Author: Kyle Goodrich
Publisher: Gingko Press
ISBN: 9781584237624
Category : Art
Languages : en
Pages : 0
Book Description
3D art is in a transformative moment. This dynamic art movement is enabled by new tools and limited only by the imagination of its creators. Artists working in CG art today are unfettered by curators and gatekeepers, making their case directly to the public, largely on social media platforms such as Instagram. Organized in 3 sections, People, Places and Things, Computer Generated dives into this movement to showcase a cross-section of work from some of its most dynamic artists such as Andreas Wannerstedt, Antoni Tudisco, Roger Kilimanjaro, David McLeod, Alexis Christodoulou, Josh Pierce and Alexy Préfontaine. This collection aims to define a new art movement, serve as a resource for the digital art community, and inspire a new generation of CG artists.
Computer Generated
Author: Kyle Goodrich
Publisher: Gingko Press
ISBN: 9781584237624
Category : Art
Languages : en
Pages : 0
Book Description
3D art is in a transformative moment. This dynamic art movement is enabled by new tools and limited only by the imagination of its creators. Artists working in CG art today are unfettered by curators and gatekeepers, making their case directly to the public, largely on social media platforms such as Instagram. Organized in 3 sections, People, Places and Things, Computer Generated dives into this movement to showcase a cross-section of work from some of its most dynamic artists such as Andreas Wannerstedt, Antoni Tudisco, Roger Kilimanjaro, David McLeod, Alexis Christodoulou, Josh Pierce and Alexy Préfontaine. This collection aims to define a new art movement, serve as a resource for the digital art community, and inspire a new generation of CG artists.
Publisher: Gingko Press
ISBN: 9781584237624
Category : Art
Languages : en
Pages : 0
Book Description
3D art is in a transformative moment. This dynamic art movement is enabled by new tools and limited only by the imagination of its creators. Artists working in CG art today are unfettered by curators and gatekeepers, making their case directly to the public, largely on social media platforms such as Instagram. Organized in 3 sections, People, Places and Things, Computer Generated dives into this movement to showcase a cross-section of work from some of its most dynamic artists such as Andreas Wannerstedt, Antoni Tudisco, Roger Kilimanjaro, David McLeod, Alexis Christodoulou, Josh Pierce and Alexy Préfontaine. This collection aims to define a new art movement, serve as a resource for the digital art community, and inspire a new generation of CG artists.
The CG Story
Author: Christopher Finch
Publisher: The Monacelli Press, LLC
ISBN: 1580933572
Category : Performing Arts
Languages : en
Pages : 289
Book Description
The Art of Walt Disney author Christopher Finch tells the story of the pioneers of CG films: producer/directors like George Lucas, Steven Spielberg, and Ridley Scott; and John Lasseter and Ed Catmull, founders of Pixar. Computer generated imagery, commonly called “CG,” has had as big an impact on the movie industry as the advent of sound or color. Not only has it made possible a new kind of fully animated movie, but it also has revolutionized big-budget, live-action filmmaking. The CG Story is one of determined experimentation and brilliant innovation carried out by a group of gifted, colorful, and competitive young men and women, many of whom would become legendary in the digital world. George Lucas, Steven Spielberg, and Ridley Scott embraced the computer to create believable fantasy worlds of a richness that had seldom if ever been realized on screen. Their early efforts helped inspire a revolution in animation, enabled by technical wizardry and led by the founders of Pixar, including John Lasseter and Ed Catmull, who would create the entirely computer-produced worlds of Toy Story and subsequent Pixar films. Meanwhile, directors like James Cameron used the new technology to make hybrid live-action and CG films, including the extraordinary Avatar. Finch covers these and more, giving a full account of today’s most significant CG films.
Publisher: The Monacelli Press, LLC
ISBN: 1580933572
Category : Performing Arts
Languages : en
Pages : 289
Book Description
The Art of Walt Disney author Christopher Finch tells the story of the pioneers of CG films: producer/directors like George Lucas, Steven Spielberg, and Ridley Scott; and John Lasseter and Ed Catmull, founders of Pixar. Computer generated imagery, commonly called “CG,” has had as big an impact on the movie industry as the advent of sound or color. Not only has it made possible a new kind of fully animated movie, but it also has revolutionized big-budget, live-action filmmaking. The CG Story is one of determined experimentation and brilliant innovation carried out by a group of gifted, colorful, and competitive young men and women, many of whom would become legendary in the digital world. George Lucas, Steven Spielberg, and Ridley Scott embraced the computer to create believable fantasy worlds of a richness that had seldom if ever been realized on screen. Their early efforts helped inspire a revolution in animation, enabled by technical wizardry and led by the founders of Pixar, including John Lasseter and Ed Catmull, who would create the entirely computer-produced worlds of Toy Story and subsequent Pixar films. Meanwhile, directors like James Cameron used the new technology to make hybrid live-action and CG films, including the extraordinary Avatar. Finch covers these and more, giving a full account of today’s most significant CG films.
Education in Computer Generated Environments
Author: Sara de Freitas
Publisher: Routledge
ISBN: 1136208860
Category : Education
Languages : en
Pages : 206
Book Description
This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students. It argues that these technologies and practices have the potential to refocus on the human factors that are at the center of the learning process.
Publisher: Routledge
ISBN: 1136208860
Category : Education
Languages : en
Pages : 206
Book Description
This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students. It argues that these technologies and practices have the potential to refocus on the human factors that are at the center of the learning process.
Computer Generated Imagery
Author: Fouad Sabry
Publisher: One Billion Knowledgeable
ISBN:
Category : House & Home
Languages : en
Pages : 478
Book Description
What Is Computer Generated Imagery The use of computer graphics to create or contribute to images in works of art, printed media, video games, simulators, computer animation, and visual effects in motion pictures, television programs, shorts, commercials, and videos is referred to as computer-generated imagery (also abbreviated as CGI). Although the word "CGI" is most generally used to refer to the 3-D computer graphics used for producing characters, scenes, and special effects in films and television, which is defined as "CGI animation," the pictures may be dynamic or static, and they may be two-dimensional (2D). How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Computer-generated imagery Chapter 2: Computer animation Chapter 3: Digital art Chapter 4: Autodesk 3ds Max Chapter 5: Visual effects Chapter 6: Scientific visualization Chapter 7: Visualization (graphics) Chapter 8: Non-photorealistic rendering Chapter 9: Real-time computer graphics Chapter 10: Virtual cinematography Chapter 11: 3D rendering Chapter 12: 3D computer graphics Chapter 13: Projection augmented model Chapter 14: Computer graphics (computer science) Chapter 15: Computer graphics Chapter 16: Fractal-generating software Chapter 17: List of 3D computer graphics software Chapter 18: History of computer animation Chapter 19: 3D modeling Chapter 20: Visual computing Chapter 21: Virtual humans (II) Answering the public top questions about computer generated imagery. (III) Real world examples for the usage of computer generated imagery in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer generated imagery' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer generated imagery.
Publisher: One Billion Knowledgeable
ISBN:
Category : House & Home
Languages : en
Pages : 478
Book Description
What Is Computer Generated Imagery The use of computer graphics to create or contribute to images in works of art, printed media, video games, simulators, computer animation, and visual effects in motion pictures, television programs, shorts, commercials, and videos is referred to as computer-generated imagery (also abbreviated as CGI). Although the word "CGI" is most generally used to refer to the 3-D computer graphics used for producing characters, scenes, and special effects in films and television, which is defined as "CGI animation," the pictures may be dynamic or static, and they may be two-dimensional (2D). How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Computer-generated imagery Chapter 2: Computer animation Chapter 3: Digital art Chapter 4: Autodesk 3ds Max Chapter 5: Visual effects Chapter 6: Scientific visualization Chapter 7: Visualization (graphics) Chapter 8: Non-photorealistic rendering Chapter 9: Real-time computer graphics Chapter 10: Virtual cinematography Chapter 11: 3D rendering Chapter 12: 3D computer graphics Chapter 13: Projection augmented model Chapter 14: Computer graphics (computer science) Chapter 15: Computer graphics Chapter 16: Fractal-generating software Chapter 17: List of 3D computer graphics software Chapter 18: History of computer animation Chapter 19: 3D modeling Chapter 20: Visual computing Chapter 21: Virtual humans (II) Answering the public top questions about computer generated imagery. (III) Real world examples for the usage of computer generated imagery in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer generated imagery' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer generated imagery.
Computer-Generated Phase-Only Holograms for 3D Displays
Author: Peter Wai Ming Tsang
Publisher: Cambridge University Press
ISBN: 1108427332
Category : Computers
Languages : en
Pages : 211
Book Description
Explore core concepts, theories and formulations of phase-only Fresnel holograms, which paves the way for 3-D holographic display system.
Publisher: Cambridge University Press
ISBN: 1108427332
Category : Computers
Languages : en
Pages : 211
Book Description
Explore core concepts, theories and formulations of phase-only Fresnel holograms, which paves the way for 3-D holographic display system.
Reading Computer-Generated Texts
Author: Leah Henrickson
Publisher: Cambridge University Press
ISBN: 1108913199
Category : Language Arts & Disciplines
Languages : en
Pages : 145
Book Description
Natural language generation (NLG) is the process wherein computers produce output in readable human languages. Such output takes many forms, including news articles, sports reports, prose fiction, and poetry. These computer-generated texts are often indistinguishable from human-written texts, and they are increasingly prevalent. NLG is here, and it is everywhere. However, readers are often unaware that what they are reading has been computer-generated. This Element considers how NLG conforms to and confronts traditional understandings of authorship and what it means to be a reader. It argues that conventional conceptions of authorship, as well as of reader responsibility, change in instances of NLG. What is the social value of a computer-generated text? What does NLG mean for modern writing, publishing, and reading practices? Can an NLG system be considered an author? This Element explores such question, while presenting a theoretical basis for future studies.
Publisher: Cambridge University Press
ISBN: 1108913199
Category : Language Arts & Disciplines
Languages : en
Pages : 145
Book Description
Natural language generation (NLG) is the process wherein computers produce output in readable human languages. Such output takes many forms, including news articles, sports reports, prose fiction, and poetry. These computer-generated texts are often indistinguishable from human-written texts, and they are increasingly prevalent. NLG is here, and it is everywhere. However, readers are often unaware that what they are reading has been computer-generated. This Element considers how NLG conforms to and confronts traditional understandings of authorship and what it means to be a reader. It argues that conventional conceptions of authorship, as well as of reader responsibility, change in instances of NLG. What is the social value of a computer-generated text? What does NLG mean for modern writing, publishing, and reading practices? Can an NLG system be considered an author? This Element explores such question, while presenting a theoretical basis for future studies.
Computer Generated Colour
Author: Richard Jackson
Publisher: Wiley
ISBN: 9780471933786
Category : Computers
Languages : en
Pages : 256
Book Description
With the right software, anyone can create a colorful display on a computer. For a practical guide to getting it right, using color effectively?to communicate on screen, on different computers, or from computer to print?this book is ideal. It abounds with useful, jargon-free advice on the techniques and equipment, design and color choices faced by the programmer or software developer, computer novice or professional, using color in the presentation of computer-generated images. The authors give extensive information on how the eye sees color, how we describe and model color, and how the computer generates and displays it. Accessible, attractive, with color on every other page, numerous examples, line drawings, graphs and practical tips, this book will be invaluable to anyone wishing to use color on machines from humble PC to supercomputer. To demonstrate the true impact of color on screen the authors have also compiled a set of example illustrations available separately on CDI/Photo CD?. To order a copy simply return the reader-reply card in the book.
Publisher: Wiley
ISBN: 9780471933786
Category : Computers
Languages : en
Pages : 256
Book Description
With the right software, anyone can create a colorful display on a computer. For a practical guide to getting it right, using color effectively?to communicate on screen, on different computers, or from computer to print?this book is ideal. It abounds with useful, jargon-free advice on the techniques and equipment, design and color choices faced by the programmer or software developer, computer novice or professional, using color in the presentation of computer-generated images. The authors give extensive information on how the eye sees color, how we describe and model color, and how the computer generates and displays it. Accessible, attractive, with color on every other page, numerous examples, line drawings, graphs and practical tips, this book will be invaluable to anyone wishing to use color on machines from humble PC to supercomputer. To demonstrate the true impact of color on screen the authors have also compiled a set of example illustrations available separately on CDI/Photo CD?. To order a copy simply return the reader-reply card in the book.
Illumination and Color in Computer Generated Imagery
Author: Roy Hall
Publisher: Springer Science & Business Media
ISBN: 146123526X
Category : Computers
Languages : en
Pages : 287
Book Description
In a very broad sense the historical development of computer graphics can be considered in three phases, each a giant step down the road towards "realistic" computer generated images. The first, during the late 1960's and early 1970's, can perhaps be characterized as the "wire frame" era. Basically pictures were composed of lines. Considerable em phasis was placed on "real time" interactive manipulation of the model. As models became more complex and as raster technology developed, eliminating the hidden lines or hidden surfaces from the image became critical for visual understanding. This requirement resulted in the second phase of computer graphics, the "hidden surface" era, that developed during the 1970's and early 1980's. The names associated with hidden surface algorithms read like a who's who of computer graphics. The cul mination of the hidden surface era and the beginning of the current and third era in computer graphics, the "rendering" era, was Turner Whitted's incorporation of a global illumination model into the ray trac ing algorithm. Now the goal was not just to generate an image, but to generate a realistic appearing image.
Publisher: Springer Science & Business Media
ISBN: 146123526X
Category : Computers
Languages : en
Pages : 287
Book Description
In a very broad sense the historical development of computer graphics can be considered in three phases, each a giant step down the road towards "realistic" computer generated images. The first, during the late 1960's and early 1970's, can perhaps be characterized as the "wire frame" era. Basically pictures were composed of lines. Considerable em phasis was placed on "real time" interactive manipulation of the model. As models became more complex and as raster technology developed, eliminating the hidden lines or hidden surfaces from the image became critical for visual understanding. This requirement resulted in the second phase of computer graphics, the "hidden surface" era, that developed during the 1970's and early 1980's. The names associated with hidden surface algorithms read like a who's who of computer graphics. The cul mination of the hidden surface era and the beginning of the current and third era in computer graphics, the "rendering" era, was Turner Whitted's incorporation of a global illumination model into the ray trac ing algorithm. Now the goal was not just to generate an image, but to generate a realistic appearing image.
Introduction to Computer Holography
Author: Kyoji Matsushima
Publisher: Springer Nature
ISBN: 3030384357
Category : Science
Languages : en
Pages : 470
Book Description
This book covers basic- to expert-level applications in computer holography, a strong candidate for the ultimate 3D display technology. The computer holography developed in the course of the past decade represents the basis of wave optics. Accordingly, the book presents the basic theory of wave optics and practical techniques for handling wave fields by means of the fast Fourier transform. Numerical techniques based on polygons, as well as mask-based techniques, are also presented for calculating the optical fields of virtual 3D models with occlusion processing. The book subsequently describes simulation techniques for very large-scale optical fields, and addresses the basics and concrete applications of simulation, offering a valuable resource for readers who need to employ it in the context of developing optical devices. To aid in comprehension, the main content is complemented by numerous examples of optical fields and photographs of reconstructed 3D images.
Publisher: Springer Nature
ISBN: 3030384357
Category : Science
Languages : en
Pages : 470
Book Description
This book covers basic- to expert-level applications in computer holography, a strong candidate for the ultimate 3D display technology. The computer holography developed in the course of the past decade represents the basis of wave optics. Accordingly, the book presents the basic theory of wave optics and practical techniques for handling wave fields by means of the fast Fourier transform. Numerical techniques based on polygons, as well as mask-based techniques, are also presented for calculating the optical fields of virtual 3D models with occlusion processing. The book subsequently describes simulation techniques for very large-scale optical fields, and addresses the basics and concrete applications of simulation, offering a valuable resource for readers who need to employ it in the context of developing optical devices. To aid in comprehension, the main content is complemented by numerous examples of optical fields and photographs of reconstructed 3D images.
Non-Conventional Copyright
Author: Enrico Bonadio
Publisher: Edward Elgar Publishing
ISBN: 1786434075
Category : Law
Languages : en
Pages : 515
Book Description
'Copyright law has always somehow managed to adapt to new technological and social developments as well as to new artistic and creative practices. However, every time such a development occurs, the legitimate question arises if the system is adaptable or if the breakthrough is so gigantic that a new system needs to be elaborated. In any case, new scholarly reflections are needed in regular intervals and that is exactly the purpose of this fascinating edited collection by Enrico Bonadio and Nicola Lucchi on non-conventional copyright, exploring from various angles the copyright issues of all sorts of creations ranging from unconventional art forms, new music and atypical cultural practices to new advances in technology, not forgetting to investigate the delicate issues around copyright on illegal and immoral works.' - Christophe Geiger, University of Strasbourg, France Copyright law constantly evolves to keep up with societal changes and technological advances. Contemporary forms of creativity can threaten the comfortable conceptions of copyright law as creative people continually find new ways of expressing themselves. In this context, Non-Conventional Copyrightidentifies possible new spaces for copyright protection. With current copyright law in mind, the contributions explore if the law should be more flexible as to whether new or unconventional forms of expression - including graffiti, tattoos, land art, conceptual art and bio art, engineered DNA, sport movements, jokes, magic tricks, DJ sets, perfume making, typefaces, or illegal and immoral works - deserve protection. Vitally, the contributors suggest that it may be time to challenge some of the basic tenets of copyright laws by embracing more flexible ways to identify protectable works and interpret the current requirements for protection. Additionally, some contributors cast doubts about whether copyright is the right instrument to address and regulate these forms of expression. Contemporary in topic, this thought-provoking book will be essential reading for intellectual property law scholars, practitioners and policymakers. Creative people and those involved in the creative industries will also find this book an engaging read. Contributors include: E. Bonadio, S. Burke, C. Cronin, T. Dagne, T.W. Dornis, F.J. Dougherty, T.M. Gates, M.P. George, E. Haber, S. Karapapa, Y.M. King, T. Iverson, N. Lucchi, G. Mazziotti, J. McCutcheon, L. McDonagh, M. Maggiore, P. Mezei, M. Mimler, A.G. Scaria, C.Y.N. Smith, X. Tang
Publisher: Edward Elgar Publishing
ISBN: 1786434075
Category : Law
Languages : en
Pages : 515
Book Description
'Copyright law has always somehow managed to adapt to new technological and social developments as well as to new artistic and creative practices. However, every time such a development occurs, the legitimate question arises if the system is adaptable or if the breakthrough is so gigantic that a new system needs to be elaborated. In any case, new scholarly reflections are needed in regular intervals and that is exactly the purpose of this fascinating edited collection by Enrico Bonadio and Nicola Lucchi on non-conventional copyright, exploring from various angles the copyright issues of all sorts of creations ranging from unconventional art forms, new music and atypical cultural practices to new advances in technology, not forgetting to investigate the delicate issues around copyright on illegal and immoral works.' - Christophe Geiger, University of Strasbourg, France Copyright law constantly evolves to keep up with societal changes and technological advances. Contemporary forms of creativity can threaten the comfortable conceptions of copyright law as creative people continually find new ways of expressing themselves. In this context, Non-Conventional Copyrightidentifies possible new spaces for copyright protection. With current copyright law in mind, the contributions explore if the law should be more flexible as to whether new or unconventional forms of expression - including graffiti, tattoos, land art, conceptual art and bio art, engineered DNA, sport movements, jokes, magic tricks, DJ sets, perfume making, typefaces, or illegal and immoral works - deserve protection. Vitally, the contributors suggest that it may be time to challenge some of the basic tenets of copyright laws by embracing more flexible ways to identify protectable works and interpret the current requirements for protection. Additionally, some contributors cast doubts about whether copyright is the right instrument to address and regulate these forms of expression. Contemporary in topic, this thought-provoking book will be essential reading for intellectual property law scholars, practitioners and policymakers. Creative people and those involved in the creative industries will also find this book an engaging read. Contributors include: E. Bonadio, S. Burke, C. Cronin, T. Dagne, T.W. Dornis, F.J. Dougherty, T.M. Gates, M.P. George, E. Haber, S. Karapapa, Y.M. King, T. Iverson, N. Lucchi, G. Mazziotti, J. McCutcheon, L. McDonagh, M. Maggiore, P. Mezei, M. Mimler, A.G. Scaria, C.Y.N. Smith, X. Tang