Ergebnisse für: 3DCG

Hier findest Du Bücher, die sich mit 3DCG beschäftigen.

Buch Cover Mathematics and Applications of Computer Graphics
Jun Mitani, Kenshi Takayama, Yoshinori Dobashi, Tomohiko Mukai, Makoto Fujisawa
Springer Singapore
69.54 € · Hardcover
3DCG Computer Graphics 3D Modeling Rendering Character Animation
This book equips readers with the fundamentals of 3DCG that support the advanced technologies. The content of this book is divided into four categories: modeling, rendering, character animation, and physical simulation, and each is explained in a separate chapter. In simpler terms, these four techno...
Buch Cover A Development Strategy for Hybrid Products
This is the first book that deals with technological innovation in Japanese animation industry from a management perspective. In reviewing prior research and explaining the history of the technology, the author raises the difficulty of dealing with new technologies. In particular, the focus is on sy...
Buch Cover A Development Strategy for Hybrid Products
This is the first book that deals with technological innovation in Japanese animation industry from a management perspective. In reviewing prior research and explaining the history of the technology, the author raises the difficulty of dealing with new technologies. In particular, the focus is on sy...
Buch Cover A Development Strategy for Hybrid Products
This is the first book that deals with technological innovation in Japanese animation industry from a management perspective. In reviewing prior research and explaining the history of the technology, the author raises the difficulty of dealing with new technologies. In particular, the focus is on sy...
Buch Cover Mathematics and Applications of Computer Graphics
Jun Mitani, Kenshi Takayama, Yoshinori Dobashi, Tomohiko Mukai, Makoto Fujisawa
Springer Singapore
69.54 € · eBook
3DCG Computer Graphics 3D Modeling Rendering Character Animation
This book equips readers with the fundamentals of 3DCG that support the advanced technologies. The content of this book is divided into four categories: modeling, rendering, character animation, and physical simulation, and each is explained in a separate chapter. In simpler terms, these four techno...

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