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Building Interactive Worlds In 3 D

Building Interactive Worlds In 3 D

Building Interactive Worlds In 3 D
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Building Interactive Worlds In 3 D Paperback - 2005

by Jean-Marc Gauthier

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SR-ECOMMERCE. New.
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Details

  • Title Building Interactive Worlds In 3 D
  • Author Jean-Marc Gauthier
  • Binding Paperback
  • Edition U. S. EDITION
  • Condition New
  • Pages 446
  • Volumes 1
  • Language ENG
  • Publisher SR-ECOMMERCE, USA
  • Publication date April 20, 2005
  • Illustrated Yes
  • Features Bibliography, Illustrated, Index
  • Bookseller's Inventory # SrEcom-9780240806228
  • ISBN 9780240806228 / 0240806220
  • Weight 2.31 lbs (1.05 kg)
  • Dimensions 9.72 x 7.54 x 0.89 in (24.69 x 19.15 x 2.26 cm)
  • Category Games / Gamebooks / Crosswords
  • Library of Congress subjects Three-dimensional display systems, Virtual reality
  • Library of Congress Catalogue Number 2004061933
  • Dewey Decimal Code 794.816
  • Quantity available 500

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Reader reviews for Building Interactive Worlds In 3 D

From the publisher

In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.

First line

People living at the end of the nineteenth century saw the first movies.

About the author

Professor at New York University in the graduate studies department of Interactive Telecommunications; consultant; award-winning 3D artist.
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