Author: Wim Wenders
Publisher: Faber & Faber
ISBN: 0571336477
Category : Performing Arts
Languages : en
Pages : 200
Book Description
The Pixels of Paul Cezanne is a collection of essays by Wim Wenders in which he presents his observations and reflections on the fellow artists who have influenced, shaped, and inspired him. "How are they doing it?" is the key question that Wenders asks as he looks at the dance work of Pina Bausch, the paintings of Cezanne, Edward Hopper, and Andrew Wyeth, as well as the films of Ingmar Bergman, Michelanelo Antonioni, Ozu, Anthony Mann, Douglas Sirk, and Sam Fuller. He finds the answer by trying to understand their individual perspectives, and, in the process revealing his own art of perception in texts of rare poignancy.
The Pixels of Paul Cézanne
Author: Wim Wenders
Publisher: Faber & Faber
ISBN: 0571336477
Category : Performing Arts
Languages : en
Pages : 200
Book Description
The Pixels of Paul Cezanne is a collection of essays by Wim Wenders in which he presents his observations and reflections on the fellow artists who have influenced, shaped, and inspired him. "How are they doing it?" is the key question that Wenders asks as he looks at the dance work of Pina Bausch, the paintings of Cezanne, Edward Hopper, and Andrew Wyeth, as well as the films of Ingmar Bergman, Michelanelo Antonioni, Ozu, Anthony Mann, Douglas Sirk, and Sam Fuller. He finds the answer by trying to understand their individual perspectives, and, in the process revealing his own art of perception in texts of rare poignancy.
Publisher: Faber & Faber
ISBN: 0571336477
Category : Performing Arts
Languages : en
Pages : 200
Book Description
The Pixels of Paul Cezanne is a collection of essays by Wim Wenders in which he presents his observations and reflections on the fellow artists who have influenced, shaped, and inspired him. "How are they doing it?" is the key question that Wenders asks as he looks at the dance work of Pina Bausch, the paintings of Cezanne, Edward Hopper, and Andrew Wyeth, as well as the films of Ingmar Bergman, Michelanelo Antonioni, Ozu, Anthony Mann, Douglas Sirk, and Sam Fuller. He finds the answer by trying to understand their individual perspectives, and, in the process revealing his own art of perception in texts of rare poignancy.
Blood, Sweat, and Pixels
Author: Jason Schreier
Publisher: HarperCollins
ISBN: 0062651242
Category : Business & Economics
Languages : en
Pages : 312
Book Description
NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
Publisher: HarperCollins
ISBN: 0062651242
Category : Business & Economics
Languages : en
Pages : 312
Book Description
NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
The Pixels
Author: Douglas Evans
Publisher: WT Melon Publishing
ISBN:
Category : Juvenile Fiction
Languages : en
Pages : 186
Book Description
The Pixel Corps of Discovery has been sent out to find the source of the excess CO2 in the atmosphere. But the Pixel's plane crash landed in a strange world, on the desktop of fourth-grader Faith Singer. Being one millimeter tall, the Pixel family--Speck, Dotty, Bitty, Nano, and Grandpa Grain--must take a long, perilous journey to escape...through the inside of the desk and out the bottom.
Publisher: WT Melon Publishing
ISBN:
Category : Juvenile Fiction
Languages : en
Pages : 186
Book Description
The Pixel Corps of Discovery has been sent out to find the source of the excess CO2 in the atmosphere. But the Pixel's plane crash landed in a strange world, on the desktop of fourth-grader Faith Singer. Being one millimeter tall, the Pixel family--Speck, Dotty, Bitty, Nano, and Grandpa Grain--must take a long, perilous journey to escape...through the inside of the desk and out the bottom.
Flickering Pixels
Author: Shane Hipps
Publisher: Harper Collins
ISBN: 0310293219
Category : Religion
Languages : en
Pages : 210
Book Description
"The methods change, but the message stays the same." This saying is the guiding light for faithful Christians in a changing world. But author Shane Hipps reveals the error in this thinking. Instead he demonstrates how changing the methods always changes the message. He shows us the hidden power of technology to shape our faith in unexpected ways.
Publisher: Harper Collins
ISBN: 0310293219
Category : Religion
Languages : en
Pages : 210
Book Description
"The methods change, but the message stays the same." This saying is the guiding light for faithful Christians in a changing world. But author Shane Hipps reveals the error in this thinking. Instead he demonstrates how changing the methods always changes the message. He shows us the hidden power of technology to shape our faith in unexpected ways.
A Biography of the Pixel
Author: Alvy Ray Smith
Publisher: MIT Press
ISBN: 0262542455
Category : Computers
Languages : en
Pages : 560
Book Description
The pixel as the organizing principle of all pictures, from cave paintings to Toy Story. The Great Digital Convergence of all media types into one universal digital medium occurred, with little fanfare, at the recent turn of the millennium. The bit became the universal medium, and the pixel--a particular packaging of bits--conquered the world. Henceforward, nearly every picture in the world would be composed of pixels--cell phone pictures, app interfaces, Mars Rover transmissions, book illustrations, videogames. In A Biography of the Pixel, Pixar cofounder Alvy Ray Smith argues that the pixel is the organizing principle of most modern media, and he presents a few simple but profound ideas that unify the dazzling varieties of digital image making. Smith's story of the pixel's development begins with Fourier waves, proceeds through Turing machines, and ends with the first digital movies from Pixar, DreamWorks, and Blue Sky. Today, almost all the pictures we encounter are digital--mediated by the pixel and irretrievably separated from their media; museums and kindergartens are two of the last outposts of the analog. Smith explains, engagingly and accessibly, how pictures composed of invisible stuff become visible--that is, how digital pixels convert to analog display elements. Taking the special case of digital movies to represent all of Digital Light (his term for pictures constructed of pixels), and drawing on his decades of work in the field, Smith approaches his subject from multiple angles--art, technology, entertainment, business, and history. A Biography of the Pixel is essential reading for anyone who has watched a video on a cell phone, played a videogame, or seen a movie. 400 pages of annotations, prepared by the author and available online, provide an invaluable resource for readers.
Publisher: MIT Press
ISBN: 0262542455
Category : Computers
Languages : en
Pages : 560
Book Description
The pixel as the organizing principle of all pictures, from cave paintings to Toy Story. The Great Digital Convergence of all media types into one universal digital medium occurred, with little fanfare, at the recent turn of the millennium. The bit became the universal medium, and the pixel--a particular packaging of bits--conquered the world. Henceforward, nearly every picture in the world would be composed of pixels--cell phone pictures, app interfaces, Mars Rover transmissions, book illustrations, videogames. In A Biography of the Pixel, Pixar cofounder Alvy Ray Smith argues that the pixel is the organizing principle of most modern media, and he presents a few simple but profound ideas that unify the dazzling varieties of digital image making. Smith's story of the pixel's development begins with Fourier waves, proceeds through Turing machines, and ends with the first digital movies from Pixar, DreamWorks, and Blue Sky. Today, almost all the pictures we encounter are digital--mediated by the pixel and irretrievably separated from their media; museums and kindergartens are two of the last outposts of the analog. Smith explains, engagingly and accessibly, how pictures composed of invisible stuff become visible--that is, how digital pixels convert to analog display elements. Taking the special case of digital movies to represent all of Digital Light (his term for pictures constructed of pixels), and drawing on his decades of work in the field, Smith approaches his subject from multiple angles--art, technology, entertainment, business, and history. A Biography of the Pixel is essential reading for anyone who has watched a video on a cell phone, played a videogame, or seen a movie. 400 pages of annotations, prepared by the author and available online, provide an invaluable resource for readers.
Illuminated Pixels
Author: Virginia Wissler
Publisher: Cengage Learning
ISBN: 9781435456358
Category : Computer graphics
Languages : en
Pages : 0
Book Description
Annotation 'Illuminated Pixels' teaches digital artists how to apply the foundational principles of lighting to digital lighting and design. The book explores the why, what, and how of lighting, integrating classic concepts with modern techniques, explaining the importance and the application of them.
Publisher: Cengage Learning
ISBN: 9781435456358
Category : Computer graphics
Languages : en
Pages : 0
Book Description
Annotation 'Illuminated Pixels' teaches digital artists how to apply the foundational principles of lighting to digital lighting and design. The book explores the why, what, and how of lighting, integrating classic concepts with modern techniques, explaining the importance and the application of them.
Pixels of You
Author: Ananth Hirsh
Publisher: Abrams
ISBN: 168335981X
Category : Young Adult Fiction
Languages : en
Pages : 188
Book Description
A human and human-presenting AI slowly become friends—and maybe more—in this moving YA graphic novel In a near future, augmentation and AI changed everything and nothing. Indira is a human girl who has been cybernetically augmented after a tragic accident, and Fawn is one of the first human-presenting AI. They have the same internship at a gallery, but neither thinks much of the other’s photography. But after a huge public blowout, their mentor gives them an ultimatum: work together on a project or leave her gallery forever. Grudgingly, the two begin to collaborate, and what comes out of it is astounding and revealing for both of them. Pixels of You is about the slow transformation of a rivalry to a friendship to something more as Indira and Fawn navigate each other, the world around them—and what it means to be an artist and a person.
Publisher: Abrams
ISBN: 168335981X
Category : Young Adult Fiction
Languages : en
Pages : 188
Book Description
A human and human-presenting AI slowly become friends—and maybe more—in this moving YA graphic novel In a near future, augmentation and AI changed everything and nothing. Indira is a human girl who has been cybernetically augmented after a tragic accident, and Fawn is one of the first human-presenting AI. They have the same internship at a gallery, but neither thinks much of the other’s photography. But after a huge public blowout, their mentor gives them an ultimatum: work together on a project or leave her gallery forever. Grudgingly, the two begin to collaborate, and what comes out of it is astounding and revealing for both of them. Pixels of You is about the slow transformation of a rivalry to a friendship to something more as Indira and Fawn navigate each other, the world around them—and what it means to be an artist and a person.
Digital Drawing for Landscape Architecture
Author: Bradley Cantrell
Publisher: John Wiley & Sons
ISBN: 1118933087
Category : Architecture
Languages : en
Pages : 336
Book Description
Combine traditional techniques with modern media for morecommunicative renderings Digital Drawing for Landscape Architecture: ContemporaryTechniques and Tools for Digital Representation in Site Design,Second Edition bridges the gap between traditional analog andnew digital tools by applying timeless concepts of representationto enhance design work in digital media. The book explores specifictechniques for creating landscape designs, including digitallyrendered plans, perspectives, and diagrams, and the updated secondedition offers expanded coverage of newer concepts and techniques.Readers will gain insight into the roles of different drawings,with a clear emphasis on presenting a solid understanding of howdiagram, plan, section, elevation, and perspective work together topresent a comprehensive design approach. Digital rendering is faster, more efficient, and more flexiblethan traditional rendering techniques, but the design principlesand elements involved are still grounded in hand-renderingtechniques. Digital Drawing for Landscape Architectureexploits both modalities to help designers create more beautiful,accurate, and communicative drawings in a professional studioenvironment. This second edition contains revised information onplan rendering techniques, camera matching workflow, and colorselection, along with brand new features, like: Time-based imagery and tools Workflow integration techniques Photoshop and Illustrator task automation Over 400 updated images, plus over 50 new examples ofaward-winning work The book takes a tutorial-based approach to digital rendering,allowing readers to start practicing immediately and get up tospeed quickly. Communication is a vital, but often overlookedcomponent of the design process, and designers rely upon theirdrawings to translate concepts from idea to plan. DigitalDrawing for Landscape Architecture provides the guidancelandscape designers need to create their most communicativerenderings yet.
Publisher: John Wiley & Sons
ISBN: 1118933087
Category : Architecture
Languages : en
Pages : 336
Book Description
Combine traditional techniques with modern media for morecommunicative renderings Digital Drawing for Landscape Architecture: ContemporaryTechniques and Tools for Digital Representation in Site Design,Second Edition bridges the gap between traditional analog andnew digital tools by applying timeless concepts of representationto enhance design work in digital media. The book explores specifictechniques for creating landscape designs, including digitallyrendered plans, perspectives, and diagrams, and the updated secondedition offers expanded coverage of newer concepts and techniques.Readers will gain insight into the roles of different drawings,with a clear emphasis on presenting a solid understanding of howdiagram, plan, section, elevation, and perspective work together topresent a comprehensive design approach. Digital rendering is faster, more efficient, and more flexiblethan traditional rendering techniques, but the design principlesand elements involved are still grounded in hand-renderingtechniques. Digital Drawing for Landscape Architectureexploits both modalities to help designers create more beautiful,accurate, and communicative drawings in a professional studioenvironment. This second edition contains revised information onplan rendering techniques, camera matching workflow, and colorselection, along with brand new features, like: Time-based imagery and tools Workflow integration techniques Photoshop and Illustrator task automation Over 400 updated images, plus over 50 new examples ofaward-winning work The book takes a tutorial-based approach to digital rendering,allowing readers to start practicing immediately and get up tospeed quickly. Communication is a vital, but often overlookedcomponent of the design process, and designers rely upon theirdrawings to translate concepts from idea to plan. DigitalDrawing for Landscape Architecture provides the guidancelandscape designers need to create their most communicativerenderings yet.
FF DOT: The Pixel Art of Final Fantasy
Author: Square Enix
Publisher: Dark Horse Comics
ISBN: 1506735061
Category : Art
Languages : en
Pages : 284
Book Description
A hardcover volume that showcases the intriguing evolution of pixel art from the Final Fantasy series! Containing detailed sprite sheets that showcase the pixel composition of Final Fantasy's beloved characters, maps of Final Fantasy's most popular highlighting tools used by the developers, and a special interview with Kazuko Shibuya, the character pixel artist for the Final Fantasy series, FF Dot is a one of a kind product that immerses readers into an iconic aspect of the Final Fantasy experience. Dark Horse Books is proud to collaborate with Square Enix to bring fans FF Dot: The Pixel Art of Final Fantasy, translated into English for the first time. This localization of the original Japanese publication holds nearly 300 pages of colorful pixel art, and is an invaluable addition to any Final Fantasy fan's collection.
Publisher: Dark Horse Comics
ISBN: 1506735061
Category : Art
Languages : en
Pages : 284
Book Description
A hardcover volume that showcases the intriguing evolution of pixel art from the Final Fantasy series! Containing detailed sprite sheets that showcase the pixel composition of Final Fantasy's beloved characters, maps of Final Fantasy's most popular highlighting tools used by the developers, and a special interview with Kazuko Shibuya, the character pixel artist for the Final Fantasy series, FF Dot is a one of a kind product that immerses readers into an iconic aspect of the Final Fantasy experience. Dark Horse Books is proud to collaborate with Square Enix to bring fans FF Dot: The Pixel Art of Final Fantasy, translated into English for the first time. This localization of the original Japanese publication holds nearly 300 pages of colorful pixel art, and is an invaluable addition to any Final Fantasy fan's collection.
Addressing Techniques of Liquid Crystal Displays
Author: Temkar N. Ruckmongathan
Publisher: John Wiley & Sons
ISBN: 1119940451
Category : Technology & Engineering
Languages : en
Pages : 359
Book Description
Unique reference source that can be used from the beginning to end of a design project to aid choosing an appropriate LCD addressing technique for a given application This book will be aimed at design engineers who are likely to embed LCD drivers and controllers in many systems including systems on chip. Such designers face the challenge of making the right choice of an addressing technique that will serve them with best performance at minimal cost and complexity. Readers will be able to learn about various methods available for driving matrix LCDs and the comparisons at the end of each chapter will aid readers to make an informed design choice. The book will address the various driving techniques related to LCDs. Due to the non-linear response of the liquid crystal to external voltages, different driving methods such as passive and active matrix driving can be utilized. The associated theoretical basis of these driving techniques is introduced, and this theoretical analysis is supplemented by information on the implementation of drivers and controllers to link the theory to practice. Written by an experienced research scientist with over 30 years in R&D in this field. Acts as an exhaustive review and comparison of techniques developed for passive-matrix addressing of twisted nematic and super-twisted nematic (STN) LCDs. Discusses the trend towards "High Definition" displays and that a hybrid approach to drive matrix LCDs (combination of active and passive matrix addressing) will be the future of LCD addressing. Contains the author’s recent work on Bit-Slice Addressing that is useful for fast responding LCDs, as well as a chapter on driving ferroelectric LCDs Provides an objective comparison that will enable designers to make an informed choice of an addressing technique for a specific application. Includes examples of the practical applications of addressing techniques. Organised in a way that each chapter can be read independently; with the basic knowledge and historical background gained from the introductory chapters, adequate for understanding the techniques that are presented in the remaining chapters making it a self-contained reference.
Publisher: John Wiley & Sons
ISBN: 1119940451
Category : Technology & Engineering
Languages : en
Pages : 359
Book Description
Unique reference source that can be used from the beginning to end of a design project to aid choosing an appropriate LCD addressing technique for a given application This book will be aimed at design engineers who are likely to embed LCD drivers and controllers in many systems including systems on chip. Such designers face the challenge of making the right choice of an addressing technique that will serve them with best performance at minimal cost and complexity. Readers will be able to learn about various methods available for driving matrix LCDs and the comparisons at the end of each chapter will aid readers to make an informed design choice. The book will address the various driving techniques related to LCDs. Due to the non-linear response of the liquid crystal to external voltages, different driving methods such as passive and active matrix driving can be utilized. The associated theoretical basis of these driving techniques is introduced, and this theoretical analysis is supplemented by information on the implementation of drivers and controllers to link the theory to practice. Written by an experienced research scientist with over 30 years in R&D in this field. Acts as an exhaustive review and comparison of techniques developed for passive-matrix addressing of twisted nematic and super-twisted nematic (STN) LCDs. Discusses the trend towards "High Definition" displays and that a hybrid approach to drive matrix LCDs (combination of active and passive matrix addressing) will be the future of LCD addressing. Contains the author’s recent work on Bit-Slice Addressing that is useful for fast responding LCDs, as well as a chapter on driving ferroelectric LCDs Provides an objective comparison that will enable designers to make an informed choice of an addressing technique for a specific application. Includes examples of the practical applications of addressing techniques. Organised in a way that each chapter can be read independently; with the basic knowledge and historical background gained from the introductory chapters, adequate for understanding the techniques that are presented in the remaining chapters making it a self-contained reference.