Author: Alvy Ray Smith
Publisher: MIT Press
ISBN: 0262365219
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.
A Biography of the Pixel
Author: Alvy Ray Smith
Publisher: MIT Press
ISBN: 0262365219
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.
Publisher: MIT Press
ISBN: 0262365219
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.
The History of the GPU - Steps to Invention
Author: Jon Peddie
Publisher: Springer Nature
ISBN: 3031109686
Category : Computers
Languages : en
Pages : 424
Book Description
This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.
Publisher: Springer Nature
ISBN: 3031109686
Category : Computers
Languages : en
Pages : 424
Book Description
This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.
Lucas
Author: Richard Ravalli
Publisher: University Press of Kentucky
ISBN: 1985900092
Category : Performing Arts
Languages : en
Pages : 337
Book Description
George Lucas is an innovative and talented director, producer, and screenwriter whose prolific career spans decades. While he is best known as the creative mind behind the Star Wars franchise, Lucas first gained renown with his 1973 film American Graffiti, which received five Academy Award nominations, including Best Director and Best Picture. When Star Wars (1977) was released, the groundbreaking motion picture won six Academy Awards, became the highest grossing film at the time, and started a cultural revolution that continues to inspire generations of fans. Three decades and countless successes later, Lucas announced semiretirement in 2012 and sold his highly successful production company, Lucasfilm, to Disney. His achievements have earned him the Academy's Irving G. Thalberg Award, the American Film Institute's Life Achievement Award, induction into the Science Fiction Hall of Fame and the California Hall of Fame, and a National Medal of Arts presented by President Barack Obama. Lucas: His Hollywood Legacy is the first collection to bring a sustained scholarly perspective to the iconic filmmaker and his legacy beyond the Star Wars films. Edited by Richard Ravalli, this volume analyzes Lucas's overall contribution and importance to the film industry, diving deep into his use and development of modern special effects technologies, the history of his Skywalker Ranch production facilities, and more. With clearly written and enlightening critiques by experts consulting rare collections and archival materials, this book is an original and robust project that sets the standard for historical and cultural studies of Lucas.
Publisher: University Press of Kentucky
ISBN: 1985900092
Category : Performing Arts
Languages : en
Pages : 337
Book Description
George Lucas is an innovative and talented director, producer, and screenwriter whose prolific career spans decades. While he is best known as the creative mind behind the Star Wars franchise, Lucas first gained renown with his 1973 film American Graffiti, which received five Academy Award nominations, including Best Director and Best Picture. When Star Wars (1977) was released, the groundbreaking motion picture won six Academy Awards, became the highest grossing film at the time, and started a cultural revolution that continues to inspire generations of fans. Three decades and countless successes later, Lucas announced semiretirement in 2012 and sold his highly successful production company, Lucasfilm, to Disney. His achievements have earned him the Academy's Irving G. Thalberg Award, the American Film Institute's Life Achievement Award, induction into the Science Fiction Hall of Fame and the California Hall of Fame, and a National Medal of Arts presented by President Barack Obama. Lucas: His Hollywood Legacy is the first collection to bring a sustained scholarly perspective to the iconic filmmaker and his legacy beyond the Star Wars films. Edited by Richard Ravalli, this volume analyzes Lucas's overall contribution and importance to the film industry, diving deep into his use and development of modern special effects technologies, the history of his Skywalker Ranch production facilities, and more. With clearly written and enlightening critiques by experts consulting rare collections and archival materials, this book is an original and robust project that sets the standard for historical and cultural studies of Lucas.
A Biography of the Pixel
Author: Alvy Ray Smith
Publisher: MIT Press
ISBN: 0262365219
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.
Publisher: MIT Press
ISBN: 0262365219
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.
A History of the Western Educational Experience
Author: Gerald L. Gutek
Publisher: Waveland Press
ISBN: 1478649216
Category : Education
Languages : en
Pages : 566
Book Description
This comprehensive volume identifies and analyzes the significant ideas and institutions that shaped the Western educational heritage. The author examines how worldwide events have impacted education in Europe, North America, and beyond. The third edition incorporates fresh material about the ancient world, European exploration and colonization of North America and India, as well as updated chapters on education in the United Kingdom, France, Germany, and Russia. This edition has an expanded treatment of Carl Jung, a new section on Margaret Naumburg and her Walden School, and enhanced analysis of many other theorists. It concludes with broadened coverage of nineteenth, twentieth, and twenty-first century American education, including many educators new to the third edition. Each chapter contains a new feature: Reflection, Discussion, and Research. From Plato and Aristotle to John Dewey, leading educators raised perennial concepts about education and truth, meaning, and value that remain relevant today. In the progression from antiquity to the present, some issues are marked by change and others by continuity—all of which are important to consider, discuss, and research further.
Publisher: Waveland Press
ISBN: 1478649216
Category : Education
Languages : en
Pages : 566
Book Description
This comprehensive volume identifies and analyzes the significant ideas and institutions that shaped the Western educational heritage. The author examines how worldwide events have impacted education in Europe, North America, and beyond. The third edition incorporates fresh material about the ancient world, European exploration and colonization of North America and India, as well as updated chapters on education in the United Kingdom, France, Germany, and Russia. This edition has an expanded treatment of Carl Jung, a new section on Margaret Naumburg and her Walden School, and enhanced analysis of many other theorists. It concludes with broadened coverage of nineteenth, twentieth, and twenty-first century American education, including many educators new to the third edition. Each chapter contains a new feature: Reflection, Discussion, and Research. From Plato and Aristotle to John Dewey, leading educators raised perennial concepts about education and truth, meaning, and value that remain relevant today. In the progression from antiquity to the present, some issues are marked by change and others by continuity—all of which are important to consider, discuss, and research further.
The Peanuts Book
Author: Simon Beecroft
Publisher: Penguin
ISBN: 0744034876
Category : Comics & Graphic Novels
Languages : en
Pages : 202
Book Description
From the backyard to outer space, Charles M. Schulz's Peanuts has been charming the world for more than 70 years. In this celebration of Schulz and his beloved work, explore rarely seen sketches, influential comic strips, and collectors' artifacts. Pore over evolving artworks of Snoopy, Charlie Brown, and the gang. Chart the rich history of Peanuts as it grew to become the world's favorite comic, and travel from 1950 to the present day, from California to Japan. Every page of this visual guide is an exhibition to treasure. Discover the enduring and nostalgic charm of Peanuts in this stunning anniversary book. With a foreword by Stephen Colbert. © 2020 Peanuts Worldwide LLC
Publisher: Penguin
ISBN: 0744034876
Category : Comics & Graphic Novels
Languages : en
Pages : 202
Book Description
From the backyard to outer space, Charles M. Schulz's Peanuts has been charming the world for more than 70 years. In this celebration of Schulz and his beloved work, explore rarely seen sketches, influential comic strips, and collectors' artifacts. Pore over evolving artworks of Snoopy, Charlie Brown, and the gang. Chart the rich history of Peanuts as it grew to become the world's favorite comic, and travel from 1950 to the present day, from California to Japan. Every page of this visual guide is an exhibition to treasure. Discover the enduring and nostalgic charm of Peanuts in this stunning anniversary book. With a foreword by Stephen Colbert. © 2020 Peanuts Worldwide LLC
The Universe as It Really Is
Author: Thomas R. Scott
Publisher: Columbia University Press
ISBN: 0231545762
Category : Science
Languages : en
Pages : 511
Book Description
The universe that science reveals to us can seem far outside the comfort zone of the human mind. Subjects near and far open up dizzying vistas, from the infinitesimal to the colossal. Humanity, the unlikely product of uncountable coincidences on unimaginable scales, inhabits a tumultuous universe that extends from our immediate environs to the most distant galaxies and beyond. But when the mind balks at the vertiginous complexity of the universe, science unveils the elegance amid the chaos. In this book, Thomas R. Scott ventures into the known and the unknown to explain our universe and the laws that govern it. The Universe as It Really Is begins with physics and the building blocks of the universe—time, gravity, light, and elementary particles—and chemistry’s ability to explain the interactions among them. Scott, with the assistance of James Lawrence Powell, next tours the earth and atmospheric sciences to explain the forces that shape our planet and then takes off for the stars to describe our place in the cosmos. He provides vivid introductions to our collective scientific inheritance, narrating discoveries such as the shape of the atom and the nature of the nucleus or how we use GPS to measure time and what that has to do with relativity. A clear demonstration of the power of scientific reasoning to bring the incomprehensible within our grasp, The Universe as It Really Is gives an engrossing account of just how much we do understand about the world around us.
Publisher: Columbia University Press
ISBN: 0231545762
Category : Science
Languages : en
Pages : 511
Book Description
The universe that science reveals to us can seem far outside the comfort zone of the human mind. Subjects near and far open up dizzying vistas, from the infinitesimal to the colossal. Humanity, the unlikely product of uncountable coincidences on unimaginable scales, inhabits a tumultuous universe that extends from our immediate environs to the most distant galaxies and beyond. But when the mind balks at the vertiginous complexity of the universe, science unveils the elegance amid the chaos. In this book, Thomas R. Scott ventures into the known and the unknown to explain our universe and the laws that govern it. The Universe as It Really Is begins with physics and the building blocks of the universe—time, gravity, light, and elementary particles—and chemistry’s ability to explain the interactions among them. Scott, with the assistance of James Lawrence Powell, next tours the earth and atmospheric sciences to explain the forces that shape our planet and then takes off for the stars to describe our place in the cosmos. He provides vivid introductions to our collective scientific inheritance, narrating discoveries such as the shape of the atom and the nature of the nucleus or how we use GPS to measure time and what that has to do with relativity. A clear demonstration of the power of scientific reasoning to bring the incomprehensible within our grasp, The Universe as It Really Is gives an engrossing account of just how much we do understand about the world around us.
ArtsIT, Interactivity and Game Creation
Author: Matthias Wölfel
Publisher: Springer Nature
ISBN: 3030955311
Category : Technology & Engineering
Languages : en
Pages : 476
Book Description
This book constitutes the refereed post-conference proceedings of the 10th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2021 which was held in December 2021. Due to COVID-19 pandemic the conference was held virtually. The 31 revised full papers presented were carefully selected from 57 submissions. The papers are thematically arranged in the following sections: Media Arts and Virtual Reality; Games; Fusions; Collaboration, Inclusion and Participation; Artificial Intelligence in Art and Culture; Approaches and Applications.
Publisher: Springer Nature
ISBN: 3030955311
Category : Technology & Engineering
Languages : en
Pages : 476
Book Description
This book constitutes the refereed post-conference proceedings of the 10th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2021 which was held in December 2021. Due to COVID-19 pandemic the conference was held virtually. The 31 revised full papers presented were carefully selected from 57 submissions. The papers are thematically arranged in the following sections: Media Arts and Virtual Reality; Games; Fusions; Collaboration, Inclusion and Participation; Artificial Intelligence in Art and Culture; Approaches and Applications.
Lifescapes
Author: Dr. Pragti Sobti
Publisher: Clever Fox Publishing
ISBN:
Category : Juvenile Nonfiction
Languages : en
Pages : 170
Book Description
The volume ‘Lifescapes’ is a collection of specially commissioned articles related to life narratives. The articles concentrate on myriad trajectories of interdisciplinary areas related to Life Narratives such as Autobiography, Biography, Biopics, Memoirs, Folklore, Mythology, History, Gender and Sexuality etc., and provide valuable inputs to life stories. The anthology will certainly be of great help to the teachers, researchers and scholars of English working on ‘Life Narratives’.
Publisher: Clever Fox Publishing
ISBN:
Category : Juvenile Nonfiction
Languages : en
Pages : 170
Book Description
The volume ‘Lifescapes’ is a collection of specially commissioned articles related to life narratives. The articles concentrate on myriad trajectories of interdisciplinary areas related to Life Narratives such as Autobiography, Biography, Biopics, Memoirs, Folklore, Mythology, History, Gender and Sexuality etc., and provide valuable inputs to life stories. The anthology will certainly be of great help to the teachers, researchers and scholars of English working on ‘Life Narratives’.
Dictionary of Information and Library Management
Author: Bloomsbury Publishing
Publisher: A&C Black
ISBN: 1408102161
Category : Foreign Language Study
Languages : en
Pages : 391
Book Description
This comprehensive dictionary covers all aspects of librarianship and information and knowledge management. Designed to equip the trainee librarian or information management student with core industry terminology, this fully revised edition includes thousands of terms connected with information management, classification, cataloguing and electronic knowledge management. Handy supplements include proof correcting marks, classification systems, book prizes and awards, information skills, and a list of key resources on the Web. "Clear and concise... a useful little handbook" - Library & Information Update
Publisher: A&C Black
ISBN: 1408102161
Category : Foreign Language Study
Languages : en
Pages : 391
Book Description
This comprehensive dictionary covers all aspects of librarianship and information and knowledge management. Designed to equip the trainee librarian or information management student with core industry terminology, this fully revised edition includes thousands of terms connected with information management, classification, cataloguing and electronic knowledge management. Handy supplements include proof correcting marks, classification systems, book prizes and awards, information skills, and a list of key resources on the Web. "Clear and concise... a useful little handbook" - Library & Information Update