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Programming --- Graphic arts --- animatiesoftware --- animatiefilms
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CS (Creative Suite) --- animatiesoftware --- Flash (informatica) --- Computer architecture. Operating systems
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The term Flash animation has changed radically over the last seven years. Back in 2000, many professional animators turned up their noses at Flash, considering it to be worthy only of poorly-drawn internet animation about hamsters and poop. But blaming Flash for bad ani- tion is like blaming 35mm film for a bad movie, and slowly but surely, professional animators began to warm to Flash as a serious tool capable of some amazing things. Today, Flash is becoming the tool of choice for animators, studios, and networks alike, and you'd be hard-pressed to flip through the TV channels or surf the Internet and not see an example of this within a very short time. The authors of this book have been working with Flash for quite some time, so when the opportunity to write a book about Flash animation presented itself, we jumped at the chance. This is not a book that is trying to sell you a software program. This is a book by a group of people who are passionate about 2-D animation. We try to speak frankly about what Flash is good at and what is best left for other programs (such as Photoshop and After Effects). But mostly, this book is about the how of Flash animation. Having worked on literally hundreds of Flash animation productions, we distill our collective experience into a manual that we hope will be constructive, informative, and fun.
Programming --- animatiesoftware --- websites --- Flash (informatica) --- webdesign --- programmeren (informatica) --- webapplicaties (informatica) --- animatiefilms
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Programming --- animatiesoftware --- websites --- Flash (informatica) --- webdesign --- programmeren (informatica) --- webapplicaties (informatica) --- animatiefilms
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Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples. The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in introductory courses, but are immediately exposed in shader work. It then covers shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them. The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more. Features of the Second Edition: Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language. More examples and more exercises A chapter on tessellation shaders An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the books examples at www.cgeducation.org
Programming --- Artificial intelligence. Robotics. Simulation. Graphics --- computer animation --- robots --- animatiesoftware --- beeldverwerking --- games --- digitale vormgeving
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Create awe-inspiring, mind-blowing Flash ads, microsites, advergames, and branded applications that engage consumers and demonstrate their worth to clients. Creating Flash Advertising delivers the nuts and bolts of the development process from initial design conception to ad completion. You'll learn the best practices for: * Mastering the myriad of ad specs, deadlines, quality and version control issues * Creating ads that balance campaign goals with design constraints * Preparing and building ads with team and QC standards * Using forms and data in ads without file bloat * File optimization techniques for swf files * 3rd party rich media technologies that transcend the 30k banner * Integrating video into sites and banners * Social media applications * Trafficking and tracking ads for impressions, interactions, clicks, and conversions * Using ActionScript to save development time and implement team standards Published projects developed with the practices and AS code presented in the book are available on the companion website http://www.flashadbook.com * Real-world examples of rich media ads and AIR applications * Industy insider tips and workflows from award winning designers * Companion Web site with case studies, and re-usable AS3 and Flex code snippets
Advertising. Public relations --- Computer architecture. Operating systems --- animatiesoftware --- Flash (informatica) --- computergebruik --- webdesign --- online advertising --- e-commerce
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Waarom investeren in nieuwe (dure) software als je met Adobe Photoshop professionele animaties kunt maken en video kunt bewerken? Veel vormgevers en websitebouwers werken al met Photoshop. Ze kennen de werkomgeving en door van deze basiskennis gebruik te maken is het voor hen veel eenvoudiger om over te gaan op het maken van animaties in Photoshop. Zo hoeven ze geen complexe nieuwe software aan te schaffen en te leren gebruiken middels dure trainingssessies. Dit boek behandelt op een praktische manier alle technieken die Adobe Photoshop biedt op het gebied van professionele animaties maken en het bewerken van videobestanden. Deze animaties zijn zeer bruikbaar voor toepassing in sociale media, websites, bedrijfspresentaties, digitale magazines/kranten en apps.Er is geen ander boek in het Nederlands dat gaat over het maken van animaties en video in Photoshop. Het is zeer uitgebreid met veel oefeningen, zodat de lezer het geleerde direct in de praktijk kan brengen.
Programming --- Computer architecture. Operating systems --- animatiesoftware --- videofilms --- digitale ontwerptechnieken --- grafische computerprogramma's --- Photoshop (informatica)
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Android Studio Content Production Fundamentals title introducing the reader to the concepts and terminology behind digital imaging (raster/bitmap/GIMP), digital illustration (vector/SVG/Inkscape), and digital audio (editing/effects/Audacity) and covers how to develop and optimize these types of content for use in Android OS using Android Studio 5.3.1. What You Will Learn • What are the primary genres of new media content production • What new media assets Android Studio supports • What are the concepts behind new media content production • How to Install and use GIMP, Inkscape, and Audacity software • How to integrate that software with Android Studio, fast becoming the most popular IDE for Android apps design and development.
Journalism --- Programming --- Computer architecture. Operating systems --- Computer. Automation --- animatiesoftware --- GSM (global system for mobile communications) --- Android --- computers --- landbouw --- media --- programmeren (informatica)
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Serious games - webomgeving - animatie - video - tekenen - presenteren
Computer assisted instruction --- presenteren --- digitale fotografie --- spelling --- video in de klas --- animatiesoftware --- ICT (informatie- en communicatietechnieken) --- ICT --- computerondersteunend onderwijs --- multimedia --- web 2.0 --- 454.52 --- computerondersteund onderwijs --- Multimedia --- Didactiek --- Onderwijs --- Computerondersteund onderwijs --- Internet --- Elektronische leeromgeving --- Digitale didactiek --- Web 2.0 --- Opvoeding --- Pedagogiek --- Statistische gegevens --- Sport
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