Allegorithmic : The Company That Brought Substance to the World of 3D

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Allegorithmic : The Company That Brought Substance to the World of 3D

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  • 製本 Hardcover:ハードカバー版/ページ数 434 p.
  • 言語 ENG
  • 商品コード 9781032878201
  • DDC分類 338.76179480944

Full Description

Allegorithmic: The Company That Brought Substance to the World of 3D explores the journey of Allegorithmic, the software company behind Substance, a suite of tools that revolutionized texturing in computer graphics. This engaging narrative by Sébastien Deguy, the visionary founder and CEO of the company, chronicles the growth of Allegorithmic from its inception as a small startup to becoming a leader in digital content creation, pivotal in shaping the visual aesthetics of video games and films.

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.

Contents

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

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