The Morgan Kaufmann Series in Interactive 3D Technology
Series Editor:
- David Eberly, President of Geometric Tools, Inc (www.geometrictools.com), a company that specializes in software development for computer graphics, image analysis, and numerical methods. Previously, he was the Director of Engineering at Numerical Design Ltd (NDL), the company responsible for the real-time 3D game engine, Netlmmerse. His background includes a BA in Mathematics from Bloomsburg U, MS and PhD degrees in Mathematics from the U of Colorado at Boulder, and MS and PhD degrees in computer science from the U of North Carolina at Chapel Hill.
This book teaches you the basic building blocks of programming needed to create cutting-edge graphics applications including interactive art, live video processing, and data visualization.A unique lab-style manual, the book gives graphic and web designers, artists, and illustrators of all stripes a jumpstart on working with the Processing programming environment by providing instruction on the basic principles of the language, followed by careful explanations of select advanced techniques.Within these pages, ITP (Tisch School of the Arts, New York University) professor Daniel Shiffman demonstrates the fundamentals of programming that will expand your understanding of what is possible in the world of computer graphics. By travelling beyond the confines of proprietary software, you will be empowered to create your own custom design tools.
Audience
Graphic designers and visual artists without programming background who want to learn programming. Students in college and graduate courses in interactive media or visual computing, and for self-study.
Latest volumes
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Learning Processing
By Daniel Shiffman, Daniel Shiffman
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Paperback, 472 Pages
Published: August 2008
ISBN 13: 978-0-12-373602-4 -
Better Game Characters by Design
By Tim Schafer, Katherine Isbister
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Published: June 2006
ISBN 13: 978-1-55860-921-1 -
3D Game Engine Architecture
By David Eberly
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Published: December 2004
ISBN 13: 978-0-12-229064-0 -
Real-Time Collision Detection
By Christer Ericson
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Published: December 2004
ISBN 13: 978-1-55860-732-3
Other available volumes
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Visualizing Quaternions
By Steve Cunningham, Andrew Hanson
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Hardbound, 600 Pages
Published: December 2005
ISBN 13: 978-0-12-088400-1 -
Collision Detection in Interactive 3D Environments
By Gino van den Bergen
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Published: October 2003
ISBN 13: 978-1-55860-801-6 -
Game Physics Engine Development
By Ian Millington
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Published: March 2007
ISBN 13: 978-0-12-369471-3

