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Books > Computing & IT > Computer software packages > Multimedia
In the extensive fields of optics, holography and virtual reality, technology continues to evolve. Displays: Fundamentals and Applications, Second Edition addresses these updates and discusses how real-time computer graphics and vision enable the application and displays of graphical 2D and 3D content. This book explores in detail these technological developments, as well as the shifting techniques behind projection displays, projector-camera systems, stereoscopic and autostereoscopic displays. This new edition contains many updates and additions reflecting the changes in fast developing areas such as holography and near-eye displays for Augmented and Virtual reality applications. Perfect for the student looking to sharpen their developing skill or the master refining their technique, Rolf Hainich and Oliver Bimber help the reader understand the basics of optics, light modulation, visual perception, display technologies, and computer-generated holography. With almost 500 illustrations Displays will help the reader see the field of augmentation and virtual reality display with new eyes. Features: * Covers physics, technology and techniques behind flat-panel as well as projection displays, projector-camera systems, stereoscopic and autostereoscopic displays, computer-generated holography, and near-eye displays * Discusses how real-time computer graphics and computer vision enable the visualization of graphical 2D and 3D content * Augmented by close to 500 rich illustrations, which give readers a clear understanding of existing and emerging display technology
Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of new capture modalities, reconstruction approaches, and visual perception into the computer graphics pipeline. Understand the Entire Pipeline from Acquisition, Reconstruction, and Modeling to Realistic Rendering and Applications The book covers sensors for capturing 3D scenes, including regular cameras, wide-angle omnidirectional cameras, active range scanners, and plenoptic (multi-viewpoint) cameras, as well as fundamental algorithms for processing the imagery, such as stereo correspondence and 3D structure and motion recovery. It describes 3D modeling techniques, from generic object models (such as 3D meshes) to more domain-specific models (such as human shape and motion models). The book also discusses how techniques, including image- and video-based rendering, meet speed and realism requirements. Overcome Challenges in Your Own Research Experiments This book is both an accessible introduction to the emerging research of real-world visual computing and a practical guide that shows you how to start implementing frequently encountered methods.
This book combines insights from the humanities and modern neuroscience to explore the contribution of affect and embodiment on meaning-making in case studies from animation, video games, and virtual worlds. As we interact more and more with animated characters and avatars in everyday media consumption, it has become vital to investigate the ways that animated environments influence our perception of the liberal humanist subject. This book is the first to apply recent research on the application of the embodied mind thesis to our understanding of embodied engagement with nonhumans and cyborgs in animated media, analyzing works by Emile Cohl, Hayao Miyazaki, Tim Burton, Norman McLaren, the Quay Brothers, Pixar, and many others. Drawing on the breakthroughs of modern brain science to argue that animated media broadens the viewer's perceptual reach, this title offers a welcome contribution to the growing literature at the intersection of cognitive studies and film studies, with a perspective on animation that is new and original. 'Affect and Embodied Meaning in Animation' will be essential reading for researchers of Animation Studies, Film and Media Theory, Posthumanism, Video Games, and Digital Culture, and will provide a key insight into animation for both undergraduate and graduate students. Because of the increasing importance of visual effect cinema and video games, the book will also be of keen interest within Film Studies and Media Studies, as well as to general readers interested in scholarship in animated media.
Combine high-end manga storytelling theory and advice with the
tools for digital creation in Manga Studio, guided by expert
professional manga-ka.
This book provides the reader with an understanding of what color is, where color comes from, and how color can be used correctly in many different applications. The authors first treat the physics of light and its interaction with matter at the atomic level, so that the origins of color can be appreciated. The intimate relationship between energy levels, orbital states, and electromagnetic waves helps to explain why diamonds shimmer, rubies are red, and the feathers of the Blue Jay are blue. Then, color theory is explained from its origin to the current state of the art, including image capture and display as well as the practical use of color in disciplines such as computer graphics, computer vision, photography, and film.
