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Powerpoint® 2013 for dummies [[electronic resource] /] / by Doug Lowe
Powerpoint® 2013 for dummies [[electronic resource] /] / by Doug Lowe
Autore Lowe Doug <1959->
Pubbl/distr/stampa Hoboken, New Jersey : , : John Wiley & Sons, Inc. ; , [2013]
Descrizione fisica 1 online resource (355 pages) ; : colour illustrations
Disciplina 005.58
Collana --For dummies
Soggetto topico Computers and IT
Presentation graphics software
Computer graphics - Computer programs
Business presentations - Graphic methods - Computer programs
ISBN 1-118-50260-4
1-118-50261-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Welcome to PowerPoint 2013 -- Editing slides -- Working in outline view -- Proofing your presentations -- Don't forget your notes! -- Show time! -- All about fonts and text formatting -- Designing your slides -- Animating your slides -- Mastes of the universe meet the templates of doom -- Inserting pictures -- Drawing on your slides -- Charting for fun and profit -- Working with SmartArt -- Lights! Camera! Action! (adding sound and video) -- More things to insert on your slides -- Collaborating in the Cloud -- Using a slide library and other was to reuse slides -- Exporting your presentation to other formats -- Ten PowerPoint Commandments -- Ten tips for creating readable slides -- Ten ways to keep your audience awake.
Altri titoli varianti Microsoft® PowerPoint® 2013 for dummies
Microsoft® PowerPoint® for dummies
Powerpoint® for dummies
Record Nr. UNINA-9910818159203321
Lowe Doug <1959->  
Hoboken, New Jersey : , : John Wiley & Sons, Inc. ; , [2013]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Proceedings of the 7th Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction / / Andreas Bulling, Enkelejda Kasneci, Christian Lander ; Association for Computing Machinery-Digital Library, contributor
Proceedings of the 7th Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction / / Andreas Bulling, Enkelejda Kasneci, Christian Lander ; Association for Computing Machinery-Digital Library, contributor
Autore Bulling Andreas
Pubbl/distr/stampa New York NY : , : ACM, , 2018
Descrizione fisica 1 online resource (50 pages)
Disciplina 006.6
Soggetto topico Computer graphics - Computer programs
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910376156003321
Bulling Andreas  
New York NY : , : ACM, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Proceedings of the International Conference on Machine Vision and Applications / / International Conference on Machine Vision and Applications, ICMVA 2018
Proceedings of the International Conference on Machine Vision and Applications / / International Conference on Machine Vision and Applications, ICMVA 2018
Pubbl/distr/stampa New York NY : , : ACM, , 2018
Descrizione fisica 1 online resource (81 pages)
Disciplina 006.6
Soggetto topico Computer graphics - Computer programs
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910376159803321
New York NY : , : ACM, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional WebGL programming [[electronic resource] ] : developing 3D graphics for the web / / Andreas Anyuru
Professional WebGL programming [[electronic resource] ] : developing 3D graphics for the web / / Andreas Anyuru
Autore Anyuru Andreas
Pubbl/distr/stampa Chichester, U.K., : John Wiley & Sons, 2012
Descrizione fisica 1 online resource (364 p.)
Disciplina 006.6
006.684
Collana Wrox programmer to programmer
Soggetto topico Computer graphics - Computer programs
JavaScript (Computer program language)
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-280-67245-5
9786613649386
1-119-94058-3
1-119-94059-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Vertex ShaderPrimitive Assembly; Rasterization; Fragment Shader; Per Fragment Operations; Comparing WebGL to Other Graphics Technologies; OpenGL; OpenGL ES 2.0; Direct3D; HTML5 Canvas; Scalable Vector Graphics; VRML and X3D; Linear Algebra for 3D Graphics; Coordinate System; Points or Vertices; Vectors; Dot Product or Scalar Product; Cross Product; Homogeneous Coordinates; Matrices; Affine Transformations; Summary; Chapter 2: Creating Basic WebGL Examples; Drawing a Triangle; Creating the WebGL Context; Creating the Vertex Shader and the Fragment Shader; Compiling the Shaders
Creating the Program Object and Linking the ShadersSetting Up the Buffers; Drawing the Scene; Understanding the WebGL Coding Style; Debugging Your WebGL Application; Using Chrome Developer Tools; Using Firebug; WebGL Error Handling and Error Codes; WebGL Inspector; Troubleshooting WebGL; Using the DOM API to Load Your Shaders; Putting It Together in a Slightly More Advanced Example; Experimenting with Code; Summary; Chapter 3: Drawing; WebGL Drawing Primitives and Drawing Methods; Primitives; Understanding the Importance of Winding Order; WebGL's Drawing Methods; Typed Arrays; Buffer and View
Supported View TypesExploring Different Ways to Draw; gl.drawArrays() and gl.TRIANGLES; gl.drawArrays() and gl.TRIANGLE_STRIP; gl.drawElements() and gl.TRIANGLES; gl.drawElements() and gl.TRIANGLE_STRIP; Conclusions of the Comparison; Pre-Transform Vertex Cache and Post-Transform Vertex Cache; Interleaving Your Vertex Data for Improved Performance; Using an Array of Structures; Using a Vertex Array or Constant Vertex Data; A Last Example to Wind Things Up; Some Things to Experiment With; Summary; Chapter 4: Compact JavaScript Libraries And Transformations
Working with Matrices and Vectors in JavaScriptSylvester; WebGL-mjs; glMatrix; Using Transformations; How Transformations Are Used; Understanding the Complete Transformation Pipeline; Getting Practical with Transformations; Setting Up Buffers with Object Coordinates; Creating Transformation Matrices with JavaScript and Uploading Them to the Shader; Uploading the Transformation Matrices to the Vertex Shader in the GPU; Calling Your Drawing Methods; Understanding the Importance of Transformation Order; Using a Grand, Fixed Coordinate System; Using a Moving, Local Coordinate System
Pushing and Popping Transformation Matrices
Record Nr. UNINA-9910461188603321
Anyuru Andreas  
Chichester, U.K., : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional WebGL programming [[electronic resource] ] : developing 3D graphics for the web / / Andreas Anyuru
Professional WebGL programming [[electronic resource] ] : developing 3D graphics for the web / / Andreas Anyuru
Autore Anyuru Andreas
Pubbl/distr/stampa Chichester, U.K., : John Wiley & Sons, 2012
Descrizione fisica 1 online resource (364 p.)
Disciplina 006.6
006.684
Collana Wrox programmer to programmer
Soggetto topico Computer graphics - Computer programs
JavaScript (Computer program language)
Three-dimensional display systems
ISBN 1-280-67245-5
9786613649386
1-119-94058-3
1-119-94059-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Vertex ShaderPrimitive Assembly; Rasterization; Fragment Shader; Per Fragment Operations; Comparing WebGL to Other Graphics Technologies; OpenGL; OpenGL ES 2.0; Direct3D; HTML5 Canvas; Scalable Vector Graphics; VRML and X3D; Linear Algebra for 3D Graphics; Coordinate System; Points or Vertices; Vectors; Dot Product or Scalar Product; Cross Product; Homogeneous Coordinates; Matrices; Affine Transformations; Summary; Chapter 2: Creating Basic WebGL Examples; Drawing a Triangle; Creating the WebGL Context; Creating the Vertex Shader and the Fragment Shader; Compiling the Shaders
Creating the Program Object and Linking the ShadersSetting Up the Buffers; Drawing the Scene; Understanding the WebGL Coding Style; Debugging Your WebGL Application; Using Chrome Developer Tools; Using Firebug; WebGL Error Handling and Error Codes; WebGL Inspector; Troubleshooting WebGL; Using the DOM API to Load Your Shaders; Putting It Together in a Slightly More Advanced Example; Experimenting with Code; Summary; Chapter 3: Drawing; WebGL Drawing Primitives and Drawing Methods; Primitives; Understanding the Importance of Winding Order; WebGL's Drawing Methods; Typed Arrays; Buffer and View
Supported View TypesExploring Different Ways to Draw; gl.drawArrays() and gl.TRIANGLES; gl.drawArrays() and gl.TRIANGLE_STRIP; gl.drawElements() and gl.TRIANGLES; gl.drawElements() and gl.TRIANGLE_STRIP; Conclusions of the Comparison; Pre-Transform Vertex Cache and Post-Transform Vertex Cache; Interleaving Your Vertex Data for Improved Performance; Using an Array of Structures; Using a Vertex Array or Constant Vertex Data; A Last Example to Wind Things Up; Some Things to Experiment With; Summary; Chapter 4: Compact JavaScript Libraries And Transformations
Working with Matrices and Vectors in JavaScriptSylvester; WebGL-mjs; glMatrix; Using Transformations; How Transformations Are Used; Understanding the Complete Transformation Pipeline; Getting Practical with Transformations; Setting Up Buffers with Object Coordinates; Creating Transformation Matrices with JavaScript and Uploading Them to the Shader; Uploading the Transformation Matrices to the Vertex Shader in the GPU; Calling Your Drawing Methods; Understanding the Importance of Transformation Order; Using a Grand, Fixed Coordinate System; Using a Moving, Local Coordinate System
Pushing and Popping Transformation Matrices
Record Nr. UNINA-9910790113103321
Anyuru Andreas  
Chichester, U.K., : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional WebGL programming [[electronic resource] ] : developing 3D graphics for the web / / Andreas Anyuru
Professional WebGL programming [[electronic resource] ] : developing 3D graphics for the web / / Andreas Anyuru
Autore Anyuru Andreas
Edizione [1st ed.]
Pubbl/distr/stampa Chichester, U.K., : John Wiley & Sons, 2012
Descrizione fisica 1 online resource (364 p.)
Disciplina 006.6
006.684
Collana Wrox programmer to programmer
Soggetto topico Computer graphics - Computer programs
JavaScript (Computer program language)
Three-dimensional display systems
ISBN 1-280-67245-5
9786613649386
1-119-94058-3
1-119-94059-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Vertex ShaderPrimitive Assembly; Rasterization; Fragment Shader; Per Fragment Operations; Comparing WebGL to Other Graphics Technologies; OpenGL; OpenGL ES 2.0; Direct3D; HTML5 Canvas; Scalable Vector Graphics; VRML and X3D; Linear Algebra for 3D Graphics; Coordinate System; Points or Vertices; Vectors; Dot Product or Scalar Product; Cross Product; Homogeneous Coordinates; Matrices; Affine Transformations; Summary; Chapter 2: Creating Basic WebGL Examples; Drawing a Triangle; Creating the WebGL Context; Creating the Vertex Shader and the Fragment Shader; Compiling the Shaders
Creating the Program Object and Linking the ShadersSetting Up the Buffers; Drawing the Scene; Understanding the WebGL Coding Style; Debugging Your WebGL Application; Using Chrome Developer Tools; Using Firebug; WebGL Error Handling and Error Codes; WebGL Inspector; Troubleshooting WebGL; Using the DOM API to Load Your Shaders; Putting It Together in a Slightly More Advanced Example; Experimenting with Code; Summary; Chapter 3: Drawing; WebGL Drawing Primitives and Drawing Methods; Primitives; Understanding the Importance of Winding Order; WebGL's Drawing Methods; Typed Arrays; Buffer and View
Supported View TypesExploring Different Ways to Draw; gl.drawArrays() and gl.TRIANGLES; gl.drawArrays() and gl.TRIANGLE_STRIP; gl.drawElements() and gl.TRIANGLES; gl.drawElements() and gl.TRIANGLE_STRIP; Conclusions of the Comparison; Pre-Transform Vertex Cache and Post-Transform Vertex Cache; Interleaving Your Vertex Data for Improved Performance; Using an Array of Structures; Using a Vertex Array or Constant Vertex Data; A Last Example to Wind Things Up; Some Things to Experiment With; Summary; Chapter 4: Compact JavaScript Libraries And Transformations
Working with Matrices and Vectors in JavaScriptSylvester; WebGL-mjs; glMatrix; Using Transformations; How Transformations Are Used; Understanding the Complete Transformation Pipeline; Getting Practical with Transformations; Setting Up Buffers with Object Coordinates; Creating Transformation Matrices with JavaScript and Uploading Them to the Shader; Uploading the Transformation Matrices to the Vertex Shader in the GPU; Calling Your Drawing Methods; Understanding the Importance of Transformation Order; Using a Grand, Fixed Coordinate System; Using a Moving, Local Coordinate System
Pushing and Popping Transformation Matrices
Record Nr. UNINA-9910807652003321
Anyuru Andreas  
Chichester, U.K., : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
SIGGRAPH Asia 2021 Art Gallery / / edited by Shuzo John Shiota, Ayum Kimura
SIGGRAPH Asia 2021 Art Gallery / / edited by Shuzo John Shiota, Ayum Kimura
Pubbl/distr/stampa New York NY : , : Association for Computing Machinery, , 2021
Descrizione fisica 1 online resource (19 pages)
Disciplina 006.6
Soggetto topico Computer graphics - Computer programs
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910548284303321
New York NY : , : Association for Computing Machinery, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
SIGGRAPH ASIA computer animation festival / / Association for Computing Machinery
SIGGRAPH ASIA computer animation festival / / Association for Computing Machinery
Pubbl/distr/stampa New York, NY : , : Association for Computing Machinery, , [2019]
Descrizione fisica 1 online resource
Disciplina 006.6869
Soggetto topico Computer graphics
Computer graphics - Computer programs
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910412293203321
New York, NY : , : Association for Computing Machinery, , [2019]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Teach yourself visually Photoshop CS4 [[electronic resource] /] / by Mike Wooldridge and Linda Wooldridge
Teach yourself visually Photoshop CS4 [[electronic resource] /] / by Mike Wooldridge and Linda Wooldridge
Autore Wooldridge Mike
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley, c2009
Descrizione fisica 1 online resource (337 p.)
Disciplina 006.686
Altri autori (Persone) WooldridgeLinda
Collana Visual read less, learn more
Teach yourself visually
Soggetto topico Computer graphics - Computer programs
Soggetto genere / forma Electronic books.
ISBN 1-282-69070-1
9786612690709
0-470-45740-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Teach Yourself Visually Photoshop® CS4; Table of Contents; Chapter 1 Getting Started; Work with Images; Understanding Photoshop; Start Photoshop on a PC; Start Photoshop on a Mac; The Photoshop Workspace; Find Images for Your Projects; Set Preferences; Save a Workspace; Get Help; Open an Image; Browse for an Image in Bridge; Sort and Filter Images in Bridge; Display a Slideshow in Bridge; Create a New Image; Exit Photoshop; Chapter 2 Understanding Photoshop Basics; Introducing the Photoshop Toolbox; Work with Toolbox Tools; Magnify with the Zoom Tool; Adjust Views; Change Screen Modes
Using Rulers and Guides Undo Commands; Revert an Image; Manage Image Windows; Chapter 3 Changing the Size of an Image; Change the On-Screen Size of an Image; Change the Print Size of an Image; Change the Resolution of an Image; Crop an Image; Crop and Straighten Photos; Trim an Image; Change the Canvas Size of an Image; Chapter 4 Making Selections; Select with the Marquee Tools; Select with the Lasso Tool; Select with the Magnetic Lasso Tool; Select with the Quick Selection Tool; Select with the Magic Wand Tool; Select with the Color Range Command; Select All the Pixels in an Image
Move a Selection BorderAdd To or Subtract From a Selection; Invert a Selection; Grow a Selection; Create Slices; Chapter 5 Manipulating Selections; Move a Selection; Copy and Paste a Selection; Delete a Selection; Rotate a Selection; Scale a Selection; Skew or Distort a Selection; Perform Content-Aware Scaling; Feather the Border of a Selection; Create Vanishing Point Planes; Copy between Vanishing Point Planes; Chapter 6 Painting and Drawing with Color; Select the Foreground and Background Colors; Select a Color with the Eyedropper Tool; Select a Color with the Swatches Panel
Using the Brush ToolChange Brush Styles; Create a Custom Brush; Apply a Gradient; Using the Paint Bucket Tool; Fill a Selection; Stroke a Selection; Using the Clone Stamp; Using the Pattern Stamp; Using the Healing Brush; Using the Patch Tool; Using the History Brush; Using the Eraser; Replace a Color; Fix Red Eye in a Photo; Chapter 7 Adjusting Colors; Change Brightness and Contrast; Using the Dodge and Burn Tools; Using the Blur and Sharpen Tools; Adjust Levels; Adjust Hue and Saturation; Using the Sponge Tool; Adjust Color Balance; Using the Variations Command; Match Colors between Images
Correct Shadows and HighlightsCreate a Duotone; Convert to Black and White; Adjust Vibrance; Chapter 8 Working with Layers; What Are Layers?; Create and Add to a Layer; Hide a Layer; Move a Layer; Duplicate a Layer; Delete a Layer; Reorder Layers; Change the Opacity of a Layer; Merge and Flatten Layers; Rename a Layer; Transform a Layer; Create a Solid Fill Layer; Create an Adjustment Layer; Edit an Adjustment Layer; Apply an Adjustment-Layer Preset; Link Layers; Blend Layers; Work with Smart Objects; Work with Smart Objects; Chapter 9 Applying Layer Styles; Apply a Drop Shadow
Apply an Outer Glow
Altri titoli varianti Photoshop CS4
Teach yourself visually Adobe Photoshop CS4
Adobe Photoshop CS4
Record Nr. UNINA-9910454284403321
Wooldridge Mike  
Indianapolis, IN, : Wiley, c2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Teach yourself visually Photoshop CS4 [[electronic resource] /] / by Mike Wooldridge and Linda Wooldridge
Teach yourself visually Photoshop CS4 [[electronic resource] /] / by Mike Wooldridge and Linda Wooldridge
Autore Wooldridge Mike
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley, c2009
Descrizione fisica 1 online resource (337 p.)
Disciplina 006.686
Altri autori (Persone) WooldridgeLinda
Collana Visual read less, learn more
Teach yourself visually
Soggetto topico Computer graphics - Computer programs
ISBN 1-282-69070-1
9786612690709
0-470-45740-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Teach Yourself Visually Photoshop® CS4; Table of Contents; Chapter 1 Getting Started; Work with Images; Understanding Photoshop; Start Photoshop on a PC; Start Photoshop on a Mac; The Photoshop Workspace; Find Images for Your Projects; Set Preferences; Save a Workspace; Get Help; Open an Image; Browse for an Image in Bridge; Sort and Filter Images in Bridge; Display a Slideshow in Bridge; Create a New Image; Exit Photoshop; Chapter 2 Understanding Photoshop Basics; Introducing the Photoshop Toolbox; Work with Toolbox Tools; Magnify with the Zoom Tool; Adjust Views; Change Screen Modes
Using Rulers and Guides Undo Commands; Revert an Image; Manage Image Windows; Chapter 3 Changing the Size of an Image; Change the On-Screen Size of an Image; Change the Print Size of an Image; Change the Resolution of an Image; Crop an Image; Crop and Straighten Photos; Trim an Image; Change the Canvas Size of an Image; Chapter 4 Making Selections; Select with the Marquee Tools; Select with the Lasso Tool; Select with the Magnetic Lasso Tool; Select with the Quick Selection Tool; Select with the Magic Wand Tool; Select with the Color Range Command; Select All the Pixels in an Image
Move a Selection BorderAdd To or Subtract From a Selection; Invert a Selection; Grow a Selection; Create Slices; Chapter 5 Manipulating Selections; Move a Selection; Copy and Paste a Selection; Delete a Selection; Rotate a Selection; Scale a Selection; Skew or Distort a Selection; Perform Content-Aware Scaling; Feather the Border of a Selection; Create Vanishing Point Planes; Copy between Vanishing Point Planes; Chapter 6 Painting and Drawing with Color; Select the Foreground and Background Colors; Select a Color with the Eyedropper Tool; Select a Color with the Swatches Panel
Using the Brush ToolChange Brush Styles; Create a Custom Brush; Apply a Gradient; Using the Paint Bucket Tool; Fill a Selection; Stroke a Selection; Using the Clone Stamp; Using the Pattern Stamp; Using the Healing Brush; Using the Patch Tool; Using the History Brush; Using the Eraser; Replace a Color; Fix Red Eye in a Photo; Chapter 7 Adjusting Colors; Change Brightness and Contrast; Using the Dodge and Burn Tools; Using the Blur and Sharpen Tools; Adjust Levels; Adjust Hue and Saturation; Using the Sponge Tool; Adjust Color Balance; Using the Variations Command; Match Colors between Images
Correct Shadows and HighlightsCreate a Duotone; Convert to Black and White; Adjust Vibrance; Chapter 8 Working with Layers; What Are Layers?; Create and Add to a Layer; Hide a Layer; Move a Layer; Duplicate a Layer; Delete a Layer; Reorder Layers; Change the Opacity of a Layer; Merge and Flatten Layers; Rename a Layer; Transform a Layer; Create a Solid Fill Layer; Create an Adjustment Layer; Edit an Adjustment Layer; Apply an Adjustment-Layer Preset; Link Layers; Blend Layers; Work with Smart Objects; Work with Smart Objects; Chapter 9 Applying Layer Styles; Apply a Drop Shadow
Apply an Outer Glow
Altri titoli varianti Photoshop CS4
Teach yourself visually Adobe Photoshop CS4
Adobe Photoshop CS4
Record Nr. UNINA-9910782736203321
Wooldridge Mike  
Indianapolis, IN, : Wiley, c2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui