Imagen de portada de Amazon
Imagen de Amazon.com
Imagen de cubierta Syndetics
Portada de Syndetics
Imagen de OpenLibrary

Modeling the Environment : techniques and tools for the 3D illustration of dynamic landscape. / Bdadley Cantrell, Natalie Yates. txt

Por: Colaborador(es): New Jersey : John Wiley & Sons, Inc. , 2012Descripción: xviii, 267 p. ill. ; 26 cmTipo de contenido:
  • text
Tipo de medio:
  • unmediaded
Tipo de soporte:
  • volume
ISBN:
  • 9780470902943
  • 9781118167540
  • 9781118167557
  • 9781118170311
  • 9781118170328
  • 9781118170335
Tema(s): Clasificación CDD:
  • 363.7001/1 22
Clasificación LoC:
  • GE45.D37 C36 2012
Contenidos:
Contents : Foreword xi -- Preface xiii -- Acknowledgments viii -- Part 1. Introduction -- Chapter 1: Overview of Media 2 -- Current Methods and Work Flows 2 -- Adoption 4 -- Reliance on Design Drawings 5 -- Chapter 2 : Digital Media Industries 9 -- Film Video 9 -- CG and Visual Effects 10 -- Video Games 11 -- Interactive Media 12 -- Chapter 3 : Digital Media 13 -- New Modes of Participation 14 -- Craft 15 -- Repetition and Recursion 16 -- Mediated Environments 16 -- Chapter 4: Representation, Illustration, and Simulation 18 -- Definitions 18 -- Roles 19 -- Chapter 5: Design Practice 21 -- Current Practice 21 -- Design Process: Heuristics 22 -- Possibilities and Futures 24 -- Part 2: Scene -- Chapter 6: Setting the Stage 28 -- Taming Infinite Worlds: Limiting the Workspace 28 -- Working in Measured Space 30 -- Composition : Foreground / Middleground / Background 33 -- Composition: Ground / Horizon / Sky 34 -- Modeling Strategy: Narrative 34 -- Chapter 7: Arranging the Elements 36 -- Positioning Elements in 3D Space 36 -- Setting Up a 3D Diorama 39 -- Proposed and Contextual 45 -- Dynamic Elements 45 -- Chapter 8: Composition and Views 47 -- The Camera 47 -- Framing the Composition 48 -- View Perspective 48 -- Focal / Peripheral 49 -- Major Film Shots 50 -- Chapter 9: Movement in the Environment 55 -- Camera and Movement 55 -- Passive versus Active Participant 55 -- Camera Movementin Film 56 -- Zoom 56 -- Pan 57 -- Tilt 57 -- Dolly or Track 57 -- Crab or Truck 58 -- Pedestal, Crane, or Boom 58 -- Follow 58 -- Animating the Camera 59 -- Pacing and Motion 61 -- Part 3: Object -- Chapter 10: Object 64 -- Typologies 64 -- Site Elements 65 -- Infrastructural 66 -- Vegetation 67 -- The Importance of Modeling Vegetation 67 -- The Challenges of Modeling Vegetation 67 -- Tools 68 -- Object in Context 69 -- Chapter 11: Modeling Overview 70 -- Components of Polygons 70 -- Operations 71 -- Modify Selection 71 -- Edit Geometry 72 -- Subdivision and Smoothing 72 -- Modeling from Primitives 72 -- Chapter 12: Using CAD Linework 78 -- Refining and Importing 78 -- Refinement of CAD Linework 78 -- Extruding CAD Linework 81 -- Chapter 13: Polygon Modeling 83 -- Image Planes 83 -- Selecting and Preparing the Photo 83 -- Chapter 14 : Spline Modeling 91 -- Components of Splines 91 -- What Are NURBS? 92 -- Operations 93 -- Lathe 93 -- Loft 93 -- Spline Cage 93 -- Technique 95 -- Chapter 15: Materiality 98 -- Material Types 98 -- Standard Materials 99 -- Photometric Materials 103 -- Special Purpose Materials 105 -- Relationship of Material to Surface 107 -- Part 4: Terrain -- Chapter 16: Terrain Surface 114 -- Scale of Surfaces 114 -- Data and Surface Framework 116 -- Inputs: Generated, Supplied, and Collected 116 -- Surface Structures: Contures, TINs, and Grid Meshes 118 -- Typologies 119 -- Hills Highlands 120 -- Flats Lowlands 120 -- Slopes Ramps 121 -- Channels Swales 121 -- Basins Depressions 122 -- Domes Mounds 122 -- Representation 122 -- Chapter 17: Terrain Construction 124 -- Using Contour Data 124 -- Splines Sections 128 -- Chapter 18: Terrain Modeling Meshes 131 -- Meshes 131 -- Displacement 136 -- Chapter 19: Surface Materials 140 -- Displacement and Bump Mapping 140 -- Water 143 -- Noise Modifier 145 -- Chapter 20: Distributions 147 -- Scatter 147 -- Paint Objects 150 -- Hair 151 -- Part 5: Atmosphere -- Chapter 21: Lighting Atmosphere 154 -- Lighting 154 -- Time of Day 155 -- Weather 155 -- Seasons 156 -- Artificial Light and Pollution 156 -- Chapter 22: Rendering and Lighting Systems 157 -- mental ray 157 -- Lights 159 -- Shadows 160 -- Daylight Systemsa 161 -- Final Gather and Global Illumination 162 -- Chapter 23: Atmospheric Conditions 165 -- Haze and Fog 165 -- Clouds 168 -- Sunsets / Sunrise 170 -- Chapter 24: Advanced and Real Time Lighting Systems 172 -- Caustics 172 -- HDR Imagery 173 -- iray 176 -- Alternative Renderers 176 -- Chapter 25: Temporal Atmospheres 177 -- Perception of Time 177 -- Wind 179 -- Part 6: Simulation -- Chapter 26: Animation 182 -- Motion and Keyframing 182 -- Animation Tools 183 -- Output Methods 188 -- Chapter 27: Linking Controllers 192 -- Hierarchy and Linking 192 -- Parameter Curve Put of Range 193 -- Controllers and Contraints 195 -- Chapter 28: Animation Techniques 197 -- Animating Component Construction 197 -- Terrain Animation 197 -- Construction 201 -- Chapter 29: Simulation Rigid Bodies 202 -- Introduction 202 -- Rigid Body Simulation 203 -- MRigids 204 -- Chapter 30: Simulation Particles and Soft Bodies 209 -- Particle Systems 209 -- Particle Flow 209 -- Flowing Water 211 -- Blowing Leaves 216 -- Soft Body Systems 217 -- Chapter 31: Scrpting 219 -- Scrpting 219 -- Accesing the Scrpting Tools 220 -- Fundamentals 221 -- Using Scripts 223 -- Part: Composite -- Chapter 32: Composite Imagery 226 -- Compositing 226 -- Alpha Channel 227 -- Viewport ground 228 -- Matte / Shadow / Reflection 229 -- Render Elements 230 -- Chapter 33: Composite Scene States Batch 232 -- Scene States 232 -- Batch Rendering 233 -- Chapter 34: Illustrative Composite 235 -- Model as Base for Collage 235 -- Model as Framework Human Scale 238 -- Model as Framework Aerial View 242 -- Chapter 35: Animated Composite 245 -- Composite 245 -- Composite Animation Static Backgroung 246 -- Composite Animation 249 -- Bibliography 251 -- Image Credits 253 -- Index 259 --
Valoración
    Valoración media: 0.0 (0 votos)
Existencias
Imagen de cubierta Tipo de ítem Biblioteca actual Biblioteca de origen Colección Ubicación en estantería Signatura topográfica Materiales especificados Info Vol URL Copia número Estado Notas Fecha de vencimiento Código de barras Reserva de ítems Prioridad de la cola de reserva de ejemplar Reservas para cursos
Libro CARIBET Biblioteca Arquitectura Colección General CARIBET General GE45.D37 C36 2012 (Navegar estantería(Abre debajo)) 1 Disponible 91000000028852
Total de reservas: 0

Descripciones mejoradas de Syndetics:

A single-source guide to harnessing the power of 3D visualization tools for analysis and representation of landscapes

Current technology allows designers to model environmental phenomena and space in new and exciting ways that go beyond the two-dimensional plane. The models, illustrations, and animations that can be created usher in a new paradigm of landscape representation that can become analytical tools as well as beautiful imagery. The text focuses on digital modeling methods that can be used to express rich environments using digital tools to develop, composite, and animate scenes.

This full-color book provides coverage of 3D visualization tools for land planning and landscape architecture. The methods and theories in Modeling the Environment present landscape representation around a core set of ideas--scene, object, terrain, environment/atmosphere, time/dynamics, and the composite--that centers representation on human experience. Supported by www.lab.visual-logic.com, a website offering tutorials and forums, the text shows you how to use Autodesk 3ds Max to create dynamic landscape environments while also referring to a range of other tools including Google SketchUp, Autodesk Maya, and AutoCAD Civil 3D. It also demonstrates how to integrate 3D visualization tools into existing workflows, and offers critical coverage of intelligent drawings and representations, giving you a glimpse at the future of the profession. This book:

Includes sections intended to build upon one another in order to understand the environment as a composite representation of multiple systems interacting Shows how to integrate 3D visualization tools into existing workflows, as opposed to offering an entirely new workflow Emphasizes modeling, animation, and simulation as both design analysis tools and presentation tools

Modeling the Environment is essential reading for professionals in landscape architecture, urban planning and design, architecture, and related disciplines who are looking to be at the forefront of technology.

