Isometric Projection

Isometric Projection PDF Author: Fouad Sabry
Publisher: One Billion Knowledgeable
ISBN:
Category : Computers
Languages : en
Pages : 183

Book Description
What is Isometric Projection Isometric projection is a method for visually representing three-dimensional objects in two dimensions in technical and engineering drawings. It is an axonometric projection in which the three coordinate axes appear equally foreshortened and the angle between any two of them is 120 degrees. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Isometric Projection Chapter 2: Orthographic Projection Chapter 3: 3D Projection Chapter 4: Euler Angles Chapter 5: Rotation Matrix Chapter 6: Quaternions and Spatial Rotation Chapter 7: Oblique Projection Chapter 8: Transformation Matrix Chapter 9: Gimbal Lock Chapter 10: Tetrahedron (II) Answering the public top questions about isometric projection. (III) Real world examples for the usage of isometric projection in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Isometric Projection.

Fundamentals of Game Design

Fundamentals of Game Design PDF Author: Ernest Adams
Publisher: New Riders
ISBN: 013210475X
Category : Computers
Languages : en
Pages : 697

Book Description
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Art and Representation

Art and Representation PDF Author: John Willats
Publisher: Princeton University Press
ISBN: 9780691087375
Category : Art
Languages : en
Pages : 428

Book Description
In Art and Representation, John Willats presents a radically new theory of pictures. To do this, he has developed a precise vocabulary for describing the representational systems in pictures: the ways in which artists, engineers, photographers, mapmakers, and children represent objects. His approach is derived from recent research in visual perception and artificial intelligence, and Willats begins by clarifying the key distinction between the marks in a picture and the features of the scene that these marks represent. The methods he uses are thus closer to those of a modern structural linguist or psycholinguist than to those of an art historian. Using over 150 illustrations, Willats analyzes the representational systems in pictures by artists from a wide variety of periods and cultures. He then relates these systems to the mental processes of picture production, and, displaying an impressive grasp of more than one scholarly discipline, shows how the Greek vase painters, Chinese painters, Giotto, icon painters, Picasso, Paul Klee, and David Hockney have put these systems to work. But this book is not only about what systems artists use but also about why artists from different periods and cultures have used such different systems, and why drawings by young children look so different from those by adults. Willats argues that the representational systems can serve many different functions beyond that of merely providing a convincing illusion. These include the use of anomalous pictorial devices such as inverted perspective, which may be used for expressive reasons or to distance the viewer from the depicted scene by drawing attention to the picture as a painted surface. Willats concludes that art historical changes, and the developmental changes in children's drawings, are not merely arbitrary, nor are they driven by evolutionary forces. Rather, they are determined by the different functions that the representational systems in pictures can serve. Like readers of Ernst Gombrich's famous Art and Illusion (still available from Princeton University Press), on which Art and Representation makes important theoretical advances, or Rudolf Arnheim's Art and Visual Perception, Willats's readers will find that they will never again return to their old ways of looking at pictures.

Art and Visual Perception, Second Edition

Art and Visual Perception, Second Edition PDF Author: Rudolf Arnheim
Publisher: Univ of California Press
ISBN: 9780520243835
Category : Art
Languages : en
Pages : 526

Book Description
A 50-year-old classic, which was revised and expanded in 1974. Explains how the eye organizes visual material according to psychological laws.

Perspective, Projections and Design

Perspective, Projections and Design PDF Author: Mario Carpo
Publisher: Routledge
ISBN: 1135657009
Category : Architecture
Languages : en
Pages : 209

Book Description
The essays selected for this book, presented in chronological order, discuss various aspects of image-making technologies, geometrical knowledge and tools for architectural design, focusing in particular on two historical periods marked by comparable patterns of technological and cultural change. The first is the Renaissance; characterized by the rediscovery of linear perspectives and the simultaneous rise of new formats for architectural drawing and design on paper; the second, the contemporary rise of digital technologies and the simultaneous rise of virtual reality and computer-based design and manufacturing. Many of the contributing authors explore the parallel between the invention of the perspectival paradigm in early-modern Europe and the recent development of digitized virtual reality. This issue in turn bears on the specific purposes of architectural design, where various representational tools and devices are used to visualize bi-dimensional aspects of objects that must be measured and eventually built in three-dimensional space.

Reverse Perspective

Reverse Perspective PDF Author: Fouad Sabry
Publisher: One Billion Knowledgeable
ISBN:
Category : Computers
Languages : en
Pages : 69

Book Description
What is Reverse Perspective Reverse perspective, also called inverse perspective, inverted perspective, divergent perspective, or Byzantine perspective, is a form of perspective drawing in which the objects depicted in a scene are placed between the projective point and the viewing plane. Objects farther away from the viewing plane are drawn as larger, and closer objects are drawn as smaller, in contrast to the more conventional linear perspective for which closer objects appear larger. Lines that are parallel in three-dimensional space are drawn as diverging against the horizon, rather than converging as they do in linear perspective. Technically, the vanishing points are placed outside the painting with the illusion that they are "in front of" the painting. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Reverse perspective Chapter 2: Necker cube Chapter 3: Isometric projection Chapter 4: Perspective (graphical) Chapter 5: Vanishing point Chapter 6: Ponzo illusion Chapter 7: Curvilinear perspective Chapter 8: Depiction Chapter 9: Parallel projection Chapter 10: Accidental viewpoint (II) Answering the public top questions about reverse perspective. (III) Real world examples for the usage of reverse perspective in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Reverse Perspective.

Exploring Digital Design

Exploring Digital Design PDF Author: Ina Wagner
Publisher: Springer Science & Business Media
ISBN: 1849962235
Category : Computers
Languages : en
Pages : 294

Book Description
Exploring Digital Design takes a multi-disciplinary look at digital design research where digital design is embedded in a larger socio-cultural context. Working from socio-technical research areas such as Participatory Design (PD), Computer Supported Cooperative Work (CSCW) and Human-Computer Interaction (HCI), the book explores how humanities offer new insights into digital design, and discusses a variety of digital design research practices, methods, and theoretical approaches spanning established disciplinary borders. The aim of the book is to explore the diversity of contemporary digital design practices in which commonly shared aspects are interpreted and integrated into different disciplinary and interdisciplinary conversations. It is the conversations and explorations with humanities that further distinguish this book within digital design research. Illustrated with real examples from digital design research practices from a variety of research projects and from a broad range of contexts Exploring Digital Design offers a basis for understanding the disciplinary roots as well as the interdisciplinary dialogues in digital design research, providing theoretical, empirical, and methodological sources for understanding digital design research. The first half of the book Exploring Digital Design is authored as a multi-disciplinary approach to digital design research, and represents novel perspectives and analyses in this research. The contributors are Gunnar Liestøl, Andrew Morrison and Christina Mörtberg in addition to the editors. Although primarily written for researchers and graduate students, digital design practioners will also find the book useful. Overall, Exploring Digital Design provides an excellent introduction to, and resource for, research into digital design.
Proudly powered by WordPress | Theme: Rits Blog by Crimson Themes.