A Pattern Language: Towns, Buildings, Construction


Christopher W. Alexander - 1977
    It will enable making a design for almost any kind of building, or any part of the built environment. ‘Patterns,’ the units of this language, are answers to design problems: how high should a window sill be?; how many stories should a building have?; how much space in a neighborhood should be devoted to grass and trees?More than 250 of the patterns in this language are outlined, each consisting of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seems likely that they will be a part of human nature and human action as much in five hundred years as they are today.A Pattern Language is related to Alexander’s other works in the Center for Environmental Structure series: The Timeless Way of Building (introductory volume) and The Oregon Experiment.

Classic Human Anatomy: The Artist's Guide to Form, Function, and Movement


Valerie L. Winslow - 2008
    This long-awaited book provides simple, insightful approaches to the complex subject of human anatomy, using drawings, diagrams, and reader-friendly text. Three major sections–the skeletal form, the muscular form and action of the muscles, and movement–break the material down into easy-to-understand pieces. More than 800 distinctive illustrations detail the movement and actions of the bones and muscles, and unique charts reveal the origins and insertions of the muscles. Packed with an extraordinary wealth of information, Classic Human Anatomy is sure to become a new classic of art instruction.

Understanding Art


Lois Fichner-Rathus - 1986
    This is all done through stimulating discussions on the elements, media, methods, content, composition, and style of art.Along with discussions on the purpose of art (Ch. 1-9), a separate Chapter (18) takes a look at art beyond Europe and the U.S. and examines art from all around the world. The history of art is contained chronologically in the second part of the book, (Ch. 10-17).

The Study of Language


George Yule - 1985
    It introduces the analysis of the key elements of language--sounds, words, structures and meanings, and provides a solid foundation in all of the essential topics. The third edition has been extensively revised to include new sections on important contemporary issues in language study, including language and culture, African American English, sign language, and slang. A comprehensive glossary provides useful explanations of technical terms, and each chapter contains a range of new study questions and research tasks, with suggested answers.

Dragonart Fantasy Characters: How to Draw Fantastic Beings and Incredible Creatures


Jessica Peffer - 2007
    heroes to confront... elegant elves, shrewd sorcerers and dreaded demons to battle. Following on the wings of the ferociously popular DragonArt, this book shows you how to conjure up your own fantasy realms by drawing inspiration from fairy tales, legends and (if you dare) things that go bump in the night.Breathe the life into your beings by basing them upon fundamental human anatomy--proportions, facial expressions and gender-specific characteristics.Color-coded, step-by-step demonstrations (simple enough that even the dullest of dwarves could follow along!) show you how to create a sordid cast of creatures, including goblins, orcs, sprites, angels, mermaids, centaurs, vampires, werewolves, banshees and more.Accessorize each being by tailoring them with tusks, wings, hooves, daggers, armor and various apparel, from the fine garb of nobles to peasant rags.Copy each being as-is. Or, better yet, follow your own twisted imaginings to conjure up creatures from fantastic lands.

How to Draw What You See


Rudy De Reyna - 1972
    "I believe that you must be able to draw things as you see them--realistically," wrote Rudy de Reyna in his introduction.Today, generations of artists have learned to draw what they see, to truly capture the world around them, using de Reyna's methods. How to Draw What You See shows artists how to recognize the basic shape of an object--cube, cylinder, cone, or sphere--and use that shape to draw the object, no matter how much detail it contains.

MLA Handbook for Writers of Research Papers


Joseph Gibaldi - 1977
    For over half a century, the MLA Handbook is the guide millions of writers have relied on.The seventh edition is a comprehensive, up-to-date guide to research and writing in the online environment. It provides an authoritative update of MLA documentation style for use in student writing, including simplified guidelines for citing works published on the Web and new recommendations for citing several kinds of works, such as digital files and graphic narratives.Every copy of the seventh edition of the MLA Handbook comes with a code for accessing the accompanying Web site. New to this edition, the Web site provides- the full text of the print volume of the MLA Handbook- over two hundred additional examples- several research-project narratives--stories, with sample papers, that illustrate the steps successful students take in researching and writing papers- searching of the entire site, including the full text of the MLA Handbook- continuous access throughout the life of the seventh edition of the MLA Handbook

Fundamentals of Computer Graphics


Peter Shirley - 2002
    It presents the mathematical foundations of computer graphics with a focus on geometric intuition, allowing the programmer to understand and apply those foundations to the development of efficient code. - The fundamental mathematics used in graphics programs - The basics of the graphics pipeline - BSP trees - Ray tracing - Surface shading - Texture mapping Advanced topics include: - Curves and surfaces - Color science - Global illumination - Reflection models - Image-based rendering - Visualization Extensive exercises and references for further reading enhance each chapter. An introduction for novices---a refresher for professionals.

Physically Based Rendering: From Theory to Implementation


Matt Pharr - 2004
    The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.This new edition greatly refines its best-selling predecessor by streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators.These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working with images, whether it is for film, video, photography, digital design, visualization, or gaming.

EVE: Source


Ccp Games - 2014
    * A beautifully designed resource chronicling one of gaming's most massive, dynamic universes! * MMORPG.com's Game of the Year 2009–2011! * 2014 marks the entry of EVE Online into its second decade!

Artistic Anatomy: The Great French Classic on Artistic Anatomy


Paul Richer - 1971
    The original French edition, now a rare collector's item, was published in 1889 and was probably used as a resource by Renoir, Braque, Degas, Bazille, and many others. The English-language edition, first published 35 years ago, brings together the nineteenth century's greatest teacher of artistic anatomy, Paul Richer, and the twentieth century's most renowned teacher of anatomy and figure drawing, Robert Beverly Hale, who translated and edited the book for the modern reader. Now Watson-Guptill is proud to reissue this dynamic classic with an anniversary sticker, sure to inspire drawing students well into our century.

Itchy, Tasty: An Unofficial History of Resident Evil


Alex Aniel - 2021
    Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.

Environment: The Science Behind the Stories


Jay Withgott - 2010
    Integrated central case studies woven throughout each chapter, use real-life stories to give you a tangible and engaging framework around which to learn and understand the science behind environmental issues. Printed on FSC (Forest Stewardship Council) certified paper, the newly revised Fourth Edition engages you through the addition of new EnvisionIt photo essays.

A Composer's Guide to Game Music


Winifred Phillips - 2014
    Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. In A Composer's Guide to Game Music, Winifred Phillips--herself an award-winning composer of video game music--provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field.Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business.A Composer's Guide to Game Music offers indispensable guidance for musicians and composers who want to deploy their creativity in a dynamic and growing industry, protect their musical identities while working in a highly technical field, and create great music within the constraints of a new medium.

Draw 50 Animals: The Step-by-Step Way to Draw Elephants, Tigers, Dogs, Fish, Birds, and Many More


Lee J. Ames - 1974
    Fifty furry, scaly and feathered friends are here for aspiring young artists to draw.