Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
|||
Books > Computing & IT > Applications of computing > Image processing
Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.
Learn video compositing, motion graphics design, and animation using Adobe After Effects Adobe After Effects Classroom in a Book (2023 release) uses real-world, project-based learning to cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. For beginners and experienced users alike, you can follow the book from start to finish or choose only those lessons that interest you. Learn to: Create, manipulate, and optimize motion graphics for film, video, the web, and mobile devices Animate text and images, customize a wide range of effects, track and sync content, rotoscope, manipulate timing, correct color, and remove unwanted objects Customize cameras and lighting to create compelling 3D content Design Motion Graphics templates for editing in Adobe Premiere Pro Deform and animate objects and video using robust Puppet tools Classroom in a Book (R), the best-selling series of hands-on software training workbooks, offers what no other book or training program does-an official training series from Adobe, developed with the support of Adobe product experts. Purchasing this book includes valuable online extras. Follow the instructions in the book's "Getting Started" section to unlock access to: Downloadable lesson files you need to work through the projects in the book Web Edition containing the complete text of the book, interactive quizzes, and videos that walk you through the lessons step by step What you need to use this book: Adobe After Effects (2023 release) software, for either Windows or macOS. (Software not included.) Note: Classroom in a Book does not replace the documentation, support, updates, or any other benefits of being a registered owner of Adobe After Effects software.
If you want to make it beyond Instagram as a photographer you have to give a solid listen to the ideas, tips and overall mindset that Finn shares in this workshop. @alexstrohl Don't just take a picture, make photos that move people. Storytelling is a gift to photographers, letting you weave together characters, events, locations and subjects into a work of beauty greater than the sum of its parts. There are as many stories to tell as pictures to take, but there are also tried-and-tested methods you can adopt to help improve your photography and streamline your workflow. In this beginner-to-pro workshop, award-winning photographer and influencer Finn Beales teaches enthusiasts and aspiring professionals how to master every element of the photographer's process. By following his five-step course - Pitch, Prepare, Shoot, Edit and Deliver - you will develop the same successful, reliable working methods that earn influence and delight audiences, regardless of what genre you're working in. Create intrigue, pull in your audience and tell richer, more rounded stories using your DSLR camera. Want to craft a shoot from start to finish? All the essentials are covered, from building a story into your creative, shoot preparation, the necessary gear and props, working with mood-boards and call sheets, compositional balance, and directing models, right through to post production, editing and file delivery. Discover within: What equipment you'll need, when and why; The secret to key shots and essential techniques; Plot devices to help you craft your narrative; Step-by-step DSLR projects to perfect your skills; Effortlessly capture events, landscapes, portraits, interiors and experiences; How to edit better and be different; Extra exercises to improve your smartphone photography. Compose for impact. Stand out through story.
Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.
This textbook offers a tutorial introduction to robotics and Computer Vision which is light and easy to absorb. The practice of robotic vision involves the application of computational algorithms to data. Over the fairly recent history of the fields of robotics and computer vision a very large body of algorithms has been developed. However this body of knowledge is something of a barrier for anybody entering the field, or even looking to see if they want to enter the field - What is the right algorithm for a particular problem?, and importantly: How can I try it out without spending days coding and debugging it from the original research papers? The author has maintained two open-source MATLAB Toolboxes for more than 10 years: one for robotics and one for vision. The key strength of the Toolboxes provide a set of tools that allow the user to work with real problems, not trivial examples. For the student the book makes the algorithms accessible, the Toolbox code can be read to gain understanding, and the examples illustrate how it can be used -instant gratification in just a couple of lines of MATLAB code. The code can also be the starting point for new work, for researchers or students, by writing programs based on Toolbox functions, or modifying the Toolbox code itself. The purpose of this book is to expand on the tutorial material provided with the toolboxes, add many more examples, and to weave this into a narrative that covers robotics and computer vision separately and together. The author shows how complex problems can be decomposed and solved using just a few simple lines of code, and hopefully to inspire up and coming researchers. The topics covered are guided by the real problems observed over many years as a practitioner of both robotics and computer vision. It is written in a light but informative style, it is easy to read and absorb, and includes a lot of Matlab examples and figures. The book is a real walk through the fundamentals light and color, camera modelling, image processing, feature extraction and multi-view geometry, and bring it all together in a visual servo system. "An authoritative book, reaching across fields, thoughtfully conceived and brilliantly accomplished Oussama Khatib, Stanford
