Building Interactive Worlds in 3D: Virtual Sets and Pre-visualization for Games, Film & the Web
            
暫譯: 在3D中構建互動世界:遊戲、電影與網路的虛擬場景與預視化
        
        Jean-Marc Gauthier
- 出版商: Focal Press
- 出版日期: 2005-04-20
- 售價: $2,850
- 貴賓價: 9.5 折 $2,708
- 語言: 英文
- 頁數: 448
- 裝訂: Paperback
- ISBN: 0240806220
- ISBN-13: 9780240806228
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商品描述
Description:
In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques—from user, designer, artist, and producer perspectives.
Table of Contents:
Chapter 1 - A short history of computer simulations
History of interactive 3D, from early flight simulaters during World War 2 to state of the art low cost virtual sets.
- Inverview: Ken Perlin, Director of CAT/NYU, special effects supervisor for Tron, Disney.
Cahpter 2
3D basic kit
- Solutions to practical and conceptual problems
- Modeling and texturing for interactive 3D
- Alpha channels and transparencies
- Photorealistic real-time 3D rendering on a PC or on a Mac
- Project:designing a skybox
- Interview: Benjy Bernhard about creating virtual sets for the AMNH's Planetarium
Chapter 3
Adding interactivity
- Director
- Virtools
- Reusable behaviors
- Scripting interactions
- Simulating natural laws or physics in a virtual set
- Controlling interactions with input devices: dragging 3D objects
- Project: 3D artist, Tamiko Thiel, about museum installations
Chapter 4
Animation basics
- Keyframed animation: simple animation in Maya and Lightwave
- Morphing
- Animated textures
- Exporting animated 3D models
- Character animation: bones and biped
- Exporting animate dcharacters
- Scripted animation in Lingo
- Advanced interactive animation
- Capturing real-time motion
- Project: Interactive showcase for virtual actors
- Interview: dancer-animator, Liza Herlinger-Thompson, Troika Ranch, about character animation
Chapter 5
Interactive Lighting
- Natural lighting
- Indoor lighting
- Distant light
- Spot light
- Point light
- Building a virtual light studio: a virtual set for TV
- Adding interactivity
- Testing the virtual light studio on a movie set
- Advanced interactive lighting: particle animation, special effects and volumetrics
- Project: Interactive lighting of a character isnide a virtual set
- Interview: interactive 3D artist, Florent Aziosmanoff about lighting for virtual sets
Chapter 6
Virtual Cameras
- Virtual cameras adapted from Hitchkok and Stanley Kubrick's movies
- Steadycams
- Movie previsualization
- Parent-child scripting and targets
- Controlling virtual cameras
- Advanced interactivity for virtual cameras: artificial intelligence, portals
- Tutorial: 3D interactive adaptation from a scene from "Night Hawks" from E. Hopper
