OpenSceneGraph 3.0 [[electronic resource] ] : beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines / / Rui Wang, Xuelei Qian |
Autore | Wang Rui |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Open Source, 2010 |
Descrizione fisica | 1 online resource (412 p.) |
Disciplina |
005.3
006.6 006.6869 |
Altri autori (Persone) | QianXuelei |
Soggetto topico |
Application program interfaces (Computer software)
Virtual reality - Computer programs Three-dimensional display systems Computer graphics |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-94775-3
9786612947759 1-84951-283-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard
Time for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node Time for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects Storing array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes Time for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures Time for action - analyzing the Cessna structure |
Record Nr. | UNINA-9910460282803321 |
Wang Rui
![]() |
||
Birmingham, U.K., : Packt Open Source, 2010 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenSceneGraph 3.0 [[electronic resource] ] : beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines / / Rui Wang, Xuelei Qian |
Autore | Wang Rui (Software engineer) |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Open Source, 2010 |
Descrizione fisica | 1 online resource (412 p.) |
Disciplina |
005.3
006.6 006.6869 |
Altri autori (Persone) | QianXuelei |
Soggetto topico |
Application program interfaces (Computer software)
Virtual reality - Computer programs Three-dimensional display systems Computer graphics |
ISBN |
1-282-94775-3
9786612947759 1-84951-283-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard
Time for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node Time for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects Storing array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes Time for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures Time for action - analyzing the Cessna structure |
Record Nr. | UNINA-9910785402803321 |
Wang Rui (Software engineer)
![]() |
||
Birmingham, U.K., : Packt Open Source, 2010 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenSceneGraph 3.0 : beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines / / Rui Wang, Xuelei Qian |
Autore | Wang Rui (Software engineer) |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Open Source, 2010 |
Descrizione fisica | 1 online resource (412 p.) |
Disciplina |
005.3
006.6 006.6869 |
Altri autori (Persone) | QianXuelei |
Soggetto topico |
Application program interfaces (Computer software)
Virtual reality - Computer programs Three-dimensional display systems Computer graphics |
ISBN |
1-282-94775-3
9786612947759 1-84951-283-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard
Time for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node Time for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects Storing array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes Time for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures Time for action - analyzing the Cessna structure |
Altri titoli varianti | Open Scene Graph 3.0 |
Record Nr. | UNINA-9910814483303321 |
Wang Rui (Software engineer)
![]() |
||
Birmingham, U.K., : Packt Open Source, 2010 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Panda3D 1.7 game developer's cookbook [[electronic resource] ] : over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine / / Christoph Lang |
Autore | Lang Christophe |
Pubbl/distr/stampa | Birmingham U.K., : Packt Open Source, 2011 |
Descrizione fisica | 1 online resource (336 p.) |
Disciplina | 794.8 |
Collana | Quick answers to common problems |
Soggetto topico |
Electronic games
Electronic games - Design Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-37668-7
9786613376688 1-84951-293-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up Panda3D and Configuring Development Tools; Introduction; Downloading and configuring NetBeans to work with Panda3D; Configuring Visual Studio 2008 to work with Panda3D; Understanding Panda3D's runtime configuration options; Setting up the game structure; Building Panda3D from source code; Chapter 2: Creating and Building Scenes; Introduction; Loading terrain; Loading and attaching sounds to objects; Creating a scene using C++; Adding an additional camera
Inspecting and modifying the sceneModifying the scene graph; Moving objects based on time; Controlling actions using intervals; Making animations fit to intervals; Making objects follow a predefined path; Making the camera smoothly follow an object; Generating geometry at runtime; Loading data asynchronously; Chapter 3: Controlling the Renderer; Introduction; Changing a model's render attributes; Adding an alpha mask to a texture; Creating a splitscreen mode; Controlling the rendering order; Using multiple displays; Chapter 4: Scene Effects and Shaders; Introduction; Adding lights and shadows Using light rampsCreating particle effects; Animating textures; Adding ribbon trails to an object; Creating a flashlight effect; Making objects reflect the scene; Adding a custom shader generator; Applying a custom Cg shader; Chapter 5: Post-Processing & Screen Space Effects; Introduction; Adding built-in post-processing effects; Building custom effects; Adding a scanline and vignette effect; Adding a color grading effect; Adding a depth of field effect; Building a deferred rendering pipeline; Chapter 6: 2D Elements and User Interfaces; Introduction; Rendering text to the screen Rendering images to the 2D layerPlaying a movie file; Creating an interactive user interface; Making the user interface data-driven using XML; Chapter 7: Application Control; Introduction; Toggling window and fullscreen modes; Controlling game state; Decoupling modules using events; Handling events more elegantly; Managing recurring tasks; Chapter 8: Collision Detection and Physics; Introduction; Using the built-in collision detection system; Using the built-in physics system; Using the ODE physics engine; Using the PhysX physics engine; Integrating the Bullet physics engine Chapter 9: NetworkingIntroduction; Downloading a file from a server; Using assets hosted on a server; Sending high scores to a server; Establishing a network connection; Sending and receiving custom datagrams; Synchronizing object state between server and client; Chapter 10: Debugging and Performance; Introduction; Debugging Python code; Debugging C++ code; Using the PStats tool for finding performance bottlenecks; Improving performance by flattening scenes; Implementing performance critical code in C++; Chapter 11: Input Handling; Introduction; Handling keyboard and mouse input Implementing an abstraction layer for supporting multiple input methods |
Record Nr. | UNINA-9910459936303321 |
Lang Christophe
![]() |
||
Birmingham U.K., : Packt Open Source, 2011 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Panda3D 1.7 game developer's cookbook [[electronic resource] ] : over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine / / Christoph Lang |
Autore | Lang Christophe |
Pubbl/distr/stampa | Birmingham U.K., : Packt Open Source, 2011 |
Descrizione fisica | 1 online resource (336 p.) |
Disciplina | 794.8 |
Collana | Quick answers to common problems |
Soggetto topico |
Video games
Video games - Design Three-dimensional display systems |
ISBN |
1-283-37668-7
9786613376688 1-84951-293-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up Panda3D and Configuring Development Tools; Introduction; Downloading and configuring NetBeans to work with Panda3D; Configuring Visual Studio 2008 to work with Panda3D; Understanding Panda3D's runtime configuration options; Setting up the game structure; Building Panda3D from source code; Chapter 2: Creating and Building Scenes; Introduction; Loading terrain; Loading and attaching sounds to objects; Creating a scene using C++; Adding an additional camera
Inspecting and modifying the sceneModifying the scene graph; Moving objects based on time; Controlling actions using intervals; Making animations fit to intervals; Making objects follow a predefined path; Making the camera smoothly follow an object; Generating geometry at runtime; Loading data asynchronously; Chapter 3: Controlling the Renderer; Introduction; Changing a model's render attributes; Adding an alpha mask to a texture; Creating a splitscreen mode; Controlling the rendering order; Using multiple displays; Chapter 4: Scene Effects and Shaders; Introduction; Adding lights and shadows Using light rampsCreating particle effects; Animating textures; Adding ribbon trails to an object; Creating a flashlight effect; Making objects reflect the scene; Adding a custom shader generator; Applying a custom Cg shader; Chapter 5: Post-Processing & Screen Space Effects; Introduction; Adding built-in post-processing effects; Building custom effects; Adding a scanline and vignette effect; Adding a color grading effect; Adding a depth of field effect; Building a deferred rendering pipeline; Chapter 6: 2D Elements and User Interfaces; Introduction; Rendering text to the screen Rendering images to the 2D layerPlaying a movie file; Creating an interactive user interface; Making the user interface data-driven using XML; Chapter 7: Application Control; Introduction; Toggling window and fullscreen modes; Controlling game state; Decoupling modules using events; Handling events more elegantly; Managing recurring tasks; Chapter 8: Collision Detection and Physics; Introduction; Using the built-in collision detection system; Using the built-in physics system; Using the ODE physics engine; Using the PhysX physics engine; Integrating the Bullet physics engine Chapter 9: NetworkingIntroduction; Downloading a file from a server; Using assets hosted on a server; Sending high scores to a server; Establishing a network connection; Sending and receiving custom datagrams; Synchronizing object state between server and client; Chapter 10: Debugging and Performance; Introduction; Debugging Python code; Debugging C++ code; Using the PStats tool for finding performance bottlenecks; Improving performance by flattening scenes; Implementing performance critical code in C++; Chapter 11: Input Handling; Introduction; Handling keyboard and mouse input Implementing an abstraction layer for supporting multiple input methods |
Record Nr. | UNINA-9910790082803321 |
Lang Christophe
![]() |
||
Birmingham U.K., : Packt Open Source, 2011 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Panda3D 1.7 game developer's cookbook : over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine / / Christoph Lang |
Autore | Lang Christophe |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham U.K., : Packt Open Source, 2011 |
Descrizione fisica | 1 online resource (336 p.) |
Disciplina | 794.8 |
Collana | Quick answers to common problems |
Soggetto topico |
Video games
Video games - Design Three-dimensional display systems |
ISBN |
1-283-37668-7
9786613376688 1-84951-293-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up Panda3D and Configuring Development Tools; Introduction; Downloading and configuring NetBeans to work with Panda3D; Configuring Visual Studio 2008 to work with Panda3D; Understanding Panda3D's runtime configuration options; Setting up the game structure; Building Panda3D from source code; Chapter 2: Creating and Building Scenes; Introduction; Loading terrain; Loading and attaching sounds to objects; Creating a scene using C++; Adding an additional camera
Inspecting and modifying the sceneModifying the scene graph; Moving objects based on time; Controlling actions using intervals; Making animations fit to intervals; Making objects follow a predefined path; Making the camera smoothly follow an object; Generating geometry at runtime; Loading data asynchronously; Chapter 3: Controlling the Renderer; Introduction; Changing a model's render attributes; Adding an alpha mask to a texture; Creating a splitscreen mode; Controlling the rendering order; Using multiple displays; Chapter 4: Scene Effects and Shaders; Introduction; Adding lights and shadows Using light rampsCreating particle effects; Animating textures; Adding ribbon trails to an object; Creating a flashlight effect; Making objects reflect the scene; Adding a custom shader generator; Applying a custom Cg shader; Chapter 5: Post-Processing & Screen Space Effects; Introduction; Adding built-in post-processing effects; Building custom effects; Adding a scanline and vignette effect; Adding a color grading effect; Adding a depth of field effect; Building a deferred rendering pipeline; Chapter 6: 2D Elements and User Interfaces; Introduction; Rendering text to the screen Rendering images to the 2D layerPlaying a movie file; Creating an interactive user interface; Making the user interface data-driven using XML; Chapter 7: Application Control; Introduction; Toggling window and fullscreen modes; Controlling game state; Decoupling modules using events; Handling events more elegantly; Managing recurring tasks; Chapter 8: Collision Detection and Physics; Introduction; Using the built-in collision detection system; Using the built-in physics system; Using the ODE physics engine; Using the PhysX physics engine; Integrating the Bullet physics engine Chapter 9: NetworkingIntroduction; Downloading a file from a server; Using assets hosted on a server; Sending high scores to a server; Establishing a network connection; Sending and receiving custom datagrams; Synchronizing object state between server and client; Chapter 10: Debugging and Performance; Introduction; Debugging Python code; Debugging C++ code; Using the PStats tool for finding performance bottlenecks; Improving performance by flattening scenes; Implementing performance critical code in C++; Chapter 11: Input Handling; Introduction; Handling keyboard and mouse input Implementing an abstraction layer for supporting multiple input methods |
Record Nr. | UNINA-9910813608603321 |
Lang Christophe
![]() |
||
Birmingham U.K., : Packt Open Source, 2011 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Photoshop CS3 Extended video and 3D bible [[electronic resource] /] / Lisa DaNae Dayley |
Autore | Dayley Lisa DaNae |
Edizione | [1st edition] |
Pubbl/distr/stampa | Hoboken, NJ, : Wiley Publishing, Inc., c2008 |
Descrizione fisica | 1 online resource (464 p.) |
Disciplina | 006.686 |
Collana | Bible |
Soggetto topico |
Photography - Digital techniques
Image processing - Digital techniques - Computer programs Three-dimensional display systems Computer animation Video recordings - Editing - Computer programs Computer graphics |
Soggetto genere / forma | Electronic books. |
ISBN |
1-281-28575-7
9786611285753 0-470-37730-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Photoshop® CS3 Extended Video and 3D Bible; About the Author; Credits; Acknowledgments; Contents at a Glance; Contents; Introduction; Who Should Read This Book; How This Book Is Organized; How to Approach This Book; Icons Used in This Book; Feedback, Please!; Part I Manipulating 3D Models; Chapter 1 Introducing the Photoshop 3D Workspace; Understanding 3D File Formats; Getting Acquainted with the 3D Environment; Working in the Layers Palette; Creating a 3D Layer with Vanishing Point; Summary; Chapter 2 Manipulating 3D Objects, Cameras, and Lights; Changing the View of a 3D Object or Camera
Turning 3D Objects Around a Central PointMoving a 3D Object through 3D Space; Scaling a 3D Object; Positioning the Camera on a 3D Object; Adjusting the Light Settings; Summary; Part II Editing and Creating Composites with 3D Models; Chapter 3 Editing the Texture of a 3D Object; Changing and Correcting the Colors of a Texture; Adding Images, Paint, or Text to a 3D Texture; Applying Filters to a 3D Texture; Creating a Pattern or Texture from Scratch; Saving Changed Textures to the Original File; Summary; Chapter 4 Adding Layers to a 3D Object to Change Its Appearance Adding Smart Filters to 3D Object Converting a 3D File to a Smart Object; Adding Smart Filters; Making Changes to the Smart Layers; Manipulating a Smart 3D Object; Adding a Faux Texture to a 3D Object; Using Smart Filters on a Selected Area; Editing Existing Smart Filters; Summary; Chapter 5 Adding a Layer Style to a 3D Object; Adding a Layer Style; Adjusting Layer Style Options; Creating a Separate Layer from a Layer Style; Summary; Chapter 6 Creating a Fill or Adjustment Layer over a 3D Object; Applying a Fill or Adjustment Layer; Creating a Solid Color, Gradient, or Pattern Fill Layer Adjusting the Brightness and Color of a 3D Object Editing a Fill or Adjustment Layer; Summary; Chapter 7 Creating Image Composites with 3D Objects; Creating Seamless Composites; Using the Cross Section Settings; Placing Duplicate 3D Models in a Composite; Using Masks in a 3D Composite; Creating Special Effects in a Composite; Summary; Part III Creating Animations Using the Animation Palette; Chapter 8 Getting Started with the Basics of Animation; Getting Acquainted with the Animation (Timeline) Palette; Importing Image Sequences; Animating DICOM files; Rendering and Exporting Animations Saving Video and Animation Files for the Web and Output Devices Summary; Chapter 9 Animating Using Keyframes in the Timeline; Creating and Editing Keyframes; Animating the Position of a Layer; Animating the Opacity Setting; Animating Using Layer Styles; Animating the Global Lighting; Animating Text; Summary; Chapter 10 Animating Using Frame Animation; Working in the Animation (Frames) Palette; Creating Tweened Frame Animations; Creating a Frame-by-Frame Animation; Summary; Chapter 11 Using Advanced Animation Techniques; Rotoscoping Basics; Animating 3D Objects and Still Images Frame by Frame Reviewing Animation Techniques |
Record Nr. | UNINA-9910458956303321 |
Dayley Lisa DaNae
![]() |
||
Hoboken, NJ, : Wiley Publishing, Inc., c2008 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Photoshop CS3 Extended video and 3D bible [[electronic resource] /] / Lisa DaNae Dayley |
Autore | Dayley Lisa DaNae |
Edizione | [1st edition] |
Pubbl/distr/stampa | Hoboken, NJ, : Wiley Publishing, Inc., c2008 |
Descrizione fisica | 1 online resource (464 p.) |
Disciplina | 006.686 |
Collana | Bible |
Soggetto topico |
Photography - Digital techniques
Image processing - Digital techniques - Computer programs Three-dimensional display systems Computer animation Video recordings - Editing - Computer programs Computer graphics |
ISBN |
1-281-28575-7
9786611285753 0-470-37730-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Photoshop® CS3 Extended Video and 3D Bible; About the Author; Credits; Acknowledgments; Contents at a Glance; Contents; Introduction; Who Should Read This Book; How This Book Is Organized; How to Approach This Book; Icons Used in This Book; Feedback, Please!; Part I Manipulating 3D Models; Chapter 1 Introducing the Photoshop 3D Workspace; Understanding 3D File Formats; Getting Acquainted with the 3D Environment; Working in the Layers Palette; Creating a 3D Layer with Vanishing Point; Summary; Chapter 2 Manipulating 3D Objects, Cameras, and Lights; Changing the View of a 3D Object or Camera
Turning 3D Objects Around a Central PointMoving a 3D Object through 3D Space; Scaling a 3D Object; Positioning the Camera on a 3D Object; Adjusting the Light Settings; Summary; Part II Editing and Creating Composites with 3D Models; Chapter 3 Editing the Texture of a 3D Object; Changing and Correcting the Colors of a Texture; Adding Images, Paint, or Text to a 3D Texture; Applying Filters to a 3D Texture; Creating a Pattern or Texture from Scratch; Saving Changed Textures to the Original File; Summary; Chapter 4 Adding Layers to a 3D Object to Change Its Appearance Adding Smart Filters to 3D Object Converting a 3D File to a Smart Object; Adding Smart Filters; Making Changes to the Smart Layers; Manipulating a Smart 3D Object; Adding a Faux Texture to a 3D Object; Using Smart Filters on a Selected Area; Editing Existing Smart Filters; Summary; Chapter 5 Adding a Layer Style to a 3D Object; Adding a Layer Style; Adjusting Layer Style Options; Creating a Separate Layer from a Layer Style; Summary; Chapter 6 Creating a Fill or Adjustment Layer over a 3D Object; Applying a Fill or Adjustment Layer; Creating a Solid Color, Gradient, or Pattern Fill Layer Adjusting the Brightness and Color of a 3D Object Editing a Fill or Adjustment Layer; Summary; Chapter 7 Creating Image Composites with 3D Objects; Creating Seamless Composites; Using the Cross Section Settings; Placing Duplicate 3D Models in a Composite; Using Masks in a 3D Composite; Creating Special Effects in a Composite; Summary; Part III Creating Animations Using the Animation Palette; Chapter 8 Getting Started with the Basics of Animation; Getting Acquainted with the Animation (Timeline) Palette; Importing Image Sequences; Animating DICOM files; Rendering and Exporting Animations Saving Video and Animation Files for the Web and Output Devices Summary; Chapter 9 Animating Using Keyframes in the Timeline; Creating and Editing Keyframes; Animating the Position of a Layer; Animating the Opacity Setting; Animating Using Layer Styles; Animating the Global Lighting; Animating Text; Summary; Chapter 10 Animating Using Frame Animation; Working in the Animation (Frames) Palette; Creating Tweened Frame Animations; Creating a Frame-by-Frame Animation; Summary; Chapter 11 Using Advanced Animation Techniques; Rotoscoping Basics; Animating 3D Objects and Still Images Frame by Frame Reviewing Animation Techniques |
Record Nr. | UNINA-9910784898403321 |
Dayley Lisa DaNae
![]() |
||
Hoboken, NJ, : Wiley Publishing, Inc., c2008 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Photoshop CS3 Extended video and 3D bible [[electronic resource] /] / Lisa DaNae Dayley |
Autore | Dayley Lisa DaNae |
Edizione | [1st edition] |
Pubbl/distr/stampa | Hoboken, NJ, : Wiley Publishing, Inc., c2008 |
Descrizione fisica | 1 online resource (464 p.) |
Disciplina | 006.686 |
Collana | Bible |
Soggetto topico |
Photography - Digital techniques
Image processing - Digital techniques - Computer programs Three-dimensional display systems Computer animation Video recordings - Editing - Computer programs Computer graphics |
ISBN |
1-281-28575-7
9786611285753 0-470-37730-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Photoshop® CS3 Extended Video and 3D Bible; About the Author; Credits; Acknowledgments; Contents at a Glance; Contents; Introduction; Who Should Read This Book; How This Book Is Organized; How to Approach This Book; Icons Used in This Book; Feedback, Please!; Part I Manipulating 3D Models; Chapter 1 Introducing the Photoshop 3D Workspace; Understanding 3D File Formats; Getting Acquainted with the 3D Environment; Working in the Layers Palette; Creating a 3D Layer with Vanishing Point; Summary; Chapter 2 Manipulating 3D Objects, Cameras, and Lights; Changing the View of a 3D Object or Camera
Turning 3D Objects Around a Central PointMoving a 3D Object through 3D Space; Scaling a 3D Object; Positioning the Camera on a 3D Object; Adjusting the Light Settings; Summary; Part II Editing and Creating Composites with 3D Models; Chapter 3 Editing the Texture of a 3D Object; Changing and Correcting the Colors of a Texture; Adding Images, Paint, or Text to a 3D Texture; Applying Filters to a 3D Texture; Creating a Pattern or Texture from Scratch; Saving Changed Textures to the Original File; Summary; Chapter 4 Adding Layers to a 3D Object to Change Its Appearance Adding Smart Filters to 3D Object Converting a 3D File to a Smart Object; Adding Smart Filters; Making Changes to the Smart Layers; Manipulating a Smart 3D Object; Adding a Faux Texture to a 3D Object; Using Smart Filters on a Selected Area; Editing Existing Smart Filters; Summary; Chapter 5 Adding a Layer Style to a 3D Object; Adding a Layer Style; Adjusting Layer Style Options; Creating a Separate Layer from a Layer Style; Summary; Chapter 6 Creating a Fill or Adjustment Layer over a 3D Object; Applying a Fill or Adjustment Layer; Creating a Solid Color, Gradient, or Pattern Fill Layer Adjusting the Brightness and Color of a 3D Object Editing a Fill or Adjustment Layer; Summary; Chapter 7 Creating Image Composites with 3D Objects; Creating Seamless Composites; Using the Cross Section Settings; Placing Duplicate 3D Models in a Composite; Using Masks in a 3D Composite; Creating Special Effects in a Composite; Summary; Part III Creating Animations Using the Animation Palette; Chapter 8 Getting Started with the Basics of Animation; Getting Acquainted with the Animation (Timeline) Palette; Importing Image Sequences; Animating DICOM files; Rendering and Exporting Animations Saving Video and Animation Files for the Web and Output Devices Summary; Chapter 9 Animating Using Keyframes in the Timeline; Creating and Editing Keyframes; Animating the Position of a Layer; Animating the Opacity Setting; Animating Using Layer Styles; Animating the Global Lighting; Animating Text; Summary; Chapter 10 Animating Using Frame Animation; Working in the Animation (Frames) Palette; Creating Tweened Frame Animations; Creating a Frame-by-Frame Animation; Summary; Chapter 11 Using Advanced Animation Techniques; Rotoscoping Basics; Animating 3D Objects and Still Images Frame by Frame Reviewing Animation Techniques |
Record Nr. | UNINA-9910819546003321 |
Dayley Lisa DaNae
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Hoboken, NJ, : Wiley Publishing, Inc., c2008 | ||
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Lo trovi qui: Univ. Federico II | ||
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Point-based graphics [[electronic resource] /] / edited by Markus Gross and Hanspeter Pfister |
Edizione | [1st edition] |
Pubbl/distr/stampa | Amsterdam ; ; Boston, : Morgan Kaufmann, c2007 |
Descrizione fisica | 1 online resource (553 p.) |
Disciplina | 006.6 |
Altri autori (Persone) |
GrossMarkus <1963->
PfisterHanspeter |
Collana | The Morgan Kaufmann series in computer graphics |
Soggetto topico |
Computer graphics
Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-281-11900-8
9786611119003 0-08-054882-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Point-based Graphics; Copyright Page; About the Editors; Table of Contents; Foreword; Chapter 1. Introduction; 1.1 Overview; 1.2 Book Organization; 1.3 Common Issues and Reoccurring Patterns; 1.4 Acknowledgments; Chapter 2. The Early History Of Point-Based Graphics; 2.1 Sample-based Representations of Geometry; 2.2 Image-order versus Object-order Visibility and Antialiasing; 2.3 The Challenge Posed By Procedural Modeling; 2.4 The Curious Case of Displacement Mapping; 2.5 Points and Micropolygons to the Rescue; 2.6 The Current Renaissance in Point Graphics; Chapter 3. Acquisition
3.1 Acquisition of Point-sampled Geometry3.2 A Practical Low-cost Scanner for Geometry and Appearance; 3.3 Point-based 3D Photography; Chapter 4. Foundations and Representations; 4.1 Surface Reconstruction; 4.2 Moving Least Squares-based Surface Representations; 4.3 Sampling of Point Models; 4.4 Efficient Data Structures; 4.5 Real-time Refinement; Chapter 5. Digital Processing; 5.1 Preprocessing and Filtering of Point Models; 5.2 3D Editing and Painting; 5.3 Shape Modeling; Chapter 6. Rendering; 6.1 Splatting Fundamentals; 6.2 GPU Splatting; 6.3 Ray Tracing of Point Models 6.4 Rendering of Very Large Models6.5 Sequential Point Trees; Chapter 7. Physics-Based Animation; 7.1 Meshless Finite Elements; 7.2 Animation of Fracturing Material; 7.3 Fluid Simulation; Chapter 8. Selected Topics; 8.1 Point-sampled 3D Video; 8.2 Statistical Representations; 8.3 Visualization of Attributed 3D Point Datasets; 8.4 Point Clouds and Brick Maps for Movie Productions; Bibliography; Index; About the CD-ROM |
Record Nr. | UNINA-9910458603103321 |
Amsterdam ; ; Boston, : Morgan Kaufmann, c2007 | ||
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Lo trovi qui: Univ. Federico II | ||
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