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An Introduction to Computer Graphics for Artists is an application-independent, reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics. Written by a veteran of the computer graphics industry whose previous career included film animation and various spells as Art Director for video games, Andrew Paquette draws on his experiences both as an artist and a manager. Far too often artists, even professionals, lack a basic understanding of the principles of computer graphics. The result is inefficiency and lower quality of work. This book addresses these issues by providing fundamental information in a university course format, with theoretical material, detailed illustrations, and projects to test the reader’s understanding of the concepts covered.

Opening with the first and most basic elements of computer graphics, the book rapidly advances into progressively more complex concepts. Each of the elements, however simple, are important to understand because each is an essential link in a chain that allows an artist to master any computer graphics application. With this accomplished, the artist can use technology to satisfy his goals, instead of the technology being master of the artist.

All students wanting to learn more about computer graphics from an artistic viewpoint, particularly those intending to pursue a career in computer game design or film animation, will find this book invaluable.




An Introduction to Computer Graphics for Artists is an application-independent, reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics. Written by a veteran of the computer graphics industry whose previous career included film animation and various spells as Art Director for video games, Andrew Paquette draws on his experiences both as an artist and a manager. Far too often artists, even professionals, lack a basic understanding of the principles of computer graphics. The result is inefficiency and lower quality of work. This book addresses these issues by providing fundamental information in a university course format, with theoretical material, detailed illustrations, and projects to test the reader’s understanding of the concepts covered.

Opening with the first and most basic elements of computer graphics, the book rapidly advances into progressively more complex concepts. Each of the elements, however simple, are important to understand because each is an essential link in a chain that allows an artist to master any computer graphics application. With this accomplished, the artist can use technology to satisfy his goals, instead of the technology being master of the artist.

All students wanting to learn more about computer graphics from an artistic viewpoint, particularly those intending to pursue a career in computer game design or film animation, will find this book invaluable.




An Introduction to Computer Graphics for Artists is an application-independent, reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics. Written by a veteran of the computer graphics industry whose previous career included film animation and various spells as Art Director for video games, Andrew Paquette draws on his experiences both as an artist and a manager. Far too often artists, even professionals, lack a basic understanding of the principles of computer graphics. The result is inefficiency and lower quality of work. This book addresses these issues by providing fundamental information in a university course format, with theoretical material, detailed illustrations, and projects to test the reader’s understanding of the concepts covered.

Opening with the first and most basic elements of computer graphics, the book rapidly advances into progressively more complex concepts. Each of the elements, however simple, are important to understand because each is an essential link in a chain that allows an artist to master any computer graphics application. With this accomplished, the artist can use technology to satisfy his goals, instead of the technology being master of the artist.

All students wanting to learn more about computer graphics from an artistic viewpoint, particularly those intending to pursue a career in computer game design or film animation, will find this book invaluable.


Content:
Front Matter....Pages i-xxxvii
Introduction....Pages 1-8
CG Basics....Pages 9-36
Observation Skills and CG....Pages 37-47
Measurements and Their Relationship to CG....Pages 49-62
Scene Preparation....Pages 63-67
Modeling 1: Polygons....Pages 69-89
The Importance of Resolution in CG....Pages 91-102
Optimization of CG Models....Pages 103-115
Validation of CG Models....Pages 117-148
Creating and Editing Texture Coordinates (UVs)....Pages 149-183
Shaders and Texturing....Pages 185-218
Rendering a CG Scene....Pages 219-237
3D Animation....Pages 239-246
CG Modeling 2: NURBS....Pages 247-277
CG Modeling 3: Advanced....Pages 279-288
CG Industry Standards....Pages 289-292
Back Matter....Pages 293-322


An Introduction to Computer Graphics for Artists is an application-independent, reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics. Written by a veteran of the computer graphics industry whose previous career included film animation and various spells as Art Director for video games, Andrew Paquette draws on his experiences both as an artist and a manager. Far too often artists, even professionals, lack a basic understanding of the principles of computer graphics. The result is inefficiency and lower quality of work. This book addresses these issues by providing fundamental information in a university course format, with theoretical material, detailed illustrations, and projects to test the reader’s understanding of the concepts covered.

Opening with the first and most basic elements of computer graphics, the book rapidly advances into progressively more complex concepts. Each of the elements, however simple, are important to understand because each is an essential link in a chain that allows an artist to master any computer graphics application. With this accomplished, the artist can use technology to satisfy his goals, instead of the technology being master of the artist.

All students wanting to learn more about computer graphics from an artistic viewpoint, particularly those intending to pursue a career in computer game design or film animation, will find this book invaluable.


Content:
Front Matter....Pages i-xxxvii
Introduction....Pages 1-8
CG Basics....Pages 9-36
Observation Skills and CG....Pages 37-47
Measurements and Their Relationship to CG....Pages 49-62
Scene Preparation....Pages 63-67
Modeling 1: Polygons....Pages 69-89
The Importance of Resolution in CG....Pages 91-102
Optimization of CG Models....Pages 103-115
Validation of CG Models....Pages 117-148
Creating and Editing Texture Coordinates (UVs)....Pages 149-183
Shaders and Texturing....Pages 185-218
Rendering a CG Scene....Pages 219-237
3D Animation....Pages 239-246
CG Modeling 2: NURBS....Pages 247-277
CG Modeling 3: Advanced....Pages 279-288
CG Industry Standards....Pages 289-292
Back Matter....Pages 293-322
....
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