- Interview: director of photography, Kaminski, AI, Minority Report, discusses using virtual sets for movies
Chapter 7
3D sound
- Introduction to immersive experiences
- Synchronization of display and sound
- Spatialized sound
- Controlling several sound streams
- Real-time 3D sound
- Sound envelopes
- Tutorial: sound mixer
- Interview: 3D Sound inventor and engineer, Bo Gehring, discusses spatialized sound for virtual sets
Chapter 8
User interface and input devices
- Linear and non-linear story telling
- User testing
- Testing playback performance
- Building input devices: serial inputs
- Midi inputs
- Interactive phones
- PDAs
- Project: Designing a new interactive camera: the "cocktail camera"
- Interview: Interactive designer, Bill Tomlinson, Synthetic Character Group, MIT MediaLab about input devices for virtual sets
Chapter 9
Following a terrain with a remote controlled car
- Modeling and texturing a terain
- Modeling the car and obstacles
- Collision against the terrain
- Collision between a character and walls and other collisions
- Adding physics: springs
- Other methods: ray calculations
- Project: an online 3D game
- Interview: game designer, Sokal, creator of Syberiade, about virtual sets for game design
Chapter 10
Communication environments
- Communication from and to the virtual set
- Introduction to multiplayer 3D games
- Serial communication
- Web communication
- Interactive phone communication
- Example of online multiplayer 3D game
- Project: a robot talks to a virtual set
- Interview: bio-robotic specialist Robert Full, Director of the Polypedal Lab, Bugs Life, Disney and Pixar, about using virtual sets to stimulate robots inspired by insects.
Chapter 11
Advanced interactive 3D characters
- Advanced character animation: blending motions
- Cloning motions
- Crowd control
- Path finding and terrain analysis
- Project: characters from a movie set are controlled by cellular phones
- Interview: virtual sets designer, Colin Green, from Pixel Liberation Front, The Matrix, Panic Room, discusses movie previsualization for virtual sets
Chapter 12
Artificial intelligence and gameplay for virtual sets
- Introduction to AI
- Decision making and self-determination
- Managing crowd in an open space
- Integrating AI in a game with AI
- Project: virtual agora in the antique city of Aphrodisias
- Interview: 3D interavtive designer, Zach Rosen, about using AI inside virtual sets
Chapter 13
Multi-user server and database
- Database administration
- Connection to database
- Saving and loading
- Managing characters in multi-player environment
- Chat in 3D world
- Project: Multi player virtual movie set
- Interview: CEO of SIA-TV, Adrian Simonovitch, about database driven virtual sets for interactive TV games
商品描述(中文翻譯)
**描述:**  
在《建立互動3D世界》中,讀者將找到詳細說明所有步驟的即時教程,以建立模擬和互動,利用虛擬攝影機、虛擬演員(具有自我決定的行為)以及包括重力、碰撞和地形的即時物理。隨書附贈的免費軟體示範,3D藝術家和開發者可以學習如何建立一個完全運作的原型。這本書足夠動態,能夠為具有程式設計背景的人以及剛入門的人提供具有挑戰性和吸引力的虛擬場景設計教程,使用Virtools。書中還討論了其他軟體:Lightwave和Maya。這本書的結構設計使得根據您的項目和設計需求,您可以獨立閱讀文本或訪談,並/或將本書作為針對每個項目的個別教程的參考。每個教程後面都有一位3D圖形專業人士的簡短訪談,以提供對特定互動3D技術的見解和額外建議,從使用者、設計師、藝術家和製作人的角度出發。
**目錄:**  
第1章 - 電腦模擬的簡短歷史  
互動3D的歷史,從二戰期間的早期飛行模擬器到最先進的低成本虛擬場景。  
- 訪談:Ken Perlin,CAT/NYU主任,《創:光明紀元》特效監製,迪士尼。  
第2章  
3D基本工具包  
- 實用和概念問題的解決方案  
- 互動3D的建模和紋理處理  
- Alpha通道和透明度  
- 在PC或Mac上進行的照片真實即時3D渲染  
- 專案:設計一個天空盒  
- 訪談:Benjy Bernhard,關於為美國自然歷史博物館的天文館創建虛擬場景  
第3章  
添加互動性  
- Director  
- Virtools  
- 可重用行為  
- 腳本互動  
- 在虛擬場景中模擬自然法則或物理  
- 使用輸入設備控制互動:拖動3D物件  
- 專案:3D藝術家Tamiko Thiel,關於博物館裝置  
第4章  
動畫基礎  
- 關鍵幀動畫:在Maya和Lightwave中的簡單動畫  
- 變形  
- 動畫紋理  
- 匯出動畫3D模型  
- 角色動畫:骨骼和雙足  
- 匯出動畫角色  
- 在Lingo中的腳本動畫  
- 進階互動動畫  
- 捕捉即時動作  
- 專案:虛擬演員的互動展示  
- 訪談:舞者-動畫師Liza Herlinger-Thompson,Troika Ranch,關於角色動畫  
第5章  
互動照明  
- 自然照明  
- 室內照明  
- 遠光燈  
- 聚光燈  
- 點光源  
- 建立虛擬燈光工作室:電視的虛擬場景  
- 添加互動性  
- 在電影拍攝現場測試虛擬燈光工作室  
- 進階互動照明:粒子動畫、特效和體積光  
- 專案:在虛擬場景中對角色進行互動照明  
- 訪談:互動3D藝術家Florent Aziosmanoff,關於虛擬場景的照明  
第6章  
虛擬攝影機  
- 從Hitchcock和Stanley Kubrick的電影改編的虛擬攝影機  
- 穩定器  
- 電影預視化  
- 父子腳本和目標  
- 控制虛擬攝影機  
- 虛擬攝影機的進階互動性:人工智慧、傳送門  
- 教程:從E. Hopper的《夜鷹》場景中進行3D互動改編  
- 訪談:攝影指導Kaminski,《人工智慧》、《邊緣報告》,討論在電影中使用虛擬場景  
第7章  
3D聲音  
- 沉浸式體驗介紹  
- 顯示和聲音的同步  
- 空間聲音  
- 控制多個聲音流  
- 即時3D聲音  
- 聲音包絡  
- 教程:聲音混音器  
- 訪談:3D聲音發明者和工程師Bo Gehring,討論虛擬場景的空間聲音  
第8章  
使用者介面和輸入設備  
- 線性和非線性敘事  
- 使用者測試  
- 測試播放性能  
- 建立輸入設備:串行輸入  
- Midi輸入  
- 互動電話  
- PDA  
- 專案:設計一個新的互動攝影機:'雞尾酒攝影機'  
- 訪談:互動設計師Bill Tomlinson,MIT MediaLab的Synthetic Character Group,關於虛擬場景的輸入設備  
第9章  
使用遙控車跟隨地形  
- 地形的建模和紋理處理  
- 車輛和障礙物的建模  
- 與地形的碰撞  
- 角色與牆壁及其他碰撞  
- 添加物理:彈簧  
- 其他方法:光線計算  
- 專案:一個線上3D遊戲  
- 訪談:遊戲設計師Sokal,Syberiade的創作者,關於遊戲設計的虛擬場景  
第10章  
通訊環境  
- 從虛擬場景的通訊  
- 多人3D遊戲介紹  
- 串行通訊  
- 網路通訊  
- 互動電話通訊  
- 在線多人3D遊戲的範例  
- 專案:一個機器人與虛擬場景對話  
- 訪談:生物機器人專家Robert Full,Polypedal Lab主任,迪士尼和皮克斯的《蟲蟲特工隊》,關於使用虛擬場景來刺激受昆蟲啟發的機器人。  
第11章  
進階互動3D角色  
- 進階角色動畫:動作混合  
- 動作克隆  
- 群眾控制  
- 路徑尋找和地形分析  
- 專案:電影拍攝現場的角色由手機控制  
- 訪談:虛擬場景設計師Colin Green,Pixel Liberation Front,《黑客帝國》、《驚魂記》,討論虛擬場景的電影預視化  
第12章  
虛擬場景的人工智慧和遊戲玩法  
- 人工智慧介紹  
- 決策和自我決定  
- 在開放空間中管理人群  
- 在遊戲中整合人工智慧  
- 專案:古城阿佛羅狄西亞的虛擬廣場  
- 訪談:3D互動設計師Zach Rosen,關於在虛擬場景中使用人工智慧  
第13章  
多用戶伺服器和資料庫  
- 資料庫管理  
- 連接到資料庫  
- 儲存和加載  
- 在多人環境中管理角色  
- 3D世界中的聊天  
- 專案:多人虛擬電影拍攝現場  
- 訪談:SIA-TV的執行長Adrian Simonovitch,關於用於互動電視遊戲的資料庫驅動虛擬場景

 
     
     
     
     
     
     
     
     
     
     
     
     
    