Author: David L. Meeker
Publisher:
ISBN: 9780965466035
Category : Animal industry
Languages : en
Pages : 302
Book Description
Essential Rendering
Author: David L. Meeker
Publisher:
ISBN: 9780965466035
Category : Animal industry
Languages : en
Pages : 302
Book Description
Publisher:
ISBN: 9780965466035
Category : Animal industry
Languages : en
Pages : 302
Book Description
Essential Skills for 3D Modeling, Rendering, and Animation
Author: Nicholas Bernhardt Zeman
Publisher: CRC Press
ISBN: 1482224143
Category : Computers
Languages : en
Pages : 264
Book Description
The Key to Fully Understanding the Basics of a 3D WorldProminently used in games, movies, and on television, 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind, Essential Skills for 3D Modeling, Rendering, and Animation examines
Publisher: CRC Press
ISBN: 1482224143
Category : Computers
Languages : en
Pages : 264
Book Description
The Key to Fully Understanding the Basics of a 3D WorldProminently used in games, movies, and on television, 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind, Essential Skills for 3D Modeling, Rendering, and Animation examines
Physically Based Rendering
Author: Matt Pharr
Publisher: Morgan Kaufmann
ISBN: 0123750792
Category : Computers
Languages : en
Pages : 1201
Book Description
This updated edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. Through the ideas and software in this book, designers will learn to design and employ a full-featured rendering system for creating stunning imagery. Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux.
Publisher: Morgan Kaufmann
ISBN: 0123750792
Category : Computers
Languages : en
Pages : 1201
Book Description
This updated edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. Through the ideas and software in this book, designers will learn to design and employ a full-featured rendering system for creating stunning imagery. Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux.
Image-Based Visualization
Author: Christophe Hurter
Publisher: Springer Nature
ISBN: 3031026012
Category : Mathematics
Languages : en
Pages : 111
Book Description
Our society has entered a data-driven era, one in which not only are enormous amounts of data being generated daily but there are also growing expectations placed on the analysis of this data. Some data have become simply too large to be displayed and some have too short a lifespan to be handled properly with classical visualization or analysis methods. In order to address these issues, this book explores the potential solutions where we not only visualize data, but also allow users to be able to interact with it. Therefore, this book will focus on two main topics: large dataset visualization and interaction. Graphic cards and their image processing power can leverage large data visualization but they can also be of great interest to support interaction. Therefore, this book will show how to take advantage of graphic card computation power with techniques called GPGPUs (general-purpose computing on graphics processing units). As specific examples, this book details GPGPU usages to produce fast enough visualization to be interactive with improved brushing techniques, fast animations between different data representations, and view simplifications (i.e. static and dynamic bundling techniques). Since data storage and memory limitation is less and less of an issue, we will also present techniques to reduce computation time by using memory as a new tool to solve computationally challenging problems. We will investigate innovative data processing techniques: while classical algorithms are expressed in data space (e.g. computation on geographic locations), we will express them in graphic space (e.g., raster map like a screen composed of pixels). This consists of two steps: (1) a data representation is built using straightforward visualization techniques; and (2) the resulting image undergoes purely graphical transformations using image processing techniques. This type of technique is called image-based visualization. The goal of this book is to explore new computing techniques using image-based techniques to provide efficient visualizations and user interfaces for the exploration of large datasets. This book concentrates on the areas of information visualization, visual analytics, computer graphics, and human-computer interaction. This book opens up a whole field of study, including the scientific validation of these techniques, their limitations, and their generalizations to different types of datasets.
Publisher: Springer Nature
ISBN: 3031026012
Category : Mathematics
Languages : en
Pages : 111
Book Description
Our society has entered a data-driven era, one in which not only are enormous amounts of data being generated daily but there are also growing expectations placed on the analysis of this data. Some data have become simply too large to be displayed and some have too short a lifespan to be handled properly with classical visualization or analysis methods. In order to address these issues, this book explores the potential solutions where we not only visualize data, but also allow users to be able to interact with it. Therefore, this book will focus on two main topics: large dataset visualization and interaction. Graphic cards and their image processing power can leverage large data visualization but they can also be of great interest to support interaction. Therefore, this book will show how to take advantage of graphic card computation power with techniques called GPGPUs (general-purpose computing on graphics processing units). As specific examples, this book details GPGPU usages to produce fast enough visualization to be interactive with improved brushing techniques, fast animations between different data representations, and view simplifications (i.e. static and dynamic bundling techniques). Since data storage and memory limitation is less and less of an issue, we will also present techniques to reduce computation time by using memory as a new tool to solve computationally challenging problems. We will investigate innovative data processing techniques: while classical algorithms are expressed in data space (e.g. computation on geographic locations), we will express them in graphic space (e.g., raster map like a screen composed of pixels). This consists of two steps: (1) a data representation is built using straightforward visualization techniques; and (2) the resulting image undergoes purely graphical transformations using image processing techniques. This type of technique is called image-based visualization. The goal of this book is to explore new computing techniques using image-based techniques to provide efficient visualizations and user interfaces for the exploration of large datasets. This book concentrates on the areas of information visualization, visual analytics, computer graphics, and human-computer interaction. This book opens up a whole field of study, including the scientific validation of these techniques, their limitations, and their generalizations to different types of datasets.
The Secret Circuit
Author: Bruce Abramson
Publisher: Rowman & Littlefield
ISBN: 9780742552814
Category : Law
Languages : en
Pages : 428
Book Description
The United States Court of Appeals for the Federal Circuit was born in the early 1980s as part of the drive to liberalize and reinvigorate the American economy. Its docket covers the rules guiding patents, innovation, globalization, and much of government. Are these rules impelling the economy forward or holding it back? Are the policies that we have the policies that we want? The Secret Circuit demystifies this Court's work and answers these questions.
Publisher: Rowman & Littlefield
ISBN: 9780742552814
Category : Law
Languages : en
Pages : 428
Book Description
The United States Court of Appeals for the Federal Circuit was born in the early 1980s as part of the drive to liberalize and reinvigorate the American economy. Its docket covers the rules guiding patents, innovation, globalization, and much of government. Are these rules impelling the economy forward or holding it back? Are the policies that we have the policies that we want? The Secret Circuit demystifies this Court's work and answers these questions.
Food Fears
Author: Alison Blay-Palmer
Publisher: Routledge
ISBN: 1317134389
Category : Science
Languages : en
Pages : 196
Book Description
The industrial food system of the West is increasingly perceived as problematic. The physical, social and intellectual distance between consumers and their food stems from a food system that privileges quantity and efficiency over quality, with an underlying assumption that food is a commodity, rather than a source of nourishment and pleasure. In the wake of various food and health scares, there is a growing demand from consumers to change the food they eat, which in turn acts as a catalyst for the industry to adapt and for alternative systems to evolve. Drawing on a wealth of empirical research into mainstream and alternative North American food systems, this book discusses how sustainable, grass roots, local food systems offer a template for meaningful individual activism as a way to bring about change from the bottom up, while at the same time creating pressure for policy changes at all levels of government. This movement signals a shift away from market economy principles and reflects a desire to embody social and ecological values as the foundation for future growth.
Publisher: Routledge
ISBN: 1317134389
Category : Science
Languages : en
Pages : 196
Book Description
The industrial food system of the West is increasingly perceived as problematic. The physical, social and intellectual distance between consumers and their food stems from a food system that privileges quantity and efficiency over quality, with an underlying assumption that food is a commodity, rather than a source of nourishment and pleasure. In the wake of various food and health scares, there is a growing demand from consumers to change the food they eat, which in turn acts as a catalyst for the industry to adapt and for alternative systems to evolve. Drawing on a wealth of empirical research into mainstream and alternative North American food systems, this book discusses how sustainable, grass roots, local food systems offer a template for meaningful individual activism as a way to bring about change from the bottom up, while at the same time creating pressure for policy changes at all levels of government. This movement signals a shift away from market economy principles and reflects a desire to embody social and ecological values as the foundation for future growth.
3D GAME ENGINE DEVELOPMENT
Author: Franc Pouhela
Publisher: Madsycode
ISBN:
Category : Computers
Languages : en
Pages : 541
Book Description
Developing a custom game engine in today's landscape might raise eyebrows among many, as there's an abundance of really good free and open-source alternatives readily accessible. To challenge this prevailing wisdom might appear unconventional at best. However, I firmly believe that there are compelling reasons for you to explore this intricate world. In this book, you will embark on a journey to build a cross-platform 3D game engine from scratch using C++ and OpenGL. The adventure begins with setting up a versatile development environment and a robust build system, laying the foundation for the challenges that lie ahead. As the journey progresses, we venture into more advanced terrain, tackling the implementation of critical features such as graphics rendering, physics, scripting, serialization, etc. Finally, it culminates with the implementation of a graphical user interface to improve interaction with the engine's features and game creation.
Publisher: Madsycode
ISBN:
Category : Computers
Languages : en
Pages : 541
Book Description
Developing a custom game engine in today's landscape might raise eyebrows among many, as there's an abundance of really good free and open-source alternatives readily accessible. To challenge this prevailing wisdom might appear unconventional at best. However, I firmly believe that there are compelling reasons for you to explore this intricate world. In this book, you will embark on a journey to build a cross-platform 3D game engine from scratch using C++ and OpenGL. The adventure begins with setting up a versatile development environment and a robust build system, laying the foundation for the challenges that lie ahead. As the journey progresses, we venture into more advanced terrain, tackling the implementation of critical features such as graphics rendering, physics, scripting, serialization, etc. Finally, it culminates with the implementation of a graphical user interface to improve interaction with the engine's features and game creation.
Production Volume Rendering
Author: Magnus Wrenninge
Publisher: CRC Press
ISBN: 156881724X
Category : Computers
Languages : en
Pages : 357
Book Description
Due to limited publicly available software and lack of documentation, those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The book offers two paths toward understanding production volume rendering. It describes: Modern production volume rendering techniques in a generic context, explaining how the techniques fit together and how the modules are used to achieve real-world goals Implementation of the techniques, showing how to translate abstract concepts into concrete, working code and how the ideas work together to create a complete system As an introduction to the field and an overview of current techniques and algorithms, this book is a valuable source of information for programmers, technical directors, artists, and anyone else interested in how production volume rendering works. Web Resource The scripts, data, and source code for the book’s renderer are freely available at https://github.com/pvrbook/pvr. Readers can see how the code is implemented and acquire a practical understanding of how various design considerations impact scalability, extensibility, generality, and performance.
Publisher: CRC Press
ISBN: 156881724X
Category : Computers
Languages : en
Pages : 357
Book Description
Due to limited publicly available software and lack of documentation, those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The book offers two paths toward understanding production volume rendering. It describes: Modern production volume rendering techniques in a generic context, explaining how the techniques fit together and how the modules are used to achieve real-world goals Implementation of the techniques, showing how to translate abstract concepts into concrete, working code and how the ideas work together to create a complete system As an introduction to the field and an overview of current techniques and algorithms, this book is a valuable source of information for programmers, technical directors, artists, and anyone else interested in how production volume rendering works. Web Resource The scripts, data, and source code for the book’s renderer are freely available at https://github.com/pvrbook/pvr. Readers can see how the code is implemented and acquire a practical understanding of how various design considerations impact scalability, extensibility, generality, and performance.
DaVinci Resolve Editing Step-By-Step Instructions
Author: Timothy Sharkey
Publisher: Deus Ex Machina
ISBN:
Category : Art
Languages : en
Pages : 156
Book Description
DaVinci Resolve Editing Step-By-Step Instructions uses a “step-by-step” approach to editing videos professionally. It makes editing videos in DaVinci Resolve 18 extremely easy to understand and extremely easy to manage. It provides step-by-step instructions for over 250 aspects of editing, and it includes 140 screenshots from DaVinci Resolve’s editing software itself. It organizes its topics in an in-depth Table of Contents, and it includes Pro Tips for advanced users as well. Supplemental information about the principles of editing and the camera shots that editors need are included. Major Topics Explained: 1) EDITING: Ripple & Roll Edits, Top & Tail Edits, Split Edits, JKL Navigation, Edit Overlays, Compound Clips 2) EDITING PRINCIPLES: Continuity Editing, Invisible Editing, Cutting on Action, Parallel Editing, Jump Cuts, Montage, Mies En Scene, Cut on a Blink, Punch-In, B-Roll, The Kuleshov Effect 3) CAMERA SHOTS EDITORS NEED: Master Scene Technique, Coverage, Reverse Angle Shots, Reaction Shots, Entrances & Exits, Insert Shots, Segway (Bridge) Shots, Natural Wipes, 180 Degree Rule, Screen Direction 4) TRANSITIONS: Previewing Transitions, Applying Transitions, Adjusting Transitions, Favoriting Transitions, Saving Custom Transitions 5) TITLES: Previewing Titles, Applying Titles, Favoriting Titles, Saving Custom Titles, Keyframing Titles, Using Animated Titles, Applying Effects to Titles, Text Mask Simulations, Blend Modes 6) TIMELINES: Multiple Timelines, Power Bins, Markers, Flags, Edit Index, Source Viewer 7) VIDEO TRANSFORMATIONS: Slow Motion, Timelapse, Freeze Frame, Speed Ramps, Stabilization, Widescreen, Dynamic Zoom, Double Exposure, Vignette 8) EFFECTS: Previewing Effects, Applying Effects, Favoriting Effects, Saving Custom Effects, Keyframing Effects, Rendering Effects, Green Screen, Digital Glitch, Faux Lens Flare, Adjustment Clips, Generators 9) KEYFRAMES: Adding Keyframes, Viewing Keyframes, Navigating Keyframes, Ease In & Out Keyframes, Bezier Keyframes, Linear Keyframes, Keyframe Editor, Curve Editor, Animation Curve Lines, Refining Animation Curve Lines, Keyframe Handles 10) AUDIO: Audio Meters, Audio Mixer, Keyframing the Volume Line, Synchronizing Audio, Subframe Audio Editing, Converting Mono, Stereo, and 5.1 Channels, Applying Audio Effects, EQ, Normalization, Noise Reduction, Compressor, Limiter 11) EXPORTING: Exporting Selections, Quick Export, Chapter Markers, Data Rates, Alpha Channels, Saving Custom Export Settings 12) MEDIA MANAGEMENT & SETTINGS: Codecs & Formats, Metadata, Local Settings, Global Settings, Master Settings, Relinking Missing Media, Rendering, Deleting Render Files When Done, Performance Enhancement Techniques, External Plugin Management 13) VIEW & NAVIGATION: User Interface, Full-Width Timeline, Full Screen View, Dual Monitors, Keyboard Shortcuts, History Panel *A complete list of the 250+ sections and chapters contained in DaVinci Resolve Editing Step-By-Step Instructions can be viewed in the Contents page in Read Sample (or Look Inside). Timothy Sharkey (author) has a Master of Fine Arts degree in Cinema from The School of Cinematic Arts at DePaul University. He has a Master of Liberal Arts degree in English & American Literature & Language from Harvard University. He has a Bachelor of General Studies degree (with a concentration in Film) from The University of Michigan. He has taught film classes in college in Chicago for over 20 years, and he has succeeded in taking complicated information and simplifying it for the demanding students in his classes.
Publisher: Deus Ex Machina
ISBN:
Category : Art
Languages : en
Pages : 156
Book Description
DaVinci Resolve Editing Step-By-Step Instructions uses a “step-by-step” approach to editing videos professionally. It makes editing videos in DaVinci Resolve 18 extremely easy to understand and extremely easy to manage. It provides step-by-step instructions for over 250 aspects of editing, and it includes 140 screenshots from DaVinci Resolve’s editing software itself. It organizes its topics in an in-depth Table of Contents, and it includes Pro Tips for advanced users as well. Supplemental information about the principles of editing and the camera shots that editors need are included. Major Topics Explained: 1) EDITING: Ripple & Roll Edits, Top & Tail Edits, Split Edits, JKL Navigation, Edit Overlays, Compound Clips 2) EDITING PRINCIPLES: Continuity Editing, Invisible Editing, Cutting on Action, Parallel Editing, Jump Cuts, Montage, Mies En Scene, Cut on a Blink, Punch-In, B-Roll, The Kuleshov Effect 3) CAMERA SHOTS EDITORS NEED: Master Scene Technique, Coverage, Reverse Angle Shots, Reaction Shots, Entrances & Exits, Insert Shots, Segway (Bridge) Shots, Natural Wipes, 180 Degree Rule, Screen Direction 4) TRANSITIONS: Previewing Transitions, Applying Transitions, Adjusting Transitions, Favoriting Transitions, Saving Custom Transitions 5) TITLES: Previewing Titles, Applying Titles, Favoriting Titles, Saving Custom Titles, Keyframing Titles, Using Animated Titles, Applying Effects to Titles, Text Mask Simulations, Blend Modes 6) TIMELINES: Multiple Timelines, Power Bins, Markers, Flags, Edit Index, Source Viewer 7) VIDEO TRANSFORMATIONS: Slow Motion, Timelapse, Freeze Frame, Speed Ramps, Stabilization, Widescreen, Dynamic Zoom, Double Exposure, Vignette 8) EFFECTS: Previewing Effects, Applying Effects, Favoriting Effects, Saving Custom Effects, Keyframing Effects, Rendering Effects, Green Screen, Digital Glitch, Faux Lens Flare, Adjustment Clips, Generators 9) KEYFRAMES: Adding Keyframes, Viewing Keyframes, Navigating Keyframes, Ease In & Out Keyframes, Bezier Keyframes, Linear Keyframes, Keyframe Editor, Curve Editor, Animation Curve Lines, Refining Animation Curve Lines, Keyframe Handles 10) AUDIO: Audio Meters, Audio Mixer, Keyframing the Volume Line, Synchronizing Audio, Subframe Audio Editing, Converting Mono, Stereo, and 5.1 Channels, Applying Audio Effects, EQ, Normalization, Noise Reduction, Compressor, Limiter 11) EXPORTING: Exporting Selections, Quick Export, Chapter Markers, Data Rates, Alpha Channels, Saving Custom Export Settings 12) MEDIA MANAGEMENT & SETTINGS: Codecs & Formats, Metadata, Local Settings, Global Settings, Master Settings, Relinking Missing Media, Rendering, Deleting Render Files When Done, Performance Enhancement Techniques, External Plugin Management 13) VIEW & NAVIGATION: User Interface, Full-Width Timeline, Full Screen View, Dual Monitors, Keyboard Shortcuts, History Panel *A complete list of the 250+ sections and chapters contained in DaVinci Resolve Editing Step-By-Step Instructions can be viewed in the Contents page in Read Sample (or Look Inside). Timothy Sharkey (author) has a Master of Fine Arts degree in Cinema from The School of Cinematic Arts at DePaul University. He has a Master of Liberal Arts degree in English & American Literature & Language from Harvard University. He has a Bachelor of General Studies degree (with a concentration in Film) from The University of Michigan. He has taught film classes in college in Chicago for over 20 years, and he has succeeded in taking complicated information and simplifying it for the demanding students in his classes.
Dynamic Human Anatomy
Author: Roberto Osti
Publisher: The Monacelli Press, LLC
ISBN: 1580935516
Category : Art
Languages : en
Pages : 353
Book Description
An essential visual guide for artists to the mastery and use of advanced human anatomy skills in the creation of figurative art. Dynamic Human Anatomy picks up where Basic Human Anatomy leaves off and offers artists and art students a deeper understanding of anatomy, including anatomy in motion, and how that essential skill is applied to the creation of fine figurative art.
Publisher: The Monacelli Press, LLC
ISBN: 1580935516
Category : Art
Languages : en
Pages : 353
Book Description
An essential visual guide for artists to the mastery and use of advanced human anatomy skills in the creation of figurative art. Dynamic Human Anatomy picks up where Basic Human Anatomy leaves off and offers artists and art students a deeper understanding of anatomy, including anatomy in motion, and how that essential skill is applied to the creation of fine figurative art.