An introduction to computer graphics for artists:
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
London [u.a.]
Springer
2013
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Ausgabe: | 2. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Literaturverz. S. 305 - 317 |
Beschreibung: | XXXVII, 322 S. Ill., graph. Darst. |
ISBN: | 9781447150992 |
Internformat
MARC
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100 | 1 | |a Paquette, Andrew |d 1965- |e Verfasser |0 (DE-588)129366501 |4 aut | |
245 | 1 | 0 | |a An introduction to computer graphics for artists |c Andrew Paquette |
250 | |a 2. ed. | ||
264 | 1 | |a London [u.a.] |b Springer |c 2013 | |
300 | |a XXXVII, 322 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Literaturverz. S. 305 - 317 | ||
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Datensatz im Suchindex
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adam_text | Titel: An introduction to computer graphics for artists
Autor: Paquette, Andrew
Jahr: 2013
Contents
1 Introduction 1
1.1 Linear Perspective and Computer Graphics 1
1.1.1 Linear Perspective and Projection 3
1.2 Aerial Perspective 3
1.3 The Influence of Pointillism 5
1.4 Artists and Expertise 6
1.5 Technical Contributions of Artists 6
1.6 The Role of Software in CG 7
1.7 Conclusion 7
References 8
2 CG Basics 9
2.1 Introduction 9
2.2 World Space in CG 9
2.3 Interfaces for CG Artists 13
2.3.1 Navigation Within an Application 13
2.3.2 Camera Clipping Plane 14
2.3.3 Object Creation 15
2.3.4 Selection 15
2.3.5 Transforms 16
2.3.6 Hotkeys 18
2.3.7 CG Components 18
2.3.8 Snaps IS
2.3.9 Draw Modes 19
2.4 Geometry 20
2.4.1 Components 21
2.4.2 CG Attributes 25
2.5 CG Lights 28
2.6 Conclusion 29
2.7 Study Questions 29
xi
xii Contents
2.8 Modeling Exercise..................................................................................................................................................30
2.8.1 Folding Carton: Project Overview..........................................................................30
2.9 Alternate Modeling Project........................................................................................................................35
2.9.1 Skyscraper/Reverse Carton................................................................................................35
2.10 Conclusion..........................................................................................................................................................................35
References..................................................................................................................................................................................................36
3 Observation Skills and CG..........................................................................................................................................37
3.1 Introduction........................................................................................................................................................................37
3.2 Observation Styles..................................................................................................................................................38
3.2.1 Schematic......................................................................................................................................................39
3.2.2 Symbol..............................................................................................................................................................39
3.2.3 Myopic..............................................................................................................................................................41
3.2.4 Substitution................................................................................................................................................41
3.2.5 Knowledge..................................................................................................................................................42
3.2.6 Holistic..............................................................................................................................................................42
3.3 Special Problems........................................................................................................................................................42
3.3.1 Intrinsic Color........................................................................................................................................42
3.3.2 Optical Illusions..................................................................................................................................44
3.3.3 Scale......................................................................................................................................................................45
3.4 Conclusion..........................................................................................................................................................................46
References..............................................................................................................................................................................................47
4 Measurements and Their Relationship to CG............................................................................49
4.1 Introduction........................................................................................................................................................................49
4.1.1 Proportions..................................................................................................................................................50
4.2 Dimensions........................................................................................................................................................................51
4.2.1 Linear...........................................................................................52
4.2.2 Radial..................................................................................................................................................................53
4.2.3 Angles................................................................................................................................................................53
4.2.4 Surface Curvature............................................................................................................................54
4.2.5 Calculation..................................................................................................................................................55
4.2.6 Relative and Absolute................................................................................................................55
4.2.7 Fractal Measurements................................................................................................................57
4.2.8 Resolution Limits..............................................................................................................................58
4.2.9 Measuring Tools..................................................................................................................................58
4.3 Reference..............................................................................................................................................................................58
4.3.1 Imported..........................................................................................................................................................60
4.4 Likeness..................................................................................................................................................................................60
4.5 Conclusion..........................................................................................................................................................................60
References..............................................................................................................................................................................................61
5 Scene Preparation......................................................................................................................................................................63
5.1 Naming......................................................................................................................................................................................63
5.2 Windows........................................................................................ 64
5.3 Camera........................................................................................... 64
Contents xiii
5.4 Work Lights 66