This study centers on issues of marginality and monstrosity in medieval England. In the middle ages, geography was viewed as divinely ordered, so Britain's location at the periphery of the inhabitable world caused anxiety among its inhabitants. Far from the world's holy center, the geographic margins were considered monstrous. Medieval geography, for centuries scorned as crude, is now the subject of several careful studies. Monsters have likewise been the subject of recent attention in the growing field of "monster studies," though few works situate these creatures firmly in their specific historical contexts. This book sits at the crossroads of these two discourses (geography and monstrosity), treated separately in the established scholarship but inseparable in the minds of medieval authors and artists.
Mobile Multimedia in Action displays a revealing picture of how people communicate using camera phones and other mobile multimedia devices. With such devices spreading faster than practically any other new technology, questions about how these devices are being used (and abused) to capture and distribute embarrassing or raunchy images and content, and what should be done about it, are surfacing. This volume presents the first detailed study of the use of these devices. Using a variant of social science research known as ethnomethodology, Koskinen explores the kinds of images people take with camera phones and how they use sound to enhance these images. The book asks two main questions. First, what kinds of methods of expression, such as visuals or sound, do people use when they design multimedia messages? Second, how do people interact with and respond to each other through mobile multimedia devices? Koskinen has a broader objective centering on the impact of these devices on human relationships and society at large. He asks, what do people do with these devices? Is mobile telephony moving toward a more practical direction, or will it simply become a visual chatty channel fit for gossip but not for real news or other practical purposes? What kind of social activities and organizations does it best serve--peer-to-peer networks or institutional ones? Koskinen examines these questions from three unique perspectives: the design elements of mobile multimedia, which considers methods of expression people use in designing multimedia messages; mobile multimedia as interaction, which looks into how people interact with each other using this technology and makes a case for studying multimedia as a naturally occurring activity; and mobile multimedia in society, which searches for answers as to the societal consequences of mobile multimedia usage. A groundbreaking work, "Mobile Multimedia in Action" will be a fascinating read for both multimedia device professionals and everyday users alike. Providing a glimpse into the future, Koskinen asks where mobile multimedia technology is taking mankind and society.
Get ready to take flight as two certified flight instructors guide you through the pilot ratings as it is done in the real world, starting with Sport Pilot training, then Private Pilot, followed by the Instrument Rating, Commercial Pilot, and Air Transport Pilot. They cover the skills of flight, how to master Flight Simulator, and how to use the software as a learning tool towards your pilot's license. More advanced topics demonstrate how Flight Simulator X can be used as a continuing learning tool and how to simulate real-world emergencies.
Packed with more than 350 techniques, this book delivers what you
need to know-on the spot. Its concise presentation of professional
techniques is suited to experienced artists whether you are:
Introduction to Visual Computing: Core Concepts in Computer Vision, Graphics, and Image Processing covers the fundamental concepts of visual computing. Whereas past books have treated these concepts within the context of specific fields such as computer graphics, computer vision or image processing, this book offers a unified view of these core concepts, thereby providing a unified treatment of computational and mathematical methods for creating, capturing, analyzing and manipulating visual data (e.g. 2D images, 3D models). Fundamentals covered in the book include convolution, Fourier transform, filters, geometric transformations, epipolar geometry, 3D reconstruction, color and the image synthesis pipeline. The book is organized in four parts. The first part provides an exposure to different kinds of visual data (e.g. 2D images, videos and 3D geometry) and the core mathematical techniques that are required for their processing (e.g. interpolation and linear regression.) The second part of the book on Image Based Visual Computing deals with several fundamental techniques to process 2D images (e.g. convolution, spectral analysis and feature detection) and corresponds to the low level retinal image processing that happens in the eye in the human visual system pathway. The next part of the book on Geometric Visual Computing deals with the fundamental techniques used to combine the geometric information from multiple eyes creating a 3D interpretation of the object and world around us (e.g. transformations, projective and epipolar geometry, and 3D reconstruction). This corresponds to the higher level processing that happens in the brain combining information from both the eyes thereby helping us to navigate through the 3D world around us. The last two parts of the book cover Radiometric Visual Computing and Visual Content Synthesis. These parts focus on the fundamental techniques for processing information arising from the interaction of light with objects around us, as well as the fundamentals of creating virtual computer generated worlds that mimic all the processing presented in the prior sections. The book is written for a 16 week long semester course and can be used for both undergraduate and graduate teaching, as well as a reference for professionals.
