 2010942642 _z 2011281953 |
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| 020 |
_a9780240814711 _cpaperback |
||
| 020 |
_a0240814711 _cpaperback |
||
| 040 |
_aBTCTA _cBTCTA _dTR-AnTOB _beng _erda |
||
| 041 | _aeng | ||
| 050 | 0 | 0 |
_aT385 _b.C52 2011 |
| 090 |
_aT385 _b.C52 2011 |
||
| 100 | 1 |
_aChopine, Ami _eauthor _9152624 |
|
| 245 | 1 | 0 |
_a3D art essentials : _bthe fundamentals of 3D modeling, texturing, and animation / _cAmi Chopine. |
| 264 | 1 |
_aAmsterdam ; _aBoston : _bElsevier/Focal Press, _c2011. |
|
| 300 |
_axiii, 274 pages : _billustrations ; _c24 cm |
||
| 336 |
_2rdacontent _atext _btxt |
||
| 337 |
_2rdamedia _aunmediated _bn |
||
| 338 |
_2rdacarrier _avolume _bnc |
||
| 500 | _a"Geek At Play Studio"--Cover. | ||
| 504 | _aBIBINDX | ||
| 505 | 0 | _aA history of computer graphics and special effects -- Getting started and getting finished -- Polygons : how 2D becomes 3D -- NURBS : the spliny truth -- Subdivision surfaces : the marriage of polygons and NURBS -- Deforming : it's a good thing -- Rigging -- Animation : it's alive! -- Dynamics : let's get physical -- How the pixel gets its color -- More than just color -- Light effects -- Lighting the way -- Working the camera -- Environments -- Rendering -- Procedures and graphs -- Scripting -- What tools to use -- Making a career out of 3D. | |
| 520 | _aLooks at the principles of 3D art and offers instructions on creating a variety of 3D graphics and animation. | ||
| 650 | 0 |
_aComputer graphics _9741 |
|
| 650 | 0 |
_aComputer animation _9202 |
|
| 650 | 0 |
_aThree-dimensional display systems _980 |
|
| 942 |
_2lcc _cBK |
||
| 999 |
_c200427764 _d45688 |
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