5.5 Hot Keys 66
5.6 Conclusion 66
References 67
6 Modeling 1: Polygons 69
6.1 Introduction 69
6.2 Creation 69
6.2.1 Basic Modeling Tools 69
6.2.2 Conclusion 72
6.3 Modification 73
6.3.1 Introduction 73
6.3.2 Adding Vertices 73
6.3.3 Deleting Vertices 77
6.3.4 Booleans 78
6.3.5 Object Types 80
6.3.6 Box Modeling 80
6.3.7 Part Modeling 80
6.4 Conclusion 81
6.5 Exercise: Alignment Illusion, Part 1 82
6.5.1 Alignment Illusion 82
6.5.2 Alignment Illusion Illustrations 82
6.5.3 Aspect Ratio 82
6.5.4 Set Camera 83
6.5.5 Alignment Illusion Solution 86
6.5.6 Block Out Scene 86
6.5.7 Build Elements 87
Reference 89
7 The Importance of Resolution in CG 91
7.1 Introduction 91
7.2 Object-Based Resolution 92
7.3 Polygons 93
7.4 Texture Maps 94
7.5 Bit Depth 95
7.6 Minimum Resolution 95
7.7 Curve Detail 96
7.8 Output Resolution 97
7.8.1 Print 98
7.8.2 Film 98
7.8.3 Video Games 99
7.9 Level of Detail 100
7.10 Exercise: Alignment Illusion, Part 2 101
7.10.1 Resolution 101
References 102
xiv Contents
8 Optimization of CG Models......................................................................................................................................103
8.1 Introduction........................................................................................................................................................................103
8.2 Optimization Direction....................................................................................................................................103
8.3 Hidden Faces and Open Geometry................................................................................................104
8.4 Curvature Detail..........................................................................................................................................................105
8.5 Part Detail............................................................................................................................................................................106
8.6 Incised Detail..................................................................................................................................................................107
8.7 Subdivision..........................................................................................................................................................................108
8.8 Vertex Merging............................................................................................................................................................108
8.9 Relative Value of Structural Contribution............................................................................109
8.10 Resolution Contrast................................................................................................................................................109
8.11 Texture Maps....................................................................................................................................................................109
8.12 Opacity Maps..................................................................................................................................................................110
8.13 Silhouette..............................................................................................................................................................................110
8.14 Fake Perspective..........................................................................................................................................................Ill
8.15 Card Geometry..............................................................................................................................................................Ill
8.16 One-Sided Polygons..............................................................................................................................................113
8.17 Optimization Testing............................................................................................................................................113
8.18 Conclusion..........................................................................................................................................................................114
8.19 Exercise: Alignment Illusion Part 3..............................................................................................114
Reference......................................................................................................115
9 Validation of CG Models................................................................................................................................................117
9.1 Introduction........................................................................................................................................................................117
9.2 Likeness Errors............................................................................................................................................................118
9.2.1 Relationships........................................................................................................................................118
9.2.2 Distortion..................................................................................................................................................119
9.2.3 Illegal Texture Boundaries..............................................................................................120
9.2.4 Open Corners After Extrude........................................................................................121
9.2.5 Smoothing Incorrect..................................................................................................................121
9.2.6 Visible Gaps in Polyset........................................................................................................123
9.3 Technical................................................................................................................................................................................124
9.3.1 Introduction............................................................................................................................................124
9.3.2 Aspect Ratio..........................................................................................................................................124
9.3.3 Bow Tie Faces....................................................................................................................................125
9.3.4 Concave Face......................................................................................................................................126
9.3.5 Duplicate Edges..............................................................................................................................127
9.3.6 Hole Geometry..................................................................................................................................128
9.3.7 Isolated Vertices..............................................................................................................................129
9.3.8 Lamina Faces......................................................................................................................................129
9.3.9 Locked Normals..............................................................................................................................130
9.3.10 N-Gons..........................................................................................................................................................131
9.3.11 Non-manifold Geometry....................................................................................................132
9.3.12 Non-planar Faces..........................................................................................................................132
9.3.13 Offset Vertex Order....................................................................................................................133
Contents xv
9.3.14 Reversed Normals........................................................................................................................134
9.3.15 Transforms Attached................................................................................................................134
9.3.16 UV Distortion......................................................................................................................................135
9.3.17 Zero Edge-Length Face........................................................................................................135
9.4 Construction......................................................................................................................................................................135
