Author: Chris Georgenes
Publisher: Taylor & Francis
ISBN: 1136126457
Category : Computers
Languages : en
Pages : 274
Book Description
You've got the cheats, tutorials, and how-tos. What else do you need? Go above and beyond those stop-gaps and step-by-steps with Pushing Pixels, the real-world guide to developing dynamic and fun content from conception to deployment. Whether you are animating for a short, a fun cartoon, or a mobile game, renowned Flash expert Chris Georgenes will show you his approach with various types of animation projects, from start to finish. Providing in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, this is the go-to source for anyone looking to create great animation.
Pushing Pixels
Author: Chris Georgenes
Publisher: Taylor & Francis
ISBN: 1136126457
Category : Computers
Languages : en
Pages : 274
Book Description
You've got the cheats, tutorials, and how-tos. What else do you need? Go above and beyond those stop-gaps and step-by-steps with Pushing Pixels, the real-world guide to developing dynamic and fun content from conception to deployment. Whether you are animating for a short, a fun cartoon, or a mobile game, renowned Flash expert Chris Georgenes will show you his approach with various types of animation projects, from start to finish. Providing in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, this is the go-to source for anyone looking to create great animation.
Publisher: Taylor & Francis
ISBN: 1136126457
Category : Computers
Languages : en
Pages : 274
Book Description
You've got the cheats, tutorials, and how-tos. What else do you need? Go above and beyond those stop-gaps and step-by-steps with Pushing Pixels, the real-world guide to developing dynamic and fun content from conception to deployment. Whether you are animating for a short, a fun cartoon, or a mobile game, renowned Flash expert Chris Georgenes will show you his approach with various types of animation projects, from start to finish. Providing in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, this is the go-to source for anyone looking to create great animation.
Introducing HTML5
Author: Bruce Lawson
Publisher: Peachpit Press
ISBN: 0321784421
Category : Computers
Languages : en
Pages : 312
Book Description
An introduction to HTML5 for those familiar with (X)HTML.
Publisher: Peachpit Press
ISBN: 0321784421
Category : Computers
Languages : en
Pages : 312
Book Description
An introduction to HTML5 for those familiar with (X)HTML.
Image Analysis and Recognition
Author: Aurélio Campilho
Publisher: Springer
ISBN: 3540301259
Category : Computers
Languages : en
Pages : 905
Book Description
ICIAR 2004, the International Conference on Image Analysis and Recognition, was the ?rst ICIAR conference, and was held in Porto, Portugal. ICIAR will be organized annually, and will alternate between Europe and North America. ICIAR 2005 will take place in Toronto, Ontario, Canada. The idea of o?ering these conferences came as a result of discussion between researchers in Portugal and Canada to encourage collaboration and exchange, mainly between these two countries, but also with the open participation of other countries, addressing recent advances in theory, methodology and applications. The response to the call for papers for ICIAR 2004 was very positive. From 316 full papers submitted, 210 were accepted (97 oral presentations, and 113 - sters). The review process was carried out by the Program Committee members and other reviewers; all are experts in various image analysis and recognition areas. Each paper was reviewed by at least two reviewing parties. The high q- lity of the papers in these proceedings is attributed ?rst to the authors, and second to the quality of the reviews provided by the experts. We would like to thank the authors for responding to our call, and we wholeheartedly thank the reviewers for their excellent work in such a short amount of time. We are espe- ally indebted to the Program Committee for their e?orts that allowed us to set up this publication. We were very pleased to be able to include in the conference, Prof. Murat KuntfromtheSwissFederalInstituteofTechnology,andProf. Mario ́ Figueiredo, oftheInstitutoSuperiorT ́ ecnico,inPortugal.
Publisher: Springer
ISBN: 3540301259
Category : Computers
Languages : en
Pages : 905
Book Description
ICIAR 2004, the International Conference on Image Analysis and Recognition, was the ?rst ICIAR conference, and was held in Porto, Portugal. ICIAR will be organized annually, and will alternate between Europe and North America. ICIAR 2005 will take place in Toronto, Ontario, Canada. The idea of o?ering these conferences came as a result of discussion between researchers in Portugal and Canada to encourage collaboration and exchange, mainly between these two countries, but also with the open participation of other countries, addressing recent advances in theory, methodology and applications. The response to the call for papers for ICIAR 2004 was very positive. From 316 full papers submitted, 210 were accepted (97 oral presentations, and 113 - sters). The review process was carried out by the Program Committee members and other reviewers; all are experts in various image analysis and recognition areas. Each paper was reviewed by at least two reviewing parties. The high q- lity of the papers in these proceedings is attributed ?rst to the authors, and second to the quality of the reviews provided by the experts. We would like to thank the authors for responding to our call, and we wholeheartedly thank the reviewers for their excellent work in such a short amount of time. We are espe- ally indebted to the Program Committee for their e?orts that allowed us to set up this publication. We were very pleased to be able to include in the conference, Prof. Murat KuntfromtheSwissFederalInstituteofTechnology,andProf. Mario ́ Figueiredo, oftheInstitutoSuperiorT ́ ecnico,inPortugal.
Level Up!
Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Cyberpunk Tao
Author: Matthew Kowalski
Publisher: Lulu.com
ISBN: 1300644583
Category : Computers
Languages : en
Pages : 221
Book Description
Shift into high gear, with my stylish black mirror shades, the light absorbing into my clothing making me Void black. Asunder the void of those blacks negating existence, drawing in the light.Hell, if I am within 15 feet of a normal incandescent light - pop the light flickers into nothingness. This is the price I pay for being a runner in the night, a midnight runner pushing the tech to rez. Kids, the ones that never leave their house but are just begging for coin to pass the river.The coin is information and the value is high. Information defines us in the shadows.No one can see our faces, we illuminate ourselves in Data. Keyframes define the animation of our lives.Livelihoods created on illusion.
Publisher: Lulu.com
ISBN: 1300644583
Category : Computers
Languages : en
Pages : 221
Book Description
Shift into high gear, with my stylish black mirror shades, the light absorbing into my clothing making me Void black. Asunder the void of those blacks negating existence, drawing in the light.Hell, if I am within 15 feet of a normal incandescent light - pop the light flickers into nothingness. This is the price I pay for being a runner in the night, a midnight runner pushing the tech to rez. Kids, the ones that never leave their house but are just begging for coin to pass the river.The coin is information and the value is high. Information defines us in the shadows.No one can see our faces, we illuminate ourselves in Data. Keyframes define the animation of our lives.Livelihoods created on illusion.
How to Become a Video Game Artist
Author: Sam R. Kennedy
Publisher: Watson-Guptill
ISBN: 082300810X
Category : Art
Languages : en
Pages : 162
Book Description
Become a Player in the Business of Video Game Art Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.
Publisher: Watson-Guptill
ISBN: 082300810X
Category : Art
Languages : en
Pages : 162
Book Description
Become a Player in the Business of Video Game Art Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.
Product Leadership
Author: Richard Banfield
Publisher: "O'Reilly Media, Inc."
ISBN: 1491960558
Category : Business & Economics
Languages : en
Pages : 190
Book Description
In today’s lightning-fast technology world, good product management is critical to maintaining a competitive advantage. Yet, managing human beings and navigating complex product roadmaps is no easy task, and it’s rare to find a product leader who can steward a digital product from concept to launch without a couple of major hiccups. Why do some product leaders succeed while others don’t? This insightful book presents interviews with nearly 100 leading product managers from all over the world. Authors Richard Banfield, Martin Eriksson, and Nate Walkingshaw draw on decades of experience in product design and development to capture the approaches, styles, insights, and techniques of successful product managers. If you want to understand what drives good product leaders, this book is an irreplaceable resource. In three parts, Product Leadership helps you explore: Themes and patterns of successful teams and their leaders, and ways to attain those characteristics Best approaches for guiding your product team through the startup, emerging, and enterprise stages of a company’s evolution Strategies and tactics for working with customers, agencies, partners, and external stakeholders
Publisher: "O'Reilly Media, Inc."
ISBN: 1491960558
Category : Business & Economics
Languages : en
Pages : 190
Book Description
In today’s lightning-fast technology world, good product management is critical to maintaining a competitive advantage. Yet, managing human beings and navigating complex product roadmaps is no easy task, and it’s rare to find a product leader who can steward a digital product from concept to launch without a couple of major hiccups. Why do some product leaders succeed while others don’t? This insightful book presents interviews with nearly 100 leading product managers from all over the world. Authors Richard Banfield, Martin Eriksson, and Nate Walkingshaw draw on decades of experience in product design and development to capture the approaches, styles, insights, and techniques of successful product managers. If you want to understand what drives good product leaders, this book is an irreplaceable resource. In three parts, Product Leadership helps you explore: Themes and patterns of successful teams and their leaders, and ways to attain those characteristics Best approaches for guiding your product team through the startup, emerging, and enterprise stages of a company’s evolution Strategies and tactics for working with customers, agencies, partners, and external stakeholders
Sams Teach Yourself Adobe Photoshop Elements 2 in 24 Hours
Author: Carla Rose
Publisher: Sams Publishing
ISBN: 9780672324307
Category : Computers
Languages : en
Pages : 522
Book Description
Photoshop Elements is a more accessible version of Adobe's flagship product, Photoshop. Elements is geared to business users, students, and home users who want professional-looking images for their print and Web projects. Topics covered in the book include capturing and editing photos from traditional or digital cameras, correcting color, working with layers, erasing backgrounds and creating photo-illustrations.
Publisher: Sams Publishing
ISBN: 9780672324307
Category : Computers
Languages : en
Pages : 522
Book Description
Photoshop Elements is a more accessible version of Adobe's flagship product, Photoshop. Elements is geared to business users, students, and home users who want professional-looking images for their print and Web projects. Topics covered in the book include capturing and editing photos from traditional or digital cameras, correcting color, working with layers, erasing backgrounds and creating photo-illustrations.
Foundation ActionScript 3.0 Image Effects
Author: Gerald YardFace
Publisher: Apress
ISBN: 143021872X
Category : Computers
Languages : en
Pages : 673
Book Description
Foundation ActionScript 3.0 Image Effects discusses the ins and outs of graphical manipulation through code of all the different elements available in a Flash project, from vectors to bitmaps to videos, from animated text effects to dynamic video filters. Flash 8 introduced a vast array of image features, such as blend modes and filters as well as ActionScript's powerful BitmapData object, and this book covers all those effects in their CS4 form, as well as the graphical options that are available, such as the Pixel Bender Toolkit. It also details the many possible effects that can be achieved and the associated practical applications, with a focus on strong object-oriented programming methodologies to make the code more modular and reusable across projects. Gives detailed information on all of the image manipulation abilities of Flash CS4 Covers complex technology, such as the Pixel Bender Toolkit There is no other book like it, covering the same topics in as much depth
Publisher: Apress
ISBN: 143021872X
Category : Computers
Languages : en
Pages : 673
Book Description
Foundation ActionScript 3.0 Image Effects discusses the ins and outs of graphical manipulation through code of all the different elements available in a Flash project, from vectors to bitmaps to videos, from animated text effects to dynamic video filters. Flash 8 introduced a vast array of image features, such as blend modes and filters as well as ActionScript's powerful BitmapData object, and this book covers all those effects in their CS4 form, as well as the graphical options that are available, such as the Pixel Bender Toolkit. It also details the many possible effects that can be achieved and the associated practical applications, with a focus on strong object-oriented programming methodologies to make the code more modular and reusable across projects. Gives detailed information on all of the image manipulation abilities of Flash CS4 Covers complex technology, such as the Pixel Bender Toolkit There is no other book like it, covering the same topics in as much depth
Computer Graphics : Algorithms and Implementations
Author: D. P. Mukherjee
Publisher: PHI Learning Pvt. Ltd.
ISBN: 8120340892
Category : Computers
Languages : en
Pages : 595
Book Description
Intended as a textbook on graphics at undergraduate and postgraduate level, the primary objective of the book is to seamlessly integrate the theory of Computer Graphics with its implementation. The theory and implementation aspects are designed concisely to suit a semester-long course. Students of BE/BTech level of Computer Science, Information Technology and related disciplines will not only learn the basic theoretical concepts on Graphics, but also learn the modifications necessary in order to implement them in the discrete space of the computer screen. Practising engineers will find this book helpful as the C program implementations available in this book could be used as kernel to build a graphics system. This book is also suitable for the students of M.Sc. (Computer Science) and Computer Applications (BCA/MCA). To suit the present day need, the C implementations are done for Windows operating system exposing students to important concepts of message-driven programming. For wider acceptability, Dev C++ (an open source integrated windows program development environment) versions of the implementations of graphics programs are also included in the companion CD-ROM. This book introduces the students to Windows programming and explains the building blocks for the implementation of computer graphics algorithms. It advances on to elaborate the two-dimensional geometric transformations and the design and implementation of the algorithms of line drawing, circle drawing, drawing curves, filling and clipping. In addition, this well-written text describes three-dimensional graphics and hidden surface removal algorithms and their implementations. Finally, the book discusses illumination and shading along with the Phong illumination model. Key Features : Includes fundamental theoretical concepts of computer graphics. Contains C implementations of all basic computer graphics algorithms. Teaches Windows programming and how graphics algorithms can be tailor-made for implementations in message-driven architecture. Offers chapter-end exercises to help students test their understanding. Gives a summary at the end of each chapter to help students overview the key points of the text. Includes a companion CD containing C programs to demonstrate the implementation of graphics algorithms.
Publisher: PHI Learning Pvt. Ltd.
ISBN: 8120340892
Category : Computers
Languages : en
Pages : 595
Book Description
Intended as a textbook on graphics at undergraduate and postgraduate level, the primary objective of the book is to seamlessly integrate the theory of Computer Graphics with its implementation. The theory and implementation aspects are designed concisely to suit a semester-long course. Students of BE/BTech level of Computer Science, Information Technology and related disciplines will not only learn the basic theoretical concepts on Graphics, but also learn the modifications necessary in order to implement them in the discrete space of the computer screen. Practising engineers will find this book helpful as the C program implementations available in this book could be used as kernel to build a graphics system. This book is also suitable for the students of M.Sc. (Computer Science) and Computer Applications (BCA/MCA). To suit the present day need, the C implementations are done for Windows operating system exposing students to important concepts of message-driven programming. For wider acceptability, Dev C++ (an open source integrated windows program development environment) versions of the implementations of graphics programs are also included in the companion CD-ROM. This book introduces the students to Windows programming and explains the building blocks for the implementation of computer graphics algorithms. It advances on to elaborate the two-dimensional geometric transformations and the design and implementation of the algorithms of line drawing, circle drawing, drawing curves, filling and clipping. In addition, this well-written text describes three-dimensional graphics and hidden surface removal algorithms and their implementations. Finally, the book discusses illumination and shading along with the Phong illumination model. Key Features : Includes fundamental theoretical concepts of computer graphics. Contains C implementations of all basic computer graphics algorithms. Teaches Windows programming and how graphics algorithms can be tailor-made for implementations in message-driven architecture. Offers chapter-end exercises to help students test their understanding. Gives a summary at the end of each chapter to help students overview the key points of the text. Includes a companion CD containing C programs to demonstrate the implementation of graphics algorithms.