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Adobe's Lightroom has emerged as a must-have software due to its powerful editing tools and time saving organizational capabilities but how you establish a personalized, creative workflow that optimizes this technology, your time, and your art eludes most photographers. Jason Bradley, award-winning photographer and Lightroom pro, shares the answers to these questions in this practical and easy to follow guide that taps into the "how" and the "why" of a professional photographer's creative workflow in Lightroom. Bradley will show you how all workflows can be simplified into three steps: establishing, managing, and rendering the file, alongside stunning photographs and explanations from his own experiences. This book will not only teach you how to work within Lightroom but, ultimately, how to make Lightroom work for you.
Develop AI-powered apps and games for HoloLens and mixed reality headsets This is a complete guide to programming AI-powered mixed reality apps with the Windows Mixed Reality platform. Step by step, Dawid Borycki guides you through every type of mixed reality development, from simple 2D to cutting-edge apps for Microsoft HoloLens and immersive headsets. First, you'll learn to write UWP 2D apps that adapt for any Windows 10 device, transfer camera images to machine learning services, and use mobile sensor readings to control headset content. Then, building on these skills, you'll master every facet of building cross-platform 3D apps that link augmented reality content to real objects. Advanced Microsoft technology expert Dawid Borycki shows how to: Set up a mixed reality development environment with all the tools you'll need, including HoloLens and Mixed Reality simulators Write Universal Windows 2D apps for all Windows 10 devices, and adjust their views and capabilities to specific hardware Render media streams, acquire video from world-facing cameras, and detect human faces in those images Generate descriptions of what the user sees, and present them via text or speech Build AI-powered voice-controlled apps with Microsoft Cognitive Services (MCS) Master core concepts and techniques for building 3D mixed reality apps with Unity Format 3D objects with materials to create holograms Add interactions to holograms based on user input Integrate HoloLens capabilities, including air gestures, spatial sound, and mapping
This is the second volume of a book series that provides a modern, algori- mic introduction to digital image processing. It is designed to be used both by learners desiring a ?rm foundation on which to build and practitioners in search of critical analysis and modern implementations of the most important techniques. This updated and enhanced paperback edition of our compreh- sive textbook Digital Image Processing: An Algorithmic Approach Using Java packages the original material into a series of compact volumes, thereby s- porting a ?exible sequence of courses in digital image processing. Tailoring the contents to the scope of individual semester courses is also an attempt to p- vide a?ordable (and "backpack-compatible") textbooks without comprimising the quality and depth of content. This second volume, titled Core Algorithms, extends the introductory - terial presented in the ?rst volume (Fundamental Techniques) with additional techniques that are, nevertheless, part of the standard image processing to- box. A forthcomingthird volume(Advanced Techniques) will extendthis series and add important material beyond the elementary level, suitable for an - vanced undergraduate or even graduate course.
Create complex composites with Blackmagic Fusion. Learn the basics of node-based compositing and get up to speed quickly so you can undertake your own compositing projects. In Digital Compositing with Blackmagic Fusion: Essential Techniques, industry veteran Lee Lanier covers the most important components, tools, and workflows any serious compositor needs to know. Practice your knowledge and skill as you read the book with the included mini-tutorials and longer chapter tutorials. An accompanying eResource features video image sequences, 3D renders, and other tutorial materials, allowing you to immediately practice the discussed techniques. Critical topics in this book include: Tool / Node networks Color space and color channels Transformations Masking and rotoscoping Keyframing and animation splines Green screen keying The Fusion 3D environment Color grading and color manipulation Filter tools Motion tracking Particle simulation Stereoscopic workflow
This book serves as a comprehensive guide for using a Nexstar Evolution mount with WiFi SkyPortal control, walking the reader through the process for aligning and operating the system from a tablet or smartphone. The next generation Go-To mount from Celestron, this is compatible not only with the Nextstar Evolution but also with older mounts. It is the ideal resource for anyone who owns, or is thinking of owning, a Nexstar Evolution telescope, or adapting their existing Celestron mount. Pros and cons of the system are thoroughly covered with a critical depth that addresses any possible question by users. Beginning with a brief history of Go-To telescopes and the genesis of this still new technology, the author covers every aspect of the newly expanding capability in observing. This includes the associated Sky Portal smartphone and tablet application, the transition from the original Nexstar GoTo system to the new SkyPortal system, the use of the Sky Portal application with its Sky Safari 4 basic software and Celestron WiFi adaptations, and discussions on the use of SkyPortal application using the Celestron adapter on older Celestron mounts. Comments and recommendations for equipment enable the reader to successfully use and appreciate the new WiFi capability without becoming overwhelmed. Extensively illustrated using actual screenshots from the program interface, this is the only guide to the Nextstar SkyPortal an observer will need.
Fluid simulation is a computer graphic used to develop realistic animation of liquids in modern games. The Art of Fluid Animation describes visually rich techniques for creating fluid-like animations that do not require advanced physics or mathematical skills. It explains how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner. The book presents concepts that drive fluid animation and gives a historical background of the computation of fluids. It covers many research areas that include stable fluid simulation, flows on surfaces, and control of flows. It also gives one-paragraph summaries of the material after each section for reinforcement. This book includes computer code that readers can download and run on several platforms so they can extend their work beyond what is described in the book. The material provided here is designed to serve as a starting point for aspiring programmers to begin creating their own programs using fluid animation.
Computational Vision and Medical Image Processing contains keynote
lectures and full papers presented at VIPIMAGE 2007 - 1st ECCOMAS
Thematic Conference on Computational Vision and Medical Image
Processing, held in Porto, Portugal, in October 2007. International
contributions from fourteen countries provide comprehensive
coverage of the current state-of-the-art in-
This book provides readers with a solid understanding of game development, design, narrative, charaterization, plot, back story and world creation elements that are crucial for game writers and designers as they create a detailed world setting, adventure, characters, narrative and plot suitable for possible publication. Game design and development issues such as writing for games, emergent complexity, risk reward systems, competitive and cooperative game play will be investigated, analyzed and critiqued. Examples will be used to highlight and explain the various concepts involved and how the game development process works. Key Features Provides the critical skills any good game designer should have, such as narrative, characterization, progression, challenges, world building, plot, and rewards Using a hands-on, learn-by-doing approach, this book teaches prospective game designers how to excel in creating their own worlds and adventures without having to learn any programming or technical computer skills Includes clear and concise chapter objectives, chapter overviews, examples, case studies, key terms and multiple in-depth analyses Multiple case studies are provided and thoroughly analyzed so that readers will be familiar with the concepts and methodologies involved in each task Over the course of the book, readers will develop a professional level asset for inclusion in a portfolio of work suitable for submitting to job applications
Quad Rotorcraft Control develops original control methods for the
navigation and hovering flight of an autonomous mini-quad-rotor
robotic helicopter. These methods use an imaging system and a
combination of inertial and altitude sensors to localize and guide
the movement of the unmanned aerial vehicle relative to its
This edition covers iMovie 10.0 for Mac and iMovie 2.0 for iOS.
iMovie's sophisticated tools make it easier than ever to turn raw footage into sleek, entertaining movies--once you understand how to harness its features. Experts David Pogue and Aaron Miller give you hands-on advice and step-by-step instructions for creating polished movies on your Mac, iPhone, or iPad. Dive in and discover why this is the top-selling iMovie book.
The important stuff you need to knowGet started. Import footage, review clips, and create movies, using iMovie's new, streamlined layout.Include stunning effects. Introduce instant replays, freeze frames, fast-forward or slo-mo clips, and fade-outs.Add pro touches. Create cutaways, picture-in-picture boxes, side-by-side shots, and green-screen effects.Make movies on iOS devices. Tackle projects on your iPhone, iPad, or iPod Touch with our book-within-a-book.Produce stunning trailers. Craft your own Hollywood-style "Coming Attractions " previews.Share your masterpiece. Quickly post movies to YouTube, Facebook, Vimeo, CNN iReport, and iTunes.Watch iMovie Theater. Play your movies on any Apple gadget in iMovie's new full-screen cinema.
