Art

Generative Design | Benedikt Gross,Hartmut Bohnacker,Julia Laub,Claudius Lazzeroni

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Generative design, once known only to insiders as a revolutionary method of creating artwork, models, and animations with programmed algorithms, has in recent years become a popular tool for designers. By using simple languages such as JavaScript in p5.js, artists and makers can create everything from interactive typography and textiles to 3D-printed furniture to complex and elegant infographics. This updated volume gives a jump-start on coding strategies, with step-by-step tutorials for creating visual experiments that explore the possibilities of color, form, typography, and images. Generative Design includes a gallery of all-new artwork from a range of international designers—fine art projects as well as commercial ones for Nike, Monotype, Dolby Laboratories, the musician Bjork, and others..

Computers

Synthèse d'images avec OpenGL (ES) | Pierre Nerzic

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Ce livre ambitieux a pour objectif de vous former aux techniques de la synthèse d'images temps réel avec OpenGL. Il explique les possibilités et les limites d'OpenGL sur les concepts les plus importants. Il n'est exhaustif ni côté synthèse d'images, ni côté OpenGL, mais il établit un lien fort entre les deux domaines et vous permettra de comprendre les deux. Une première partie préliminaire vous introduira les bases d'OpenGL et vous montrera par quelques exemples simples ses possibilités et ses contraintes. La suite du livre est traitée selon le point de vue de la synthèse d'images. L'auteur établit clairement une distinction entre la forme d'un objet (le maillage) et son apparence (le matériau). Enfin, vous verrez plusieurs techniques permettant d'améliorer la qualité des images produites, telles que les ombres portées, les reflets et différentes astuces de dessin couramment employées en synthèse temps réel. Il est destiné à ceux qui veulent : • connaître quelques techniques de la synthèse d'images temps réel ; • comprendre les bases sur lesquelles s'appuient les outils de visualisation scientifique ou les moteurs de jeu ; • développer des projets personnels en OpenGL. Tous les exemples sont fournis pour OpenGL/OpenGL ES et WebGL, autrement dit en C++, Android/Java et HTML5/JavaScript. Sommaire : Bases d'OpenGL 1. Présentation et histoire 2. Principes généraux 3. Développer pour différentes plates-formes 4. Premiers programmes OpenGL Forme des objets 5. Maillages 6. Optimisation du dessin 7. Utiliser un maillage externe 8. Transformations géométriques 9. Construction d'une scène complexe Matériaux 10. Mise en œuvre des matériaux 11. Textures 12. Géométrie de surface 13. Calculs d'éclairement 14. Calculs différés des matériaux Techniques avancées 15. Calculs sur les maillages 16. Objets paramétriques 17. Animation d'un maillage 18. Matériaux réalistes 19. Ombres portées 20. Effets de transparence 21. Reflets 22. Post-traitement des images Annexes Installer les outils sur différentes plates-formes Mise au point d'un logiciel OpenGL Différences entre les versions d'OpenGL Glossaire.

Education

Code as Creative Medium | Golan Levin,Tega Brain

Code as Creative Medium Pdf/ePub eBook Code as Creative Medium Pdf ebook download. Number Downloads: 651 | Ebook Reads: 651 | File: Code as Creative Medium.pdf/epub | ISBNCode: 0262362031

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An essential guide for teaching and learning computational art and design: exercises, assignments, interviews, and more than 170 illustrations of creative work. This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures..

Social Science

Research Methods for the Digital Humanities | lewis levenberg,Tai Neilson,David Rheams

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This volume introduces the reader to the wide range of methods that digital humanities employ, and offers a practical guide to the study, interpretation, and presentation of cultural material and practices. In this instance, the editors consider digital humanities to include both the use of computing to understand cultural material in new ways, and the application of theories and methods from the humanities to interpret new technologies. Each chapter provides a step-by-step guide to cutting-edge methodologies so that students can make informed decisions about the methods they use, consider ethical practices, follow practical procedures, and present their work effectively. Readers will develop practical and reflexive understandings of the software and digital devices that they study and use for research, and the book will help new researchers collaborate and contribute to their scholarly communities, and to public discourse. As contemporary humanities work becomes increasingly interdisciplinary, and increasingly permeated by and with digital technologies, this volume helps new researchers navigate an evolving academic environment. Humanities and social sciences students will find this textbook an invaluable resource for assessing and creating digital projects..