Rendering Engines For Sketchup


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Beginning Design Technology


Beginning Design Technology

Author: Mike Christenson

language: en

Publisher: Routledge

Release Date: 2015-12-22


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Beginning Design Technology introduces how design technologies work together, including tools, materials, and software, such as Adobe Photoshop, Adobe Illustrator, Autodesk AutoCAD, and others. It teaches you how to think about each design tool, whether a software program or physical modelmaking, so that you will select one for its strengths for a specific task and know when and how to combine it with other tools. Topics include working with building information, texturing digital and physical artifacts, translating information from one form or file format to another, constructing at full-scale, and making digital and physical models. Chapter Summaries, exercises, discussion questions, a glossary, an appendix of common software commands, and an annotated bibliography will help you find what you need quickly and put the information into practice.

Architectural Design with SketchUp


Architectural Design with SketchUp

Author: Alexander C. Schreyer

language: en

Publisher: John Wiley & Sons

Release Date: 2012-11-20


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“... the book is wonderfully illustrated with full color and descriptive images that complement each tutorial or exercise. Alex’s teaching background really rings through as every item is nicely structured and very informative. Overall Alex’s book is a winner. Well structured, illustrated and most of all easy to read and understand. While the overall theme is based in architecture, the techniques can be applied to any discipline and the wide range of topics covered are excellently delivered.” -Richard O’Brien, CatchUp Editor, the official SketchUcation newsletter The one-stop guide to SketchUp for architects, designers, and builders SketchUp is the tool of choice for architects, interior designers, and construction professionals. Though the basics are simple to understand, getting the most out of it requires deeper instruction and guidance. Architectural Design with Google SketchUp uses easy-to-understand tutorials to describe both common and advanced process, illustrated throughout with full-color renderings. Handy sidebars throughout the book cover fundamentals and background information End-of-chapter exercises help readers master new skills and techniques A robust companion website includes helpful videos, sample files, and plug-ins

Game Engine Architecture


Game Engine Architecture

Author: Jason Gregory

language: en

Publisher: CRC Press

Release Date: 2017-03-27


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Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.