Point and Line to Plane

Point and Line to Plane
Author: Wassily Kandinsky
Publisher: Courier Corporation
Total Pages: 194
Release: 2012-03-15
Genre: Art
ISBN: 0486136248

This famous work by a pioneer in the movement to free art from the bonds of tradition explores the role of the line, point, and other key elements of non-objective painting. 127 illustrations.

Concerning the Spiritual in Art

Concerning the Spiritual in Art
Author: Wassily Kandinsky
Publisher: Courier Corporation
Total Pages: 111
Release: 2012-04-20
Genre: Art
ISBN: 048613248X

Pioneering work by the great modernist painter, considered by many to be the father of abstract art and a leader in the movement to free art from traditional bonds. 12 illustrations.

Bauhaus Buildings Dessau

Bauhaus Buildings Dessau
Author: Walter Gropius
Publisher: Lars Muller Publishers
Total Pages: 224
Release: 2021-04
Genre:
ISBN: 9783037786659

Game Physics Cookbook

Game Physics Cookbook
Author: Gabor Szauer
Publisher: Packt Publishing Ltd
Total Pages: 481
Release: 2017-03-24
Genre: Computers
ISBN: 1787120813

Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

APEX Calculus

APEX Calculus
Author: Gregory Hartman
Publisher:
Total Pages: 0
Release: 2015
Genre: Calculus
ISBN: 9781514225158

APEX Calculus is a calculus textbook written for traditional college/university calculus courses. It has the look and feel of the calculus book you likely use right now (Stewart, Thomas & Finney, etc.). The explanations of new concepts is clear, written for someone who does not yet know calculus. Each section ends with an exercise set with ample problems to practice & test skills (odd answers are in the back).

Perspective and Sketching for Designers

Perspective and Sketching for Designers
Author: Jessica Newman
Publisher:
Total Pages: 0
Release: 2012
Genre: Design
ISBN: 9780132574945

For all first perspective drawing courses at the Freshman/Sophomore level for majors including Interior Design, Graphic Design, Game Art, Animation, and Industrial Design; and for all courses in Interior Design Perspective, Sketch, and/or Presentation. This book will also be useful in high school courses for students pursuing careers in the Applied Arts. This book helps students learn how to draw quickly and believably by mastering practical techniques for perspective drawing and estimating scale and proportion. Drawing on extensive experience teaching beginners, the authors overcome many limitations of previous books. Rather than featuring professional work that beginners can't possibly duplicate, they show examples of student drawings, helping students gain confidence and gauge their progress. Avoiding unnecessary theory, math, and jargon, they help students develop an intuitive sense of scale and proportion for creating believable perspectives, and offer valuable tricks and shortcuts throughout. In place of lengthy narratives, they support each lesson with supporting video walking through key techniques. The authors also devote lessons to SketchUp (for blocking out perspectives) and Photoshop (for enhancing sketches). This is the Stand Alone text. The text is available for purchase with MyInteriorDesignKit! MyInteriorDesignKit is an online supplement that offers book specific resources including flashcards, study aids, images, projects and additional material not found in the book. The package containing both this text and MIDK is ISBN: 0133012050. If you wish to purchase access to MyInteriorDesignKit stand alone, go to the site and click on BUY ACCESS next to the text in use.

Point • Line • Plane • Eternity : The journey from alone to finally home

Point • Line • Plane • Eternity : The journey from alone to finally home
Author: Jay Payleitner
Publisher: eBooks2go, Inc.
Total Pages: 66
Release: 2020-02-22
Genre: Body, Mind & Spirit
ISBN: 1545750858

"Once there was as boy who lived on a point..." Thus begins a modern allegory that challenges our typical self-centered existence. Indeed, some people live on a point. It’s all about them. Some live on a line. They may actually care about the people they meet, but they never really leave their comfort zone. Most people live on a plane. They do their best in a flat, two-dimensional world, but deny what they know in their heart: “There’s more to this life than this life.” Point/Line/Plane/Eternity empowers readers to live with joy and purpose — still part of the finite world — while anticipating your forever home in heaven. In one sitting, you’ll finally understand what it means to be living on the threshold of eternity.

Wassily Kandinsky, 1866-1944

Wassily Kandinsky, 1866-1944
Author: Hajo Düchting
Publisher: Taschen
Total Pages: 104
Release: 2000
Genre: Art
ISBN: 9783822859827

The founder of abstract art The Russian painter Wassily Kandinsky (1866-1944), who later lived in Germany and France, is one of the pioneers of twentieth-century art. Nowadays he is regarded as the founder of abstract art and is, moreover, the chief theoretician of this type of painting. Together with Franz Marc and others he founded the group of artists known as the "Blauer Reiter" in Munich. His art then freed itself more and more from the object, eventually culminating in the "First Abstract Watercolour" of 1910. In his theoretical writings Kandinsky repeatedly sought the proximity of music; and just as in music, where the individual notes constitute the medium whose effect stems from harmony and euphony, Kandinsky was aiming for a pure concord of colour through the interplay of various shades. Gauguin had demanded that everything "must be sacrificed to pure colours". Kandinsky was the first to realise this and thus to influence a whole range of artists. About the Series: Each book in TASCHEN's Basic Art series features: a detailed chronological summary of the life and oeuvre of the artist, covering his or her cultural and historical importance a concise biography approximately 100 illustrations with explanatory captions

The Art Theory of Wassily Kandinsky, 1909-1928

The Art Theory of Wassily Kandinsky, 1909-1928
Author: Christopher Short
Publisher: Peter Lang
Total Pages: 286
Release: 2010
Genre: Art
ISBN: 9783039113996

Kandinsky's theory of art has usually been treated as little more than a guide to help our understanding of his paintings. In contrast, this book attends primarily to the artist's writings on art; thus his art theory is treated on its own terms. Drawing on the diverse literature that has been written on Kandinsky's art and theory, the author demonstrates that while many different perspectives on his work have been identified, none holds the 'key' to that work. Instead, the book shows Kandinsky's method in his writings to be highly eclectic, resulting in an exciting and challenging variety of content (a description that also applies, as a postscript to the book shows, to his method in painting). Kandinsky, however, transcended this diversity and consistently sought evidence of the unity of all things: something that would be realised through his understanding of the term 'synthesis'. The book follows Kandinsky's fascinating attempts to establish synthesis (not only in art but also in other disciplines including science, mathematics, law and politics) in his key theoretical publications: On the Spiritual in Art (1911) and Point and Line to Plane (1926). The result is a new and innovative understanding of both Kandinsky's art theory and his art.