The Hands-On Guide to Flash Video is a professional reference book
written by industry experts that are currently helping
professionals produce Web video and implement Flash Media Server.
This book covers Flash Video production from soup to nuts,
beginning with how to configure your camcorder and ending to
advanced server techniques like bandwidth detection and FMS logging
and reporting. Real word lessons from case studies of successful
Flash Video deployments are also included.
Both pragmatic and motivational, this book addresses what it means to have a successful long-term career in the arts, taking stock of the current landscape of the art world, introducing new venues in the field, reflecting on issues of social media and exhibition, and ultimately encouraging artists to take control of their professional lives. Weaving conversations from a range of internationally based artists who have negotiated alternative paths to success, lauded artist and teacher Stacy Miller provides a practical, lively reflection on what it takes to be an artist in our new global landscape. This book covers practical needs, different approaches, and philosophical ways of creating a life and career in the arts. It lays out conventional and nonconventional means to representation, describes being an entrepreneur versus funding independent creative projects, and examines social media for the potential powerhouse it is. Most importantly, it gives artists a way to think about being a professional and the different paths to a successful career in the arts. Perfect for emerging, mid-career, and experienced artists, this book encourages readers to redefine personal success and to act locally, nationally, and internationally in an expanding art world.
Andrew Rapo and Alex Michael explain all the important programming
concepts from a designer's point of view, making them completely
accessible to non-programmers. Completely revised and rewritten
this second edition will help you develop professional ActionScript
2 applications, and communicate knowledgably about current, Object
Oriented ActionScript 2 techniques.
Graphic Novels and Visual Cultures in South Asia explores the shifting landscapes of the graphic narratives and related visual cultures scene in South Asia today. This exciting volume explores the ever-developing scene of graphic novels, graphic narratives and related visual cultures in South Asia. Covering topics such as Tamil comics, material memory, the politics of graphic adaptation, the fandom of Ms Marvel as well as watching Pakistani social lives on Indian TV, this collection of essays are testament to how visual cultures across South Asia are responding to a new world order. The collection of work explores how certain visual cultures in South Asia are attempting to re-shape previous modes of visuality by unpacking what it means to be living in South Asia today. Through its inclusion of articles, visual essays and in-conversation pieces, this collection offers insight into the ways in which this narrative is unfolding, the kind of stories which are being told and how, in telling these stories, South Asian society is called upon to engage and crucially, to react to what we see, how and why we see it. This book was originally published as a special issue of the South Asian Popular Culture journal.
