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Books > Computing & IT > Applications of computing > Image processing > Computer animation
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.
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.
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 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.
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
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.
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.
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.
We all know what a great tool Flash is for creating dynamic, engaging web content, and Adobe's CS4 release just makes it even better. Among the newer features is the ability to take all the power of Flash for the Web and put in on the desktop using AIR. AIR capability is built right into the Flash CS4 integrated development environment, which means you can start writing desktop applications right away. This book not only covers the essentials of using Flash with AIR (and AIR with Flash), but also shows you how to extend application functionality in new ways. Once you've got Flash on the desktop, you're no longer constrained by the limitations of running inside a web browser. You'll have access to the local desktop file system, and AIR adds SQLite functionality for native database support. And just as Flash animations have a consistent look and feel across browsers, AIR allows you to create applications that work consistently across operating systemsMac OS X, Windows, and Linux. For any Flash developer who wants to go from the Web to the desktop (and who doesn't?), this book is required reading. It not only tells you how to do it, but is full of practical, easy-to-follow examples that will have you building desktop AIR applications with Flash in no time. Expanding your existing Flash skills with the Essential Guide to Flash CS4 AIR Development will make you an even more potent and indispensable force on any development team
This book will provide insider tips, traps, and techniques on how to create 3d assets for use in computer games and simulation systems. The book will consist of a series of tutorials, starting with simpler models and moving up to more complex builds. As the book comes to us directly from successful game artists within commercial game development circles (Gahan and contributors) aspiring game artists will also find keen insights on how to get ahead in the game industry, i.e. how to prepare your personal portfolio to provide an edge in this extremely competitive world of game development. The strength of this book is that it teaches all of the important game modeling elements of 3ds Max: character modeling, environment modeling, mapping. The book covers how to model, texture and animate credible game characters and levels using 3ds max. As readers move from tutorial to tutorial, they will be building their own portfolio of high quality work. The DVD contains countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Features of this title include: step-by-step project files for each chapter; all the relevant texture files and source photos used to create the texture maps applied to the 3D projects; extras - panoramic skies, small scene objects and a many texture maps and models so that artists can create whole scenes very quickly without starting from scratch each time; royalty free stock photos that artists can use in their own texture maps, models and scenes; and, additional material on the book's bonus website. Author Andy Gahan is a seasoned professional and leading industry expert. Gahan is a key member of an award-winning game team recently scoring number 1 hits in Japan, Europe and America with the Playstation 3 smash hit MotorStorm. Game Modeling techniques offered in this book with artist's potential portfolio in mind. Find out what Art Directors and Managers are looking for. Essentials of 3D game modeling covered - Characters, Vehicles, Assets and Scenes - including lighting and rendering. Find additional tutorials and even contact the author on the book's website.
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.
The Essential Guide to Open Source Flash Development is a practical development guide to creating Flash applications with OS Flash tools and workflows. You will walk away with an understanding of what tools will best suit your current situation, making your development easier and more productive, and with a knowledge of how to install and set them up. Open Source Flash has been a revolution for Flash and has made a major impact on how people build Flash content. The Open Source tools available expand on Flash's existing toolset, enabling you to do such things as easily create full 3D in Flash, or hook up to an Open Source video streaming server. Many of these useful tools are powerful yet lack documentation. This book explains in step-by-step detail how to use the most popular of the Open Source Flash tools. Explore the Open Source tools available and learn how to identify which tool you need, and how to best fit it into your workflow. Step-by-step workthroughs guide you through development with the most popular Open Source Flash tools. Written by the project leads and Open Source Flash aficionados. What you'll learn Learn how to integrate Open Source tools with existing commercial tools, and where they fit into your workflow most effectively. Get effective documentation on installation and usage, where currently very little exists in a lot of cases. Combine Open Source tools together in optimized workflows, with many real world examples and tips and tricks. Create high-speed, fully interactive 3D in Flash with Papervision3D. Stream audio and video over the internet using Red5. Exchange data natively in Flash and Flash Lite using SWX. Who is this book for? This book is for Flashdevelopers and designers with an interest in discovering what sort of Open Source products are available, and how they can be used. If you want to expand your Flash toolset and explore the Open Source Flash community then this book is for you. If you already use some Open Source Flash tools, then you will find this book a useful documentation resource as well as an eye-opener to the other tools that are available.
Design beautiful, professional-level animated effects with these detailed step-by-step tutorials from former Disney animator and animated effects expert Joseph Gilland. Filled with beautiful, full-color artwork, Elemental Magic, Volume II, breaks down the animated effect process from beginning to end -- including booming explosions, gusting winds, magical incantations, and raging fires. He also breaks down the process of effects "clean-up," as well as timinig and frame rates. The companion website includes real-time footage of the author lecturing as he animates the drawings from the book. In these videos, he elucidates the entire process from blank page to final animation. See it all come to life like never before. Throughout the book, Joseph refers to and includes examples from his own professional work from feature films such as Lilo & Stitch and Tarzan.
This title consists of book and CD-ROM. This book takes a unique approach to modelling as it breaks down character creation using an easy-to-follow formula that makes the learning process less daunting. The author presents an overview of modelling basics and then shows how to block out the body, shape body parts, add details, and create joints and controls using Maya 8. By the time you have finished the book, you will have created a figure that is textured, rigged, and ready to be animated. This book helps: understand the building blocks of modelling, including quads, edge loops, normals, UVs, and mapping; discover how 'modelling by formula' eases the character creation process; find out how to create a UV layout that makes texturing easier; and, learn how to place joints and controls and skin your character so it deforms properly when animated. The companion CD contains the images from the book, Maya files to help build the character, AVI movies that show the modelling process in real time, and Mel scripts for installing a character modelling tool menu that can improve the user's workflow.
Companion CD included with illustrations demonstrating the use of LightWave in feature films! LightWave 3D [8]: 1001 Tips & Tricks brings together thirty-one masters in the fields of character modeling, animation, texturing, lighting, digital cinematography, special effects, and programming to provide a myriad of helpful tips for all levels of LightWave users. Whether you've just started using LightWave or you've been using it for years, this book of collective wisdom will show you how to achieve better results in less time through a combination of hidden software features, time-saving tricks, and professional techniques. The 1,354 tips cover every aspect of LightWave, including configuration, modeling, texturing, staging, lighting, animating, special effects, rendering, compositing, scripting, and troubleshooting.
* Packed with expert advice, timesaving tips, and more than 150
step-by-step tutorials, this book is a must for anyone who wants to
master this complex, expensive software package
Companion CD included with all the featured third-party plug-ins and more! Character design, modeling, and texturing are the fundamental building blocks of character animation. LightWave 3D [8] Cartoon Character Creation Volume 1: Modeling & Texturing includes both general theory and comprehensive tutorials for every aspect of modeling and texturing 3D characters. Learn how, why, and when to use the most efficient techniques so you can have fun creating your own fantastic 3D characters. Find out how to configure LightWave 3D for character creation, and learn the necessary steps of the character concept, design, and planning stages; discover multiple methods for modeling characters and clothing using subdivision patches; understand the techniques for creating complex UV mapping; learn about surface attributes and surfacing characters; enhance the appearance of your characters through the use of gradients and procedural textures; explore a variety of techniques for creating image maps and applying them to your characters.
Go mobile with the most popular motion tool on the Web. Written by a team of software development experts, this thorough resource will help you build, deploy, and run rich media applications across multiple channels and devices. Plus, utilize JSP, ASP.NET, or ColdFusion MX to port information dynamically.
The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG)Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-productionDissects core 3D concepts including design, film, video, and gamesExamines what artistic and technical skills are needed to succeed in the industryOffers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.
Digital 3D has become a core feature of the twenty-first-century visual landscape. Yet 3D cinema is a contradictory media form: producing spaces that are highly regimented and exhaustively detailed, it simultaneously relies upon distortions of vision and space that are inherently strange. Spaces Mapped and Monstrous explores the paradoxical nature of 3D cinema to offer a critical analysis of an inescapable part of contemporary culture. Considering 3D's distinctive visual qualities and its connections to wider digital systems, Nick Jones situates the production and exhibition of 3D cinema within a web of aesthetic, technological, and historical contexts. He examines 3D's relationship with computer interfaces, virtual reality, and digital networks as well as tracing its lineage to predigital models of visual organization. Jones emphasizes that 3D is not only a technology used in films but also a tool for producing, controlling, and distorting space within systems of surveillance, corporatization, and militarization. The book features detailed analysis of a wide range of films-including Avatar (2009), Goodbye to Language (2014), Love (2015), and Clash of the Titans (2010)-demonstrating that 3D is not merely an augmentation of 2D cinema but that it has its own unique properties. Spaces Mapped and Monstrous brings together media archaeology, digital theory, and textual analysis to provide a new account of the importance of 3D to visual culture today.
In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.
Talented animation artists often neglect successful storytelling in favor of strong visuals, but now you can have both with this complete guide to adaptation for animation. Veteran independent filmmaker Hannes Rall teaches you how to draw and adapt inspiration from copyright-free materials like fairy tales, myths, and classic literature, making it easier than ever to create your own compelling narrative. Particular focus is given to making the adequate narrative and visual choices when transferring a text from page to screen: How to create a successful adaptation. With sections on subjects like transcultural adaptations, visual poetry and production design, this book is just the right mix of practical advice, lavish illustrations, and industry case studies to give you everything you need to start adapting your story today. Key features: Learn to apply concepts of adapting classic and modern literature for animation in different techniques Exclusive interviews with animation legends Giannalberto Bendazzi, John Canemaker, Ishu Patel and Georges Schwizgebel Lavishly illustrated with 325 color images (mostly never published before) that give thrilling insights into the visual development of award-winning animated adaptations
Produce mind-blowing visual effects with Autodesk Maya. Gain the practical skills and knowledge you need to recreate phenomena critical to visual effects work, including fire, water, smoke, explosions, and destruction, as well as their integration with real-world film and video. In Creating Visual Effects in Maya, Maya master Lee Lanier has combined the latest studio techniques with multi-chapter, hands-on projects and professionally-vetted workflows to bolster your CG toolkit. Engaging, full-color tutorials cover: Creating foliage, fire, and smoke with Paint Effects Growing Maya Fur and nHair on clothing, characters, and sets Replicating water, smoke, sparks, swarms, bubbles, and debris with nParticles and nCloth Controlling scenes and simulations with expressions and MEL, Python, and PyMEL scripting Adding dust, fog, smoke, rippling water, and fireballs with Fluid Effects containers Creating damage with Effects presets, deformers, and animated textures Matchmoving and motion tracking with Maya and MatchMover Creating complex destruction by combining rigid bodies, nParticles, nCloth, and Fluid Effects Setting up, rendering, and compositing mental ray render passes with Autodesk Composite, Adobe After Effects, and The Foundry Nuke The companion website (www.focalpress.com/cw/lanier) features a treasure trove of Maya, MatchMover, After Effects, and Nuke project files, image sequences, texture bitmaps, and MEL, Python, and PyMEL scripts, allowing you to immediately apply the techniques taught in the book. |
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