Architectonics of game spaces : the spatial logic of the virtual and its meaning for the real / / Ulrich Gotz, Andri Gerber
| Architectonics of game spaces : the spatial logic of the virtual and its meaning for the real / / Ulrich Gotz, Andri Gerber |
| Autore | Götz Ulrich |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2019 |
| Descrizione fisica | 1 online resource (343 pages) : illustrations (chiefly color), facsimiles, map, plan |
| Disciplina | 720.2840285536 |
| Collana | Architekturen |
| Soggetto topico |
Virtual reality in architecture
Architecture - Planning |
| Soggetto non controllato |
Architecture
Computer Games Digital Media Game Architecture Game Spaces Media Space Video Games |
| ISBN | 3-8394-4802-6 |
| Classificazione | ZH 2800 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter 1 Contents 5 Introduction 9 Taking Risks! 27 Invisible (Game) Cities 47 In-World Realism 59 Video/Game 71 Games as Provinces of Meaning 85 Free your Imagination! 95 A Fascination for Empty Rooms 111 Towards an Architecture of Desire 119 The Architectonics of Game Spaces 135 Virtual World Weariness 153 The Lived Space of Computer Games 167 The Architectural Continuum 183 From Asteroids to Architectoids 201 Piercing all Layers of the Anthroposphere 215 Creating Fascinating Spaces 233 Augmented Play, Art, and Space 249 Play the City 265 Democracy, Video Games, and Urban Design 277 Video Game Urbanism 293 Bibliography/Ludography 313 Image Copyrights 331 Authors 335 |
| Record Nr. | UNISA-996344228203316 |
Götz Ulrich
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| Bielefeld, : transcript Verlag, 2019 | ||
| Lo trovi qui: Univ. di Salerno | ||
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Architectonics of Game Spaces : The Spatial Logic of the Virtual and Its Meaning for the Real / Andri Gerber, Ulrich Götz
| Architectonics of Game Spaces : The Spatial Logic of the Virtual and Its Meaning for the Real / Andri Gerber, Ulrich Götz |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bielefeld, : transcript Verlag, 2020 |
| Descrizione fisica | 1 online resource (343 pages) : illustrations (chiefly color), facsimiles, map, plan |
| Disciplina | 720.2840285536 |
| Collana | Architekturen |
| Soggetto topico |
Virtual Environments
Game Spaces Game Architecture Video Games Architecture Media Space Computer Games Digital Media |
| ISBN |
9783839448021
3839448026 |
| Classificazione | ZH 2800 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter 1 Contents 5 Introduction 9 Taking Risks! 27 Invisible (Game) Cities 47 In-World Realism 59 Video/Game 71 Games as Provinces of Meaning 85 Free your Imagination! 95 A Fascination for Empty Rooms 111 Towards an Architecture of Desire 119 The Architectonics of Game Spaces 135 Virtual World Weariness 153 The Lived Space of Computer Games 167 The Architectural Continuum 183 From Asteroids to Architectoids 201 Piercing all Layers of the Anthroposphere 215 Creating Fascinating Spaces 233 Augmented Play, Art, and Space 249 Play the City 265 Democracy, Video Games, and Urban Design 277 Video Game Urbanism 293 Bibliography/Ludography 313 Image Copyrights 331 Authors 335 |
| Altri titoli varianti | Gerber/Götz (eds.), Architectonics of Games Spaces The Spatial Logic of the Virtual and Its Meaning for the Real |
| Record Nr. | UNINA-9910433250903321 |
| Bielefeld, : transcript Verlag, 2020 | ||
| Lo trovi qui: Univ. Federico II | ||
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Architectural Design Instruments : Conditions of Appearance, Modes of Appropriation and Reconfigurations of Practices
| Architectural Design Instruments : Conditions of Appearance, Modes of Appropriation and Reconfigurations of Practices |
| Autore | Bourbonnais Sébastien |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Newark : , : John Wiley & Sons, Incorporated, , 2024 |
| Descrizione fisica | 1 online resource (268 pages) |
| Disciplina | 720.2840285536 |
| Soggetto topico |
Computer-aided design
Architectural design |
| ISBN |
9781394300839
1394300832 9781394300815 1394300816 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Cover -- Title Page -- Copyright Page -- Contents -- Introduction -- Chapter 1. Evolution of Architectural Software -- 1.1. Introduction -- 1.1.1. Difficulty of classification -- 1.2. Human-computer interaction -- 1.3. Technological imaginations and consciousness -- 1.3.1. First meetings around the computer -- 1.3.2. "Software", the constitution of a notion -- 1.4. The pioneers -- 1.4.1. The CAD (Computer-Aided Design) project -- 1.4.2. Communicating with the machine, via drawing -- 1.4.3. Representing the information -- 1.4.4. The computer: an entity in its own right -- 1.5. The complex problem of design -- 1.5.1. Generating drawings -- 1.5.2. Improving accurate algorithms -- 1.5.3. Integrating building descriptions -- 1.5.4. Increasing the objects of the design -- 1.6. When industry takes over the software market -- 1.6.1. Drawing programs -- 1.6.2. Representation of spatiality -- 1.7. User interface improvements -- 1.7.1. The questioning of drawing -- 1.7.2. Design with a 3D model -- 1.7.3. Moving images -- 1.8. Architects explore differently -- 1.8.1. The craze for variation -- 1.8.2. Tool-users and tool-makers -- 1.8.3. The connection with the construction (CAD-CAM) -- 1.9. A new bifurcation -- 1.9.1. The end of unique software -- 1.9.2. "More user-friendly" -- 1.9.3. Restoring the simplicity of use -- 1.9.4. Manipulating parameters -- 1.9.5. BIM qualified practices -- 1.10. Conclusion -- 1.11. References -- Chapter 2. Emergence of Pre-digital Algorithmic Design -- 2.1. Introduction -- 2.2. Structuralism, generic process and specific object -- 2.3. Architecture as an autonomous formal language -- 2.4. The index sign, connection element of the virtual model to the current instance -- 2.5. Axonometry, diagram and algorithmic process -- 2.6. From the theoretical to the intuitive, from the East Coast to the West Coast.
2.7. Multiple instances: projects and conceptual artifacts -- 2.8. Actual instances and virtual systems -- 2.9. Conclusion -- 2.10. References -- Chapter 3. Mapping the Affinities Between the Non-Standard and the Fold -- 3.1. Introduction -- 3.2. Contextual landscapes: the theoretical bias of architecture (1990-2000) -- 3.2.1. Bernard Cache, Greg Lynn, UN Studio, "intercessors" of the Fold -- 3.2.2. Terre Meuble and Folding, two key publications -- 3.2.3. To constitute avant-garde -- 3.3. Contextual landscapes: technological biases (1990-2000) -- 3.3.1. The technological choices of Greg Lynn and Peter Eisenman -- 3.3.2. Bernard Cache's technological choices -- 3.3.3. From pencil to computer mouse -- 3.3.4. Architects who became digital specialists -- 3.3.5. Standardization in question -- 3.3.6. Fascination for the curve -- 3.3.7. Back and forth between theory and practice -- 3.4. Mapping of theoretical transfers -- 3.4.1. Deleuze and architecture -- 3.4.2. The Fold across the Atlantic -- 3.4.3. An operational fold -- 3.4.4. Deterritorializing the Fold: at what cost? -- 3.5. Strategies: productive effects of the Deleuzian Fold on architecture -- 3.5.1. Objective and modulation -- 3.5.2. The blob, a theoretical and geometrical curiosity -- 3.5.3. Towards a surface architecture? -- 3.5.4. Morphogenesis and accidents -- 3.6. Conclusion: towards a technological determinism? -- 3.7. References -- Chapter 4. Hijacking the Tool: Towards a Transformation of the Architectural Representation -- 4.1. The detour -- 4.1.1. From tool to instrument -- 4.1.2. The question of representation in the digital age -- 4.2. Hijacking the software -- 4.3. Hijacking the machine -- 4.4. Conclusion -- 4.5. References -- Chapter 5. The Designer in the Informational Shift -- 5.1. Introduction -- 5.2. Leaving the notation regime: introducing emerging practices. 5.2.1. Data in the computational turn -- 5.2.2. The information regime in practice with BIM -- 5.2.3. Computational design -- 5.2.4. Towards a definition of "data-driven design" -- 5.3. Evolution of possibilities and design postures in the informational shift -- 5.3.1. Possibility space in relation to the data, some examples -- 5.3.2. "Evidence-based" and "performance-based" postures -- 5.3.3. Issues of integrated multi-objective performance -- 5.4. Risk and data requirements -- 5.4.1. Biases and limitations of the datasets -- 5.4.2. The contributions and constraints of BIM to produce and maintain data collaboratively -- 5.5. Data management opportunities for new approaches to projects -- 5.5.1. BIM and the rise of data-supported collaboration -- 5.5.2. The risks of data silos and the challenges of interoperability -- 5.6. Conclusion -- 5.7. References -- List of Authors -- Index -- EULA. |
| Record Nr. | UNINA-9911019775403321 |
Bourbonnais Sébastien
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| Newark : , : John Wiley & Sons, Incorporated, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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Architecture, design, data : practice competency in the era of computation / / Phillip G. Bernstein
| Architecture, design, data : practice competency in the era of computation / / Phillip G. Bernstein |
| Autore | Bernstein Phillip (Phillip Gordon), <1957-> |
| Pubbl/distr/stampa | Basel : , : Birkhäuser, , [2018] |
| Descrizione fisica | 1 online resource (199 pages) : illustrations |
| Disciplina | 720.2840285536 |
| Soggetto topico | Architectural design - Data processing |
| Soggetto genere / forma | Electronic books. |
| ISBN |
3-0356-1037-1
3-0356-1044-4 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter -- Contents -- Preface -- 1 - introduction -- 1.1 A Systemic Transformation -- 2 - agency -- 2.1 The Digital Transformation of Design -- 2.2 Defining Design Intent: Depiction, Precision and Generation -- 2.3 The Evolution of Responsible Control and Professional Care -- 2.4 Preparing Digital Designers -- 2.5 Building Performance Design -- 3 - methodology -- 3.1 Procedures, Process and Outcomes -- 3.2 Information Coherence -- 3.3 Designing Design: Optimizing, Solving, Selecting -- 3.4 Building Logic and Design Insight -- 3.5 Design Demands of Digital Making -- 4 - value -- 4.1 Creating New Value Through Design -- 4.2 Producing Design Process -- 4.3 Calibrating Design Values -- 4.4 New Values in the Systems of Delivery -- Conclusion -- Bibliography -- Illustration Credits -- About the Author -- Key Terms and Names -- Colophon |
| Record Nr. | UNINA-9910466951903321 |
Bernstein Phillip (Phillip Gordon), <1957->
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| Basel : , : Birkhäuser, , [2018] | ||
| Lo trovi qui: Univ. Federico II | ||
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Architecture, design, data : practice competency in the era of computation / / Phillip G. Bernstein
| Architecture, design, data : practice competency in the era of computation / / Phillip G. Bernstein |
| Autore | Bernstein Phillip (Phillip Gordon), <1957-> |
| Pubbl/distr/stampa | Basel : , : Birkhäuser, , [2018] |
| Descrizione fisica | 1 online resource (199 pages) : illustrations |
| Disciplina | 720.2840285536 |
| Soggetto topico | Architectural design - Data processing |
| ISBN |
3-0356-1037-1
3-0356-1044-4 |
| Classificazione | ZH 7010 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter -- Contents -- Preface -- 1 - introduction -- 1.1 A Systemic Transformation -- 2 - agency -- 2.1 The Digital Transformation of Design -- 2.2 Defining Design Intent: Depiction, Precision and Generation -- 2.3 The Evolution of Responsible Control and Professional Care -- 2.4 Preparing Digital Designers -- 2.5 Building Performance Design -- 3 - methodology -- 3.1 Procedures, Process and Outcomes -- 3.2 Information Coherence -- 3.3 Designing Design: Optimizing, Solving, Selecting -- 3.4 Building Logic and Design Insight -- 3.5 Design Demands of Digital Making -- 4 - value -- 4.1 Creating New Value Through Design -- 4.2 Producing Design Process -- 4.3 Calibrating Design Values -- 4.4 New Values in the Systems of Delivery -- Conclusion -- Bibliography -- Illustration Credits -- About the Author -- Key Terms and Names -- Colophon |
| Record Nr. | UNINA-9910793113103321 |
Bernstein Phillip (Phillip Gordon), <1957->
|
||
| Basel : , : Birkhäuser, , [2018] | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Architecture, design, data : practice competency in the era of computation / / Phillip G. Bernstein
| Architecture, design, data : practice competency in the era of computation / / Phillip G. Bernstein |
| Autore | Bernstein Phillip (Phillip Gordon), <1957-> |
| Pubbl/distr/stampa | Basel : , : Birkhäuser, , [2018] |
| Descrizione fisica | 1 online resource (199 pages) : illustrations |
| Disciplina | 720.2840285536 |
| Soggetto topico | Architectural design - Data processing |
| ISBN |
3-0356-1037-1
3-0356-1044-4 |
| Classificazione | ZH 7010 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter -- Contents -- Preface -- 1 - introduction -- 1.1 A Systemic Transformation -- 2 - agency -- 2.1 The Digital Transformation of Design -- 2.2 Defining Design Intent: Depiction, Precision and Generation -- 2.3 The Evolution of Responsible Control and Professional Care -- 2.4 Preparing Digital Designers -- 2.5 Building Performance Design -- 3 - methodology -- 3.1 Procedures, Process and Outcomes -- 3.2 Information Coherence -- 3.3 Designing Design: Optimizing, Solving, Selecting -- 3.4 Building Logic and Design Insight -- 3.5 Design Demands of Digital Making -- 4 - value -- 4.1 Creating New Value Through Design -- 4.2 Producing Design Process -- 4.3 Calibrating Design Values -- 4.4 New Values in the Systems of Delivery -- Conclusion -- Bibliography -- Illustration Credits -- About the Author -- Key Terms and Names -- Colophon |
| Record Nr. | UNINA-9910821208803321 |
Bernstein Phillip (Phillip Gordon), <1957->
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| Basel : , : Birkhäuser, , [2018] | ||
| Lo trovi qui: Univ. Federico II | ||
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Autodesk 3ds max 2014 essentials [[electronic resource] /] / Randi L. Derakhshani, Dariush Derakhshani
| Autodesk 3ds max 2014 essentials [[electronic resource] /] / Randi L. Derakhshani, Dariush Derakhshani |
| Autore | Derakhshani Randi L |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley & Sons, 2013 |
| Descrizione fisica | 1 recurso en línea (418 p.) |
| Disciplina |
720.2840285536
777/.7 |
| Altri autori (Persone) | DerakhshaniDariush |
| Soggetto topico |
Computer animation
Three-dimensional display systems |
| Soggetto genere / forma | Electronic books. |
| ISBN |
1-118-75025-X
1-118-72366-X |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Autodesk 3ds Max 2014 Essentials; Introduction; Chapter 1: The 3ds Max Interface; The Workspace; Transforming Objects Using Gizmos; Graphite Modeling Tools Set; Command Panel; Time Slider and Track Bar; File Management; Chapter 2: Your First 3ds Max Project; Setting Up a Project Workflow; Time to Model a Clock!; In Splines We Trust; Bringing It All Together; Chapter 3: Modeling in 3ds Max: Architectural Model Part I; Units Setup; Importing a CAD Drawing; Creating the Walls; Creating the Doors; Creating the Window; Adding a Floor and Ceiling
Chapter 4: Modeling in 3ds Max: Architectural Model Part IIModeling the Couch; Modeling the Lounge Chair; Chapter 5: Introduction to Animation; Animating the Ball; Refining the Animation; Chapter 6: Animation Principles; Anticipation and Momentum in Knife Throwing; Chapter 7: Character Poly Modeling: Part I; Setting Up the Scene; Beginning the Soldier Model; Chapter 8: Character Poly Modeling: Part II; Completing the Main Body; Creating the Accessories; Putting on the Boots; Creating the Hands; Chapter 9: Character Poly Modeling: Part III; Creating the Head Merging and Attaching the Head's AccessoriesChapter 10: Introduction to Materials: Interiors and Furniture; The Slate Material Editor; Material Types; mental ray Material Types; Shaders; Mapping the Couch and Chair; Mapping the Window and Doors; Chapter 11: Textures and UV Workflow: The Soldier; UV Unwrapping; Seaming the Rest of the Body; Applying the Color Map; Applying the Bump Map; Applying the Specular Map; Chapter 12: Character Studio: Rigging; Character Studio Workflow; Associating a Biped with the Soldier Model; Chapter 13: Character Studio: Animation; Animating the Soldier Chapter 14: Introduction to Lighting: Interior LightingThree-Point Lighting; 3ds Max Lights; Lighting a Still Life in the Interior Space; Selecting a Shadow Type; Atmospheres and Effects; Light Lister; Chapter 15: 3ds Max Rendering; Rendering Setup; Cameras; Safe Frames; Raytraced Reflections and Refractions; Rendering the Interior and Furniture; Chapter 16: mental ray; mental ray Renderer; Final Gather with mental ray; mental ray Materials; Appendix: Autodesk 3ds Max Certification; Index |
| Record Nr. | UNINA-9910463199203321 |
Derakhshani Randi L
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||
| Indianapolis, Ind., : John Wiley & Sons, 2013 | ||
| Lo trovi qui: Univ. Federico II | ||
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Autodesk 3ds max 2014 essentials [[electronic resource] /] / Randi L. Derakhshani, Dariush Derakhshani
| Autodesk 3ds max 2014 essentials [[electronic resource] /] / Randi L. Derakhshani, Dariush Derakhshani |
| Autore | Derakhshani Randi L |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley & Sons, 2013 |
| Descrizione fisica | 1 recurso en línea (418 p.) |
| Disciplina |
720.2840285536
777/.7 |
| Altri autori (Persone) | DerakhshaniDariush |
| Soggetto topico |
Computer animation
Three-dimensional display systems |
| ISBN |
1-118-75025-X
1-118-72366-X |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Autodesk 3ds Max 2014 Essentials; Introduction; Chapter 1: The 3ds Max Interface; The Workspace; Transforming Objects Using Gizmos; Graphite Modeling Tools Set; Command Panel; Time Slider and Track Bar; File Management; Chapter 2: Your First 3ds Max Project; Setting Up a Project Workflow; Time to Model a Clock!; In Splines We Trust; Bringing It All Together; Chapter 3: Modeling in 3ds Max: Architectural Model Part I; Units Setup; Importing a CAD Drawing; Creating the Walls; Creating the Doors; Creating the Window; Adding a Floor and Ceiling
Chapter 4: Modeling in 3ds Max: Architectural Model Part IIModeling the Couch; Modeling the Lounge Chair; Chapter 5: Introduction to Animation; Animating the Ball; Refining the Animation; Chapter 6: Animation Principles; Anticipation and Momentum in Knife Throwing; Chapter 7: Character Poly Modeling: Part I; Setting Up the Scene; Beginning the Soldier Model; Chapter 8: Character Poly Modeling: Part II; Completing the Main Body; Creating the Accessories; Putting on the Boots; Creating the Hands; Chapter 9: Character Poly Modeling: Part III; Creating the Head Merging and Attaching the Head's AccessoriesChapter 10: Introduction to Materials: Interiors and Furniture; The Slate Material Editor; Material Types; mental ray Material Types; Shaders; Mapping the Couch and Chair; Mapping the Window and Doors; Chapter 11: Textures and UV Workflow: The Soldier; UV Unwrapping; Seaming the Rest of the Body; Applying the Color Map; Applying the Bump Map; Applying the Specular Map; Chapter 12: Character Studio: Rigging; Character Studio Workflow; Associating a Biped with the Soldier Model; Chapter 13: Character Studio: Animation; Animating the Soldier Chapter 14: Introduction to Lighting: Interior LightingThree-Point Lighting; 3ds Max Lights; Lighting a Still Life in the Interior Space; Selecting a Shadow Type; Atmospheres and Effects; Light Lister; Chapter 15: 3ds Max Rendering; Rendering Setup; Cameras; Safe Frames; Raytraced Reflections and Refractions; Rendering the Interior and Furniture; Chapter 16: mental ray; mental ray Renderer; Final Gather with mental ray; mental ray Materials; Appendix: Autodesk 3ds Max Certification; Index |
| Record Nr. | UNINA-9910786999803321 |
Derakhshani Randi L
|
||
| Indianapolis, Ind., : John Wiley & Sons, 2013 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Autodesk 3ds max 2014 essentials / / Randi L. Derakhshani, Dariush Derakhshani
| Autodesk 3ds max 2014 essentials / / Randi L. Derakhshani, Dariush Derakhshani |
| Autore | Derakhshani Randi L |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley & Sons, 2013 |
| Descrizione fisica | 1 recurso en línea (418 p.) |
| Disciplina |
720.2840285536
777/.7 |
| Altri autori (Persone) | DerakhshaniDariush |
| Soggetto topico |
Computer animation
Three-dimensional display systems |
| ISBN |
9781118750254
111875025X 9781118723661 111872366X |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Autodesk 3ds Max 2014 Essentials; Introduction; Chapter 1: The 3ds Max Interface; The Workspace; Transforming Objects Using Gizmos; Graphite Modeling Tools Set; Command Panel; Time Slider and Track Bar; File Management; Chapter 2: Your First 3ds Max Project; Setting Up a Project Workflow; Time to Model a Clock!; In Splines We Trust; Bringing It All Together; Chapter 3: Modeling in 3ds Max: Architectural Model Part I; Units Setup; Importing a CAD Drawing; Creating the Walls; Creating the Doors; Creating the Window; Adding a Floor and Ceiling
Chapter 4: Modeling in 3ds Max: Architectural Model Part IIModeling the Couch; Modeling the Lounge Chair; Chapter 5: Introduction to Animation; Animating the Ball; Refining the Animation; Chapter 6: Animation Principles; Anticipation and Momentum in Knife Throwing; Chapter 7: Character Poly Modeling: Part I; Setting Up the Scene; Beginning the Soldier Model; Chapter 8: Character Poly Modeling: Part II; Completing the Main Body; Creating the Accessories; Putting on the Boots; Creating the Hands; Chapter 9: Character Poly Modeling: Part III; Creating the Head Merging and Attaching the Head's AccessoriesChapter 10: Introduction to Materials: Interiors and Furniture; The Slate Material Editor; Material Types; mental ray Material Types; Shaders; Mapping the Couch and Chair; Mapping the Window and Doors; Chapter 11: Textures and UV Workflow: The Soldier; UV Unwrapping; Seaming the Rest of the Body; Applying the Color Map; Applying the Bump Map; Applying the Specular Map; Chapter 12: Character Studio: Rigging; Character Studio Workflow; Associating a Biped with the Soldier Model; Chapter 13: Character Studio: Animation; Animating the Soldier Chapter 14: Introduction to Lighting: Interior LightingThree-Point Lighting; 3ds Max Lights; Lighting a Still Life in the Interior Space; Selecting a Shadow Type; Atmospheres and Effects; Light Lister; Chapter 15: 3ds Max Rendering; Rendering Setup; Cameras; Safe Frames; Raytraced Reflections and Refractions; Rendering the Interior and Furniture; Chapter 16: mental ray; mental ray Renderer; Final Gather with mental ray; mental ray Materials; Appendix: Autodesk 3ds Max Certification; Index |
| Record Nr. | UNINA-9910971455903321 |
Derakhshani Randi L
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||
| Indianapolis, Ind., : John Wiley & Sons, 2013 | ||
| Lo trovi qui: Univ. Federico II | ||
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Autodesk Revit 2017 for architecture no experience required / / Eric Wing
| Autodesk Revit 2017 for architecture no experience required / / Eric Wing |
| Autore | Wing Eric |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | Indianapolis, Indiana : , : Sybex : , : Autodesk, , 2016 |
| Descrizione fisica | 1 online resource (723 pages) : illustrations (some color) |
| Disciplina | 720.2840285536 |
| Collana |
No experience required
THEi Wiley ebooks |
| ISBN |
1-119-41558-6
1-119-24332-7 1-119-24331-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910270917003321 |
Wing Eric
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||
| Indianapolis, Indiana : , : Sybex : , : Autodesk, , 2016 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||