Tracking The Sound


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Sound Tracks


Sound Tracks

Author: John Connell

language: en

Publisher: Routledge

Release Date: 2003-09-02


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Sound Tracks is the first comprehensive book on the new geography of popular music, examining the complex links between places, music and cultural identities. It provides an interdisciplinary perspective on local, national and global scenes, from the 'Mersey' and 'Icelandic' sounds to 'world music', and explores the diverse meanings of music in a range of regional contexts. In a world of intensified globalisation, links between space, music and identity are increasingly tenuous, yet places give credibility to music, not least in the 'country', and music is commonly linked to place, as a stake to originality, a claim to tradition and as a marketing device. This book develops new perspectives on these relationships and how they are situated within cultural and geographical thought.

Machinima


Machinima

Author: Phylis Johnson

language: en

Publisher: McFarland

Release Date: 2014-01-10


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Unlike traditional animation techniques that use specialized 3D animation software, machinima--a term derived from the words "machine" and "cinema"--records the action in real-time interactive 3D environments, such as those found in video games, to create a cinematic production. No longer solely the province of hard-core gamers, machinima has become central to the convergence between animation, television, and film, but retains its own identity as a unique media format. It has evolved quickly within massive multi-player gaming and virtual platforms such as Second Life, The Sims, World of Warcraft, and virtual worlds under development. These interviews, essays, and discussions with leading machinima producers, reviewers, performers, and advocates discuss scripting basics, character development, and set design, as well as tips on crafting machinima through creative use of sound, lighting, and post-production.

Computer Animation


Computer Animation

Author: Rick Parent

language: en

Publisher: Elsevier

Release Date: 2007-11-01


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Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. - New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more! - Companion site with animation clips drawn from research & entertainment and code samples - Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique