Author: Alvy Ray Smith Publisher: MIT Press ISBN: 0262542455 Category : Computers Languages : en Pages : 560
Book Description
The pixel as the organizing principle of all pictures, from cave paintings to Toy Story. The Great Digital Convergence of all media types into one universal digital medium occurred, with little fanfare, at the recent turn of the millennium. The bit became the universal medium, and the pixel--a particular packaging of bits--conquered the world. Henceforward, nearly every picture in the world would be composed of pixels--cell phone pictures, app interfaces, Mars Rover transmissions, book illustrations, videogames. In A Biography of the Pixel, Pixar cofounder Alvy Ray Smith argues that the pixel is the organizing principle of most modern media, and he presents a few simple but profound ideas that unify the dazzling varieties of digital image making. Smith's story of the pixel's development begins with Fourier waves, proceeds through Turing machines, and ends with the first digital movies from Pixar, DreamWorks, and Blue Sky. Today, almost all the pictures we encounter are digital--mediated by the pixel and irretrievably separated from their media; museums and kindergartens are two of the last outposts of the analog. Smith explains, engagingly and accessibly, how pictures composed of invisible stuff become visible--that is, how digital pixels convert to analog display elements. Taking the special case of digital movies to represent all of Digital Light (his term for pictures constructed of pixels), and drawing on his decades of work in the field, Smith approaches his subject from multiple angles--art, technology, entertainment, business, and history. A Biography of the Pixel is essential reading for anyone who has watched a video on a cell phone, played a videogame, or seen a movie. 400 pages of annotations, prepared by the author and available online, provide an invaluable resource for readers.
Author: Henri Maître Publisher: John Wiley & Sons ISBN: 1848218478 Category : Photography Languages : en Pages : 462
Book Description
The digital camera conceals remarkable technological innovations that affect the formation of the image, the color representation or automated measurements and settings. ** From photon to pixel photon ** describes the device both from the point of view of the physics of the phenomena involved, as technical components and software it uses. Based on the perceptual properties of the visual system as well as on standard transmission and representation, analyzes the solutions to meet the demands of the photographer on the development, contrast, white balance or stabilization of image. The advanced architectures adopted in mobile phones and developments of computational photography are also presented, foreshadowing the features of the future device.
Author: Charles R. Smith Jr. Publisher: Holiday House ISBN: 0823443337 Category : Juvenile Nonfiction Languages : en Pages : 59
Book Description
Jimi Hendrix's talent was epic, and so is this lyrical account of his life, with spectacular artwork by Edel Rodriguez-- including a poster underneath the jacket! From his turbulent childhood through his epical appearance at the Monterey and Woodstock festivals, Charles R. Smith Jr. covers it all in this rich and rhythmic account of a singular life, accompanied by the psychedelic splendor of Edel Rodriguez's acid-tinged artwork. Let me tell you a story, a story 'bout a boy, who became a man, a git-tar man, named Jimi. Written as a series of verses beginning with intro and ending with outro, this unique mix of rhythm and rhyme captures the essence of rock icon Jimi Hendrix and his struggle to live life on his own terms. Backmatter, including a select discography, timeline of Hendrix's life, and a personal essay from the author, is included. A Kirkus Reviews Best Picture Book of the Year A CBC/NCSS Notable Social Studies Trade Book A CSMCL Best Multicultural Children's Book of the Year An Evanston Public Library Great Books for Kids pick!
Author: Daniel Silber Publisher: CRC Press ISBN: 1482252317 Category : Computers Languages : en Pages : 256
Book Description
Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.The book provide
Author: Krisztina Tóth Publisher: ISBN: 9780857426093 Category : Literary Collections Languages : en Pages : 0
Book Description
Like stars in the sky, pixels may seem like tiny, individual points. But, when viewed from a distance, they can create elaborate images. Each pixel contributes to this array, but no individual point can create the whole. The thirty stories that comprise Krisztina Tóth's book similarly produce an interconnected web. While each tale of love, loss, and failed self-determination narrates the sensuousness of an individual's life, together, the thirty stories tell a more complicated tale of relationships. Circumstances that appear unrelated may converge in harmony or in heartbreak, just as the events that loom largest may fail to produce a longed-for outcome. These threads often determine the course of lives in unpredictable ways--sometimes comic, sometimes tragic, but rarely in the ways we originally anticipated.
Author: Jacob Gaboury Publisher: MIT Press ISBN: 0262045036 Category : Computers Languages : en Pages : 323
Book Description
How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standard, a programming paradigm, and a hardware platform--arguing that computer graphics transformed the computer from a calculating machine into an interactive medium. Gaboury explores early efforts to produce an algorithmic solution for the calculation of object visibility; considers the history of the computer screen and the random-access memory that first made interactive images possible; examines the standardization of graphical objects through the Utah teapot, the most famous graphical model in the history of the field; reviews the graphical origins of the object-oriented programming paradigm; and, finally, considers the development of the graphics processing unit as the catalyst that enabled an explosion in graphical computing at the end of the twentieth century. The development of computer graphics, Gaboury argues, signals a change not only in the way we make images but also in the way we mediate our world through the computer--and how we have come to reimagine that world as computational.
Author: Pixel Ate Publisher: ISBN: Category : Christmas stories Languages : en Pages : 135
Book Description
"Mom wouldn't be Mom, if she didn't make sure the kingdom village had a proper Christmas celebration. But what will the accidental minecraft family do when the whole night is thrown off by an unexpected visitor while the ninjas are on night patrol?"--Back cover.
Author: Jason Schreier Publisher: HarperCollins ISBN: 0062651242 Category : Business & Economics Languages : en Pages : 312
Book Description
NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
Author: Connie Schofield-Morrison Publisher: Holiday House ISBN: 0823439631 Category : Juvenile Nonfiction Languages : en Pages : 50
Book Description
An awe-inspiring African American woman! A talented seamstress, born a slave, bought freedom for herself and her son. This picture book biography weaves together historical details, vibrant collages, and the words of her own journals to bring to light the life and beautiful work Elizabeth Hobbs Keckley, the seamstress who bought herself and son out of slavery. Lizzy’s story of hardship and resilience offers an untold side of history during a time of great injustice and change. Born enslaved in 1818 on a Virginian plantation, Lizzy experienced and witnessed unspeakable cruelty. When she was sent to workfor a tailor, her wages went to her master, not Lizzy. However, the beautiful gowns that Lizzy created attracted the attention of the wealthiest women in Virginia, even Mrs. Jefferson Davis. With money from her patrons, Lizzy bought her freedom and her son’s freedom working tirelessly stitch by stitch, going on to design gowns for the First Lady Mary Todd Lincoln and grow an influentialcareer. This inspiring story about an unsung hero is beautifully illustrated with oil paint, cut paper and fabric collage and hand-embroidery by Elizabeth Zunon that brings Lizzy’s dresses to life. Connie Morrison writes with straightforward honesty and clarity, seamlesslyincluding research on fashion, life, and politics of the time. The backmatter includes a bibliography for further reading.
Author: Ed Catmull Publisher: Random House ISBN: 0593594657 Category : Business & Economics Languages : en Pages : 366
Book Description
The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.