Machine Learning and Medical Imaging presents state-of- the-art machine learning methods in medical image analysis. It first summarizes cutting-edge machine learning algorithms in medical imaging, including not only classical probabilistic modeling and learning methods, but also recent breakthroughs in deep learning, sparse representation/coding, and big data hashing. In the second part leading research groups around the world present a wide spectrum of machine learning methods with application to different medical imaging modalities, clinical domains, and organs. The biomedical imaging modalities include ultrasound, magnetic resonance imaging (MRI), computed tomography (CT), histology, and microscopy images. The targeted organs span the lung, liver, brain, and prostate, while there is also a treatment of examining genetic associations. Machine Learning and Medical Imaging is an ideal reference for medical imaging researchers, industry scientists and engineers, advanced undergraduate and graduate students, and clinicians.
A human observer can effortlessly identify visible portions of geometric objects present in the environment. However, computations of visible portions of objects from a viewpoint involving thousands of objects is a time consuming task even for high speed computers. To solve such visibility problems, efficient algorithms have been designed. This book presents some of these visibility algorithms in two dimensions. Specifically, basic algorithms for point visibility, weak visibility, shortest paths, visibility graphs, link paths and visibility queries are all discussed. Several geometric properties are also established through lemmas and theorems. With over 300 figures and hundreds of exercises, this book is ideal for graduate students and researchers in the field of computational geometry. It will also be useful as a reference for researchers working in algorithms, robotics, computer graphics and geometric graph theory, and some algorithms from the book can be used in a first course in computational geometry.
Adobe created Photoshop Lightroom expressly for photographers, so twelve top-notch professionals took it for an intense, hands-on test run in the real world: a 10-day photographic adventure in Iceland. Now they are sharing that experience with you. In this PDF, Mikkel Aaland and Derrick Story have collected what they and their colleagues learned first hand when they used Lightroom to process the images they shot in one of the most beautiful, yet challenging photographic locations in the world. You can benefit directly from the pros' experience, as they reveal their best discoveries for processing and sharing images using Adobe's new image processing tool. This version covers Beta 4 which you can download for free from Adobe Labs and try yourself. You can learn more about the Adventure (and see amazing, Lightroom-created web galleries) at "Adobe Lightroom/Photoshop Adventure 2006".
Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video game Tin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a complete inside look at a single project. You'll explore new ways to write scripts and create modular rigs using Maya and Python, and automate and speed up the rigging process in your creative pipeline. Finally, you'll learn the most efficient ways of exporting your rigs into the popular game engine Unity. This is the practical, start-to-finish rigging primer you've been waiting for! Enhance your skillset by learning how to efficiently rig characters using techniques applicable to both games and cinematics Keep up with all the action with behind-the-scenes images and code scripts Refine your rigging skills with tutorials and project files available on the companion website
The independent developer has ascended, and the new business model demands agility. You have to be able to work on all aspects of game creation, and your team's game will publish directly to platforms like Android, iPhone, and Facebook. You'll use Unity, the hottest game engine out there, to do it. In order to earn your place on the elite development team, you must master both sides of the development coin: art and programming.Holistic Game Development with Unity is an authoritative guide to creating games in Unity. Taking you through game design, programming, and art, Penny de Byl uses a holistic approach to equip you with the multidisciplinary skills you need for the independent games industry. With this book, you will master essential digital art and design principles while learning the programming skills necessary to build interactivity into your games. The tutorials will put these skills into action. The companion website offers: source code for completed projects from the book, art assets, instructional videos, a forum, author blog and lesson plans and challenge questions for professors. Examines art and programming in unison-the only one-stop shop for individual developers and small teams looking to tackle both tasks.
Put the essential concepts and techniques of digital compositing to work for you without the need of a single mathematical equation. Compositing Visual Effects is lavishly illustrated with hundreds of film shots, figures, illustrations, and diagrams to help the visual reader gain a valuable vocabulary and understanding of the full range of visual effects, in which digital compositing plays a key role. Beginning with an inspirational tour of the scope and magnitude of digital compositing, you get a solid overview of the kinds of digital effects routinely executed today. See how CGI is composited with live action, how set extensions are done, and what a match-move shot is. Following that you learn each of the key applications of digital compositing, which include bluescreen compositing, bullet-time shots, motion tracking, and rotoscoping. The subsequent chapters dig down into each of the major digital compositing applications, introducing the fundamental concepts, and processes behind them. Learn what is easy and hard, possible and impossible, and what to expect when working on a job that entails digital compositing. New to this edition are 4 new chapters on: * 3D compositing, with lessons on what camera tracking is, how it is used to put CGI into a live-action plate, as well as live action into a 3D scene. * Stereo compositing, with descriptions of key stereoscopic terms and concepts, lessons on compositing shots that were filmed in stereo (both bluescreen and CGI), as well as the stereo conversion process when a flat 2D movie is converted to a stereo 3D movie * RED and Digital Capture with Log Images, including log image formats. This is a very hot topic these days. Colleges hang around video because it is cheaper. Film is still big in the real world of production. * Tracking an entire project from start to finish This is in addition to robust updates on topics such as: * planar tracking, Z compositing, working with Anamorphic HD formats, mocap, and more This edition also includes a companion website (http://www.taylorandfrancis.com/cw/wright-9780240817811/) with images from the book for you to work with in your own compositing exercises. An accessible introduction to a complex subject for novice and aspiring compositors, from experienced author and compositing whose compositing credits include Night at the Museum 2, Shutter Island, Solaris, Traffic, and more Full color presentation illustrating the art and techniques of the practice, provides inspiration along with instruction New to this edition is a companion website, new chapters on 3D compositing, stereo compositing, RED and digital capture with log images, and more will have you understanding the latest in compositing technology in no time
This useful textbook/reference presents an accessible primer on the fundamentals of image texture analysis, as well as an introduction to the K-views model for extracting and classifying image textures. Divided into three parts, the book opens with a review of existing models and algorithms for image texture analysis, before delving into the details of the K-views model. The work then concludes with a discussion of popular deep learning methods for image texture analysis. Topics and features: provides self-test exercises in every chapter; describes the basics of image texture, texture features, and image texture classification and segmentation; examines a selection of widely-used methods for measuring and extracting texture features, and various algorithms for texture classification; explains the concepts of dimensionality reduction and sparse representation; discusses view-based approaches to classifying images; introduces the template for the K-views algorithm, as well as a range of variants of this algorithm; reviews several neural network models for deep machine learning, and presents a specific focus on convolutional neural networks. This introductory text on image texture analysis is ideally suitable for senior undergraduate and first-year graduate students of computer science, who will benefit from the numerous clarifying examples provided throughout the work.
How digital visual effects in film can be used to support storytelling: a guide for scriptwriters and students. Computer-generated effects are often blamed for bad Hollywood movies. Yet when a critic complains that "technology swamps storytelling" (in a review of Van Helsing, calling it "an example of everything that is wrong with Hollywood computer-generated effects movies"), it says more about the weakness of the story than the strength of the technology. In Digital Storytelling, Shilo McClean shows how digital visual effects can be a tool of storytelling in film, adding narrative power as do sound, color, and "experimental" camera angles-other innovative film technologies that were once criticized for being distractions from the story. It is time, she says, to rethink the function of digital visual effects. Effects artists say-contrary to the critics-that effects always derive from story. Digital effects are a part of production, not post-production; they are becoming part of the story development process. Digital Storytelling is grounded in filmmaking, the scriptwriting process in particular. McClean considers crucial questions about digital visual effects-whether they undermine classical storytelling structure, if they always call attention to themselves, whether their use is limited to certain genres-and looks at contemporary films (including a chapter-long analysis of Steven Spielberg's use of computer-generated effects) and contemporary film theory to find the answers. McClean argues that to consider digital visual effects as simply contributing the "wow" factor underestimates them. They are, she writes, the legitimate inheritors of film storycraft.
"Photo Retouching with Photoshop: A Designer's Notebook" is at once eye candy, artistic inspiration, and incomparable technical guidance for intermediate-to-advanced digital imaging professionals, graphic artists, photographers, and just about anyone involved in creating digital images or animations. A visual splendor, this full-color book showcases a one-of-a-kind collection of superb and innovative photo-retouching solutions by well-known French artists.
The new English translation of a cutting-edge French work, "Photo Retouching with Photoshop: A Designer's Notebook" presents high-quality photo retouching from the unique cultural perspective of the French. Reflecting the very best of French creation in graphic design and digital imaging, this book offers an enlightening and stunning glimpse into a vibrant culture known for pushing the limits of imagination with photography, graphics, and art.
Filled with beauty, energy, and creative risks, the images inside will forever change the way you see and perform your own photo manipulation and graphic design. You'll see what other top-notch imaging professionals are able to do to and create with their photographs with Photoshop, and you'll be guided, step-by-step, through the editing process of each project--from original shot to polished print.
But most importantly, you'll gain both insight and experience into how each visionary artist imagined, conceptualized, and ultimately created his or her final exquisite image. With the book's inspiration and education, you'll be able to exert precise control over every aspect of your own photo restorations and retouching challenges so you can consistently achieve expert, dramatic resultswhile always preserving the integrity of the photographs.
Part coffee-table book, part art inspiration, and part design guide, the lavishly illustrated "Photo Retouching with Photoshop: A Designer's Notebook" will redefine what it means to retouch a photograph--taking the procedure from simple, mindless manipulation to elaborate, intentional, highly rewarding art form.
Get your foot in the studio door by learning the art of matchmoving
Matchmoving is a technique that allows computer graphics to be inserted into live-action footage with correct position, scale, orientation, and motion. Also known as motion tracking, it's what allows movie monsters to run down Main Street and robots to run through crowds--and look real. Now this unique book from a top expert from Industrial Light and Magic teaches you the art of matchmoving.
With step-by-step tutorials and pages of examples, this book first explains the basics and then shows you professional techniques, from 3D calibration and tracking, to stereoscopy, and more.Explains concepts and teaches professional techniques for successful matchmoving Authored by a top matchmove specialist from Industrial Light and Magic, who walks you through step-by-step tutorials and impressive examples Covers matchmoving basics, 2D tracking, 3D calibration and tracking, automatic tracking, cameras, integrating matchmoves, and stereoscopy
Learn how studio visual effects professionals make all the right matchmoves with "Matchmoving: The Invisible Art of Camera Tracking 2nd Edition."
This text covers all of the skills for building effective multimedia presentations to include screen-captured software based tutorials, demonstrations, and lectures using CAMTASIA and the complete line of TechSmith products for both Windows and Mac OS. There are video tutorials on the companion DVD. The strategy for this text is to introduce concepts from the ground up to include development milestones, planning the presentation based on the targeted audience, story boarding, screen captures, editing and production based on the desired project. The text also covers Snagit to create sophisticated training documents using advanced image editing features and it uses Jing to make fast video presentations that can quickly be loaded on the Web. Completing the text will provide the reader with all the skills needed towards developing an array of rich multimedia based curriculum in any educational setting. This title includes visual snap shots to provide the learner with a step-by-step approach to each topic. It provides complete details on how to plan and prepare video and screen captures for production (on both Windows and Macintosh operating system platforms). It integrates guided instruction and sample projects to provide practical experience. It includes video tutorials on the companion DVD to support each chapter by demonstrating the principles presented.
Creative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Premiere Pro CC (2017 release) choose Adobe Premiere Pro CC Classroom in a Book (2017 release) from Adobe Press. The 18 project-based lessons in this book show users step-by-step the key techniques for working in Premiere Pro. Learn to edit video in Adobe Premiere Pro CC 2017 and get the most out of your workflow. Take a project from beginning to end and learn to organize media, add audio, create transitions, produce titles, and add effects. Take your projects further by sweetening and mixing sound, compositing footage, adjusting color, using advanced editing techniques, managing projects, working with 360 video for VR headsets, exporting, and much more. The online companion files include all the necessary assets for readers to complete the projects featured in each chapter as well as ebook updates when Adobe releases new features for Creative Cloud customers. All buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and interactive multiple-choice quizzes. As always with the Classroom in a Book, Instructor Notes are available for teachers to download.
After Effects for Designers teaches design students, artists, and web, graphic, and interactive designers how to design, develop, and deploy motion design projects using Adobe After Effects. Author Chris Jackson balances fundamental aspects of time-based design with related techniques, and explores the principles of animation; composition and layout; visual hierarchy; typography; cinematic storytelling; 3D modelling; compositing, and more. Each chapter contains unique, step-by-step project exercises that offer timesaving practical tips and hands-on design techniques, teaching readers how to effectively use the tools at their disposal in order to conceptualize and visualize creative solutions to their own motion design work. Readers will build professional-world examples in every chapter and, as a result, learn how to both design effectively using After Effects and practically apply these skills in client-based work. An accompanying companion website includes complete project files for the book's chapter exercises, and additional video tutorials.
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