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Books > Computing & IT > Computer software packages > Multimedia
Dieser Band der "Bibliothek der Mediengestaltung" behandelt die wichtigsten Inhalte zum Medienworkflow sowie zur Kalkulation und zum Projektmanagement. Fur diese Bibliothek wurden die Themen des Kompendiums der Mediengestaltung neu strukturiert, vollstandig uberarbeitet und in ein handliches Format gebracht. Leitlinien waren hierbei die Anpassung an die Entwicklungen in der Werbe- und Medienbranche sowie die Berucksichtigung der aktuellen Rahmenplane und Studienordnungen sowie Prufungsanforderungen der Ausbildungs- und Studiengange. Die Bande der "Bibliothek der Mediengestaltung" enthalten zahlreiche praxisorientierte Aufgaben mit Musterloesungen und eignen sich als Lehr- und Arbeitsbucher an Schulen und Hochschulen sowie zum Selbststudium.
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows. The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book's website www.realtimeshadows.com.
Dieser Band der "Bibliothek der Mediengestaltung" behandelt die Grundlagen des Printdesigns: Entwurfstechniken, Layoutgrundlagen, Seitengestaltung, Printprodukte und Werbemedien Fur diese Bibliothek wurden die Themen des Kompendiums der Mediengestaltung neu strukturiert, vollstandig uberarbeitet und in ein handliches Format gebracht. Leitlinien waren hierbei die Anpassung an die Entwicklungen in der Werbe- und Medienbranche sowie die Berucksichtigung der aktuellen Rahmenplane und Studienordnungen sowie Prufungsanforderungen der Ausbildungs- und Studiengange. Die Bande der "Bibliothek der Mediengestaltung" enthalten zahlreiche praxisorientierte Aufgaben mit Musterloesungen und eignen sich als Lehr- und Arbeitsbucher an Schulen sowie Hochschulen und zum Selbststudium.
"This book introduces human visual perception to readers studying or working in the field of computer graphics, though it may also be of use to perceptual psychologists using computer graphics to generate experimental stimuli, directly investigating the perceptual effectiveness of some aspect of computer graphics, or interested in perceptual topics relevant to the information content of images but not included in most standard vision science references. The book can be used either as a text for an advanced undergraduate or graduate course or as an overview of perception for those active as researchers or developers in computer graphics or related fields"--
This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work presented at the 2013 Symposium on GPU Computing and Applications held in Nanyang Technological University, Singapore (Oct 9, 2013). Three major domains of GPU application are covered in the book including (1) Engineering design and simulation; (2) Biomedical Sciences; and (3) Interactive & Digital Media. The book also addresses the fundamental issues in GPU computing with a focus on big data processing. Researchers and developers in GPU Computing and Applications will benefit from this book. Training professionals and educators can also benefit from this book to learn the possible application of GPU technology in various areas.
Computer graphics is a vast field, and getting 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, as opposed to the tried and true methods. Many of these novel ideas paid off handsomely, and these are the topics covered in this book. Starting from the basic behavior of light, Ms. Kurachi introduces the most useful techniques for global and local illumination using geometric descriptions of an environment in the first section. She then goes on to describe image-based techniques that rely on captured data to do their magic in the second section. In the final section, she looks at the synthesis of these two complementary approaches and what they mean for the future of computer graphics. "The book you hold today tells the story of this new era of computer graphics. Working closely with researchers who helped lead this revolution, Noriko Kurachi describes these key innovations and brings them together as a coherent body of knowledge. Please read this book, practice the techniques, and figure out if they will allow you to create the visions you have in your mind." -Paul Debevec, pioneer in HDR imaging and image-based modeling
Sites of Translation illustrates the intricate rhetorical work that multilingual communicators engage in as they translate information for their communities. Blending ethnographic and empirical methods from multiple disciplines, Laura Gonzales provides methodological examples of how linguistic diversity can be studied in practice, both in and outside the classroom, and provides insights into the rhetorical labor that is often unacknowledged and made invisible in multilingual communication. Sites of Translation is relevant to researchers and teachers of writing as well as technology designers interested in creating systems, pedagogies, and platforms that will be more accessible and useful to multilingual audiences. Sites of Translation presents multilingual communication as intellectual labor that should be further valued in both academic and professional spaces, and supported by multilingual technologies and pedagogies that center the expertise of linguistically diverse communicators.
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.
Photoshop is not just for photographers anymore. Photoshop 3D for Animators is one of the only titles available that discusses 3D Photoshop techniques specifically for animators. Now with Adobe CS5, 3D Digital artists can integrate 3D models into Photoshop or create 3D models in Photoshop with the high capability to customize, edit and animate. With Photoshop 3D for Animators, explore the new 3D tools and techniques that will enhance your animation pipeline and workflows with the Adobe Suite softwares, including After Effects and Flash. Explore the ins and outs of Adobe Photoshop and expand your 3D expertise with the comprehensive guide to Adobe 3D toolset for animators. Customize Adobe CS5 tools for your specific, animation workflow and integrate your 3D models with Adobe Flash and the entire Adobe Suite platform with ease. Learn to manipulate 3D images as well as import 3D content from the Adobe creative suite. With in-depth, step-by-step tutorials, explore lighting, digital painting, texturing and rendering for 2D and 3D the power of Adobe Photoshop software. Enhance your digital workflow and expand your expertise with this hands-on guide to Photoshop CS5. Includes downloadable resources with source files, working samples and models.
"3D Automotive Modeling" is an insider's guide to modeling and designing 3d cars, coming straight to you from from the top automotive designers of the day, and world-class game developers. Techniques are demonstrated in 3ds Max, Maya, XSI, and Photoshop. The book offers a series of tutorials, starting with simple models and moving up to more complex builds. All models and tutorials are tested and trusted by successful artists within commercial design and game development. The very best designers and modelers from across the globe take you through their processes, step by step, the tips, tricks and short cuts that true professionals use. Designers from Honda, Toyota & Mercedes-Benz, as well as modellers from Sony Computer Entertainment, Lucas Arts, Gearbox Games, Sinbin, Rabcat, Art In Games - artists who have worked on some of the biggest games in the industry including the MotorStorm and Test Drive Unlimited series. The associated website includes: all tutorial files, all models, all textures, as well as blueprints and concept images. It also includes access to a vibrant forum where you can discuss your work, get helpful feedback directly from the professionals, and a chance to showcase your creations to the world.
This is the first book to treat the analysis of 3D dynamic scenes using a stereovision system. Several approaches are described, for example two different methods for dealing with long and short sequences of images of an unknown environment including an arbitrary number of rigid mobile objects. Results obtained from stereovision systems are found to be superior to those from monocular image systems, which are often very sensitive to noise and therefore of little use in practice. It is shown thatmotion estimation can be further improved by the explicit modeling of uncertainty in geometric objects. The techniques developed in this book have been successfully demonstrated with a large number of real images in the context of visual navigation of a mobile robot.
Currently, we see a variety of tools and techniques for specifying and implementing business processes. The problem is that there are still gaps and tensions between the different disciplines needed to improve business process execution and improvement in enterprises. Business process modeling, workflow execution and application programming are examples of disciplines that are hosted by different communities and that emerged separately from each other. In particular, concepts have not yet been fully elaborated at the system analysis level. Therefore, practitioners are faced again and again with similar questions in concrete business process projects: Which decomposition mechanism to use? How to find the correct granularity for business process activities? Which implementing technology is the optimal one in a given situation? This work offers an approach to the systematization of the field. The methodology used is explicitly not a comparative analysis of existing tools and techniques - although a review of existing tools is an essential basis for the considerations in the book. Rather, the book tries to provide a landscape of rationales and concepts in business processes with a discussion of alternatives.
Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include:
Dieser Band der "Bibliothek der Mediengestaltung" behandelt die Gestaltung von Zeichen wie Piktogramme, Icons und Logos sowie von Infografiken. Ausserdem thematisiert der Band die Erstellung von 2D- und 3D-Grafiken. Fur diese Bibliothek wurden die Themen des Kompendiums der Mediengestaltung neu strukturiert, vollstandig uberarbeitet und in ein handliches Format gebracht. Leitlinien waren hierbei die Anpassung an die Entwicklungen in der Werbe- und Medienbranche sowie die Berucksichtigung der aktuellen Rahmenplane und Studienordnungen sowie Prufungsanforderungen der Ausbildungs- und Studiengange. Die Bande der "Bibliothek der Mediengestaltung" enthalten zahlreiche praxisorientierte Aufgaben mit Musterloesungen und eignen sich als Lehr- und Arbeitsbucher an Schulen sowie Hochschulen und zum Selbststudium.
Accelerate your Final Cut Studio workflow and expand your creative options by incorporating the Adobe Production Premium toolset into your projects. Adobe's Creative Suite tools are the perfect complement to Final Cut Studio, whether it is improving the look of your still images with Photoshop, monitoring your on-set video with OnLocation, or creating Flash movies for the web. This book shows you how to speed your workflow and wow your clients with practical insight, solid advice, and step-by-step instruction that will allow you to move seamlessly between the two suites. With vivid four-color presentation throughout, renowned digital
media guru Larry Jordan walks you through the best practices and
techniques such as: Larry Jordan is founder of Larry Jordan & Associates, Inc., a Los Angeles based digital media consulting company providing high-quality training on video production and postproduction for professionals and students. He is a producer, director, and editor, and an Apple-Certified trainer, with over 30 years experience with national broadcast and corporate credits. He is the author of hundreds of hours of online training and has previously authored books on the topic of Final Cut Pro. Mr. Jordan is also executive producer and host of the weekly industry-leading digital media podcast Creative Planet's Digital Production BuZZ. He is also a member of both the Directors Guild of America and the Producers Guild of America.
Auralization is the technique of creation and reproduction of sound on the basis of computer data. With this tool it is possible to predict the character of sound signals which are generated at the source and modified by reinforcement, propagation and transmission in systems such as rooms, buildings, vehicles or other technical devices. This book is organized as a comprehensive collection of the basics of sound and vibration, acoustic modelling, simulation, signal processing and audio reproduction. With some mathematical prerequisites, the readers will be able to follow the main strategy of auralization easily and work out their own implementations of auralization in various fields of application in architectural acoustics, acoustic engineering, sound design and virtual reality. For readers interested in basic research, the technique of auralization may be useful to create sound stimuli for specific investigations in linguistic, medical, neurological and psychological research, and in the field of human-machine interaction.
Jeremy Sutton is one of the world's premier Painter artists (www.JeremySutton.com and www.PaintboxJ.com), and in this brand new edition of his best-selling Painter Creativity: Digital Artist's Handbook, he shows you the methods and techniques he's developed over the years to perfect his art and earn him the title of Corel Painter Master. This edition has been completely revamped to cover all of the new features in Corel Painter 11 and the Wacom Intuos4 pen-tablet, including: *The new Hard Media brushes *Complete visual summary of all brushes, new and old, in Painter 11 *Revised and updated command shortcuts *New way of creating and controlling Reference Layers (formerly Free Transform) *Programming suggestions for new Intuos4 Express Keys and Touch Ring *And much more Inside, you'll find comprehensive coverage of the way that Jeremy uses the Painter 11 brushes and the Wacom Intuos4 pen-tablet for drawing and painting. You'll learn how to paint from scratch as well as a loose expressionistic approach to painting from photographs as you follow the clear step-by-step instructions throughout the book. Focused, in-depth case studies provide you with the expertise and guidance you'll need to become your own master of this wonderful world of digital painting. Jeremy balances technical instruction with artistic advice, including a whole chapter on going for it with color. In addition to Jeremy's own works of art, you'll find a gallery of images created by painters who have studied his methods, showing you examples of how you can apply his teaching to your own style and subject matter. Finally, be sure to check out the enclosed bonus CD for valuable supplemental content such as four QuickTime movies as well as custom brushes, art materials and a new Painter workspace.
