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  • Encyclopedia of computer graphics and games
  • Record Type: Electronic resources : Monograph/item
    Title/Author: Encyclopedia of computer graphics and games/ edited by Newton Lee.
    other author: Lee, Newton.
    Published: Cham :Springer International Publishing : : 2024.,
    Description: liv, 2115 p. :ill. (chiefly col.), digital ;24 cm.
    [NT 15003449]: B-Splines -- Constrained Edges and Delaunay Triangulation -- Delaunay Triangulation -- Modeling and Mesh Processing for Games -- Pencils of Spheres in the Minkowski-Lorentz Spaces -- Planetary Generation in Games -- Poisson-Disk Sampling: Theory and Applications -- Shape Deformation Models -- Sketch-Based Posing for 3D Animation -- Spheres, AABB, and OOBB as Bounding Volume Hierarchies -- The New Age of Procedural Texturing -- UV Map Generation on Triangular Mesh -- 3D Modelling Through Photogrammetry in Cultural Heritage -- 3D Printing, History of -- 3D Visualization Interface for Temporal Analysis of Social Media -- 3D-Rendered Images and Their Application in the Interior Design -- Deep Learning Algorithms for 3D Reconstruction -- Emotion-based Facial Recognition for Mental Health Status -- Tactile Visualization and 3D Printing for Education -- Technologies for the Design Review Process -- Artistic Data Visualization in the Making -- Computer Graphics, Video Games, and Gamification Impacting -- (Re)Habilitation, Healthcare, and Inclusive Well-Being -- Imagineering Ceramic Pottery Using Computer Graphics -- Universal Design, Design for All, Inclusive Design -- 3D Game Asset Generation of Historical Architecture Through Photogrammetry -- 3D Puzzle Games in Extended Reality Environments -- Academic and Video Game Industry "Divide" -- Agile Mentality at Game Development -- Among Us and Its Popularity During COVID-19 Pandemic -- Analog Prototyping for Digital Game Design -- Animal Crossing: New Horizons and Its Popularity During COVID-19 Pandemic -- Animation Strategies for Game Design -- Builder Games -- Challenge-Based Learning in a Serious Global Game -- Comic Arts in Games, Asset Production, and Rendering -- Dark Souls Through the Lens of Essential Experience -- Dead Space Through the Lens of Resonance -- Defining Hands-On Practice as Game-Based Learning -- Defining Hands-on Practice as Game-based Learning: A Probable Concept on Information-based Image Development on Virtual Reality Platform -- Design Framework for Learning to Support Industry 4.0 -- Design of Alienation in Video Games -- Domain-specific Choices Affecting Design Effort in Gamification -- Educational Game Abzû and the Lens of Fun Learning -- Effects of Digital Games on Mental Health of Gamers -- Emotion in Games -- Evolution of Video Games to Interactive Cinema -- Fuzzy Logic for Gaming and Entertainment Applications -- Game Behind Online Gaming -- Game Design and Emotions: Analysis Models.
    Contained By: Springer Nature eReference
    Subject: Computer graphics - Encyclopedias. -
    Online resource: https://doi.org/10.1007/978-3-031-23161-2
    ISBN: 9783031231612
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