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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-9910814095803321
Watkins Adam  
Waltham, MA : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The H.264 advanced video compression standard [[electronic resource] /] / Iain E. Richardson
The H.264 advanced video compression standard [[electronic resource] /] / Iain E. Richardson
Autore Richardson Iain E. G
Edizione [2nd ed.]
Pubbl/distr/stampa Chichester, West Sussex, UK, : Wiley, 2010
Descrizione fisica 1 online resource (xxx, 316 p.) : ill
Disciplina 006.6/96
Altri autori (Persone) RichardsonIain E. G
Soggetto topico Digital video - Standards
Video compression - Standards
MPEG (Video coding standard)
Multimedia systems
ISBN 0-470-98928-9
9786612686108
0-470-98941-6
1-282-68610-0
1-119-96530-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Title page -- Copyright -- Dedication -- About the Author -- Preface -- Glossary -- List of Figures -- List of Tables -- 1: Introduction -- 1.1 A change of scene -- 1.2 Driving the change -- 1.3 The role of standards -- 1.4 Why H.264 Advanced Video Coding is important -- 1.5 About this book -- 1.6 Reference -- 2: Video formats and quality -- 2.1 Introduction -- 2.2 Natural video scenes -- 2.3 Capture -- 2.4 Colour spaces -- 2.5 Video formats -- 2.6 Quality -- 2.7 Summary -- 2.8 References -- 3: Video coding concepts -- 3.1 Introduction -- 3.2 Video CODEC -- 3.3 Prediction model -- 3.4 Image model -- 3.5 Entropy coder -- 3.6 The hybrid DPCM/DCT video CODEC model -- 3.7 Summary -- 3.8 References -- 4: What is H.264? -- 4.1 Introduction -- 4.2 What is H.264? -- 4.3 How does an H.264 codec work? -- 4.4 The H.264/AVC Standard -- 4.5 H.264 Profiles and Levels -- 4.6 The H.264 Syntax -- 4.7 H.264 in practice -- 4.8 Summary -- 4.9 References -- 5: H.264 syntax -- 5.1 Introduction -- 5.2 H.264 syntax -- 5.3 Frames, fields and pictures -- 5.4 NAL unit -- 5.5 Parameter Sets -- 5.6 Slice layer -- 5.7 Macroblock layer -- 5.8 Summary -- 5.9 References -- 6: H.264 Prediction -- 6.1 Introduction -- 6.2 Macroblock prediction -- 6.3 Intra prediction -- 6.4 Inter prediction -- 6.5 Loop filter -- 6.6 Summary -- 6.7 References -- 7: H.264 transform and coding -- 7.1 Introduction -- 7.2 Transform and quantization -- 7.3 Block scan orders -- 7.4 Coding -- 7.5 Summary -- 7.6 References -- 8: H.264 conformance, transport and licensing -- 8.1 Introduction -- 8.2 Conforming to the Standard -- 8.3 H.264 coding tools for transport support -- 8.4 Transport of H.264 data -- 8.5 Supplemental Information -- 8.6 Licensing H.264/AVC -- 8.7 Summary -- 8.8 References -- 9: H.264 performance -- 9.1 Introduction -- 9.2 Experimenting with H.264 -- 9.3 Performance comparisons.
9.4 Rate control -- 9.5 Mode selection -- 9.6 Low complexity coding -- 9.7 Summary -- 10: Extensions and directions -- 10.1 Introduction -- 10.2 Scalable Video Coding -- 10.3 Multiview Video Coding -- 10.4 Configurable Video Coding -- 10.5 Beyond H.264/AVC -- 10.6 Summary -- 10.7 References -- Index.
Record Nr. UNINA-9910265230803321
Richardson Iain E. G  
Chichester, West Sussex, UK, : Wiley, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
H.264 and MPEG-4 video compression [[electronic resource] ] : video coding for next generation multimedia / / Iain E. G. Richardson
H.264 and MPEG-4 video compression [[electronic resource] ] : video coding for next generation multimedia / / Iain E. G. Richardson
Autore Richardson Iain E. G
Pubbl/distr/stampa Chichester ; ; Hoboken, NJ, : Wiley, c2003
Descrizione fisica 1 online resource (307 p.)
Disciplina 006.6/96
621.388
Soggetto topico H.263 (Video coding standard)
MPEG (Video coding standard)
Video compression
Coding theory
Multimedia systems
Soggetto genere / forma Electronic books.
ISBN 1-280-27245-7
9786610272457
0-470-34639-6
0-470-86960-7
0-470-86961-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto H.264 and MPEG-4 Video Compression; Contents; About the Author; Foreword; Preface; Glossary; 1 Introduction; 1.1 The Scene; 1.2 Video Compression; 1.3 MPEG-4 and H.264; 1.4 This Book; 1.5 References; 2 Video Formats and Quality; 2.1 Introduction; 2.2 Natural Video Scenes; 2.3 Capture; 2.3.1 Spatial Sampling; 2.3.2 Temporal Sampling; 2.3.3 Frames and Fields; 2.4 Colour Spaces; 2.4.1 RGB; 2.4.2 YCbCr; 2.4.3 YCbCr Sampling Formats; 2.5 Video Formats; 2.6 Quality; 2.6.1 Subjective Quality Measurement; 2.6.2 Objective Quality Measurement; 2.7 Conclusions; 2.8 References; 3 Video Coding Concepts
3.1 Introduction3.2 Video CODEC; 3.3 Temporal Model; 3.3.1 Prediction from the Previous Video Frame; 3.3.2 Changes due to Motion; 3.3.3 Block-based Motion Estimation and Compensation; 3.3.4 Motion Compensated Prediction of a Macroblock; 3.3.5 Motion Compensation Block Size; 3.3.6 Sub-pixel Motion Compensation; 3.3.7 Region-based Motion Compensation; 3.4 Image model; 3.4.1 Predictive Image Coding; 3.4.2 Transform Coding; 3.4.3 Quantisation; 3.4.4 Reordering and Zero Encoding; 3.5 Entropy Coder; 3.5.1 Predictive Coding; 3.5.2 Variable-length Coding; 3.5.3 Arithmetic Coding
3.6 The Hybrid DPCM/DCT Video CODEC Model3.7 Conclusions; 3.8 References; 4 The MPEG-4 and H.264 Standards; 4.1 Introduction; 4.2 Developing the Standards; 4.2.1 ISO MPEG; 4.2.2 ITU-T VCEG; 4.2.3 JVT; 4.2.4 Development History; 4.2.5 Deciding the Content of the Standards; 4.3 Using the Standards; 4.3.1 What the Standards Cover; 4.3.2 Decoding the Standards; 4.3.3 Conforming to the Standards; 4.4 Overview of MPEG-4 Visual/Part 2; 4.5 Overview of H.264 / MPEG-4 Part 10; 4.6 Comparison of MPEG-4 Visual and H.264; 4.7 Related Standards; 4.7.1 JPEG and JPEG2000; 4.7.2 MPEG-1 and MPEG-2
4.7.3 H.261 and H.2634.7.4 Other Parts of MPEG-4; 4.8 Conclusions; 4.9 References; 5 MPEG-4 Visual; 5.1 Introduction; 5.2 Overview of MPEG-4 Visual (Natural Video Coding); 5.2.1 Features; 5.2.2 Tools, Objects, Profiles and Levels; 5.2.3 Video Objects; 5.3 Coding Rectangular Frames; 5.3.1 Input and Output Video Format; 5.3.2 The Simple Profile; 5.3.3 The Advanced Simple Profile; 5.3.4 The Advanced Real Time Simple Profile; 5.4 Coding Arbitrary-shaped Regions; 5.4.1 The Core Profile; 5.4.2 The Main Profile; 5.4.3 The Advanced Coding Efficiency Profile; 5.4.4 The N-bit Profile
5.5 Scalable Video Coding5.5.1 Spatial Scalability; 5.5.2 Temporal Scalability; 5.5.3 Fine Granular Scalability; 5.5.4 The Simple Scalable Profile; 5.5.5 The Core Scalable Profile; 5.5.6 The Fine Granular Scalability Profile; 5.6 Texture Coding; 5.6.1 The Scalable Texture Profile; 5.6.2 The Advanced Scalable Texture Profile; 5.7 Coding Studio-quality Video; 5.7.1 The Simple Studio Profile; 5.7.2 The Core Studio Profile; 5.8 Coding Synthetic Visual Scenes; 5.8.1 Animated 2D and 3D Mesh Coding; 5.8.2 Face and Body Animation; 5.9 Conclusions; 5.10 References; 6 H.264/MPEG-4 Part 10
6.1 Introduction
Record Nr. UNINA-9910143229503321
Richardson Iain E. G  
Chichester ; ; Hoboken, NJ, : Wiley, c2003
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
H.264 and MPEG-4 video compression [[electronic resource] ] : video coding for next generation multimedia / / Iain E. G. Richardson
H.264 and MPEG-4 video compression [[electronic resource] ] : video coding for next generation multimedia / / Iain E. G. Richardson
Autore Richardson Iain E. G
Pubbl/distr/stampa Chichester ; ; Hoboken, NJ, : Wiley, c2003
Descrizione fisica 1 online resource (307 p.)
Disciplina 006.6/96
621.388
Soggetto topico H.263 (Video coding standard)
MPEG (Video coding standard)
Video compression
Coding theory
Multimedia systems
ISBN 1-280-27245-7
9786610272457
0-470-34639-6
0-470-86960-7
0-470-86961-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto H.264 and MPEG-4 Video Compression; Contents; About the Author; Foreword; Preface; Glossary; 1 Introduction; 1.1 The Scene; 1.2 Video Compression; 1.3 MPEG-4 and H.264; 1.4 This Book; 1.5 References; 2 Video Formats and Quality; 2.1 Introduction; 2.2 Natural Video Scenes; 2.3 Capture; 2.3.1 Spatial Sampling; 2.3.2 Temporal Sampling; 2.3.3 Frames and Fields; 2.4 Colour Spaces; 2.4.1 RGB; 2.4.2 YCbCr; 2.4.3 YCbCr Sampling Formats; 2.5 Video Formats; 2.6 Quality; 2.6.1 Subjective Quality Measurement; 2.6.2 Objective Quality Measurement; 2.7 Conclusions; 2.8 References; 3 Video Coding Concepts
3.1 Introduction3.2 Video CODEC; 3.3 Temporal Model; 3.3.1 Prediction from the Previous Video Frame; 3.3.2 Changes due to Motion; 3.3.3 Block-based Motion Estimation and Compensation; 3.3.4 Motion Compensated Prediction of a Macroblock; 3.3.5 Motion Compensation Block Size; 3.3.6 Sub-pixel Motion Compensation; 3.3.7 Region-based Motion Compensation; 3.4 Image model; 3.4.1 Predictive Image Coding; 3.4.2 Transform Coding; 3.4.3 Quantisation; 3.4.4 Reordering and Zero Encoding; 3.5 Entropy Coder; 3.5.1 Predictive Coding; 3.5.2 Variable-length Coding; 3.5.3 Arithmetic Coding
3.6 The Hybrid DPCM/DCT Video CODEC Model3.7 Conclusions; 3.8 References; 4 The MPEG-4 and H.264 Standards; 4.1 Introduction; 4.2 Developing the Standards; 4.2.1 ISO MPEG; 4.2.2 ITU-T VCEG; 4.2.3 JVT; 4.2.4 Development History; 4.2.5 Deciding the Content of the Standards; 4.3 Using the Standards; 4.3.1 What the Standards Cover; 4.3.2 Decoding the Standards; 4.3.3 Conforming to the Standards; 4.4 Overview of MPEG-4 Visual/Part 2; 4.5 Overview of H.264 / MPEG-4 Part 10; 4.6 Comparison of MPEG-4 Visual and H.264; 4.7 Related Standards; 4.7.1 JPEG and JPEG2000; 4.7.2 MPEG-1 and MPEG-2
4.7.3 H.261 and H.2634.7.4 Other Parts of MPEG-4; 4.8 Conclusions; 4.9 References; 5 MPEG-4 Visual; 5.1 Introduction; 5.2 Overview of MPEG-4 Visual (Natural Video Coding); 5.2.1 Features; 5.2.2 Tools, Objects, Profiles and Levels; 5.2.3 Video Objects; 5.3 Coding Rectangular Frames; 5.3.1 Input and Output Video Format; 5.3.2 The Simple Profile; 5.3.3 The Advanced Simple Profile; 5.3.4 The Advanced Real Time Simple Profile; 5.4 Coding Arbitrary-shaped Regions; 5.4.1 The Core Profile; 5.4.2 The Main Profile; 5.4.3 The Advanced Coding Efficiency Profile; 5.4.4 The N-bit Profile
5.5 Scalable Video Coding5.5.1 Spatial Scalability; 5.5.2 Temporal Scalability; 5.5.3 Fine Granular Scalability; 5.5.4 The Simple Scalable Profile; 5.5.5 The Core Scalable Profile; 5.5.6 The Fine Granular Scalability Profile; 5.6 Texture Coding; 5.6.1 The Scalable Texture Profile; 5.6.2 The Advanced Scalable Texture Profile; 5.7 Coding Studio-quality Video; 5.7.1 The Simple Studio Profile; 5.7.2 The Core Studio Profile; 5.8 Coding Synthetic Visual Scenes; 5.8.1 Animated 2D and 3D Mesh Coding; 5.8.2 Face and Body Animation; 5.9 Conclusions; 5.10 References; 6 H.264/MPEG-4 Part 10
6.1 Introduction
Record Nr. UNINA-9910831061003321
Richardson Iain E. G  
Chichester ; ; Hoboken, NJ, : Wiley, c2003
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
H.264 and MPEG-4 video compression [[electronic resource] ] : video coding for next generation multimedia / / Iain E. G. Richardson
H.264 and MPEG-4 video compression [[electronic resource] ] : video coding for next generation multimedia / / Iain E. G. Richardson
Autore Richardson Iain E. G
Pubbl/distr/stampa Chichester ; ; Hoboken, NJ, : Wiley, c2003
Descrizione fisica 1 online resource (307 p.)
Disciplina 006.6/96
621.388
Soggetto topico H.263 (Video coding standard)
MPEG (Video coding standard)
Video compression
Coding theory
Multimedia systems
ISBN 1-280-27245-7
9786610272457
0-470-34639-6
0-470-86960-7
0-470-86961-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto H.264 and MPEG-4 Video Compression; Contents; About the Author; Foreword; Preface; Glossary; 1 Introduction; 1.1 The Scene; 1.2 Video Compression; 1.3 MPEG-4 and H.264; 1.4 This Book; 1.5 References; 2 Video Formats and Quality; 2.1 Introduction; 2.2 Natural Video Scenes; 2.3 Capture; 2.3.1 Spatial Sampling; 2.3.2 Temporal Sampling; 2.3.3 Frames and Fields; 2.4 Colour Spaces; 2.4.1 RGB; 2.4.2 YCbCr; 2.4.3 YCbCr Sampling Formats; 2.5 Video Formats; 2.6 Quality; 2.6.1 Subjective Quality Measurement; 2.6.2 Objective Quality Measurement; 2.7 Conclusions; 2.8 References; 3 Video Coding Concepts
3.1 Introduction3.2 Video CODEC; 3.3 Temporal Model; 3.3.1 Prediction from the Previous Video Frame; 3.3.2 Changes due to Motion; 3.3.3 Block-based Motion Estimation and Compensation; 3.3.4 Motion Compensated Prediction of a Macroblock; 3.3.5 Motion Compensation Block Size; 3.3.6 Sub-pixel Motion Compensation; 3.3.7 Region-based Motion Compensation; 3.4 Image model; 3.4.1 Predictive Image Coding; 3.4.2 Transform Coding; 3.4.3 Quantisation; 3.4.4 Reordering and Zero Encoding; 3.5 Entropy Coder; 3.5.1 Predictive Coding; 3.5.2 Variable-length Coding; 3.5.3 Arithmetic Coding
3.6 The Hybrid DPCM/DCT Video CODEC Model3.7 Conclusions; 3.8 References; 4 The MPEG-4 and H.264 Standards; 4.1 Introduction; 4.2 Developing the Standards; 4.2.1 ISO MPEG; 4.2.2 ITU-T VCEG; 4.2.3 JVT; 4.2.4 Development History; 4.2.5 Deciding the Content of the Standards; 4.3 Using the Standards; 4.3.1 What the Standards Cover; 4.3.2 Decoding the Standards; 4.3.3 Conforming to the Standards; 4.4 Overview of MPEG-4 Visual/Part 2; 4.5 Overview of H.264 / MPEG-4 Part 10; 4.6 Comparison of MPEG-4 Visual and H.264; 4.7 Related Standards; 4.7.1 JPEG and JPEG2000; 4.7.2 MPEG-1 and MPEG-2
4.7.3 H.261 and H.2634.7.4 Other Parts of MPEG-4; 4.8 Conclusions; 4.9 References; 5 MPEG-4 Visual; 5.1 Introduction; 5.2 Overview of MPEG-4 Visual (Natural Video Coding); 5.2.1 Features; 5.2.2 Tools, Objects, Profiles and Levels; 5.2.3 Video Objects; 5.3 Coding Rectangular Frames; 5.3.1 Input and Output Video Format; 5.3.2 The Simple Profile; 5.3.3 The Advanced Simple Profile; 5.3.4 The Advanced Real Time Simple Profile; 5.4 Coding Arbitrary-shaped Regions; 5.4.1 The Core Profile; 5.4.2 The Main Profile; 5.4.3 The Advanced Coding Efficiency Profile; 5.4.4 The N-bit Profile
5.5 Scalable Video Coding5.5.1 Spatial Scalability; 5.5.2 Temporal Scalability; 5.5.3 Fine Granular Scalability; 5.5.4 The Simple Scalable Profile; 5.5.5 The Core Scalable Profile; 5.5.6 The Fine Granular Scalability Profile; 5.6 Texture Coding; 5.6.1 The Scalable Texture Profile; 5.6.2 The Advanced Scalable Texture Profile; 5.7 Coding Studio-quality Video; 5.7.1 The Simple Studio Profile; 5.7.2 The Core Studio Profile; 5.8 Coding Synthetic Visual Scenes; 5.8.1 Animated 2D and 3D Mesh Coding; 5.8.2 Face and Body Animation; 5.9 Conclusions; 5.10 References; 6 H.264/MPEG-4 Part 10
6.1 Introduction
Record Nr. UNINA-9910841600503321
Richardson Iain E. G  
Chichester ; ; Hoboken, NJ, : Wiley, c2003
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The handbook of MPEG applications : standards in practice / / editors, Marios C. Angelides and Harry Agius
The handbook of MPEG applications : standards in practice / / editors, Marios C. Angelides and Harry Agius
Pubbl/distr/stampa Chichester, West Sussex, U.K. : , : J. Wiley, , 2011
Descrizione fisica 1 online resource (551 p.)
Disciplina 006.6/96
Altri autori (Persone) AngelidesMarios C
AgiusHarry
Soggetto topico MPEG (Video coding standard)
MP3 (Audio coding standard)
Application software - Development
ISBN 0-470-97474-5
1-283-85859-2
0-470-97458-3
0-470-97459-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto List of Contributors -- MPEG Standards in Practice -- 1 HD Video Remote Collaboration Application (Beomjoo Seo, Xiaomin Liu, and Roger Zimmermann) -- 1.1 Introduction -- 1.2 Design and Architecture -- 1.3 HD Video Acquisition -- 1.4 Network and Topology Considerations -- 1.5 Real-Time Transcoding -- 1.6 HD Video Rendering -- 1.7 Other Challenges -- 1.8 Other HD Streaming Systems -- 1.9 Conclusions and Future Directions -- References -- 2 MPEG Standards in Media Production, Broadcasting and Content Management (Andreas U. Mauthe and Peter Thoma) -- 2.1 Introduction -- 2.2 Content in the Context of Production and Management -- 2.3 MPEG Encoding Standards in CMS and Media Production -- 2.4 MPEG-7 and Beyond -- 2.5 Conclusions -- References -- 3 Quality Assessment of MPEG-4 Compressed Videos (Anush K. Moorthy and Alan C. Bovik) -- 3.1 Introduction -- 3.2 Previous Work -- 3.3 Quality Assessment of MPEG-4 Compressed Video -- 3.4 MPEG-4 Compressed Videos in Wireless Environments -- 3.5 Conclusion -- References -- 4 Exploiting MPEG-4 Capabilities for Personalized Advertising in Digital TV (Martin Lp̤ez-Nores, Yolanda Blanco-Fernǹdez, Alberto Gil-Solla, Manuel Ramos-Cabrer, and Jos ̌J. Pazos-Arias) -- 4.1 Introduction -- 4.2 Related Work -- 4.3 Enabling the New Advertising Model -- 4.4 An Example -- 4.5 Experimental Evaluation -- 4.6 Conclusions -- Acknowledgments -- References -- 5 Using MPEG Tools in Video Summarization (Luis Herranz and Jos ̌M. Martinez) -- 5.1 Introduction -- 5.2 Related Work -- 5.3 A Summarization Framework Using MPEG Standards -- 5.4 Generation of Summaries Using MPEG-4 AVC -- 5.5 Description of Summaries in MPEG-7 -- 5.6 Integrated Summarization and Adaptation Framework in MPEG-4 SVC -- 5.7 Experimental Evaluation -- 5.8 Conclusions -- References -- 6 Encryption Techniques for H.264 Video (Bai-Ying Lei, Kwok-Tung Lo, and Jian Feng) -- 6.1 Introduction -- 6.2 Demands for Video Security -- 6.3 Issues on Digital Video Encryption -- 6.4 Previous Work on Video Encryption.
6.5 H.264 Video Encryption Techniques -- 6.6 A H.264 Encryption Scheme Based on CABAC and Chaotic Stream Cipher -- 6.7 Concluding Remarks and Future Works -- Acknowledgments -- References -- 7 Optimization Methods for H.264/AVC Video Coding (Dan Grois, Evgeny Kaminsky, and Ofer Hadar) -- 7.1 Introduction to Video Coding Optimization Methods -- 7.2 Rate Control Optimization -- 7.3 Computational Complexity Control Optimization -- 7.4 Joint Computational Complexity and Rate Control Optimization -- 7.5 Transform Coding Optimization -- 7.6 Summary -- References -- 8 Spatiotemporal H.264/AVC Video Adaptation with MPEG-21 (Razib Iqbal and Shervin Shirmohammadi) -- 8.1 Introduction -- 8.2 Background -- 8.3 Literature Review -- 8.4 Compressed-Domain Adaptation of H.264/AVC Video -- 8.5 On-line Video Adaptation for P2P Overlays -- 8.6 Quality of Experience (QoE) -- 8.7 Conclusion -- References -- 9 Image Clustering and Retrieval Using MPEG-7 (Rajeev Agrawal, William I. Grosky, and Farshad Fotouhi) -- 9.1 Introduction -- 9.2 Usage of MPEG-7 in Image Clustering and Retrieval -- 9.3 Multimodal Vector Representation of an Image Using MPEG-7 Color Descriptors -- 9.4 Dimensionality Reduction of Multimodal Vector Representation Using a Nonlinear Diffusion Kernel -- 9.5 Experiments -- 9.6 Conclusion -- References -- 10 MPEG-7 Visual Descriptors and Discriminant Analysis (Jun Zhang, Lei Ye, and Jianhua Ma) -- 10.1 Introduction -- 10.2 Literature Review -- 10.3 Discriminant Power of Single Visual Descriptor -- 10.4 Discriminant Power of the Aggregated Visual Descriptors -- 10.5 Conclusions -- References -- 11 An MPEG-7 Profile for Collaborative Multimedia Annotation (Damon Daylamani Zad and Harry Agius) -- 11.1 Introduction -- 11.2 MPEG-7 as a Means for Collaborative Multimedia Annotation -- 11.3 Experiment Design -- 11.4 Research Method -- 11.5 Results -- 11.6 MPEG-7 Profile -- 11.7 Related Research Work -- 11.8 Concluding Discussion -- Acknowledgment -- References -- 12 Domain Knowledge Representation in Semantic MPEG-7 Descriptions (Chrisa Tsinaraki and Stavros Christodoulakis).
12.1 Introduction -- 12.2 MPEG-7-Based Domain Knowledge Representation -- 12.3 Domain Ontology Representation -- 12.4 Property Representation -- 12.5 Class Representation -- 12.6 Representation of Individuals -- 12.7 Representation of Axioms -- 12.8 Exploitation of the Domain Knowledge Representation in Multimedia Applications and Services -- 12.9 Conclusions -- References -- 13 Survey of MPEG-7 Applications in the Multimedia Lifecycle (Florian Stegmaier, Mario Doller, and Harald Kosch) -- 13.1 MPEG-7 Annotation Tools -- 13.2 MPEG-7 Databases and Retrieval -- 13.3 MPEG-7 Query Language -- 13.4 MPEG-7 Middleware -- 13.5 MPEG-7 Mobile -- 13.6 Summarization and Outlook -- References -- 14 Using MPEG Standards for Content-Based Indexing of Broadcast Television, Web, and Enterprise Content (David Gibbon, Zhu Liu, Andrea Basso, and Behzad Shahraray.) -- 14.1 Background on Content-Based Indexing and Retrieval -- 14.2 MPEG-7 and MPEG-21 in ETSI TV-Anytime -- 14.3 MPEG-7 and MPEG-21 in ATIS IPTV Specifications -- 14.4 MEPG-21 in the Digital Living Network Alliance (DLNA) -- 14.5 Content Analysis for MPEG-7 Metadata Generation -- 14.6 Representing Content Analysis Results Using MPEG-7 -- 14.7 Extraction of Audio Features and Representation in MPEG-7 -- 14.8 Summary -- References -- 15 MPEG-7/21: Structured Metadata for Handling and Personalizing Multimedia Content (Benjamin Kohncke and Wolf-Tilo Balke) -- 15.1 Introduction -- 15.2 The Digital Item Adaptation Framework for Personalization -- 15.3 Use Case Scenario -- 15.4 Extensions of MPEG-7/21 Preference Management -- 15.5 Example Application -- 15.6 Summary -- References -- 16 A Game Approach to Integrating MPEG-7 in MPEG-21 for Dynamic Bandwidth Dealing (Anastasis A. Sofokleous and Marios C. Angelides) -- 16.1 Introduction -- 16.2 Related Work -- 16.3 Dealing Bandwidth Using Game Theory -- 16.4 An Application Example -- 16.5 Concluding Discussion -- References -- 17 The Usage of MPEG-21 Digital Items in Research and Practice (Hermann Hellwagner and Christian Timmerer).
17.1 Introduction -- 17.2 Overview of the Usage of MPEG-21 Digital Items -- 17.3 Universal Plug and Play (UPnP): DIDL-Lite -- 17.4 Microsoft's Interactive Media Manager (IMM) -- 17.5 The DANAE Advanced MPEG-21 Infrastructure -- 17.6 MPEG-21 in the European Projects ENTHRONE and AXMEDIS -- 17.7 Information Asset Management in a Digital Library -- 17.8 Conclusions -- References -- 18 Distributing Sensitive Information in the MPEG-21 Multimedia Framework (Nicholas Paul Sheppard) -- 18.1 Introduction -- 18.2 Digital Rights Management in MPEG-21 -- 18.3 MPEG-21 in Copyright Protection -- 18.4 MPEG-21 in Enterprise Digital Rights Management -- 18.5 MPEG-21 in Privacy Protection -- 18.6 Conclusion -- Acknowledgments -- References -- 19 Designing Intelligent Content Delivery Frameworks Using MPEG-21 (Samir Amir, Ioan Marius Bilasco, Thierry Urruty, Jean Martinet and Chabane Djeraba) -- 19.1 Introduction -- 19.2 CAM Metadata Framework Requirements -- 19.3 CAM Metadata Model -- 19.4 Study of the Existing Multimedia Standards -- 19.5 CAM Metadata Encoding Using MPEG-21/7 -- 19.6 Discussion -- 19.7 Conclusion and Perspectives -- References -- 20 NinSuna: a Platform for Format-Independent Media Resource Adaptation and Delivery (Davy Van Deursen, Wim Van Lancker, Chris Poppe, and Rik Van de Walle) -- 20.1 Introduction -- 20.2 Model-Driven Content Adaptation and Packaging -- 20.3 The NinSuna Platform -- 20.4 Directions for Future Research -- 20.5 Discussion and Conclusions -- Acknowledgments -- References -- 21 MPEG-A and Its Open Access Application Format (Florian Schreiner and Klaus Diepold) -- 21.1 Introduction -- 21.2 The MPEG-A Standards -- 21.3 The Open Access Application Format -- References -- Index.
Record Nr. UNINA-9910140914303321
Chichester, West Sussex, U.K. : , : J. Wiley, , 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
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The handbook of MPEG applications : standards in practice / / editors, Marios C. Angelides and Harry Agius
The handbook of MPEG applications : standards in practice / / editors, Marios C. Angelides and Harry Agius
Pubbl/distr/stampa Chichester, West Sussex, U.K. : , : J. Wiley, , 2011
Descrizione fisica 1 online resource (551 p.)
Disciplina 006.6/96
Altri autori (Persone) AngelidesMarios C
AgiusHarry
Soggetto topico MPEG (Video coding standard)
MP3 (Audio coding standard)
Application software - Development
ISBN 0-470-97474-5
1-283-85859-2
0-470-97458-3
0-470-97459-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto List of Contributors -- MPEG Standards in Practice -- 1 HD Video Remote Collaboration Application (Beomjoo Seo, Xiaomin Liu, and Roger Zimmermann) -- 1.1 Introduction -- 1.2 Design and Architecture -- 1.3 HD Video Acquisition -- 1.4 Network and Topology Considerations -- 1.5 Real-Time Transcoding -- 1.6 HD Video Rendering -- 1.7 Other Challenges -- 1.8 Other HD Streaming Systems -- 1.9 Conclusions and Future Directions -- References -- 2 MPEG Standards in Media Production, Broadcasting and Content Management (Andreas U. Mauthe and Peter Thoma) -- 2.1 Introduction -- 2.2 Content in the Context of Production and Management -- 2.3 MPEG Encoding Standards in CMS and Media Production -- 2.4 MPEG-7 and Beyond -- 2.5 Conclusions -- References -- 3 Quality Assessment of MPEG-4 Compressed Videos (Anush K. Moorthy and Alan C. Bovik) -- 3.1 Introduction -- 3.2 Previous Work -- 3.3 Quality Assessment of MPEG-4 Compressed Video -- 3.4 MPEG-4 Compressed Videos in Wireless Environments -- 3.5 Conclusion -- References -- 4 Exploiting MPEG-4 Capabilities for Personalized Advertising in Digital TV (Martin Lp̤ez-Nores, Yolanda Blanco-Fernǹdez, Alberto Gil-Solla, Manuel Ramos-Cabrer, and Jos ̌J. Pazos-Arias) -- 4.1 Introduction -- 4.2 Related Work -- 4.3 Enabling the New Advertising Model -- 4.4 An Example -- 4.5 Experimental Evaluation -- 4.6 Conclusions -- Acknowledgments -- References -- 5 Using MPEG Tools in Video Summarization (Luis Herranz and Jos ̌M. Martinez) -- 5.1 Introduction -- 5.2 Related Work -- 5.3 A Summarization Framework Using MPEG Standards -- 5.4 Generation of Summaries Using MPEG-4 AVC -- 5.5 Description of Summaries in MPEG-7 -- 5.6 Integrated Summarization and Adaptation Framework in MPEG-4 SVC -- 5.7 Experimental Evaluation -- 5.8 Conclusions -- References -- 6 Encryption Techniques for H.264 Video (Bai-Ying Lei, Kwok-Tung Lo, and Jian Feng) -- 6.1 Introduction -- 6.2 Demands for Video Security -- 6.3 Issues on Digital Video Encryption -- 6.4 Previous Work on Video Encryption.
6.5 H.264 Video Encryption Techniques -- 6.6 A H.264 Encryption Scheme Based on CABAC and Chaotic Stream Cipher -- 6.7 Concluding Remarks and Future Works -- Acknowledgments -- References -- 7 Optimization Methods for H.264/AVC Video Coding (Dan Grois, Evgeny Kaminsky, and Ofer Hadar) -- 7.1 Introduction to Video Coding Optimization Methods -- 7.2 Rate Control Optimization -- 7.3 Computational Complexity Control Optimization -- 7.4 Joint Computational Complexity and Rate Control Optimization -- 7.5 Transform Coding Optimization -- 7.6 Summary -- References -- 8 Spatiotemporal H.264/AVC Video Adaptation with MPEG-21 (Razib Iqbal and Shervin Shirmohammadi) -- 8.1 Introduction -- 8.2 Background -- 8.3 Literature Review -- 8.4 Compressed-Domain Adaptation of H.264/AVC Video -- 8.5 On-line Video Adaptation for P2P Overlays -- 8.6 Quality of Experience (QoE) -- 8.7 Conclusion -- References -- 9 Image Clustering and Retrieval Using MPEG-7 (Rajeev Agrawal, William I. Grosky, and Farshad Fotouhi) -- 9.1 Introduction -- 9.2 Usage of MPEG-7 in Image Clustering and Retrieval -- 9.3 Multimodal Vector Representation of an Image Using MPEG-7 Color Descriptors -- 9.4 Dimensionality Reduction of Multimodal Vector Representation Using a Nonlinear Diffusion Kernel -- 9.5 Experiments -- 9.6 Conclusion -- References -- 10 MPEG-7 Visual Descriptors and Discriminant Analysis (Jun Zhang, Lei Ye, and Jianhua Ma) -- 10.1 Introduction -- 10.2 Literature Review -- 10.3 Discriminant Power of Single Visual Descriptor -- 10.4 Discriminant Power of the Aggregated Visual Descriptors -- 10.5 Conclusions -- References -- 11 An MPEG-7 Profile for Collaborative Multimedia Annotation (Damon Daylamani Zad and Harry Agius) -- 11.1 Introduction -- 11.2 MPEG-7 as a Means for Collaborative Multimedia Annotation -- 11.3 Experiment Design -- 11.4 Research Method -- 11.5 Results -- 11.6 MPEG-7 Profile -- 11.7 Related Research Work -- 11.8 Concluding Discussion -- Acknowledgment -- References -- 12 Domain Knowledge Representation in Semantic MPEG-7 Descriptions (Chrisa Tsinaraki and Stavros Christodoulakis).
12.1 Introduction -- 12.2 MPEG-7-Based Domain Knowledge Representation -- 12.3 Domain Ontology Representation -- 12.4 Property Representation -- 12.5 Class Representation -- 12.6 Representation of Individuals -- 12.7 Representation of Axioms -- 12.8 Exploitation of the Domain Knowledge Representation in Multimedia Applications and Services -- 12.9 Conclusions -- References -- 13 Survey of MPEG-7 Applications in the Multimedia Lifecycle (Florian Stegmaier, Mario Doller, and Harald Kosch) -- 13.1 MPEG-7 Annotation Tools -- 13.2 MPEG-7 Databases and Retrieval -- 13.3 MPEG-7 Query Language -- 13.4 MPEG-7 Middleware -- 13.5 MPEG-7 Mobile -- 13.6 Summarization and Outlook -- References -- 14 Using MPEG Standards for Content-Based Indexing of Broadcast Television, Web, and Enterprise Content (David Gibbon, Zhu Liu, Andrea Basso, and Behzad Shahraray.) -- 14.1 Background on Content-Based Indexing and Retrieval -- 14.2 MPEG-7 and MPEG-21 in ETSI TV-Anytime -- 14.3 MPEG-7 and MPEG-21 in ATIS IPTV Specifications -- 14.4 MEPG-21 in the Digital Living Network Alliance (DLNA) -- 14.5 Content Analysis for MPEG-7 Metadata Generation -- 14.6 Representing Content Analysis Results Using MPEG-7 -- 14.7 Extraction of Audio Features and Representation in MPEG-7 -- 14.8 Summary -- References -- 15 MPEG-7/21: Structured Metadata for Handling and Personalizing Multimedia Content (Benjamin Kohncke and Wolf-Tilo Balke) -- 15.1 Introduction -- 15.2 The Digital Item Adaptation Framework for Personalization -- 15.3 Use Case Scenario -- 15.4 Extensions of MPEG-7/21 Preference Management -- 15.5 Example Application -- 15.6 Summary -- References -- 16 A Game Approach to Integrating MPEG-7 in MPEG-21 for Dynamic Bandwidth Dealing (Anastasis A. Sofokleous and Marios C. Angelides) -- 16.1 Introduction -- 16.2 Related Work -- 16.3 Dealing Bandwidth Using Game Theory -- 16.4 An Application Example -- 16.5 Concluding Discussion -- References -- 17 The Usage of MPEG-21 Digital Items in Research and Practice (Hermann Hellwagner and Christian Timmerer).
17.1 Introduction -- 17.2 Overview of the Usage of MPEG-21 Digital Items -- 17.3 Universal Plug and Play (UPnP): DIDL-Lite -- 17.4 Microsoft's Interactive Media Manager (IMM) -- 17.5 The DANAE Advanced MPEG-21 Infrastructure -- 17.6 MPEG-21 in the European Projects ENTHRONE and AXMEDIS -- 17.7 Information Asset Management in a Digital Library -- 17.8 Conclusions -- References -- 18 Distributing Sensitive Information in the MPEG-21 Multimedia Framework (Nicholas Paul Sheppard) -- 18.1 Introduction -- 18.2 Digital Rights Management in MPEG-21 -- 18.3 MPEG-21 in Copyright Protection -- 18.4 MPEG-21 in Enterprise Digital Rights Management -- 18.5 MPEG-21 in Privacy Protection -- 18.6 Conclusion -- Acknowledgments -- References -- 19 Designing Intelligent Content Delivery Frameworks Using MPEG-21 (Samir Amir, Ioan Marius Bilasco, Thierry Urruty, Jean Martinet and Chabane Djeraba) -- 19.1 Introduction -- 19.2 CAM Metadata Framework Requirements -- 19.3 CAM Metadata Model -- 19.4 Study of the Existing Multimedia Standards -- 19.5 CAM Metadata Encoding Using MPEG-21/7 -- 19.6 Discussion -- 19.7 Conclusion and Perspectives -- References -- 20 NinSuna: a Platform for Format-Independent Media Resource Adaptation and Delivery (Davy Van Deursen, Wim Van Lancker, Chris Poppe, and Rik Van de Walle) -- 20.1 Introduction -- 20.2 Model-Driven Content Adaptation and Packaging -- 20.3 The NinSuna Platform -- 20.4 Directions for Future Research -- 20.5 Discussion and Conclusions -- Acknowledgments -- References -- 21 MPEG-A and Its Open Access Application Format (Florian Schreiner and Klaus Diepold) -- 21.1 Introduction -- 21.2 The MPEG-A Standards -- 21.3 The Open Access Application Format -- References -- Index.
Record Nr. UNINA-9910809007903321
Chichester, West Sussex, U.K. : , : J. Wiley, , 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
How to cheat in 3ds Max 2014 : get spectacular results fast / / Michael McCarthy
How to cheat in 3ds Max 2014 : get spectacular results fast / / Michael McCarthy
Autore McCarthy Michael <1977-, >
Pubbl/distr/stampa Burlington, Mass. : , : Focal Press, , 2014
Descrizione fisica 1 online resource (293 p.)
Disciplina 006.6/96
Altri autori (Persone) BousquetMichele <1962->
Collana "How to cheat--"
Soggetto topico Computer animation
Computer graphics
ISBN 1-138-42841-8
1-135-01729-8
0-203-75844-7
1-135-01730-1
Classificazione ART046000
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Half Title; Title Page; Copyright Page; Table of Contents; 1 Customization and UI; Enhanced menu; X marks the spot; Make the new old again; Hotbox quad; Custom workspace; 2 Basics; A selection of selections; Making a Scene; Zoom, pan, display; Organizing objects; Transforms and coordinates; Organizing objects: a matter of choice; Roger's top 10 reasons why you can't select your object; 3 Modeling; Modeling tools; Reference images; Spline to low poly; Virtual studio; 15-minute building; Modeling around maps; Secrets of the spline; Curvy curtain; How to make a mess with modeling
BYO weaponModeling for the masses; 4 Character Modeling; Character references; Character modeling process; Chop shop; Nip and Tuck; Polygon building; Subdivision; Poly modeling in practice; Making animatable models; 5 Materials; Material Editor basics; Mapping coordinates; Preparing textures; People, trees, and cars; Multiple maps; Procedurally speaking; Gradual mix; Unwrapping the mapping; Normal mapping; Concavity; Faking subsurface scattering; Mapping a character; Basic mental ray materials; Custom mental ray materials; 6 Lighting & Shadows; 1-2-3 Lighting; Troubleshooting shadows
Exterior lightingBright sunshiny day; Mental ray lighting; Good lighting made better; Daylight savings time; Where's the shadow?; Shadow and wireframe presentation; 7 Reflections; Reflecting on reflections; Bling; Reflections in the dark; Where's my reflection?; 8 Glass; Exterior daytime windows; Interior daytime windows; Nighttime and dusk; Pint glass; Fun with physics; 9 Animation; Animation 101; Spinning your gears; Animated pivot point; Following a path; Look a-here; Jumping beans; Linktopia; Linking to multiple objects; Chains; Super-duper tools; 10 Character Animation
Character animation workflowCAT 101; Biped 101; Skeleton fitting; Skinning; Walking in your footsteps; The alternative skeleton; Biped foot control; CAT gizmos; CAT vs. Biped; 11 MAXScript; A world of MAXScripts; Voronoi stone wall; Gizmo control; CAT gizmos for custom rigs; Getting a little tense; PF Spliner; 12 Rendering; Rendering basics; Mental ray rendering; What is mental ray, anyway?; Nitrous viewport; Quicksilver rendering; Render passes with state sets; Managing your scene; Tipping the attenuation scales; 13 Plugins; V-Ray; Phoenix FD; Ornatrix; Zookeeper; 14 Parameter Wiring
Wiring 101Follow me; Telling time; Spinning wheels; Feeling exposed; To code or not to code; 15 Special Effects; Logo polishing; MassFX destruction; Raindrops; Morphing; Cracks in a surface; What's in the box?; Particle flow basics; Swirly particles; mParticles; Data flow operators; Appendix; Index
Record Nr. UNINA-9910790638403321
McCarthy Michael <1977-, >  
Burlington, Mass. : , : Focal Press, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
How to cheat in 3ds Max 2014 : get spectacular results fast / / Michael McCarthy
How to cheat in 3ds Max 2014 : get spectacular results fast / / Michael McCarthy
Autore McCarthy Michael <1977-, >
Pubbl/distr/stampa Burlington, Mass. : , : Focal Press, , 2014
Descrizione fisica 1 online resource (293 p.)
Disciplina 006.6/96
Altri autori (Persone) BousquetMichele <1962->
Collana "How to cheat--"
Soggetto topico Computer animation
Computer graphics
ISBN 1-138-42841-8
1-135-01729-8
0-203-75844-7
1-135-01730-1
Classificazione ART046000
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Half Title; Title Page; Copyright Page; Table of Contents; 1 Customization and UI; Enhanced menu; X marks the spot; Make the new old again; Hotbox quad; Custom workspace; 2 Basics; A selection of selections; Making a Scene; Zoom, pan, display; Organizing objects; Transforms and coordinates; Organizing objects: a matter of choice; Roger's top 10 reasons why you can't select your object; 3 Modeling; Modeling tools; Reference images; Spline to low poly; Virtual studio; 15-minute building; Modeling around maps; Secrets of the spline; Curvy curtain; How to make a mess with modeling
BYO weaponModeling for the masses; 4 Character Modeling; Character references; Character modeling process; Chop shop; Nip and Tuck; Polygon building; Subdivision; Poly modeling in practice; Making animatable models; 5 Materials; Material Editor basics; Mapping coordinates; Preparing textures; People, trees, and cars; Multiple maps; Procedurally speaking; Gradual mix; Unwrapping the mapping; Normal mapping; Concavity; Faking subsurface scattering; Mapping a character; Basic mental ray materials; Custom mental ray materials; 6 Lighting & Shadows; 1-2-3 Lighting; Troubleshooting shadows
Exterior lightingBright sunshiny day; Mental ray lighting; Good lighting made better; Daylight savings time; Where's the shadow?; Shadow and wireframe presentation; 7 Reflections; Reflecting on reflections; Bling; Reflections in the dark; Where's my reflection?; 8 Glass; Exterior daytime windows; Interior daytime windows; Nighttime and dusk; Pint glass; Fun with physics; 9 Animation; Animation 101; Spinning your gears; Animated pivot point; Following a path; Look a-here; Jumping beans; Linktopia; Linking to multiple objects; Chains; Super-duper tools; 10 Character Animation
Character animation workflowCAT 101; Biped 101; Skeleton fitting; Skinning; Walking in your footsteps; The alternative skeleton; Biped foot control; CAT gizmos; CAT vs. Biped; 11 MAXScript; A world of MAXScripts; Voronoi stone wall; Gizmo control; CAT gizmos for custom rigs; Getting a little tense; PF Spliner; 12 Rendering; Rendering basics; Mental ray rendering; What is mental ray, anyway?; Nitrous viewport; Quicksilver rendering; Render passes with state sets; Managing your scene; Tipping the attenuation scales; 13 Plugins; V-Ray; Phoenix FD; Ornatrix; Zookeeper; 14 Parameter Wiring
Wiring 101Follow me; Telling time; Spinning wheels; Feeling exposed; To code or not to code; 15 Special Effects; Logo polishing; MassFX destruction; Raindrops; Morphing; Cracks in a surface; What's in the box?; Particle flow basics; Swirly particles; mParticles; Data flow operators; Appendix; Index
Record Nr. UNINA-9910807838003321
McCarthy Michael <1977-, >  
Burlington, Mass. : , : Focal Press, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
How to cheat in Adobe Flash CC : the art of design and animation / / Chris Georgenes
How to cheat in Adobe Flash CC : the art of design and animation / / Chris Georgenes
Autore Georgenes Chris
Edizione [1st edition]
Pubbl/distr/stampa New York, : Routledge, Aug. 2017
Descrizione fisica 1 online resource (390 pages)
Disciplina 006.6/96
Soggetto topico Computer animation
Digital cinematography
ISBN 1-136-14653-9
1-138-42859-0
0-240-52595-7
1-136-14654-7
Classificazione ART046000
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title; Copyright; Contents; Foreword; How to cheat, and why; Acknowledgments; How to use this book; 1 What's new in CC; Under the hood; Darker User Interface; Unlimited pasteboard size; Distribute symbols & bitmaps to keyframes; Swap multiple symbols & bitmaps; Toggle Guides & Masks; Scale to Anchor Point; DragonBones Extension; Multi-device connectivity; Exporting Video; Find & Replace enhancements; Live preview for drawing tools; Other notable enhancements; Deprecated features; Interlude: Adobe Creative Cloud; 2 Design styles; Drawing with basic shapes; Geometric and organic shapes
The Brush tool; Mixing colors; Advanced color effect; Animated color effect; Using gradients; Adding texture; The Pen tool; Trace Bitmap; Image Trace (Illustrator); Shading 1: line trick; Shading 2: shape it; Shading 3: paint selected; Shading 4: outlines; Realism with gradients; UI Design; Character design; Object Drawing; Interlude: Being subtle; 3 Transformation & distortion; Distorting bitmaps; The Envelope tool; Warping; Card flip; 3D Rotation; Butterfly; Squash and stretch; Interlude: A moment of clarity; 4 Masking; Rotating globe; Flag waving; Iris transition; Handwriting; Spotlight
Focus; Feathered mask (ActionScript); Medical pack; Interlude: Learning to be simple; 5 Motion techniques; Motion and Classic tweens; Creating Motion tweens; Working with Motion spans; Editing Motion paths; Motion Presets; Motion tweens and 3D; 3D Position and View; Basic shadow; Drop shadow; Perspective shadow; Flying text; Combining effects; Blur filter (text); Selective blurring; Background blurring; Interlude: How did I get here?; 6 Character animation; 2.5D basics; 2.5D advanced; 2.5D monkey; Lip syncing (swap method); Lip syncing (nesting method); To sync or not to sync
Sync (Classic tweens); Sync (Motion tweens); Hinging body parts; Closing the gaps; Bitmap animation (Jib Jab); PSD Importer (Jib Jab); Motion guides (Jib Jab); Walk cycle; Advanced walk cycle; Walk cycle examples; Anticipation; Drawing upon oneself; Tradigital animation; Brush animation; Interlude: Embracing challenges; 7 Animation examples; Super text effect; Page turn; Smoke with gradients; Smoke stylized; Full steam ahead; Handwriting effect (frame-by-frame); Fireworks; Soft reveal; Star Wars text; Color adjustments; Vertigo; Let it rain; Playing with fire; Torch; Lightning
Winter wonderland; 3D perspective; Sausage grinder; Interlude: From the inside out; 8 Working with sound; Recording sounds; Samson USB Microphones; Audacity®; Adobe® Audition® CC; Sound in Flash; Dynamic sounds (AS3); Interlude: My wish list for Flash CC; 9 Flash to video; Document setup; Title and action safety; CC video templates; Safe colors; Ape Escape; Keeping it all in sync; QuickTime Exporter; SWF & FLV Toolbox; Interlude: Wacom tablets; 10 Interactivity; Stage 1; Stage 2; Stage 3; Stage 4; Stage 5; Stage 6; Interlude: Thank you; Index
Record Nr. UNINA-9910791200803321
Georgenes Chris  
New York, : Routledge, Aug. 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui