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3D Motion Graphics for 2D Artists [[electronic resource] /] / Byrne, Bill
3D Motion Graphics for 2D Artists [[electronic resource] /] / Byrne, Bill
Autore Byrne Bill
Edizione [1st edition]
Pubbl/distr/stampa Routledge, , 2012
Descrizione fisica 1 online resource (265 p.)
Disciplina 006.6
777.6
Soggetto topico Three-dimensional imaging
Computer animation
Computer graphics
ISBN 1-136-04017-X
1-136-04018-8
1-283-34811-X
9786613348111
0-240-81534-3
Classificazione ST 320
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: 1. Introduction 2. Creating the Illusion of Depth 3. Software Tools 4. Photoshop CS5 3D 5. Illustrator 6. After Effects and 3D 7. Beginning 3D For Real (Introduction to Cinema 4D and 3Ds Max) 8. Animation In 3D 9. Materials and Lighting 10. Motion Typography From 2D to 3D 11. MoGraph tools in Cinema 4D 12. Building the Scene: Layers of a 3D Scene 13. 3D Compositing- A Return to 2D.
Record Nr. UNINA-9910781436703321
Byrne Bill  
Routledge, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Better data visualizations : a guide for scholars, researchers, and wonks / / Jonathan Schwabish
Better data visualizations : a guide for scholars, researchers, and wonks / / Jonathan Schwabish
Autore Schwabish Jonathan A.
Pubbl/distr/stampa New York : , : Columbia University Press, , [2021]
Descrizione fisica 1 online resource (368 pages) : illustrations
Disciplina 001.4226
Soggetto topico Information visualization
Visual analytics
ISBN 0-231-55015-4
Classificazione ST 320
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Frontmatter -- CONTENTS -- INTRODUCTION -- PART ONE: PRINCIPLES OF DATA VISUALIZATION -- 1. VISUAL PROCESSING AND PERCEPTUAL RANKINGS -- 2. FIVE GUIDELINES FOR BETTER DATA VISUALIZATIONS -- 3. FORM AND FUNCTION: LET YOUR AUDIENCE'S NEEDS DRIVE YOUR DATA VISUALIZATION CHOICES -- PART TWO: CHART TYPES -- 4. COMPARING CATEGORIES -- 5. TIME -- 6. DISTRIBUTION -- 7. GEOSPATIAL -- 8. RELATIONSHIP -- 9. PART-TO-HOLE -- 10. QUALITATIVE -- 11. TABLES -- PART THREE: DESIGNING AND REDESIGNING YOUR VISUAL -- 12. DEVELOPING A DATA VISUALIZATION STYLE GUIDE -- 13. REDESIGNS -- CONCLUSION -- APPENDIX 1: DATA VISUALIZATION TOOLS -- APPENDIX 2: FURTHER READING AND RESOURCES -- Acknowledgments -- References -- Index
Record Nr. UNINA-9910554243903321
Schwabish Jonathan A.  
New York : , : Columbia University Press, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Mental ray for Maya, 3ds max, and XSI [[electronic resource] ] : a 3d artist's guide to rendering / / Boaz Livny
Mental ray for Maya, 3ds max, and XSI [[electronic resource] ] : a 3d artist's guide to rendering / / Boaz Livny
Autore Livny Boaz
Pubbl/distr/stampa Indianapolis, Ind., : John Wiley, c2008
Descrizione fisica 1 online resource (849 p.)
Disciplina 005.3
620/.00420285536
Soggetto topico Computer animation
Computer graphics
Three-dimensional display systems
ISBN 1-281-22233-X
9786611222338
0-470-26297-4
Classificazione ST 320
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto mental ray for Maya 3ds Max and XSI; Dedication; Acknowledgements; About the Author; Contents at a Glance; Contents; Introduction; Chapter 1: Introduction to mental ray; What Is mental ray?; Why Use mental ray?; The Structure of mental ray; mental ray Integration; Command-Line Rendering and the Stand-Alone Renderer; mental ray Shaders and Shader Libraries; Indirect Illumination; Chapter 2: Rendering Algorithms; Introduction to Synthetic Lighting; Rendering under the Hood; mental ray Rendering Algorithms; Scanline Rendering in Depth; Raytrace Rendering in Depth; Hardware Rendering
Chapter 3: mental ray Outputmental ray Data Types; The Frame Buffer; Frame Buffer Options; mental ray Cameras; Output Statements; Chapter 4: Camera Fundamentals; Camera Basics and Aspect Ratios; Camera Lenses; Host Application Settings; Chapter 5: Quality Control; Sampling and Filtering in Host Applications; Raytrace Acceleration; Diagnostic and BSP Fine-Tuning; Chapter 6: Lights and Soft Shadows; mental ray Lights; Area Lights; Host Application Settings; Light Profiles; Chapter 7: Shadow Algorithms; Shadow Algorithms; Raytrace Shadows; Depth-Based Shadows; Stand-Alone and Host Settings
Chapter 8: Motion Blurmental ray Motion Blur; Motion-Blur Options; Motion-Blur Render Algorithms; Host Settings; Chapter 9: The Fundamentals of Light and Shading Models; The Fundamentals of Light; Light Transport and Shading Models; mental ray Shaders; Chapter 10: mental ray Shaders and Shader Trees; Installing Custom Shaders; DGS and Dielectric Shading Models; Glossy Reflection and Refraction Shaders; Brushed Metals with the Glossy and Anisotropic Shaders; The Architectural (mia) Material; Chapter 11: mental ray Textures and Projections; Texture Space and Projections; mental ray Bump Mapping
mental ray Projection and Remapping ShadersHost Application Settings; Memory Mapping, Pyramid Images, and Image Filtering; Chapter 12: Indirect Illumination; mental ray Indirect Illumination; Photon Shaders and Photon-Casting Lights; Indirect Illumination Options and Fine-Tuning; Participating Media (PM) Effects; Chapter 13: Final Gather and Ambient Occlusion; Final Gather Fundamentals; Final Gather Options and Techniques; Advanced Final Gather Techniques; Ambient Occlusion; Chapter 14: Subsurface Scattering; Advanced Shading Models; Nonphysical Subsurface Scattering; An Advanced Shader Tree
Physical Subsurface ScatteringAppendix: About the Companion CD; What You'll Find on the CD; Customer Care; Index; mental ray Color Gallery; mental ray Shaders and Shader Trees (excerpt); The Architectural (mia) Material; Surface Approximation Methods; mental ray Approximations; Approximation Techniques and Styles; Polygon and Subdivision Surfaces; Host Application Approximation Settings
Record Nr. UNINA-9910777055203321
Livny Boaz  
Indianapolis, Ind., : John Wiley, c2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
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