This guidance covers the practical application of photogrammetry in recording cultural heritage, with particular reference to structure from motion (SfM) techniques. Our audience for this document includes survey contractors, archaeological contractors, voluntary organisations and specialists. Photogrammetric image acquisition and processing, until recently requiring a considerable investment in hardware and software, are now possible at a fraction of their former cost. This has led to a huge increase in the use of photogrammetry in cultural heritage recording. The skills required to apply the techniques successfully and accurately are discussed, and background information on how various parts of the process work is provided so that better results can be achieved through better understanding. Photogrammetry is characterised by its versatility, and is applicable over a wide range of scales, from landscapes to small objects. The particular requirements needed at these different scales are outlined, and both imaging techniques and useful ancillary equipment are described. The different types of outputs are discussed, including their suitability for further interrogation using a range of established analytical techniques and the presentation options available. A range of case studies illustrates the application of photogrammetry across a variety of projects that broadly reflect the areas discussed in the text. This document is one of a number of Historic England technical advice documents on how to survey historic places.
Get digital prints that look better than film, create amazing photo and video DVDs, and even learn to use your camera phone to its maximum potential with this non-technical, easy-to-understand guide Imagine displaying your photos on your television in big-screen glory, set to your favorite music. Imagine digitizing your old home movies, editing out unwanted parts, and sharing them on DVDs. And imagine sharing photos and movies of your child's first steps moments after they happen -- online, over the cell phone, or even on an electronic picture frame half a world away. With today's technology, all that is possible -- and more! "Going Digital" will arm you with the tools and techniques you need to share your digital memories with friends and family -- online and offline, on the computer, and in the living room. Written in down-to-earth language for people with all levels of technological knowledge, it's a user-friendly guide that will change your life -- and your family's.
Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.
Written based on the author's own notes compiled over 18 years This manual is a learning tool focusing exclusively on the work of animators. explains the principles of physics applicable to any motion
Learn to create and edit images using Adobe Photoshop Adobe Photoshop Classroom in a Book (2023 release) uses real-world, project-based learning to cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. For beginners and experienced users alike, you can follow the book from start to finish or choose only those lessons that interest you. Learn to: Correct and improve digital images Seamlessly remove backgrounds, repair images, and replace skies Explore advanced filters that use machine learning and cloud processing Select subjects with complex outlines, including hair, quickly and precisely Composite multiple images and combine with typography Edit video, including transitions and motion effects Edit camera raw images Automate tasks Save as a Photoshop cloud document to easily edit across desktop and mobile devices Export your work for web, mobile devices, and print Classroom in a Book (R), the best-selling series of hands-on software training workbooks, offers what no other book or training program does-an official training series from Adobe, developed with the support of Adobe product experts. Purchasing this book includes valuable online extras. Follow the instructions in the book's "Getting Started" section to unlock access to: Downloadable lesson files you need to work through the projects in the book Web Edition containing the complete text of the book, interactive quizzes, and videos that walk you through the lessons step by step What you need to use this book: Adobe Photoshop (2023 release) software, for either Windows or macOS. (Software not included.) Note: Classroom in a Book does not replace the documentation, support, updates, or any other benefits of being a registered owner of Adobe Photoshop software. This book covers Photoshop on desktop only. It does not address Photoshop on the iPad.
1) Learn how to develop computer vision application algorithms 2) Learn to use software tools for analysis and development 3) Learn underlying processes need for image analysis 4) Learn concepts so that the reader can develop their own algorithms 5) Software tools provided
Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.
This book covers the process of creating digital characters for videogames as well as for 3D print and collectibles. It looks at character asset creation for high-end AAA console games as well as asset creation for legacy devices and the ever-growing mobile gaming industry. Lastly, it covers creation of figurines for 3D printing and collectables. The book provides a step-by-step walk through of creating these assets at an industry level standard. It includes the necessary theory that you need to understand how to be an effective character artist, but primarily focuses on the practical skills needed for creating character assets in the modern games and collectibles industries. This book will be of great interest to all beginner and junior character artists currently working in the gaming or collectable industry or looking to enter these industries. There is also relevant content in the highly detailed examples for people currently working in the industry and looking to pick up a few new tips, tricks and knowledge.
- The first comprehensive beginner's guide to the Grease Pencil component of Blender - Facets of operation are explained in short concise chapters with cross references - Written instruction is accompanied by diagram illustrations, in reference to the program's Graphical User Interface
This book covers the process of creating digital characters for videogames as well as for 3D print and collectibles. It looks at character asset creation for high-end AAA console games as well as asset creation for legacy devices and the ever-growing mobile gaming industry. Lastly, it covers creation of figurines for 3D printing and collectables. The book provides a step-by-step walk through of creating these assets at an industry level standard. It includes the necessary theory that you need to understand how to be an effective character artist, but primarily focuses on the practical skills needed for creating character assets in the modern games and collectibles industries. This book will be of great interest to all beginner and junior character artists currently working in the gaming or collectable industry or looking to enter these industries. There is also relevant content in the highly detailed examples for people currently working in the industry and looking to pick up a few new tips, tricks and knowledge.
This book takes you through all the basic steps of character design for games and animation, from brainstorming and references through to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. The book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.
The simplest, easiest, and quickest ways to learn over 250 Lightroom tips, tricks, and techniques! Lightroom has become the photographer s best tool because it just has so much power and so much depth, but because it has so much power and depth, sometimes the things you need are well kinda hidden or not really obvious. There will be a lot of times when you need to get something done in Lightroom, but you have no idea where Adobe hid that feature, or what the secret handshake is to do that thing you need now so you can get back to working on your images. That s why this book was created: to get you to the technique, the shortcut, or exactly the right setting, right now. How Do I Do That In Lightroom? (3rd Edition) is a fully updated version of the bestselling first and second editions, and it covers all of Lightroom's newest and best tools, such as its powerful masking features. Here's how the book works: When you need to know how to do a particular thing, you turn to the chapter where it would be found (Organizing, Importing, Developing, Printing, etc.), find the thing you need to do (it s easy each page covers just one single topic), and Scott tells you exactly how to do it just like he was sitting there beside you, using the same casual style as if he were telling a friend. That way, you get back to editing your images fast.
This book takes you through all the basic steps of character design for games and animation, from brainstorming and references through to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. The book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.
Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the pivotal decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere. Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who's who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haeger, and Dennis Nordman, among many others. The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics. On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist's work into game code. Whether you're looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960's computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis' memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.
Provides tools from different disciplines and shows how they can be used in the game design world. Offers practical tools for all the main aspects of game design from conception through to testing. Gives concrete examples of how to use each tool with practical applications.
This textbook takes a case study approach to media and audience analytics. Realizing the best way to understand analytics in the digital age is to practice it, the authors have created a collection of cases using data sets that present real and hypothetical scenarios for students to work through. Media Analytics introduces the key principles of media economics and management. It outlines how to interpret and present results, the principles of data visualization and storytelling and the basics of research design and sampling. Although shifting technology makes measurement and analytics a dynamic space, this book takes an evergreen, conceptual approach, reminding students to focus on the principles and foundations that will remain constant. Aimed at upper-level students in the fast-growing area of media analytics in a cross-platform world, students using this text will learn how to find the stories in the data and to present those stories in an engaging way to others. Instructor and Student Resources include an Instructor's Manual, discussion questions, short exercises and links to additional resources. They are available online at www.routledge.com/cw/hollifield. |
You may like...
|