9.4.1 Introduction............................................................................................................................................135
9.4.2 Coincident Faces............................................................................................................................136
9.4.3 Coincident Vertices....................................................................................................................137
9.4.4 Floating Faces....................................................................................................................................137
9.4.5 Leftover Geometry......................................................................................................................139
9.4.6 Misaligned Texture....................................................................................................................139
9.4.7 Origin Offset........................................................................................................................................139
9.4.8 Self-penetration................................................................................................................................140
9.4.9 Separated Faces................................................................................................................................140
9.4.10 Spikes..............................................................................................................................................................140
9.4.11 UVs Outside Legal Space................................................................................................141
9.5 Optimization....................................................................................................................................................................143
9.5.1 Introduction............................................................................................................................................143
9.5.2 Excessive Edge Loops..........................................................................................................143
9.5.3 History Present..................................................................................................................................144
9.5.4 Inconsistent Vertex Resolution................................................................................144
9.5.5 Triangle Count High................................................................................................................144
9.5.6 Edge Pattern Confusing......................................................................................................145
9.6 Organization......................................................................................................................................................................145
9.6.1 Introduction............................................................................................................................................145
9.6.2 Naming Convention..................................................................................................................146
9.6.3 Grouping....................................................................................................................................................146
9.6.4 Layers..............................................................................................................................................................147
9.6.5 Materials....................................................................................................................................................147
9.6.6 Node Chart..............................................................................................................................................147
9.7 Conclusion, Errors..................................................................................................................................................148
9.8 Exercise: Alignment Illusion, Part 4............................................................................................148
9.8.1 Scene Validation..............................................................................................................................148
9.8.2 Presentation............................................................................................................................................148
9.8.3 Expectations..........................................................................................................................................148
10 Creating and Editing Texture
Coordinates (UVs)......................................................................................................................................................................149
10.1 Introduction........................................................................................................................................................................149
10.1.1 Seamless Textures........................................................................................................................149
10.1.2 Undistorted Textures................................................................................................................150
10.1.3 Efficient Textures..........................................................................................................................150
10.2 Projection..............................................................................................................................................................................151
10.2.1 Non-manifold vs. Manifold Geometry........................................................153
10.2.2 Cubic Projection..............................................................................................................................153
xvi Contents
10.2.3 Cylindrical............................................................................................................................................154
10.2.4 Spherical................................................................................................................................................155
10.2.5 Scale..............................................................................................................................................................155
10.2.6 Projection Orientation........................................................................................................161
10.3 Distortion..............................................................................................................................................................................161
10.4 Choices......................................................................................................................................................................................163
10.4.1 Mercator Projection..............................................................................................................165
10.4.2 Default Sphere, Cut Poles............................................................................................166
10.4.3 Interrupted Mapping............................................................................................................166
10.4.4 Interrupted Mapping, Tiled........................................................................................167
10.4.5 Interrupted Non-tiling, Scaled to Fit............................................................168
10.4.6 Two Trans-Spherical Projection..........................................................................168
10.4.7 Cubic Projection..........................................................................................................................170
10.4.8 Geodesic Projection..............................................................................................................170
10.4.9 Cubic Projection..........................................................................................................................170
10.4.10 Options......................................................................................................................................................173
10.5 Editing........................................................................................................................................................................................173
10.5.1 Balance......................................................................................................................................................173
10.5.2 Modeling Technique and UVs..............................................................................173
10.5.3 Defining Seams............................................................................................................................174
