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Flash 5 Visual Insight / / Sherry London, Dan London
Flash 5 Visual Insight / / Sherry London, Dan London
Autore London Sherry
Pubbl/distr/stampa Phoenix, : Paraglyph Press, 2001
Descrizione fisica 1 online resource (378 pages)
Disciplina 006.6/96
Altri autori (Persone) LondonDan
Soggetto topico Computer animation
Web sites - Design
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""About the Authors""; ""Acknowledgments""; ""Contents at a Glance""; ""Table of Contents""; ""Introduction""; ""Introduction""; ""Techniques and Tasks""; ""Chapter 1 Basic Tools""; ""Chapter 2 Drawing in Flash""; ""Chapter 3 Organizing Your Drawing""; ""Chapter 4 So You Want to Be Disney""; ""Chapter 5 Creating Complex Animations""; ""Chapter 6 Adding Sound""; ""Chapter 7 Buttons and Interactivity""; ""Chapter 8 Creating Interactive Forms""; ""Chapter 9 It's a Wrap""; ""Projects""; ""Chapter 10 Drawing""; ""Chapter 11 Basic Animations""; ""Chapter 12 Using Complex Animations""; "Chapter 13 Using Buttons""""Chapter 14 Creating and Using Forms""; ""Chapter 15 Producing Flash Movies""; ""Index""
Record Nr. UNINA-9910820581003321
London Sherry  
Phoenix, : Paraglyph Press, 2001
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Foundation ActionScript 3 [[electronic resource] /] / by Paul Milbourne, Darren Richardson
Foundation ActionScript 3 [[electronic resource] /] / by Paul Milbourne, Darren Richardson
Autore Milbourne Paul
Edizione [2nd ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (542 p.)
Disciplina 006.6/96
Collana The expert's voice in web development Foundation ActionScript 3
Soggetto topico Computer programming
Software engineering
Web Development
Software Engineering/Programming and Operating Systems
ISBN 1-4842-0583-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910300461603321
Milbourne Paul  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Frame-by-frame stop motion : the guide to non-traditional animation techniques / / Tom Gasek
Frame-by-frame stop motion : the guide to non-traditional animation techniques / / Tom Gasek
Autore Gasek Tom.
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam : , : Focal Press, , 2013
Descrizione fisica 1 online resource (214 p.)
Disciplina 006.6
006.6/96
006.696
791.4334
Soggetto topico Animation (Cinematography)
Soggetto genere / forma Electronic books.
ISBN 1-138-40308-3
1-136-12934-0
1-283-20962-4
9786613209627
0-240-81729-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: Chapter 1: What are the Possibilities? Chapter 2: Shooting Frame by Frame Chapter 3: Pixilation Chapter 4: Time Lapse Chapter 5: Cinematography, Lighting and Composition Chapter 6: Objects, People & Places Chapter 7: The Multiplane Down-shooter Chapter 8: A Sense of Drama Chapter 9: Visual Rhythm Chapter 10: Collage (The Digital Advantage) Chapter 11: Massaging Frames in the Edit Chapter 12: Off to the Market.
Record Nr. UNINA-9910461262103321
Gasek Tom.  
Amsterdam : , : Focal Press, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Frame-by-frame stop motion : the guide to non-traditional animation techniques / / Tom Gasek
Frame-by-frame stop motion : the guide to non-traditional animation techniques / / Tom Gasek
Autore Gasek Tom.
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam : , : Focal Press, , 2013
Descrizione fisica 1 online resource (214 p.)
Disciplina 006.6
006.6/96
006.696
791.4334
Soggetto topico Animation (Cinematography)
ISBN 1-138-40308-3
1-136-12934-0
1-283-20962-4
9786613209627
0-240-81729-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: Chapter 1: What are the Possibilities? Chapter 2: Shooting Frame by Frame Chapter 3: Pixilation Chapter 4: Time Lapse Chapter 5: Cinematography, Lighting and Composition Chapter 6: Objects, People & Places Chapter 7: The Multiplane Down-shooter Chapter 8: A Sense of Drama Chapter 9: Visual Rhythm Chapter 10: Collage (The Digital Advantage) Chapter 11: Massaging Frames in the Edit Chapter 12: Off to the Market.
Record Nr. UNINA-9910789694903321
Gasek Tom.  
Amsterdam : , : Focal Press, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Frame-by-frame stop motion : the guide to non-traditional animation techniques / / Tom Gasek
Frame-by-frame stop motion : the guide to non-traditional animation techniques / / Tom Gasek
Autore Gasek Tom.
Edizione [1st edition]
Pubbl/distr/stampa Amsterdam : , : Focal Press, , 2013
Descrizione fisica 1 online resource (214 p.)
Disciplina 006.6
006.6/96
006.696
791.4334
Soggetto topico Animation (Cinematography)
ISBN 1-138-40308-3
1-136-12934-0
1-283-20962-4
9786613209627
0-240-81729-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: Chapter 1: What are the Possibilities? Chapter 2: Shooting Frame by Frame Chapter 3: Pixilation Chapter 4: Time Lapse Chapter 5: Cinematography, Lighting and Composition Chapter 6: Objects, People & Places Chapter 7: The Multiplane Down-shooter Chapter 8: A Sense of Drama Chapter 9: Visual Rhythm Chapter 10: Collage (The Digital Advantage) Chapter 11: Massaging Frames in the Edit Chapter 12: Off to the Market.
Record Nr. UNINA-9910799919903321
Gasek Tom.  
Amsterdam : , : Focal Press, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Fundamentals and evolution of MPEG-2 systems paving the MPEG road / / Jan van der Meer, Senior Consultant, Jan van der Meer Consultancy, The Netherlands
Fundamentals and evolution of MPEG-2 systems paving the MPEG road / / Jan van der Meer, Senior Consultant, Jan van der Meer Consultancy, The Netherlands
Autore Meer Jan van der (Electrical engineer)
Edizione [1st edition]
Pubbl/distr/stampa [Piscataqay, New Jersey] : , : IEEE Xplore, , [2014]
Descrizione fisica 1 online resource (466 pages) : illustrations
Disciplina 006.6/96
Soggetto topico MPEG (Video coding standard)
ISBN 1-118-87593-1
1-118-87592-3
Classificazione TEC041000
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Foreword xi -- Preface xiii -- About the Author xvii -- Acknowledgements xxi -- Part One BACKGROUNDS OF MPEG-2 SYSTEMS 1 -- 1 Introduction 3 -- 1.1 The Scope of This Book 7 -- 1.2 Some Definitions 7 -- References 8 -- 2 Technology Developments Around 1990 9 -- References 11 -- 3 Developments in Audio and Video Coding in MPEG 13 -- 3.1 The Need for Compression 13 -- 3.1.1 Compression Factors for Audio 14 -- 3.1.2 Compression Factors for Video 14 -- 3.2 MPEG Video 19 -- 3.2.1 Introduction 19 -- 3.2.2 MPEG-1 and MPEG-2 Video Essentials 20 -- 3.2.3 Evolution of MPEG Video 39 -- 3.3 MPEG Audio 47 -- 3.3.1 MPEG-1 and MPEG-2 Audio Essentials 47 -- 3.3.2 Evolution of MPEG Audio 53 -- References 59 -- 4 Other Important Content Formats 61 -- 4.1 Metadata 61 -- 4.2 Timed Text 64 -- 4.3 Lossless and Scalable Lossless Audio 69 -- 4.4 Multiview Video 69 -- 4.5 3D Video 70 -- 4.5.1 Left and Right Views in a Single Video Stream 73 -- 4.5.2 Depth Information Associated to 2D Video 75 -- 4.5.3 Use of MVC to Convey Left and Right Views 78 -- 4.5.4 Further 3D Video Evolution 79 -- References 80 -- 5 Motivation for a Systems Standard 83 -- 6 Principles Underlying the MPEG-2 Systems Design 87 -- 6.1 Building an End-to-End System 87 -- 6.1.1 Constant End-to-End Delay 87 -- 6.1.2 Video Coding Delay 88 -- 6.1.3 Audio Coding Delay 94 -- 6.1.4 Delay Compensation 95 -- 6.2 The Multiplex and Demultiplex Operation 97 -- 6.3 Delivery Schedule of MPEG System Streams 106 -- 6.4 Synchronization of Audio and Video 108 -- 6.5 MPEG-2 System Streams and the STD Model 113 -- 6.6 Timing Issues 118 -- 6.6.1 Frequency and Tolerance of the STC in MPEG-1 Systems 119 -- 6.6.2 Regeneration of the STC in System Decoders 121 -- 6.6.3 Frequency and Tolerance of the STC in MPEG-2 Systems 125 -- 6.7 Quality of Service Issues 127 -- 6.8 Transport Layer Independence 131 -- References 132 -- 7 MPEG-1 Systems: Laying the MPEG-2 Foundation 133 -- 7.1 Driving Forces 133 -- 7.2 Objectives and Requirements 136 -- 7.3 Structure of MPEG-1 System Streams 138.
7.4 The MPEG-1 System Target Decoder 143 -- 7.5 The MPEG-1 System Stream 155 -- 7.5.1 Data Structure and Design Considerations 155 -- 7.5.2 Constrained System Parameter Streams 161 -- 7.5.3 Compliancy Requirements of MPEG-1 System Streams 166 -- 7.6 MPEG-1 Applications 168 -- 7.6.1 Compact Disc 168 -- 7.6.2 Computers 169 -- 7.7 Conclusions on MPEG-1 169 -- References 170 -- Part Two THE MPEG-2 SYSTEMS STANDARD 171 -- 8 The Development of MPEG-2 Systems 173 -- 8.1 Driving Forces 173 -- 8.2 Objectives and Requirements 176 -- 8.3 The Evolution of MPEG-2 Systems 178 -- References 185 -- 9 Layering in MPEG-2 Systems 187 -- 9.1 Need for Program Streams and Transport Streams 187 -- 9.2 PES Packets as a Common Layer 188 -- 9.3 Program Streams 189 -- 9.4 Transport Streams 193 -- 9.4.1 Transport Packets 193 -- 9.4.2 Conveying PES Packets in Transport Packets 195 -- 9.4.3 The Size of Transport Packets 196 -- 9.4.4 Multiple Programs, PSI, Descriptors and Sections 199 -- 9.4.5 Conveying Sections in Transport Packets 213 -- References 214 -- 10 Conditional Access and Scrambling 217 -- 10.1 Support of Conditional Access Systems 217 -- 10.2 Scrambling in Transport Streams 219 -- 10.3 Improving the Interoperability between CA Systems 224 -- 10.4 Scrambling in Program Streams 225 -- Reference 226 -- 11 Other Features of MPEG-2 Systems 227 -- 11.1 Error Resiliency 227 -- 11.2 Re-Multiplexing of Transport Streams 230 -- 11.3 Local Program Insertion in Transport Streams 234 -- 11.3.1 Usage of Local Program Insertions 234 -- 11.3.2 Associated PSI Issues 235 -- 11.3.3 Time Base Discontinuities 236 -- 11.4 Splicing in Transport Streams 239 -- 11.5 Variable Bitrate and Statistical Multiplexing 245 -- 11.6 Padding and Stuffing 245 -- 11.7 Random Access and Parsing Convenience 248 -- 11.8 Carriage of Private Data 250 -- 11.9 Copyright and Copy Control Support 254 -- 11.10 Playback Trick Modes 255 -- 11.11 Single Program and Partial Transport Streams 255 -- 11.12 Program Stream Carriage within a Transport Stream 258.
11.13 PES Streams 260 -- 11.14 Room for Future Extensions 260 -- References 261 -- 12 The MPEG-2 System Target Decoder Model 263 -- 12.1 Introduction to the MPEG-2 STD 263 -- 12.2 The Program Stream STD: P-STD 264 -- 12.2.1 Description of P-STD 264 -- 12.2.2 Buffer Management in the P-STD 267 -- 12.2.3 CSPS: Constrained System Parameter Program Stream 268 -- 12.2.4 Usage of P-STD for PES-STD 270 -- 12.3 Transport Stream STD: T-STD 275 -- 12.3.1 Description of T-STD 275 -- 12.3.2 The Use of Transport Buffers 279 -- 12.3.3 System Data Processing and Buffer Management 281 -- 12.3.4 Processing of Elementary Stream Data 284 -- 12.3.5 T-STD Buffers for Elementary Stream Decoding 288 -- 12.3.6 Buffer Management for Elementary Stream Data 290 -- 12.4 General STD Constraints and Requirements 290 -- 12.5 Content Format Specific STD Issues 292 -- 12.5.1 Decoding of MPEG Audio Streams in STD Model 292 -- 12.5.2 Decoding of MPEG Video Streams in STD Model 295 -- 13 Data Structure and Design Considerations 299 -- 13.1 System Time Clock Samples and Time Stamps 299 -- 13.2 PES Packets 301 -- 13.3 Descriptors of Programs and Program Elements 309 -- 13.3.1 General Format of Descriptors 309 -- 13.3.2 Types of Descriptors 311 -- 13.3.3 System Orientated Descriptors 311 -- 13.3.4 General Content Descriptors 315 -- 13.4 Program Streams 319 -- 13.5 Sections 326 -- 13.6 Transport Streams and Transport Packets 329 -- Reference 331 -- 14 Content Support in MPEG-2 Systems 333 -- 14.1 Introduction 333 -- 14.2 MPEG-1 334 -- 14.2.1 MPEG-1 Video 334 -- 14.2.2 MPEG-1 Audio 334 -- 14.2.3 MPEG-1 System Stream 334 -- 14.3 MPEG-2 336 -- 14.3.1 MPEG-2 Video 336 -- 14.3.2 MPEG-2 (BC) Audio 338 -- 14.3.3 MPEG-2 AAC 340 -- 14.3.4 MPEG-2 DSM-CC 341 -- 14.3.5 MPEG-2 System Stream 342 -- 14.3.6 MPEG-2 IPMP 343 -- 14.4 (ITU-T Rec.) H.222.1 343 -- 14.5 MHEG 344 -- 14.6 MPEG-4 345 -- 14.6.1 MPEG-4 Visual 345 -- 14.6.2 MPEG-4 Audio 346 -- 14.6.3 MPEG-4 Timed Text 349 -- 14.6.4 MPEG-4 Systems 350 -- 14.7 AVC 354.
14.8 SVC 360 -- 14.9 3D Video 366 -- 14.9.1 Service Compatible and Frame Compatible 3D Video 366 -- 14.9.2 Depth or Parallax Map as Auxiliary Video Stream 369 -- 14.9.3 MVC 370 -- 14.10 JPEG 2000 Video 376 -- 14.11 Metadata 377 -- 14.12 Overview of Assigned Stream-type Values 387 -- References 389 -- 15 The Real-Time Interface for Transport Streams 391 -- Reference 396 -- 16 Relationship to Download and Streaming Over IP 397 -- 16.1 IP Networks and MPEG-2 Systems 397 -- 16.2 Streaming Over IP 397 -- 16.3 Download 400 -- 16.4 Carriage of MPEG-2 Systems Across IP Networks 400 -- 16.5 Adaptive HTTP Streaming 401 -- References 401 -- 17 MPEG-2 System Applications 403 -- 18 The Future of MPEG-2 Systems 407 -- Reference 412 -- Epilogue 413 -- Annexes 423 -- Index 427.
Record Nr. UNINA-9910208816303321
Meer Jan van der (Electrical engineer)  
[Piscataqay, New Jersey] : , : IEEE Xplore, , [2014]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Fundamentals and evolution of MPEG-2 systems paving the MPEG road / / Jan van der Meer, Senior Consultant, Jan van der Meer Consultancy, The Netherlands
Fundamentals and evolution of MPEG-2 systems paving the MPEG road / / Jan van der Meer, Senior Consultant, Jan van der Meer Consultancy, The Netherlands
Autore Meer Jan van der (Electrical engineer)
Edizione [1st edition]
Pubbl/distr/stampa [Piscataqay, New Jersey] : , : IEEE Xplore, , [2014]
Descrizione fisica 1 online resource (466 pages) : illustrations
Disciplina 006.6/96
Soggetto topico MPEG (Video coding standard)
ISBN 1-118-87593-1
1-118-87592-3
Classificazione TEC041000
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Foreword xi -- Preface xiii -- About the Author xvii -- Acknowledgements xxi -- Part One BACKGROUNDS OF MPEG-2 SYSTEMS 1 -- 1 Introduction 3 -- 1.1 The Scope of This Book 7 -- 1.2 Some Definitions 7 -- References 8 -- 2 Technology Developments Around 1990 9 -- References 11 -- 3 Developments in Audio and Video Coding in MPEG 13 -- 3.1 The Need for Compression 13 -- 3.1.1 Compression Factors for Audio 14 -- 3.1.2 Compression Factors for Video 14 -- 3.2 MPEG Video 19 -- 3.2.1 Introduction 19 -- 3.2.2 MPEG-1 and MPEG-2 Video Essentials 20 -- 3.2.3 Evolution of MPEG Video 39 -- 3.3 MPEG Audio 47 -- 3.3.1 MPEG-1 and MPEG-2 Audio Essentials 47 -- 3.3.2 Evolution of MPEG Audio 53 -- References 59 -- 4 Other Important Content Formats 61 -- 4.1 Metadata 61 -- 4.2 Timed Text 64 -- 4.3 Lossless and Scalable Lossless Audio 69 -- 4.4 Multiview Video 69 -- 4.5 3D Video 70 -- 4.5.1 Left and Right Views in a Single Video Stream 73 -- 4.5.2 Depth Information Associated to 2D Video 75 -- 4.5.3 Use of MVC to Convey Left and Right Views 78 -- 4.5.4 Further 3D Video Evolution 79 -- References 80 -- 5 Motivation for a Systems Standard 83 -- 6 Principles Underlying the MPEG-2 Systems Design 87 -- 6.1 Building an End-to-End System 87 -- 6.1.1 Constant End-to-End Delay 87 -- 6.1.2 Video Coding Delay 88 -- 6.1.3 Audio Coding Delay 94 -- 6.1.4 Delay Compensation 95 -- 6.2 The Multiplex and Demultiplex Operation 97 -- 6.3 Delivery Schedule of MPEG System Streams 106 -- 6.4 Synchronization of Audio and Video 108 -- 6.5 MPEG-2 System Streams and the STD Model 113 -- 6.6 Timing Issues 118 -- 6.6.1 Frequency and Tolerance of the STC in MPEG-1 Systems 119 -- 6.6.2 Regeneration of the STC in System Decoders 121 -- 6.6.3 Frequency and Tolerance of the STC in MPEG-2 Systems 125 -- 6.7 Quality of Service Issues 127 -- 6.8 Transport Layer Independence 131 -- References 132 -- 7 MPEG-1 Systems: Laying the MPEG-2 Foundation 133 -- 7.1 Driving Forces 133 -- 7.2 Objectives and Requirements 136 -- 7.3 Structure of MPEG-1 System Streams 138.
7.4 The MPEG-1 System Target Decoder 143 -- 7.5 The MPEG-1 System Stream 155 -- 7.5.1 Data Structure and Design Considerations 155 -- 7.5.2 Constrained System Parameter Streams 161 -- 7.5.3 Compliancy Requirements of MPEG-1 System Streams 166 -- 7.6 MPEG-1 Applications 168 -- 7.6.1 Compact Disc 168 -- 7.6.2 Computers 169 -- 7.7 Conclusions on MPEG-1 169 -- References 170 -- Part Two THE MPEG-2 SYSTEMS STANDARD 171 -- 8 The Development of MPEG-2 Systems 173 -- 8.1 Driving Forces 173 -- 8.2 Objectives and Requirements 176 -- 8.3 The Evolution of MPEG-2 Systems 178 -- References 185 -- 9 Layering in MPEG-2 Systems 187 -- 9.1 Need for Program Streams and Transport Streams 187 -- 9.2 PES Packets as a Common Layer 188 -- 9.3 Program Streams 189 -- 9.4 Transport Streams 193 -- 9.4.1 Transport Packets 193 -- 9.4.2 Conveying PES Packets in Transport Packets 195 -- 9.4.3 The Size of Transport Packets 196 -- 9.4.4 Multiple Programs, PSI, Descriptors and Sections 199 -- 9.4.5 Conveying Sections in Transport Packets 213 -- References 214 -- 10 Conditional Access and Scrambling 217 -- 10.1 Support of Conditional Access Systems 217 -- 10.2 Scrambling in Transport Streams 219 -- 10.3 Improving the Interoperability between CA Systems 224 -- 10.4 Scrambling in Program Streams 225 -- Reference 226 -- 11 Other Features of MPEG-2 Systems 227 -- 11.1 Error Resiliency 227 -- 11.2 Re-Multiplexing of Transport Streams 230 -- 11.3 Local Program Insertion in Transport Streams 234 -- 11.3.1 Usage of Local Program Insertions 234 -- 11.3.2 Associated PSI Issues 235 -- 11.3.3 Time Base Discontinuities 236 -- 11.4 Splicing in Transport Streams 239 -- 11.5 Variable Bitrate and Statistical Multiplexing 245 -- 11.6 Padding and Stuffing 245 -- 11.7 Random Access and Parsing Convenience 248 -- 11.8 Carriage of Private Data 250 -- 11.9 Copyright and Copy Control Support 254 -- 11.10 Playback Trick Modes 255 -- 11.11 Single Program and Partial Transport Streams 255 -- 11.12 Program Stream Carriage within a Transport Stream 258.
11.13 PES Streams 260 -- 11.14 Room for Future Extensions 260 -- References 261 -- 12 The MPEG-2 System Target Decoder Model 263 -- 12.1 Introduction to the MPEG-2 STD 263 -- 12.2 The Program Stream STD: P-STD 264 -- 12.2.1 Description of P-STD 264 -- 12.2.2 Buffer Management in the P-STD 267 -- 12.2.3 CSPS: Constrained System Parameter Program Stream 268 -- 12.2.4 Usage of P-STD for PES-STD 270 -- 12.3 Transport Stream STD: T-STD 275 -- 12.3.1 Description of T-STD 275 -- 12.3.2 The Use of Transport Buffers 279 -- 12.3.3 System Data Processing and Buffer Management 281 -- 12.3.4 Processing of Elementary Stream Data 284 -- 12.3.5 T-STD Buffers for Elementary Stream Decoding 288 -- 12.3.6 Buffer Management for Elementary Stream Data 290 -- 12.4 General STD Constraints and Requirements 290 -- 12.5 Content Format Specific STD Issues 292 -- 12.5.1 Decoding of MPEG Audio Streams in STD Model 292 -- 12.5.2 Decoding of MPEG Video Streams in STD Model 295 -- 13 Data Structure and Design Considerations 299 -- 13.1 System Time Clock Samples and Time Stamps 299 -- 13.2 PES Packets 301 -- 13.3 Descriptors of Programs and Program Elements 309 -- 13.3.1 General Format of Descriptors 309 -- 13.3.2 Types of Descriptors 311 -- 13.3.3 System Orientated Descriptors 311 -- 13.3.4 General Content Descriptors 315 -- 13.4 Program Streams 319 -- 13.5 Sections 326 -- 13.6 Transport Streams and Transport Packets 329 -- Reference 331 -- 14 Content Support in MPEG-2 Systems 333 -- 14.1 Introduction 333 -- 14.2 MPEG-1 334 -- 14.2.1 MPEG-1 Video 334 -- 14.2.2 MPEG-1 Audio 334 -- 14.2.3 MPEG-1 System Stream 334 -- 14.3 MPEG-2 336 -- 14.3.1 MPEG-2 Video 336 -- 14.3.2 MPEG-2 (BC) Audio 338 -- 14.3.3 MPEG-2 AAC 340 -- 14.3.4 MPEG-2 DSM-CC 341 -- 14.3.5 MPEG-2 System Stream 342 -- 14.3.6 MPEG-2 IPMP 343 -- 14.4 (ITU-T Rec.) H.222.1 343 -- 14.5 MHEG 344 -- 14.6 MPEG-4 345 -- 14.6.1 MPEG-4 Visual 345 -- 14.6.2 MPEG-4 Audio 346 -- 14.6.3 MPEG-4 Timed Text 349 -- 14.6.4 MPEG-4 Systems 350 -- 14.7 AVC 354.
14.8 SVC 360 -- 14.9 3D Video 366 -- 14.9.1 Service Compatible and Frame Compatible 3D Video 366 -- 14.9.2 Depth or Parallax Map as Auxiliary Video Stream 369 -- 14.9.3 MVC 370 -- 14.10 JPEG 2000 Video 376 -- 14.11 Metadata 377 -- 14.12 Overview of Assigned Stream-type Values 387 -- References 389 -- 15 The Real-Time Interface for Transport Streams 391 -- Reference 396 -- 16 Relationship to Download and Streaming Over IP 397 -- 16.1 IP Networks and MPEG-2 Systems 397 -- 16.2 Streaming Over IP 397 -- 16.3 Download 400 -- 16.4 Carriage of MPEG-2 Systems Across IP Networks 400 -- 16.5 Adaptive HTTP Streaming 401 -- References 401 -- 17 MPEG-2 System Applications 403 -- 18 The Future of MPEG-2 Systems 407 -- Reference 412 -- Epilogue 413 -- Annexes 423 -- Index 427.
Record Nr. UNINA-9910809937103321
Meer Jan van der (Electrical engineer)  
[Piscataqay, New Jersey] : , : IEEE Xplore, , [2014]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Autore Watkins Adam
Edizione [1st edition]
Pubbl/distr/stampa Waltham, MA : , : Focal Press, , 2012
Descrizione fisica 1 online resource (436 p.)
Disciplina 006.6/96
006.696
Soggetto topico Computer animation
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-136-14709-8
1-136-14710-1
1-280-58187-5
9786613611659
0-240-82045-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research
Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework
Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It
Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework
Chapter 6: Material Creation and Texture Painting
Altri titoli varianti Getting started in three-D with Maya
Record Nr. UNINA-9910461291003321
Watkins Adam  
Waltham, MA : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Autore Watkins Adam
Edizione [1st edition]
Pubbl/distr/stampa Waltham, MA : , : Focal Press, , 2012
Descrizione fisica 1 online resource (436 p.)
Disciplina 006.6/96
006.696
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 1-136-14709-8
1-136-14710-1
1-280-58187-5
9786613611659
0-240-82045-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research
Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework
Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It
Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework
Chapter 6: Material Creation and Texture Painting
Altri titoli varianti Getting started in three-D with Maya
Record Nr. UNINA-9910790467103321
Watkins Adam  
Waltham, MA : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Autore Watkins Adam
Edizione [1st edition]
Pubbl/distr/stampa Waltham, MA : , : Focal Press, , 2012
Descrizione fisica 1 online resource (436 p.)
Disciplina 006.6/96
006.696
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 1-136-14709-8
1-136-14710-1
1-280-58187-5
9786613611659
0-240-82045-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research
Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework
Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It
Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework
Chapter 6: Material Creation and Texture Painting
Altri titoli varianti Getting started in three-D with Maya
Record Nr. UNINA-9910799920803321
Watkins Adam  
Waltham, MA : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui