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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  
Bielefeld, : transcript Verlag, 2019
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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  
Newark : , : John Wiley & Sons, Incorporated, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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->  
Basel : , : Birkhäuser, , [2018]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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->  
Basel : , : Birkhäuser, , [2018]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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  
Indianapolis, Ind., : John Wiley & Sons, 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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  
Indianapolis, Ind., : John Wiley & Sons, 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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  
Indianapolis, Indiana : , : Sybex : , : Autodesk, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui