
eBook - ePub
Building Interactive Worlds in 3D
Virtual Sets and Pre-visualization for Games, Film & the Web
- 448 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
eBook - ePub
Building Interactive Worlds in 3D
Virtual Sets and Pre-visualization for Games, Film & the Web
About this book
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.
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Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Yes, you can access Building Interactive Worlds in 3D by Jean-Marc Gauthier in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.
Information
Table of contents
- Cover
- Half Title
- Supplementary Resources Disclaimer
- Title Page
- Copyright Page
- Table of Contents
- Acknowledgments
- Contributors
- Preface
- Introduction
- Chapter 1. Emergence of Virtual Spaces
- Chapter 2. The Basic 3D Kit
- Chapter 3. Interactive Textures and Lighting Design
- Chapter 4. Kinematics
- Chapter 5. Interactive Paths
- Chapter 6. Virtual Cameras
- Chapter 7. Advanced Virtual Cameras and Their Environments
- Chapter 8. The Viewer’s Experience, Interactive Installations, and Displays
- Bibliography
- Index