The Company That Brought Substance to the World of 3D
Buch, Englisch, 464 Seiten, Format (B × H): 287 mm x 215 mm, Gewicht: 1320 g
ISBN: 978-1-032-87820-1
Verlag: Taylor & Francis Ltd
The book highlights key technological innovations and strategic decisions that propelled the company forward, offering a detailed look at the challenges and triumphs of developing cutting-edge software solutions while building a team attached to its strong values and passion for digital artists.
Key Features:
- Provides a detailed history of Allegorithmic, a company at the forefront of technological innovation in procedural textures and 3D content.
- Covers significant technical ground, discussing complex environments, procedural textures, and software development, while also delving into the creative aspects of these technologies.
- Spans the growth of a startup into a major player in the tech industry, providing insights into business strategies, team building, and international expansion.
- Reflects on the cultural shifts within the company and the broader industry, offering lessons on adapting to technological advancements and market demands.
Ideal for tech enthusiasts, artists, and entrepreneurs, this deep book provides a comprehensive overview of the creativity and perseverance required to influence and lead in the tech industry.
Zielgruppe
Professional Reference
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Digitale Animation
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Digitales Video
- Geisteswissenschaften Theater- und Filmwissenschaft | Andere Darstellende Künste Filmwissenschaft, Fernsehen, Radio Animationsfilme, Zeichentrickfilme
Weitere Infos & Material
Part I Preamble and Introduction
Part II 1996 - 1998
Chapter 01 Key meetings
Chapter 02 DEA, Femis
Part III 1998 - 2001
Chapter 03 PhD Thesis
Chapter 04 Teaching
Chapter 05 Convergence
Part IV 2002 - 2003
Chapter 06 Incubation
Chapter 07 TAON 2, TAON3
Chapter 08 Conferences
Part V 2003 - 2007
Chapter 09 Beginnings
Chapter 10 Special Effects and Projects
Chapter 11 Presence in America
Chapter 12 Luxology and Imagesyth
Chapter 13 Dave Taylor, RoboBlitz, and ProFX
Chapter 14 Technical Demos
Chapter 15 Autodesk: first contacts
Chapter 16 NVIDIA and Pachinko
Chapter 17 Summary of Progress up to mid-2007, and conclusion of this period
Part VI 2007 - 2011
Chapter 18 Investment from Dassault Systèmes
Chapter 19 The team grows, new offices
Chapter 20 Prospection in Asia, and Redux
Chapter 21 Demos, products, and conferences
Chapter 22 Autodesk again
Chapter 23 A second round of investment
Chapter 24 Unity
Chapter 25 Summary of progress up to mid-2011, and conclusion of this period
Part VII 2011 - 2015
Chapter 26 PBR and Substance Designer
Chapter 27 Naughty Dog, alpha-site for Substance Designer
Chapter 28 Premises
Chapter 29 Substance Painter
Chapter 30 Demos, games, and products
Chapter 31 Contests,
Chapter 32 Conferences and commercial prospection
Chapter 33 New markets
Chapter 34 Summary of progress up to mid-2015, and conclusion of this period
Part VIII 2015 - 2019
Chapter 35 Structure and Culture
Chapter 36 Our Products
Chapter 37 The Meet MAT Contest
Chapter 38 Conferences and Substance Days
Chapter 39 Investment in Adone, in 2017
Chapter 40 Global Gatherings
Chapter 41 X-TAON: the Allegorithmic concept car, and the contest
Chapter 42 Sale to Adobe
Chapter 43 Summary of progress up to the beginning of 2019, and conclusion of this
period
Part IX Conclusion and Postface
References
Index