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Books > Computing & IT > Computer software packages > Multimedia
This comprehensive work provides the fundamentals of computer facial animation and brings into sharper focus techniques that are becoming mainstream in the industry. Over the past decade, since the publication of the first edition, there have been significant developments by academic research groups and in the film and games industries leading to the development of morphable face models, performance driven animation, as well as increasingly detailed lip-synchronization and hair modeling techniques. These topics are described in the context of existing facial animation principles. The second edition provides an up-to-date source for professionals and academic researchers working in the field of facial animation.
Computer graphics is a vast field that is becoming larger every day. It is impossible to cover every topic of interest, even within a specialization such as CG rendering. For many years, Noriko Kurachi has reported on the latest developments for Japanese readers in her monthly column for CG World. Being something of a pioneer herself, she selected topics that represented original and promising new directions for research. Many of these novel ideas are the topics covered in The Magic of Computer Graphics. Starting from the basic behavior of light, the first section of the book introduces the most useful techniques for global and local illumination using geometric descriptions of an environment. The second section goes on to describe image-based techniques that rely on captured data to do their magic. In the final section, the author looks at the synthesis of these two complementary approaches and what they mean for the future of computer graphics.
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.
This work introduces computer graphics from a mathematical perspective, offering a balance of theory, applications, and code. The book begins with a discussion of basic graphics tools such as vectors, matrices, and quaternions, then builds up to more advanced topics such as the intersection of three-dimensional objects. Both classical and new topics are covered. Some topics discussed include basic transforms, curves, surfaces, and subdivision surfaces. New techniques such as wavelets, fractals, parameterization, and fluid simulation are also covered. Throughout a large portion of the book, a new curve and surface algorithm is developed to illustrate the use of mathematics to develop compute graphics algorithms. The book contains all of the classes in C# necessary for computer graphics, providing a full explanation of the C# code and C# implementations for many of the algorithms are provided. The authors are affiliated with the University of Johannesburg, South Africa.
This volume integrates multimodal theoretical frameworks with those from graphic communication and information design and applies this critical synthesis to the examination of the changes and relationships that occur when multimodal documents are distributed across various means and channels of consumption. Drawing on examples from popular newspapers and store catalogs, the book's specific focus is on documents as sets, here defined as the collective of all the assorted forms of a document published across multiple mediums and modes. This approach affords a multi-layered analysis of multimodal documents more broadly, in addition to engaging in questions about the very definition of a document and the terminology we use in relation to documents, including genres, mediums, and modes. As both a critical examination of the theoretical frameworks employed in literature on documents and a way forward for new approaches to analyzing multimodal texts, this volume is key reading for students and scholars in multimodality, graphic communication, design, media studies, and information science.
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.
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.
Graphic Design in Museum Exhibitions offers an in-depth analysis of the multiple roles that exhibition graphics perform in contemporary museums and exhibitions. Drawing on a study of exhibitions that took place at the Victoria and Albert Museum, London, the Museum of London and the Haus der Geschichte, Bonn, Piehl brings together approaches from museum studies, design practice and narrative theory to examine museum exhibitions as multimodal narratives in which graphics account for one set of narrative resources. The analysis underlines the importance of aspects such as accessibility and at the same time problematises conceptualisations that focus only on the effectiveness of graphics as display device, by drawing attention to the contributions that graphics make towards the content on display and to the ways in which it is experienced in the museum space. Graphic Design in Museum Exhibitions argues for a critical reading of and engagement with exhibition graphic design as part of wider debates around meaning-making in museum studies and exhibition-making practice. As such, the book should be essential reading for academics, researchers and students from the fields of museum and design studies. Practitioners such as exhibition designers, graphic designers, curators and other exhibition makers should also find much to interest them in the book.
First published in 1980, Steel-Engraved Book Illustration in England is a detailed and comprehensive survey of the steel engravings that were so popular in the nineteenth century. With an extensive range of illustrations, the book refutes the assumption that steel engravings are of little artistic value or importance, a common attitude rooted largely in the connection between steel engravings and mass-produced books. Beginning with an exploration of the identification problems and early history of steel engravings, it moves through the production and printing of the plates and on to a study of several engravers and artists, as well as of the books themselves. Steel-Engraved Book Illustration in England will appeal to anyone interested in the history of printing and illustration.
Contextual Design: Design for Life, Second Edition, describes the core techniques needed to deliberately produce a compelling user experience. Contextual design was first invented in 1988 to drive a deep understanding of the user into the design process. It has been used in a wide variety of industries and taught in universities all over the world. Until now, the basic CD approach has needed little revision, but with the wide adoption of handheld devices, especially smartphones, the way technology is integrated into people's lives has fundamentally changed. Contextual Design V2.0 introduces both the classic CD techniques and the new techniques needed to "design for life", fulfilling core human motives while supporting activities. This completely updated and revised edition is written in a clear, informal style without excessive jargon, and is the must-have book for any UX Design library. Users will find coverage of mobile devices and consumer and business products, all illustrated with new examples, case studies, and discussions on how to use CD with the agile development and other project requirements methods.
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.
Covering the basics of producing great audio tracks to accompany video projects, Using Soundtrack provides recording and editing tips and guidance on noise reduction tools, audio effects, and Final Cut Pro's powerful real-time audio mixer. Readers also learn how Soundtrack can be used to give video projects a professional finish with the addition of custom, royalty-free scoring. Theory is presented on a need-to-know basis and practical tutorials provide hands-on techniques for common tasks, including editing video to audio, editing audio to video, changing the length of a music bed, editing dialog, and mixing dialog with music and sound effects. The accompanying downloadable resources include tutorial lessons and sample media.
Hands-On Guide to Windows Media is a practical guide that teaches
how to distribute audio and video efficiently and effectively over
computer networks.
In "Hands-On Guide to Webcasting," industry experts address the
fastest-growing application for streaming media - broadcasting live
audio and video on the Internet. Used in all industry verticals
from corporate to entertainment, this book provides an end-to-end
technical overview of the webcasting process. Providing you with
step-by-step instructions from audio/video production, encoding and
authoring to delivery and business issues, this guide provides both
the depth and breadth necessary for mastery of the subject.
Software programs are complex, the books that explain them shouldn
t be. This thoroughly illustrated, full-color guide explains
everything you need to know to get up and running quickly with
Combustion. Get a jump-start learning the major features or the
software without bogging you down with unnecessary detail.
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.
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
Get Real-World Insight from Experienced Professionals in the OpenGL CommunityWith OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the BasicsThe book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your SkillsFocusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.
The 4th FTRA International Conference on Computer Science and its
Applications (CSA-12) will be held in Jeju, Korea on November 22
25, 2012.CSA-12 will be the most comprehensive conference focused
on the various aspects of advances in computer science and its
applications.CSA-12 will provide an opportunity for academic and
industry professionals to discuss the latest issues and progress in
the area of CSA.
Intellectual property owners who exploit new ways of reproducing, distributing, and marketing their creations digitally must also protect them from piracy. Multimedia Security Handbook addresses multiple issues related to the protection of digital media, including audio, image, and video content. This volume examines leading-edge multimedia security concepts including protection architectures, encryption, watermarking, fingerprinting, authentication, and various applications. Comprinsing 26 chapters, the Handbook begins by introducing security fundamentals and discussing the vulnerabilities of individual protection schemes. Part II focuses on multimedia encryption, detailing audio, image, and video encryption techniques. Part III examines watermarking techniques, reviewing current and future trends and discussing multidimensional, fragile, and robust watermarks. Part IV covers multimedia data hiding, fingerprinting, and authentication. The text concludes with chapters describing applications of multimedia protection schemes, presenting topics such as application taxonomy, digital rights management, and techniques for adult image filtering. The Handbook offers comprehensive reference material on advanced topics in the field. It delivers invaluable insight for researchers, practitioners, and engineers involved in designing and developing systems that protect digital multimedia content.
This book examines how renewed forms of artistic activism were developed in the wake of the neoliberal repression since the 1980s.
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.
Boris plug-in applications, including Graffiti, FX, and Red, permit
video editors to add titling, effects, compositing, and 3D
capabilities to their nonlinear editing (NLE) systems.
Documentation and training materials have been notoriously lacking
for these applications. Instant Boris Effects is a complete guide
for novice and intermediate users of Boris Graffiti, FX, and Red
applications. Beginning with an orientation to the user interface,
readers learn how masks, splines, containers, and filters work.
They'll learn how to apply Boris effects through their NLE, and the
benefits of using them as stand-alone applications. The second
section provides detailed, step-by-step instructions on building
example effects that readers can incorporate into their own work -
including rotoscoping effects, animating still images, text on a
path, 3D extruded objects with media mapping, and clean chroma-key
effects.
MATLAB®, 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. |
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