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Books > Computing & IT > Applications of computing > Image processing > Computer animation
Written in an easy to follow manner with practical exercises, this book takes you through every aspect of Anime Studio, guiding you to create your own original cartoon. Learning Anime Studio is for newcomers to Anime Studio or animation in general. Hobbyists and newcomers with ambitions of being an animator will get the most out of this book. However, intermediate and long time users will be able to use various chapters as a reference to some of Anime Studio's tools and features. The book also serves as a guide for the new enhancements introduced in Anime Studio Pro 10.
Get to grips with a new technology, understand what it is and what it can do for you, and then get to work with the most important features and tasks. This easy-to-understand Starter guide will get you up to speed with Adobe Edge Inspect quickly and with little effort. This book is for frontend web developers and designers who are developing and testing web applications targeted for mobile browsers. It's assumed that you have a basic understanding of creating web applications using HTML, CSS, and JavaScript, as well as being familiar with running web pages from local HTTP servers. Readers are also expected to have a basic knowledge of debugging web applications using developer tools such as the Chrome web inspector. And of course you need some mobile devices for running the example in this book and testing it.
Blender Meets Python is an exciting and concise volume that
introduces you to the wonderful couple that have been getting along
so well for years now, that's right Blender 3D and Python scripting
Filled with practical, step-by-step instructions and clear explanations for the most important and useful tasks. "Instant BrainShark" is a step-by-step guide to creating online presentations using BrainShark. The book covers digital marketing best practices alongside tips for sales conversions. The book is written in an easy-to-read style for anybody to easily pick up and get started with BrainShark. Instant BrainShark is for anyone who wants to use BrainShark to create presentations online and share them around the community. The book is also useful for developers who are looking to explore BrainShark as a possible way to market their existing presentations or podcasts.
Despite the growing popularity and influence of Japanese animation in America and other parts of the world, the importance of anime studies as audio-visual translation has not been well-recognized academically. In order to throw new light on this problem, the author attempts to clarify distinctive characteristics of English dubs of Japanese animated films between the 1980s and the 2000s, including Hayao Miyazaki's, in descriptive ways: through a corpus-based statistical analysis of vocabulary and a qualitative case study approach to the multimodal text from a synchronic and diachronic point of view. Discussing how translation norms have changed on the spectrum from target-oriented to source-oriented, the author carefully examines what kind of shift occurred to translations of Japanese animation around the turn of the 21st century. Whereas the pre-2000 translations tend to give preference to linguistic persuasion (i.e., a preference for expository dialogue that sounds natural to the American audiences), the post-2000 translations attach higher priority to achieving dynamic equivalence of the multimodal situations as a whole. The translation of anime has been rapidly increasing its rich diversity these few decades, opening up new possibilities and directions for translating its unique visual and iconic language.
A quick and comprehensive tutorial book for media designers to jump-start interactive multimedia production with computer graphics, digital audio, digital video, and interactivity, using the Pure Data graphical programming environment. An introductory book on multimedia programming for media artists/designers who like to work on interactivity in their projects, digital art/design students who like to learn the first multimedia programming technique, and audio-visual performers who like to customize their performance sets.
3D Modeling, Animation, and Rendering: An Illustrated Lexicon, Black and White Edition presents definitions for over 1200 terms, with hundreds of illustrations. The lexicon includes terms from many related subjects, such as CAD, CAD/CAM, cinematography, light, physics, natural behaviors, and atmospheric phenomena. It was written for students, teachers, and professionals, as well as for lay readers who want a broader understanding of the tools and concepts involved. Terms related to 3D modeling include bicubic surface, constructive solid geometry, intersection, mesh optimization, polygonization, ruled surface, and spline. Terms related to animation include character rigging, flash animation, keyframing, lattice animation, light animation, motion capture, onion skinning, skeletal animation, storyboard, and velocity curve. Animation and rendering often encompass techniques from cinematography, including lighting, camera work, and mood-setting atmospherics. Terms related to these major subjects and rendering itself include ambient light, beauty pass, caustics, color models, crane shot, Dutch angle, Gouraud shading model, graphics pipeline, lead room, matting, montage, photon mapping, ray casting, ray tracing, reflection pass, shutter angle, and wipe. Some of the key terms refer to other sources for more in-depth coverage of the topic.
Step-by-step, practical recipes to build simple and complex Motion Graphics with Motion 5. "Apple Motion 5 Cookbook" is designed for Final Cut Pro X video editors and Motion 5 users looking to gain more knowledge of how Motion works, and to get more of a 'WOW' factor in projects. It's also aimed at designers and motion designers alike, who are looking to build on their skillsets.
The book includes a series of step-by-step illustrated tutorials supported by detailed explanations for building a multimodal user interface based on Kinect for Windows. Kinect in Motion - Audio and Visual Tracking by Example is great for developers new to the Kinect for Windows SDK, and who are looking to get a good grounding in how to master video and audio tracking. It's assumed that you have some experience in C# and XAML already.
Published in 2013, Producing Streaming Video for Multiple Screen
Delivery the only compression-related textbook released after 2010,
and it incorporates the latest technologies, including DASH and
HTML5 and new devices such as 4G transmitters for mobile delivery.
This book is written for producers seeking to distribute streaming
video to the widest possible audience, including computers,
smartphones and tablets, and Over the Top (OTT) devices. Written by
Jan Ozer, this book delivers the lessons learned from years of
producing and consulting on streaming, and serving as a
contributing editor to the industry bible, Streaming Media
Magazine. In this book, you will learn:
This book is a step by step guide to create games with Box2D explained in a simple and friendly way. Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don't have to be an AS3 hero: if you know how to create classes and functions with AS3, then you can make your first physics game!
This book is a part of the Beginner's guide series, wherein you will quickly start doing tasks with precise instructions. Then the tasks will be followed by explanation and then a challenging task or a multiple choice question about the topic just covered. Do you have a story to tell or an idea to illustrate? This book is aimed at film makers, video producers/compositors, vxf artists or 3D artists/designers like you who have no previous experience with iClone. If you have that drive inside you to entertain people via the internet on sites like YouTube or Vimeo, create a superb presentation video, showcase a product or create a movie, or get a fast start on the iClone program, this Beginner's guide was written with you in mind.
Adobe Edge Quickstart Guide is a practical guide on creating engaging content for the Web with Adobe's newest HTML5 tool. By taking a chapter-by-chapter look at each major aspect of Adobe Edge, the book lets you digest the available features in small, easily understandable chunks, allowing you to start using Adobe Edge for your web design needs immediately. If you are interested in creating engaging motion and interactive compositions using web standards with professional tooling, then this book is for you. Those with a background in Flash Professional wanting to get started quickly with Adobe Edge will also find this book useful.
Written in a step by step tutorial style, learning comes as a result of creating the fully animated scene and the explanations that follow each stage. Blender 3D Basics is great for anyone who is new to Blender or new to 3D.
This book is a step-by-step tutorial that includes complete source code for all of the examples covered. Every chapter builds on top of the previous one thereby giving the reader an immediate feeling of progression. Each block of code is explained, and 3D web development concepts are diagrammed and covered in detail. This book is written for JavaScript developers who are interested in 3D web development. A basic understanding of the DOM object model and the jQuery library is ideal but not required. No prior WebGL knowledge is expected.
Written in cookbook style, this book offers solutions to all common Flash Android development problems through recipes. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order. This book contains recipes covering a variety of topics from the very simple to those that are more advanced. If you are a seasoned Flash developer, this book will get you quickly up to speed with what is possible with Android. For those who are new to Flash, welcome to the world of visually rich, rapid application development for mobile Android devices! If you have any interest in Flash development for Android, this book is for you.
Video Compression for Flash, Apple Devices and HTML5 is a professional reference for producers seeking to distribute video over the Internet and to mobile devices particularly Apple iDevices. In this book, you will learn: *The fundamentals of video streaming and compression, including adaptive streaming *H.264 encoding parameters for a range of streaming encoders, including Apple Compressor, Adobe Media Encoder, Sorenson Squeeze, Telestream Episode Pro and Rhozet Carbon Coder *The resolutions and data rates used by prominent US and European media, B2B and B2C sites, so you can configure your streaming video accordingly *How to encode for iTunes distribution to iDevices from iPods to the iPad 2 *How to encode for Android, webOS, BlackBerry and Windows Phone 7 devices *The critical differences between the key adaptive streaming technologies including HTTP Live Streaming, Dynamic Streaming and Smooth Streaming;and how to encode for distribution via these techniques *How to choose a UGC site for distributing your video, and how to upload and embed video into your website *The key alternatives for producing live streaming video, and the various options for webcasting hardware and software and third-party live streaming service providers *How to accelerate video encoding on multiple-core workstations and LAN clusters *Which streaming file analysis tools provide the most important feedback. About the Author: Jan Ozer has produced and encoded video since the CD-ROM days (1992) and has taught courses in video and streaming production since 1994 most recently at StreamingMedia Seminars in New York, San Jose, Los Angeles and London, and for private organizations like Cisco, Lockheed and Johns Hopkins University. Jan was named a StreamingMedia All Star in 2010. Jan is a contributing editor of StreamingMedia Magazine and EventDV and blogs for AV Technology Magazine. He has has written or co-authored 14 books on digital video related topics. Jan shoots, edits and produces DVDs, live webcasts and streaming media for concerts, ballets and other events. He also produces training videos for local artisans, as well as screencam presentations for multiple organizations, including Roxio, StreamingMedia Magazine, OnlineVideo.net and EventDV. He blogs at streaminglearningcenter.com.
Stopmotion is an incredibly fun, hands-on way to make amazing films, using simple software, inexpensive equipment, and stuff that's already lying around your house. Stopmotion Explosion will have you making your first stopmotion film within minutes of picking up the book. It's that easy Stopmotion has enjoyed a renaissance in recent years, as the tools required are now widely available to anyone with a story to tell. Filmmakers, animators, and artists have reached new levels of visual creativity using Stopmotion Explosion's techniques. Now you too can join the revolution Unlike traditional cel and 3D animation, which both require a high level of artistry and technical skill, stopmotion films can be made by nearly anyone. Using Stopmotion Explosion's techniques, stopmotion films have been made by animators as young as 8 (with adult supervision). Stopmotion Explosion contains 292 pages of example projects, hundreds of illustrations, and detailed step-by-step instructions for screenwriting, video editing, animating, audio recording and video processing software, no prior expertise required. HISTORY ANIMATION Animate intense battle sequences with frame-by-frame breakdowns of roundhouse kicks, uppercuts, and punches. Add gigantic explosions, gunfire, laser blasters, lightsabers and rocket-launch effects. Make your characters fly like Superman with special flying rigs and photo-editing magic. Complete instructions for two stopmotion programs. Grab frames from your camera, preview your animations and make detailed tweaks using onion skinning. Export movie files that can be edited and uploaded to YouTube. STORYTELLING AUDIO SETS & LIGHTING CINEMATOGRAPHY VIDEO EDITING Quickly perform common stopmotion tasks, such as transforming a series of still images into a video file, learn the best settings for encoding online video, and definitions of common digital video terms and technology. Start your own movie studio with Stopmotion Explosion today
This unique book presents definitions for over 1200 terms, with hundreds of illustrations, in both black and white and color (color edition only). The lexicon includes terms from many related subjects, such as CAD, CAD/CAM, cinematography, light, physics, natural behaviors, and atmospheric phenomena. It was written for students, teachers, and professionals, as well as for lay readers who want a broader understanding of the tools and concepts involved. Terms related to 3D modeling include bicubic surface, constructive solid geometry, intersection, mesh optimization, polygonization, ruled surface, and spline. Terms related to animation include character rigging, flash animation, keyframing, lattice animation, light animation, motion capture, onion skinning, skeletal animation, storyboard, and velocity curve. Animation and rendering often encompass techniques from cinematography, including lighting, camera work, and mood-setting atmospherics. Terms related to these major subjects and rendering itself include ambient light, beauty pass, caustics, color models, crane shot, Dutch angle, Gouraud shading model, graphics pipeline, lead room, matting, montage, photon mapping, ray casting, ray tracing, reflection pass, shutter angle, and wipe. Some of the key terms refer to other sources for more in-depth coverage of the topic.
Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment. Reviews "This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." - Alex Vlachos, Valve "Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" - Chris Wyman, Principal Research Scientist, NVIDIA "Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." - Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation "I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." - Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights "Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!" - Aras Pranckevicius, Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars (TM) short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.
A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and
Technical Background, Motion Capture Techniques, Animating
Substances, Alternate Methods, and Animating with MEL for MAYA),
each one focusing on specific substances, tools, topics, and
languages, this is a MUST-HAVE book for artists interested in
proficiency with the top technology available today Whether you're
a programmer developing new animation functionality or an animator
trying to get the most out of your current animation software,
Computer Animation Complete: will help you work more efficiently
and achieve better results. For programmers, this book provides a
solid theoretical orientation and extensive practical instruction
information you can put to work in any development or customization
project. For animators, it provides crystal-clear guidance on
determining which of your concepts can be realized using
commercially available products, which demand custom programming,
and what development strategies are likely to bring you the
greatest success.
How digital visual effects in film can be used to support storytelling: a guide for scriptwriters and students. Computer-generated effects are often blamed for bad Hollywood movies. Yet when a critic complains that "technology swamps storytelling" (in a review of Van Helsing, calling it "an example of everything that is wrong with Hollywood computer-generated effects movies"), it says more about the weakness of the story than the strength of the technology. In Digital Storytelling, Shilo McClean shows how digital visual effects can be a tool of storytelling in film, adding narrative power as do sound, color, and "experimental" camera angles-other innovative film technologies that were once criticized for being distractions from the story. It is time, she says, to rethink the function of digital visual effects. Effects artists say-contrary to the critics-that effects always derive from story. Digital effects are a part of production, not post-production; they are becoming part of the story development process. Digital Storytelling is grounded in filmmaking, the scriptwriting process in particular. McClean considers crucial questions about digital visual effects-whether they undermine classical storytelling structure, if they always call attention to themselves, whether their use is limited to certain genres-and looks at contemporary films (including a chapter-long analysis of Steven Spielberg's use of computer-generated effects) and contemporary film theory to find the answers. McClean argues that to consider digital visual effects as simply contributing the "wow" factor underestimates them. They are, she writes, the legitimate inheritors of film storycraft. |
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