Include index.

Include bibliographical reference.

Contents :
Foreword xi --
Preface xiii --
Acknowledgments viii --
Part 1. Introduction --
Chapter 1: Overview of Media 2 --
Current Methods and Work Flows 2 --
Adoption 4 --
Reliance on Design Drawings 5 --
Chapter 2 : Digital Media Industries 9 --
Film Video 9 --
CG and Visual Effects 10 --
Video Games 11 --
Interactive Media 12 --
Chapter 3 : Digital Media 13 --
New Modes of Participation 14 --
Craft 15 --
Repetition and Recursion 16 --
Mediated Environments 16 --
Chapter 4: Representation, Illustration, and Simulation 18 --
Definitions 18 --
Roles 19 --
Chapter 5: Design Practice 21 --
Current Practice 21 --
Design Process: Heuristics 22 --
Possibilities and Futures 24 --
Part 2: Scene --
Chapter 6: Setting the Stage 28 --
Taming Infinite Worlds: Limiting the Workspace 28 --
Working in Measured Space 30 --
Composition : Foreground / Middleground / Background 33 --
Composition: Ground / Horizon / Sky 34 --
Modeling Strategy: Narrative 34 --
Chapter 7: Arranging the Elements 36 --
Positioning Elements in 3D Space 36 --
Setting Up a 3D Diorama 39 --
Proposed and Contextual 45 --
Dynamic Elements 45 --
Chapter 8: Composition and Views 47 --
The Camera 47 --
Framing the Composition 48 --
View Perspective 48 --
Focal / Peripheral 49 --
Major Film Shots 50 --
Chapter 9: Movement in the Environment 55 --
Camera and Movement 55 --
Passive versus Active Participant 55 --
Camera Movementin Film 56 --
Zoom 56 --
Pan 57 --
Tilt 57 --
Dolly or Track 57 --
Crab or Truck 58 --
Pedestal, Crane, or Boom 58 --
Follow 58 --
Animating the Camera 59 --
Pacing and Motion 61 --
Part 3: Object --
Chapter 10: Object 64 --
Typologies 64 --
Site Elements 65 --
Infrastructural 66 --
Vegetation 67 --
The Importance of Modeling Vegetation 67 --
The Challenges of Modeling Vegetation 67 --
Tools 68 --
Object in Context 69 --
Chapter 11: Modeling Overview 70 --
Components of Polygons 70 --
Operations 71 --
Modify Selection 71 --
Edit Geometry 72 --
Subdivision and Smoothing 72 --
Modeling from Primitives 72 --
Chapter 12: Using CAD Linework 78 --
Refining and Importing 78 --
Refinement of CAD Linework 78 --
Extruding CAD Linework 81 --
Chapter 13: Polygon Modeling 83 --
Image Planes 83 --
Selecting and Preparing the Photo 83 --
Chapter 14 : Spline Modeling 91 --
Components of Splines 91 --
What Are NURBS? 92 --
Operations 93 --
Lathe 93 --
Loft 93 --
Spline Cage 93 --
Technique 95 --
Chapter 15: Materiality 98 --
Material Types 98 --
Standard Materials 99 --
Photometric Materials 103 --
Special Purpose Materials 105 --
Relationship of Material to Surface 107 --
Part 4: Terrain --
Chapter 16: Terrain Surface 114 --
Scale of Surfaces 114 --
Data and Surface Framework 116 --
Inputs: Generated, Supplied, and Collected 116 --
Surface Structures: Contures, TINs, and Grid Meshes 118 --
Typologies 119 --
Hills Highlands 120 --
Flats Lowlands 120 --
Slopes Ramps 121 --
Channels Swales 121 --
Basins Depressions 122 --
Domes Mounds 122 --
Representation 122 --
Chapter 17: Terrain Construction 124 --
Using Contour Data 124 --
Splines Sections 128 --
Chapter 18: Terrain Modeling Meshes 131 --
Meshes 131 --
Displacement 136 --
Chapter 19: Surface Materials 140 --
Displacement and Bump Mapping 140 --
Water 143 --
Noise Modifier 145 --
Chapter 20: Distributions 147 --
Scatter 147 --
Paint Objects 150 --
Hair 151 --
Part 5: Atmosphere --
Chapter 21: Lighting Atmosphere 154 --
Lighting 154 --
Time of Day 155 --
Weather 155 --
Seasons 156 --
Artificial Light and Pollution 156 --
Chapter 22: Rendering and Lighting Systems 157 --
mental ray 157 --
Lights 159 --
Shadows 160 --
Daylight Systemsa 161 --
Final Gather and Global Illumination 162 --
Chapter 23: Atmospheric Conditions 165 --
Haze and Fog 165 --
Clouds 168 --
Sunsets / Sunrise 170 --
Chapter 24: Advanced and Real Time Lighting Systems 172 --
Caustics 172 --
HDR Imagery 173 --
iray 176 --
Alternative Renderers 176 --
Chapter 25: Temporal Atmospheres 177 --
Perception of Time 177 --
Wind 179 --
Part 6: Simulation --
Chapter 26: Animation 182 --
Motion and Keyframing 182 --
Animation Tools 183 --
Output Methods 188 --
Chapter 27: Linking Controllers 192 --
Hierarchy and Linking 192 --
Parameter Curve Put of Range 193 --
Controllers and Contraints 195 --
Chapter 28: Animation Techniques 197 --
Animating Component Construction 197 --
Terrain Animation 197 --
Construction 201 --
Chapter 29: Simulation Rigid Bodies 202 --
Introduction 202 --
Rigid Body Simulation 203 --
MRigids 204 --
Chapter 30: Simulation Particles and Soft Bodies 209 --
Particle Systems 209 --
Particle Flow 209 --
Flowing Water 211 --
Blowing Leaves 216 --
Soft Body Systems 217 --
Chapter 31: Scrpting 219 --
Scrpting 219 --
Accesing the Scrpting Tools 220 --
Fundamentals 221 --
Using Scripts 223 --
Part: Composite --
Chapter 32: Composite Imagery 226 --
Compositing 226 --
Alpha Channel 227 --
Viewport ground 228 --
Matte / Shadow / Reflection 229 --
Render Elements 230 --
Chapter 33: Composite Scene States Batch 232 --
Scene States 232 --
Batch Rendering 233 --
Chapter 34: Illustrative Composite 235 --
Model as Base for Collage 235 --
Model as Framework Human Scale 238 --
Model as Framework Aerial View 242 --
Chapter 35: Animated Composite 245 --
Composite 245 --
Composite Animation Static Backgroung 246 --
Composite Animation 249 --
Bibliography 251 --
Image Credits 253 --
Index 259 --

Tabla de contenidos provista por Syndetics

  • Foreword
  • Preface
  • Acknowledgments
  • Part 1 Introduction
  • Chapter 1 Overview of Media
  • Chapter 2 Digital Media Industries
  • Chapter 3 Digital Media
  • Chapter 4 Representation, Illustration and Simulation
  • Chapter 5 Design Practice
  • Part 2 Scene
  • Chapter 6 Diorama: Setting the Stage
  • Chapter 7 Arranging the Elements
  • Chapter 8 Composition & Views
  • Chapter 9 Movement in the Environment
  • Part 3 Object
  • Chapter 10 Object
  • Chapter 11 Overview Modeling
  • Chapter 12 Using CAD Linework
  • Chapter 13 Polygon Modeling
  • Chapter 14 Spline Modeling
  • Chapter 15 Materiality
  • Part 4 Terrain
  • Chapter 16 Terrain
  • Surface
  • Chapter 17 Terrain Construction
  • Chapter 18 Terrain Modeling
  • Meshes
  • Chapter 19 Surface Materials
  • Chapter 20 Distributions
  • Part 5 Atmosphere
  • Chapter 21 Lighting
  • Atmosphere
  • Chapter 22 Rendering and Lighting Systems
  • Chapter 23 Atmospheric Conditions
  • Chapter 24 Advanced and Realtime Lighting Systems
  • Chapter 25 Temporal Atmospheres
  • Part 6 Simulation
  • Chapter 26 Animation
  • Chapter 27 Linking
  • Controllers
  • Chapter 28 Animation Techniques
  • Chapter 29 Simulation
  • Rigid Bodies
  • Chapter 30 Simulation
  • Particles and Soft Bodies
  • Chapter 31 Scripting
  • Part 7 Composite
  • Chapter 32 Composite Imagery
  • Chapter 33 Composite
  • Scene States
  • Batch
  • Chapter 34 Illustrative Composite
  • Chapter 35 Animated Composite
  • Bibliography
  • Image Credits
  • Index

Notas de autor provistas por Syndetics

Bradley Cantrell is Principal and Partner at Visual Logic, Inc.; Partner at LND Digital Workshop, Digital Media Training and Consulting; and Associate Professor in the Robert Reich School of Landscape Architecture at Louisiana State University. He is the coauthor of Digital Drawing for Landscape Architecture (Wiley).

Natalie Yates is Assistant Professor of Landscape Architecture in the Sam Fox School of Design and Visual Arts at Washington University in St. Louis.

Compartir
logopucpr-y-vive

Contáctanos

¡Queremos saber de ti!

Tel. 787.841.2000 Ext. 1801

bibliotecavaldes@pucpr.edu

⁣Búscanos en las redes

© 2026 Desarrollado por Ignite Online • All Rights Reserved • Powered by Koha.