Tuesday 18 December 2012

[J451.Ebook] PDF Ebook Real-Time Cinematography for Games (Charles River Media Game Development), by Brian Hawkins

PDF Ebook Real-Time Cinematography for Games (Charles River Media Game Development), by Brian Hawkins

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Real-Time Cinematography for Games (Charles River Media Game Development), by Brian Hawkins

Real-Time Cinematography for Games (Charles River Media Game Development), by Brian Hawkins



Real-Time Cinematography for Games (Charles River Media Game Development), by Brian Hawkins

PDF Ebook Real-Time Cinematography for Games (Charles River Media Game Development), by Brian Hawkins

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Real-Time Cinematography for Games (Charles River Media Game Development), by Brian Hawkins

Today's game audiences expect Hollywood-quality cinematography. But to produce this quality in games, programmers need to understand the traditional film principles of lighting, camera positioning, and motion. Unlike movies, games provide non-linear, interactive storytelling, so to use film and T.V. techniques effectively, the techniques need to be modified for games. Real-Time Cinematography for Games provides this translation by teaching programmers and artists how to incorporate tried-and-true filmmaking techniques into their games. Beginning with an overview of filmmaking and cinematography basics, the book teaches how to tell a compelling story using camera placement based on character and environment. It explains how to handle a camera for panning, zooming, and cradle movement, and it details how to program these techniques into your games through code examples. From there, camera lenses and methods for achieving a variety of effects with software cameras are explored. Hands-on examples illustrate the importance of good lighting and how to handle transitions to new lighting arrangements. The next part of the book covers the essential areas of filters, sound effects, interactive music, movement, and dialog, including coverage of current voice recognition technology. The book wraps up with coverage of directing essentials. Programmers will find the entire book extremely useful, and designers and artists will find the large amount of creative uses of filmmaking techniques invaluable. Every chapter is written with two major parts: creative and technical. The creative section looks into the techniques and practices of the film industry and teaches how artists and designers can use these techniques in games. The technical sections then explain how to implement these techniques into games through practical code and equations. The technical sections require knowledge of basic programming and computer graphics concepts. This is the one resource programm

  • Sales Rank: #3490082 in Books
  • Published on: 2005-01-28
  • Original language: English
  • Number of items: 1
  • Dimensions: .90" h x 7.36" w x 9.26" l, 1.58 pounds
  • Binding: Paperback
  • 326 pages
Features
  • ISBN13: 9781584503088
  • Condition: Used - Very Good
  • Notes: 100% Satisfaction Guarantee. Tracking provided on most orders. Buy with Confidence! Millions of books sold!

About the Author
Brian Hawkins (Los Angeles, CA) began his career doing research at JustSystem Pittsburgh Research Center where he focused on scripted character animation using natural language. He worked at Activision as the game core lead on Star Trek: Armada and contributed to Civilization: Call to Power and Call to Power 2. He also worked for Seven Studios as lead programmer on Defender and now operates his own development company, Soma Inc. He holds a BS in mathematics and computer science from Carnegie Mellon University and is the author of Preventative Programming Techniques.

Most helpful customer reviews

4 of 6 people found the following review helpful.
A very disappointing and vague book for the game developer
By calvinnme
This book is OK at discussing real-time cinematography techniques in general. It is not good at all at tying it into something that can be incorporated into games. There are no algorithms, no mention of what specific software packages or scripting languages to use for specific techniques, and absolutely no math. Every time the book gets to a point where it would need to get into details, it just refers you to some other book. Usually, it's a different book every time, so to follow the author's directions you would wind up with an armful of books besides this one. Thus, this book is really just an introductory novel on the theme of real-time cinematography with the "for Games" thrown into the title to hook the game programmer/developer into purchasing it. The problem is, there really isn't a great book on this topic, although "Digital Lighting and Rendering" by Birn comes close. For a book on image processing with more of a mathematical touch you could look at "Digital Image Processing with Application to Digital Cinema", although that book doesn't get into real-time issues or games at all.

2 of 10 people found the following review helpful.
How to translate programming techniques into effective games
By Midwest Book Review
Modern game player expect high-tech cinematography in their games, which demands game programmers understand the basics of lighting, camera positioning, and more. If it's a brush-up on the basics and insights into how programmer translates into high-quality real-time gaming which is needed, then Brian Hawkins' Real-time Cinematography For Games is your ticket. Hawkins is well versed in using scripted character animation and game development routines: his expertise translates to technical discussions which explain how to translate programming techniques into effective games. Programmers who have basic programming and graphics concepts down already will find Real-Time Cinematography takes the next step.

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