10.5.4 Zero Map Area UVs..............................................................................................................174
10.6 Packing......................................................................................................................................................................................176
10.6.1 Introduction........................................................................................................................................176
10.6.2 Ovcrspray..............................................................................................................................................176
10.6.3 Texture Orientation................................................................................................................176
10.6.4 Grouping and UVs..................................................................................................................177
10.6.5 Overlapping UVs......................................................................................................................178
10.6.6 UV Resolution..............................................................................................................................179
10.6.7 Conclusion..........................................................................................................................................179
10.7 Reference Maps..........................................................................................................................................................180
10.8 Conclusion..........................................................................................................................................................................181
10.9 Exercise: Alignment Illusion, Part 5............................................................................................181
10.9.1 Criteria......................................................................................................................................................181
References..................................................................................................................................................................................................183
11 Shaders and Texturing........................................................................................................................................................185
11.1 Introduction........................................................................................................................................................................185
11.2 Shaders by Industry................................................................................................................................................185
11.3 Specialty Shaders......................................................................................................................................................186
11.3.1 Hair................................................................................................................................................................187
11.3.2 Cloth..............................................................................................................................................................188
11.3.3 Water............................................................................................................................................................188
11.4 Texturable Values......................................................................................................................................................189
11.5 Textures....................................................................................................................................................................................190
11.5.1 Introduction........................................................................................................................................190
Contents xvii
11.5.2 Monitor Calibration..................................................................................................................190
11.5.3 Photo Maps............................................................................................................................................191
11.5.4 Painted Maps........................................................................................................................................202
11.5.5 Weathering..............................................................................................................................................209
11.5.6 Terrain Maps........................................................................................................................................211
11.5.7 Relationship of Textures and Model Construction....................214
11.6 Conclusion..........................................................................................................................................................................215
11.7 Exercise: Alignment Illusion Part 6..............................................................................................215
11.7.1 Texture for Pre-rendered Images............................................................................215
11.7.2 Texture for Real Time............................................................................................................217
References..................................................................................................................................................................................................218
12 Rendering a CG Scene........................................................................................................................................................219
12.1 Introduction........................................................................................................................................................................219
12.2 Real Time and Pre-rendered Graphics......................................................................................219
12.2.1 Perspective Drawing and Rendering................................................................220
12.2.2 Rasterization........................................................................................................................................220
12.2.3 Raytracing................................................................................................................................................220
12.2.4 Render Speed......................................................................................................................................221
12.2.5 Path Tracing and Radiosity............................................................................................221
12.2.6 Render Type Limitations....................................................................................................223
12.3 Quality Settings............................................................................................................................................................223
12.4 Render Time......................................................................................................................................................................223
12.5 Lights..........................................................................................................................................................................................224
12.5.1 Aesthetic Appeal............................................................................................................................224
12.5.2 Artistic Lighting vs. Realism ................................................................................225
12.5.3 Photorealism........................................................................................................................................226
12.5.4 Physical Light Types................................................................................................................227
12.5.5 CG Light Types................................................................................................................................229
12.5.6 Color Temperature......................................................................................................................231
12.5.7 Histogram..................................................................................................................................................232
12.5.8 Composition..........................................................................................................................................232
12.6 Conclusion..........................................................................................................................................................................235
12.7 Exercise: Alignment Illusion Part 7..............................................................................................235
12.8 Exercise: Alignment Illusion Part 7, Real Time Alternate........................236
References..................................................................................................................................................................................................237
13 3D Animation....................................................................................................................................................................................239
13.1 Introduction........................................................................................................................................................................239
13.2 Prévis............................................................................................................................................................................................239
13.2.1 Storyboard................................................................................................................................................240
13.2.2 Animatic......................................................................................................................................................241
13.3 Basics..........................................................................................................................................................................................241
13.3.1 Keyframes................................................................................................................................................241
13.3.2 In-Betweens..........................................................................................................................................241
13.3.3 Timeline......................................................................................................................................................242
xviii Contents
13.3.4 Animation Graph......................................................................................................................242
13.3.5 Motion Path........................................................................................................................................243
13.3.6 Skeletal......................................................................................................................................................243
13.3.7 Rigs................................................................................................................................................................244
13.3.8 Scripts........................................................................................................................................................244
13.4 Exercise: Alignment Illusion Part 8..............................................................................................245
13.4.1 Camera Path......................................................................................................................................245
13.4.2 Attach Camera..............................................................................................................................245
13.4.3 Render........................................................................................................................................................246
13.4.4 Additional Animation........................................................................................................246
References..................................................................................................................................................................................................246
14 CG Modeling 2: NURBS................................................................................................................................................247
14.1 Introduction........................................................................................................................................................................247
14.1.1 NURBS Defined..........................................................................................................................248
14.1.2 Limitations..........................................................................................................................................249
14.1.3 Genus..........................................................................................................................................................250
14.1.4 Non-editable Values..............................................................................................................250
14.1.5 Surfaces and Curves..............................................................................................................251
14.2 Curves........................................................................................................................................................................................251
14.2.1 Curve Components..................................................................................................................252
14.2.2 Parametric Curves....................................................................................................................254
14.2.3 Tangent Curves............................................................................................................................255
14.2.4 Periodic Curves............................................................................................................................255
14.2.5 Curve on Surface........................................................................................................................255
14.2.6 Curve Boundaries......................................................................................................................256
14.2.7 Internal Control Points......................................................................................................256
14.2.8 Curve Direction............................................................................................................................256
14.2.9 Curve Intersection....................................................................................................................256
14.3 Topology................................................................................................................................................................................257
14.3.1 How to See Four-Sidedness in Targets......................................................259
14.3.2 Number of Patches..................................................................................................................259
14.3.3 Patch Layout....................................................................................................................................260
14.3.4 Topology of Tools....................................................................................................................260
14.4 Surfaces....................................................................................................................................................................................262
14.4.1 Introduction........................................................................................................................................262
14.4.2 NURBS Modeling with Primitives................................................................264
14.4.3 NURBS Normals......................................................................................................................265
14.4.4 Appropriate NURBS Subjects..............................................................................265
14.4.5 Making NURBS Surfaces from Curves..................................................266
14.4.6 Curve Direction............................................................................................................................267
14.4.7 Trims............................................................................................................................................................268
14.4.8 Surface Tension............................................................................................................................269
14.4.9 Tangent Surfaces........................................................................................................................270
14.4.10 Curvature Continuity............................................................................................................270
