Author: Samuel H. Edsall
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 192
Book Description
The award-winning Expositor's Bible Commentary—now completely revised. The original work has earned its reputation with students, professors, and pastors the world over. Now this thirteen-volume set builds upon the foundation of its predecessor with the most current scholarship and resources.
Computer Graphics for Television
Author: Samuel H. Edsall
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 192
Book Description
The award-winning Expositor's Bible Commentary—now completely revised. The original work has earned its reputation with students, professors, and pastors the world over. Now this thirteen-volume set builds upon the foundation of its predecessor with the most current scholarship and resources.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 192
Book Description
The award-winning Expositor's Bible Commentary—now completely revised. The original work has earned its reputation with students, professors, and pastors the world over. Now this thirteen-volume set builds upon the foundation of its predecessor with the most current scholarship and resources.
Television Graphics
Author: Douglas Merritt
Publisher:
ISBN:
Category : Art
Languages : en
Pages : 152
Book Description
Publisher:
ISBN:
Category : Art
Languages : en
Pages : 152
Book Description
Creative Computer Graphics
Author: Annabel Jankel
Publisher: Cambridge University Press
ISBN: 0521262518
Category : Computers
Languages : en
Pages : 160
Book Description
Creative Computer Graphics presents the dynamic visual power of images created with computer technology. From the pioneering efforts in the 1950s to the current achievements of modern exponents in the US, UK, France and Japan, the book explores computer graphic images through the techniques and technology used to create them. Scientific research laboratories, video games, NASA space simulations, feature films, television advertising and industrial design are some of the areas where computer graphics has made an impact. The book traces the history, assesses the current state of the art and looks ahead to the future where computer graphic images and techniques are to become progressively more important as a means of expression and communication.
Publisher: Cambridge University Press
ISBN: 0521262518
Category : Computers
Languages : en
Pages : 160
Book Description
Creative Computer Graphics presents the dynamic visual power of images created with computer technology. From the pioneering efforts in the 1950s to the current achievements of modern exponents in the US, UK, France and Japan, the book explores computer graphic images through the techniques and technology used to create them. Scientific research laboratories, video games, NASA space simulations, feature films, television advertising and industrial design are some of the areas where computer graphics has made an impact. The book traces the history, assesses the current state of the art and looks ahead to the future where computer graphic images and techniques are to become progressively more important as a means of expression and communication.
Computer Graphics
Author: James D. Foley
Publisher: Addison-Wesley Professional
ISBN: 9780201848403
Category : Computers
Languages : en
Pages : 1294
Book Description
On computer graphics
Publisher: Addison-Wesley Professional
ISBN: 9780201848403
Category : Computers
Languages : en
Pages : 1294
Book Description
On computer graphics
Motion Graphics
Author: Steve Curran
Publisher: Rockport Publishers
ISBN: 1564966461
Category : Commercial art
Languages : en
Pages : 198
Book Description
"Motion Graphics explores the process of animated graphic design. From the stunning broadcast of Pittard Sullivan, the cutting-edge cool of work from The Attik to the bold, independent film-title designs of BUREAU, this book presents the individuals and designs creating work that is among the best motion graphic design for television and film." -book jacket.
Publisher: Rockport Publishers
ISBN: 1564966461
Category : Commercial art
Languages : en
Pages : 198
Book Description
"Motion Graphics explores the process of animated graphic design. From the stunning broadcast of Pittard Sullivan, the cutting-edge cool of work from The Attik to the bold, independent film-title designs of BUREAU, this book presents the individuals and designs creating work that is among the best motion graphic design for television and film." -book jacket.
Digital Video and HD
Author: Charles Poynton
Publisher: Elsevier
ISBN: 0080504302
Category : Computers
Languages : en
Pages : 737
Book Description
Rapidly evolving computer and communications technologies have achieved data transmission rates and data storage capacities high enough for digital video. But video involves much more than just pushing bits! Achieving the best possible image quality, accurate color, and smooth motion requires understanding many aspects of image acquisition, coding, processing, and display that are outside the usual realm of computer graphics. At the same time, video system designers are facing new demands to interface with film and computer system that require techniques outside conventional video engineering. Charles Poynton's 1996 book A Technical Introduction to Digital Video became an industry favorite for its succinct, accurate, and accessible treatment of standard definition television (SDTV). In Digital Video and HDTV, Poynton augments that book with coverage of high definition television (HDTV) and compression systems. For more information on HDTV Retail markets, go to: http://www.insightmedia.info/newsletters.php#hdtvWith the help of hundreds of high quality technical illustrations, this book presents the following topics:* Basic concepts of digitization, sampling, quantization, gamma, and filtering* Principles of color science as applied to image capture and display* Scanning and coding of SDTV and HDTV* Video color coding: luma, chroma (4:2:2 component video, 4fSC composite video)* Analog NTSC and PAL* Studio systems and interfaces* Compression technology, including M-JPEG and MPEG-2* Broadcast standards and consumer video equipment
Publisher: Elsevier
ISBN: 0080504302
Category : Computers
Languages : en
Pages : 737
Book Description
Rapidly evolving computer and communications technologies have achieved data transmission rates and data storage capacities high enough for digital video. But video involves much more than just pushing bits! Achieving the best possible image quality, accurate color, and smooth motion requires understanding many aspects of image acquisition, coding, processing, and display that are outside the usual realm of computer graphics. At the same time, video system designers are facing new demands to interface with film and computer system that require techniques outside conventional video engineering. Charles Poynton's 1996 book A Technical Introduction to Digital Video became an industry favorite for its succinct, accurate, and accessible treatment of standard definition television (SDTV). In Digital Video and HDTV, Poynton augments that book with coverage of high definition television (HDTV) and compression systems. For more information on HDTV Retail markets, go to: http://www.insightmedia.info/newsletters.php#hdtvWith the help of hundreds of high quality technical illustrations, this book presents the following topics:* Basic concepts of digitization, sampling, quantization, gamma, and filtering* Principles of color science as applied to image capture and display* Scanning and coding of SDTV and HDTV* Video color coding: luma, chroma (4:2:2 component video, 4fSC composite video)* Analog NTSC and PAL* Studio systems and interfaces* Compression technology, including M-JPEG and MPEG-2* Broadcast standards and consumer video equipment
Image Objects
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.
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.
Television Goes Digital
Author: Darcy Gerbarg
Publisher: Springer Science & Business Media
ISBN: 0387799788
Category : Business & Economics
Languages : en
Pages : 244
Book Description
Television has become a ubiquitous part of our lives, and yet its impact continues to evolve at an extraordinary pace. The evolution of television from analog to digital technology has been underway for more than half a century. Today's digital technology is enabling a myriad of new entertainment possibilities. From jumbotrons in cyberspace to multi-dimensional viewing experiences, digital technology is changing television. Consequently, new advertising metrics that reflect the new viewer habits are emerging. The ability to capture a viewer's interactions changes the advertising proposition. Telephone and wireless companies are challenging the traditional mass media providers - broadcasters, cable and satellite companies - and they’re all finding ways to deliver TV programming, video content and Internet offerings to large and small screens in the home and on the go. This volume showcases insights from industry insiders and researchers from a variety of disciplines. It explores the economic, cultural, technical, and policy implications of digital television, addressing such questions as: How will content be monetized in the future? What programming opportunities become possible with the advent of going digital? Will content still be king or will the conduits gain the upper hand? This book analyzes the digital television evolution: its impacts on the economics of the TV industry, its significance for content creation from Hollywood blockbusters to You Tube, the changing role of the consumer, and what's coming next to a theatre near you.
Publisher: Springer Science & Business Media
ISBN: 0387799788
Category : Business & Economics
Languages : en
Pages : 244
Book Description
Television has become a ubiquitous part of our lives, and yet its impact continues to evolve at an extraordinary pace. The evolution of television from analog to digital technology has been underway for more than half a century. Today's digital technology is enabling a myriad of new entertainment possibilities. From jumbotrons in cyberspace to multi-dimensional viewing experiences, digital technology is changing television. Consequently, new advertising metrics that reflect the new viewer habits are emerging. The ability to capture a viewer's interactions changes the advertising proposition. Telephone and wireless companies are challenging the traditional mass media providers - broadcasters, cable and satellite companies - and they’re all finding ways to deliver TV programming, video content and Internet offerings to large and small screens in the home and on the go. This volume showcases insights from industry insiders and researchers from a variety of disciplines. It explores the economic, cultural, technical, and policy implications of digital television, addressing such questions as: How will content be monetized in the future? What programming opportunities become possible with the advent of going digital? Will content still be king or will the conduits gain the upper hand? This book analyzes the digital television evolution: its impacts on the economics of the TV industry, its significance for content creation from Hollywood blockbusters to You Tube, the changing role of the consumer, and what's coming next to a theatre near you.
TV & Video Engineer's Reference Book
Author: K G Jackson
Publisher: Elsevier
ISBN: 1483193756
Category : Technology & Engineering
Languages : en
Pages : 929
Book Description
TV & Video Engineer’s Reference Book presents an extensive examination of the basic television standards and broadcasting spectrum. It discusses the fundamental concepts in analogue and digital circuit theory. It addresses studies in the engineering mathematics, formulas, and calculations. Some of the topics covered in the book are the conductors and insulators, passive components, alternating current circuits; broadcast transmission; radio frequency propagation; electron optics in cathode ray tube; color encoding and decoding systems; television transmitters; and remote supervision of unattended transmitters. The definition and description of diagnostics in computer controlled equipment are fully covered. In-depth accounts of the microwave radio relay systems are provided. The general characteristics of studio lighting and control are completely presented. A chapter is devoted to video tape recording. Another section focuses on the mixers and special effects generators. The book can provide useful information to technicians, engineers, students, and researchers.
Publisher: Elsevier
ISBN: 1483193756
Category : Technology & Engineering
Languages : en
Pages : 929
Book Description
TV & Video Engineer’s Reference Book presents an extensive examination of the basic television standards and broadcasting spectrum. It discusses the fundamental concepts in analogue and digital circuit theory. It addresses studies in the engineering mathematics, formulas, and calculations. Some of the topics covered in the book are the conductors and insulators, passive components, alternating current circuits; broadcast transmission; radio frequency propagation; electron optics in cathode ray tube; color encoding and decoding systems; television transmitters; and remote supervision of unattended transmitters. The definition and description of diagnostics in computer controlled equipment are fully covered. In-depth accounts of the microwave radio relay systems are provided. The general characteristics of studio lighting and control are completely presented. A chapter is devoted to video tape recording. Another section focuses on the mixers and special effects generators. The book can provide useful information to technicians, engineers, students, and researchers.
Moving Innovation
Author: Tom Sito
Publisher: MIT Press
ISBN: 0262528401
Category : Computers
Languages : en
Pages : 373
Book Description
A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.
Publisher: MIT Press
ISBN: 0262528401
Category : Computers
Languages : en
Pages : 373
Book Description
A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.