Our Missing Manual is hands-down the bestselling book on iPhoto. And now, updated to cover Apple's newest release, "iPhoto 5: The Missing Manual" comes fully loaded--and in full color--so you can exercise all the power, flexibility, and creativity of the stunning new iPhoto 5. Some of iPhoto 5's fifty new features are tiny nips and tucks, such as menu rewordings, quiet refinements, and secret keystrokes that take most people days to stumble through. Others are big-ticket overhauls aimed at both power users (RAW-file import and editing, color correction sliders, real-time histogram) and everyday shutterbugs (nested file folders, individual-photo control in slideshows, and a completely rewritten book-layout kit). Additional improvements include a robust search feature (similar to that of iTunes) and the addition of "objects" for slideshow and book projects (using objects, you can manipulate images without affecting pictures in your master library). "iPhoto 5: The Missing Manual" covers them all with the scrupulous objectivity, clever wit, and technical wisdom you count on from David Pogue along with the Mac and digital photography expertise of Derrick Story. Their authoritative guide starts out with a crash course on digital photography, complete with tutorials on buying a digital camera, composing brilliant photos in various situations (including sports photography, portraits, nighttime photography--even kid photography!) and making digital movies. "iPhoto 5: The Missing Manual" then launches into every detail of iPhoto, from camera-meets-Mac basics to storing, searching, and editing; from sharing your digital photography with the world (via customized slideshows--completewith iTunes soundtrack, if you like--prints, photo books, email, the Web, and even your network) to exporting to QuickTime and iDVD. And don't forget iPhoto "stunts," such as building custom screen savers and desktop backdrops; exporting pictures; making the most of plug-ins, add-ons, and beef-ups; using AppleScript; and managing files with backups, CDs, and photo libraries. "iPhoto 5: The Missing Manual" gives you everything you need to become the digital photographer extraordinaire you want to be.
Hands-On Guide to Windows Media is a practical guide that teaches
how to distribute audio and video efficiently and effectively over
computer networks.
Putting the G into CAGD, the authors provide a much-needed practical and basic introduction to computer-aided geometric design. This book will help readers understand and use the elements of computer-aided geometric design, curves and surfaces, without the mathematical baggage that is necessary only for more advanced work. Though only minimal background in mathematics is needed to understand the bookis concepts, the book covers an amazing array of topics such as Bezier and B-spline curves and their corresponding surfaces, subdivision surfaces, and NURBS (Non-Uniform Rational B-Splines). Also included are techniques such as interpolation and least squares methods.
This book addresses the new possibilities that are becoming available in games technology through the development of programmable hardware. It is helpful for students of game technology and established game programmers and developers who want to update their expertise to the new technology.
A great many varied and interesting visual effects can be achieved with computer graphics, for which a fundamental understanding of the underlying mathematical concepts – and a knowledge of how they can be implemented in a particular programming language – is essential. "Computer Graphics for Java Programmers, 2nd edition" covers elementary concepts in creating and manipulating 2D and 3D graphical objects, covering topics from classic graphics algorithms to perspective drawings and hidden-line elimination. Completely revised and updated throughout, the second edition of this highly popular textbook contains a host of ready-to-run-programs and worked examples, illuminating general principles and geometric techniques. Ideal for classroom use or self-study, it provides a perfect foundation for programming computer graphics using Java.
MATLABŪ, now the industry-standard engineering language for computation, analysis, and visualization, continues to evolve in its capabilities. Version 6.x incorporated several major improvements, including significant enhancements to its graphics features, such as transparencies, increased 3-D visualization, and an improved rendering engine.
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
Connect with the newest and most vibrant online community Though it was originally a virtual meeting place primarily for gamers, Discord's userbase has quintupled in size in just two years and branched to include discussions on a multitude of topics. Discord For Dummies shows readers how to connect with the massive Discord audience, both within and well beyond the gaming niche. Celebrated writer, broadcaster, gamer, and technologist Tee Morris teaches readers how to set up a profile, establish channels, and join other conversations. Along the way, he'll show you how to grow your audience and utilize Discord in your business. You'll also learn to: - Play by the rules of Discord, both written and unwritten - Build a Discord studio - Create a community - Acquire must-have accessories With an audience of over 250,000,000 active users, you can't afford to ignore the Discord community. Discord For Dummies is perfect for businesses seeking a larger audience, established media looking for a presence in private chat, and groups looking to organize their communication.
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Wolfgang Engel's GPU Pro 360 Guide to Image Space gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that operate primarily in image space. This volume is complete with 15 articles by leading programmers speaks to the power and convenience of working in screen space. GPU Pro 360 Guide to Image Space is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges
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