Contents xix
14.4.11 Surface Sensitivity..................................................................................................................271
14.4.12 NURBS and Grouping......................................................................................................273
14.4.13 Curve Detail......................................................................................................................................273
14.4.14 Poly Conversion..........................................................................................................................273
14.5 Exercise: Vehicle........................................................................................................................................................275
14.5.1 Reference..............................................................................................................................................276
14.5.2 Reference Curves......................................................................................................................276
14.5.3 Build Curves....................................................................................................................................276
14.5.4 Patch Creation................................................................................................................................276
References..................................................................................................................................................................................................277
15 CG Modeling 3: Advanced..........................................................................................................................................279
15.1 Subdivision Surfaces............................................................................................................................................279
15.2 Working with Subdivision Surfaces..............................................................................................279
15.2.1 Box-Modeling................................................................................................................................279
15.2.2 Control Mesh and Surface..........................................................................................280
15.2.3 Subdivisions and Solids..................................................................................................280
15.2.4 Conversion to Polys or NURBS..........................................................................281
15.2.5 Subdivision Surface Limitation..........................................................................281
15.2.6 Conclusion..........................................................................................................................................282
15.3 Exercise: Vehicle........................................................................................................................................................282
15.4 Sculpting................................................................................................................................................................................282
15.4.1 Industry Use......................................................................................................................................282
15.4.2 Method......................................................................................................................................................282
15.4.3 Application..........................................................................................................................................284
15.5 Procedural Modeling............................................................................................................................................284
15.5.1 Introduction........................................................................................................................................284
15.6 Conclusion..........................................................................................................................................................................287
References..................................................................................................................................................................................................287
16 CG Industry Standards....................................................................................................................................................289
16.1 Summary of Generic Standards..........................................................................................................290
16.2 Game Specific Criteria......................................................................................................................................290
16.3 Film FX Criteria..........................................................................................................................................................291
16.4 Conclusion..........................................................................................................................................................................292
Appendix....................................................................................................................................................................................................................293
Error Checklist....................................................................................................................................................................................293
Projects......................................................................................................................................................................................295
Glossary......................................................................................................................................................................................................................305
Index..................................................................................................................................................................................................................................319
|
any_adam_object | 1 |
author | Paquette, Andrew 1965- |
author_GND | (DE-588)129366501 |
author_facet | Paquette, Andrew 1965- |
author_role | aut |
author_sort | Paquette, Andrew 1965- |
author_variant | a p ap |
building | Verbundindex |
bvnumber | BV041198163 |
classification_rvk | ST 320 |
ctrlnum | (OCoLC)852496354 (DE-599)BVBBV041198163 |
discipline | Informatik |
edition | 2. ed. |
format | Book |
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id | DE-604.BV041198163 |
illustrated | Illustrated |
indexdate | 2024-07-10T00:41:52Z |
institution | BVB |
isbn | 9781447150992 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-026173102 |
oclc_num | 852496354 |
open_access_boolean | |
owner | DE-11 |
owner_facet | DE-11 |
physical | XXXVII, 322 S. Ill., graph. Darst. |
publishDate | 2013 |
publishDateSearch | 2013 |
publishDateSort | 2013 |
publisher | Springer |
record_format | marc |
spelling | Paquette, Andrew 1965- Verfasser (DE-588)129366501 aut An introduction to computer graphics for artists Andrew Paquette 2. ed. London [u.a.] Springer 2013 XXXVII, 322 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Literaturverz. S. 305 - 317 Kunst (DE-588)4114333-4 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 s Kunst (DE-588)4114333-4 s DE-604 Erscheint auch als Online-Ausgabe 978-1-4471-5100-5 HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=026173102&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Paquette, Andrew 1965- An introduction to computer graphics for artists Kunst (DE-588)4114333-4 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
subject_GND | (DE-588)4114333-4 (DE-588)4133691-4 |
title | An introduction to computer graphics for artists |
title_auth | An introduction to computer graphics for artists |
title_exact_search | An introduction to computer graphics for artists |
title_full | An introduction to computer graphics for artists Andrew Paquette |
title_fullStr | An introduction to computer graphics for artists Andrew Paquette |
title_full_unstemmed | An introduction to computer graphics for artists Andrew Paquette |
title_short | An introduction to computer graphics for artists |
title_sort | an introduction to computer graphics for artists |
topic | Kunst (DE-588)4114333-4 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
topic_facet | Kunst Dreidimensionale Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=026173102&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT paquetteandrew anintroductiontocomputergraphicsforartists |