Author: Douglas Stevenson
Publisher: Taylor & Francis
ISBN: 1136042016
Category : Performing Arts
Languages : en
Pages : 196
Book Description
This book teaches readers how to put a working system together by showing them the equipment available to them, and what it can do. Readers will learn how to create video products using the computer as an editing tool, and how to refine sound and combine graphics with video. Information on web distribution is included. With the advent of the new digital camcorders developed by Panasonic and Sony in the new DV format, professional quality video is available in consumer-level equipment. At the same time, digital editing is now available for the PC using video capture cards in the $500-$1,000 price range, and digital editing software in the $800-$1,200 range, such as Adobe Premiere. This combination enables users such as the sophisticated amateur video maker, the wedding or business presentation video maker, and people working in multimedia for educational, training, or other presentation purposes, to edit their own work and turn out competent professional-quality video.
Creating PC Video
Author: Douglas Stevenson
Publisher: Taylor & Francis
ISBN: 1136042016
Category : Performing Arts
Languages : en
Pages : 196
Book Description
This book teaches readers how to put a working system together by showing them the equipment available to them, and what it can do. Readers will learn how to create video products using the computer as an editing tool, and how to refine sound and combine graphics with video. Information on web distribution is included. With the advent of the new digital camcorders developed by Panasonic and Sony in the new DV format, professional quality video is available in consumer-level equipment. At the same time, digital editing is now available for the PC using video capture cards in the $500-$1,000 price range, and digital editing software in the $800-$1,200 range, such as Adobe Premiere. This combination enables users such as the sophisticated amateur video maker, the wedding or business presentation video maker, and people working in multimedia for educational, training, or other presentation purposes, to edit their own work and turn out competent professional-quality video.
Publisher: Taylor & Francis
ISBN: 1136042016
Category : Performing Arts
Languages : en
Pages : 196
Book Description
This book teaches readers how to put a working system together by showing them the equipment available to them, and what it can do. Readers will learn how to create video products using the computer as an editing tool, and how to refine sound and combine graphics with video. Information on web distribution is included. With the advent of the new digital camcorders developed by Panasonic and Sony in the new DV format, professional quality video is available in consumer-level equipment. At the same time, digital editing is now available for the PC using video capture cards in the $500-$1,000 price range, and digital editing software in the $800-$1,200 range, such as Adobe Premiere. This combination enables users such as the sophisticated amateur video maker, the wedding or business presentation video maker, and people working in multimedia for educational, training, or other presentation purposes, to edit their own work and turn out competent professional-quality video.
Computer Graphics from Scratch
Author: Gabriel Gambetta
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250
Book Description
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250
Book Description
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
Creating a Digital Home Entertainment System with Windows Media Center
Author: Michael The Green Button
Publisher: Pearson Education
ISBN: 0132713179
Category : Computers
Languages : en
Pages : 520
Book Description
Even though the Windows Media Center interface is simple to operate, not all activities are intuitive or easy to implement. You may need help determining which type of Media Center PC to buy, or with connecting and configuring the Media Center PC in your home theater system. Creating a Digital Home Entertainment System with Windows Media Center book brings the experience and expertise of The Green Button (the premiere Media Center website) and author Michael Miller to help you plan, use, and troubleshoot your new Media Center PCs and get the most out of Windows Media Center Edition.
Publisher: Pearson Education
ISBN: 0132713179
Category : Computers
Languages : en
Pages : 520
Book Description
Even though the Windows Media Center interface is simple to operate, not all activities are intuitive or easy to implement. You may need help determining which type of Media Center PC to buy, or with connecting and configuring the Media Center PC in your home theater system. Creating a Digital Home Entertainment System with Windows Media Center book brings the experience and expertise of The Green Button (the premiere Media Center website) and author Michael Miller to help you plan, use, and troubleshoot your new Media Center PCs and get the most out of Windows Media Center Edition.
Game Programming Patterns
Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Game Anim
Author: Jonathan Cooper
Publisher: CRC Press
ISBN: 1000357805
Category : Computers
Languages : en
Pages : 307
Book Description
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
Publisher: CRC Press
ISBN: 1000357805
Category : Computers
Languages : en
Pages : 307
Book Description
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
HTML5 Game Development For Dummies
Author: Andy Harris
Publisher: John Wiley & Sons
ISBN: 1118236521
Category : Computers
Languages : en
Pages : 406
Book Description
Create games with graphics that pop for the web and mobile devices! HTML5 is the tool game developers and designers have been eagerly awaiting. It simplifies the job of creating graphically rich, interactive games for the Internet and mobile devices, and this easy-to-use guide simplifies the learning curve. Illustrated in full color, the book takes you step by step through the basics of HTML5 and how to use it to build interactive games with 2D graphics, video, database capability, and plenty of action. Learn to create sports and adventure games, pong games, board games, and more, for both mobile devices and the standard web. Learn to use the new HTML5 technology that makes it easier to create games with lots of action, colorful 2D graphics, and interactivity--for both the web and mobile devices Test and debug your games before deploying them Take advantage of how HTML5 allows for SQL-like data storage, which is especially valuable if you're not well versed in database management Explore creating games suitable for community activity and powerful, profitable games that require large amounts of data Whether you want to build games as a fun hobby or hope to launch a new career, this full-color guide covers everything you need to know to make the most of HTML5 for game design.
Publisher: John Wiley & Sons
ISBN: 1118236521
Category : Computers
Languages : en
Pages : 406
Book Description
Create games with graphics that pop for the web and mobile devices! HTML5 is the tool game developers and designers have been eagerly awaiting. It simplifies the job of creating graphically rich, interactive games for the Internet and mobile devices, and this easy-to-use guide simplifies the learning curve. Illustrated in full color, the book takes you step by step through the basics of HTML5 and how to use it to build interactive games with 2D graphics, video, database capability, and plenty of action. Learn to create sports and adventure games, pong games, board games, and more, for both mobile devices and the standard web. Learn to use the new HTML5 technology that makes it easier to create games with lots of action, colorful 2D graphics, and interactivity--for both the web and mobile devices Test and debug your games before deploying them Take advantage of how HTML5 allows for SQL-like data storage, which is especially valuable if you're not well versed in database management Explore creating games suitable for community activity and powerful, profitable games that require large amounts of data Whether you want to build games as a fun hobby or hope to launch a new career, this full-color guide covers everything you need to know to make the most of HTML5 for game design.
PC Mag
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 372
Book Description
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Publisher:
ISBN:
Category :
Languages : en
Pages : 372
Book Description
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Official Gazette of the United States Patent and Trademark Office
Creating Instructional Multimedia Solutions
Author: Peter Fenrich
Publisher: Informing Science
ISBN: 8392233719
Category : Computer-assisted instruction
Languages : en
Pages : 287
Book Description
Publisher: Informing Science
ISBN: 8392233719
Category : Computer-assisted instruction
Languages : en
Pages : 287
Book Description
Absolute Beginner's Guide to Microsoft Windows XP Media Center
Author: Steve Kovsky
Publisher: Que Publishing
ISBN: 9780789730039
Category : Computers
Languages : en
Pages : 408
Book Description
Although the Windows XP Media Center is designed as a consumer product, it is actually more complex than the conventional computer and home entertainment devices it replaces. That's why this book--written in the fun, friendly Absolute Beginner's style--is required reading for buyers of these multitasking, media-centric machines. It is written in an easy-to-understand tone that won't confuse readers with lots of technical jargon.
Publisher: Que Publishing
ISBN: 9780789730039
Category : Computers
Languages : en
Pages : 408
Book Description
Although the Windows XP Media Center is designed as a consumer product, it is actually more complex than the conventional computer and home entertainment devices it replaces. That's why this book--written in the fun, friendly Absolute Beginner's style--is required reading for buyers of these multitasking, media-centric machines. It is written in an easy-to-understand tone that won't confuse readers with lots of technical jargon.