Dieser Band der "Bibliothek der Mediengestaltung" behandelt die fotografische Gestaltung, die fotografische Optik und Aufnahmetechnik sowie die Bildoptimierung fur die Ausgabe in Digital- und Printmedien. Fur diese Bibliothek wurden die Themen des Kompendiums der Mediengestaltung neu strukturiert, vollstandig uberarbeitet und in ein handliches Format gebracht. Leitlinien waren hierbei die Anpassung an die Entwicklungen in der Werbe- und Medienbranche sowie die Berucksichtigung der aktuellen Rahmenplane und Studienordnungen sowie Prufungsanforderungen der Ausbildungs- und Studiengange. Die Bande der "Bibliothek der Mediengestaltung" enthalten zahlreiche praxisorientierte Aufgaben mit Musterloesungen und eignen sich als Lehr- und Arbeitsbucher an Schulen und Hochschulen sowie zum Selbststudium.
Learning Processing, Second Edition, is a friendly start-up guide to Processing, a free, open-source alternative to expensive software and daunting programming languages. Requiring no previous experience, this book is for the true programming beginner. It teaches the basic building blocks of programming needed to create cutting-edge graphics applications including interactive art, live video processing, and data visualization. Step-by-step examples, thorough explanations, hands-on exercises, and sample code, supports your learning curve. A unique lab-style manual, the book gives graphic and web designers, artists, and illustrators of all stripes a jumpstart on working with the Processing programming environment by providing instruction on the basic principles of the language, followed by careful explanations of select advanced techniques. The book has been developed with a supportive learning experience at its core. From algorithms and data mining to rendering and debugging, it teaches object-oriented programming from the ground up within the fascinating context of interactive visual media. This book is ideal for graphic designers and visual artists without programming background who want to learn programming. It will also appeal to students taking college and graduate courses in interactive media or visual computing, and for self-study.
Combine high-end manga storytelling theory and advice with the
tools for digital creation in Manga Studio, guided by expert
professional manga-ka.
The late 1980s, revolutionary advances in digital halftoning enabled inkjet printers to achieve much higher image fidelity. The rapid rate of progress has resulted in numerous breakthroughs scattered throughout the literature, rendering old technologies obsolete and renewing the need for a centralized source on the current state of the art. Entirely revised and updated, Modern Digital Halftoning, Second Edition provides an integrated and up-to-date treatment of stochastic halftoning and digital printing. Using full-color illustrations to enhance the text, this edition incorporates new topics as well as updated models, algorithms, and methods used to construct and improve the quality of green-noise, blue-noise, and multitone images. Following a review of various halftoning techniques, this edition now covers amplitude modulated dither arrays, adapting to human visual models, direct binary search, and handling stochastic moire problems. It also presents a new chapter on lenticular printing, a means for printing color holographic images. An accompanying CD-ROM contains MATLAB(R) software files and illustrated examples employing algorithms, statistics, and other key concepts from the book. Documenting the development of digital printing since the first edition, Modern Digital Halftoning, Second Edition offers a well-rounded and accurate perspective on the technological capabilities of digital printing and provides all the necessary tools for continuing research in the field.
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.
Create believable CG character models with this unique book and downloadable resource package. The stunning color images show just what you can achieve, and the detailed step-by-step tutorials show exactly how to achieve them. Every technique and tip is backed up with practical tutorials, using the models, textures and video on the downloadable resources to offer a crash course to this vital skill. Jason Patnode takes you from low to high-resolution modeling - helping you span the gap between game and film industry skills. Based on Maya 2008 and ZBrush 3.0. You'll learn: Pipeline and modeling guidelines . Overview of Maya . Introduction to ZBrush modeling . Concept art . Anatomy . Creating a video game character . Creating a hyper-real character . Creating a photo-real character . UVs and texturing . How to create a demo reel
This timely text/reference presents the latest advances in various aspects of social media modeling and social media computing research. Gathering together superb research from a range of established international conferences and workshops, the editors coherently organize and present each of the topics in relation to the basic principles and practices of social media modeling and computing. Individual chapters can be also be used as self-contained references on the material covered. Topics and features: presents contributions from an international selection of preeminent experts in the field; discusses topics on social-media content analysis; examines social-media system design and analysis, and visual analytic tools for event analysis; investigates access control for privacy and security issues in social networks; describes emerging applications of social media, for music recommendation, automatic image annotation, and the analysis and improvement of photo-books.
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: |
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