Digital video: professional Books
Penguin Young Readers Minecraft Blockopedia
Book Synopsis
£31.49
Design Studio Press The Art of Direction
Book Synopsis
£27.74
The Pragmatic Programmers Programming WebRTC: Build Real-Time Streaming
Book SynopsisBuild your own video chat application - but that's just the beginning. With WebRTC, you'll create real-time applications to stream any kind of user media and data directly from one browser to another, all built on familiar HTML, CSS, and JavaScript. Power real-time activities like text-based chats, secure peer-to-peer file transfers, collaborative brainstorming sessions - even multiplayer gaming. And you're not limited to two connected users: an entire chapter of the book is devoted to engineering multipeer WebRTC apps that let groups of people communicate in real time. You'll create your own video conferencing app. It's all here. WebRTC is an API exposed in all modern web browsers. After almost a decade of development, the WebRTC specification was finalized, and this book provides faithful coverage of that finalized specification. You'll start by building a basic but complete WebRTC application for video chatting. Chapter by chapter, you'll refine that app and its core logic to spin up new and exciting WebRTC-powered apps that will have your users sharing all manner of data with one another, all in real time. No third-party libraries or heavy downloads are required for you or your users: you'll be writing and strengthening your knowledge of vanilla JavaScript and native browser APIs. You'll learn how to directly connect multiple browsers over the open internet using a signaling channel. You will gain familiarity with a whole set of Web APIs whose features bring WebRTC to life: requesting access to users' cameras and microphones; accessing and manipulating arbitrary user files, right in the browser; and web storage for persisting shared data over the life of a WebRTC call. Like any Web API, WebRTC doesn't enjoy a perfect implementation in any browser. But this book will guide you in writing elegant code to the specification, with backward-compatible fallback code for use in almost all modern browsers. Use WebRTC to build the next generation of web applications that stream media and data in real time, directly from one user to another - all by working in the browser. What You Need: Readers need a text editor, an up-to-date copy of Chrome or Firefox, and a POSIX-style command-line shell. They'll also need to install a little bit of open-source software, especially Node.js. All necessary setup is covered in full in the book's introductory chapter.
£35.14
John Wiley & Sons Inc Final Cut Pro HD For Dummies
Book SynopsisOffers information on how to edit regular digital or high definition video like a pro. This book covers the basics of capturing, importing, and editing digital videos. It provides information about rendering, customizing the interface, and managing media.Table of ContentsIntroduction 1 About This Book 1 How to Use This Book 3 Foolish Assumptions 3 How This Book Is Organized 4 Part I: First Things First 4 Part II: Importing and Organizing Your Media 4 Part III: Editing Your Media 5 Part IV: Adding Pizzazz 5 Part V: Outputting Your Masterpiece 6 Part VI: The Part of Tens 6 Icons Used in This Book 6 Contacting the Author 7 Part I: First Things First 9 Chapter 1: Introducing Final Cut Pro 11 Understanding the Purpose of Editing 11 Exploring the Capabilities of Final Cut Pro 12 Appreciating nondestructive editing 13 Final Cut Pro versus the competition 13 New in Final Cut Pro HD (and the earlier version 4) 14 Going with the Final Cut (Work) Flow 16 Taking a Grand Tour of the Interface 17 The Browser 18 The Viewer 19 The Timeline 20 The Tool palette 21 The Canvas 21 Chapter 2: Getting Started 23 Hardware Requirements 23 Selecting and Configuring a Mac 24 CPU speed 26 Memory (RAM) 26 Disk storage for DV video 27 Monitors and LCDs 28 Doing DV? You need a FireWire port 29 DV videocameras and playback decks 30 Other optional hardware 30 Getting Started 32 Connecting and preparing all your hardware 32 Launching Final Cut Pro 34 Choosing an initial setup 35 Working with Projects and Sequences 37 Saving and autosaving projects 38 Setting up the Autosave feature 39 Managing projects 40 Adjusting Your Project and Sequence Settings 42 Choosing a different Easy Setup 44 Choosing a different preset 44 Creating new presets 44 Chapter 3: All About HD (High Definition) 47 What Is HD? 48 Supersharp image quality 48 Wide-screen aspect ratio 49 The many flavors of HD 49 How Final Cut Works with HD 51 The way things were 51 Final Cut Pro HD makes HD easy 51 Creating DVCPRO HD Video 53 Affordable HD Cameras — the Good and the Bad News 53 Part II: Importing and Organizing Your Media 57 Chapter 4: Capturing Media from Tape 59 Connecting a DV Camera or Deck 60 Understanding Timecode 61 Capturing in the Log and Capture Window 61 Navigating through a DV tape 62 Describing and capturing video — the long way 64 Logging clips 66 Changing your logging bin 67 Capturing the video — the short way 68 Locating captured clips 70 Letting Final Cut Pro Find Scenes for You 72 Capturing over Timecode Breaks 73 Batch-Capturing Clips 75 Chapter 5: Importing Media That’s Already on Your Mac 77 Your Media Files Are Welcome Here 77 Some Media May Need Rendering 78 Importing Your Media into Final Cut Pro 79 Importing one or more files at a time 80 Importing a folder full of files (or other folders) 81 Importing files by dragging them from the Finder 82 Importing music tracks directly from a CD 83 Importing Photoshop files (layers and all) 84 Converting MP3 (and Other Kinds of Audio) with QuickTime Pro 86 Chapter 6: Organizing Your Media 91 Working in the Browser 91 Using bins 93 Viewing clips as icons or in lists 93 Figuring Out the Browser Icons 95 Using Browser Columns 96 Understanding the column headings 97 Sorting clips by column 98 Working with column headings 98 Changing names and settings in a column 99 Making Copies of Clips 100 Adding Transitions and Effects to the Favorites Bin 101 Finding Clips Fast 102 Searching by clip name 102 More-powerful searches 103 Dealing with Offline Media 104 Recapturing deleted clips 106 Reconnecting an offline clip 106 Part III: Editing Your Media 109 Chapter 7: Editing Basics 111 Understanding the Editing Process 111 Getting to know the Timeline 113 Playing back video: The Viewer and Canvas windows 114 Looking at timecode data in the Viewer and Canvas 116 Moving Clips to the Timeline 117 Inserting and overwriting 117 Choosing the right track on the Timeline 119 Using a shortcut to insert and overwrite 120 Setting a clip’s In and Out points in the Viewer 120 Recycling a clip by changing its In and Out points 122 Selecting Clips on the Timeline 122 Moving a Clip That’s Already on the Timeline 125 Overwriting a moved clip 125 Swapping a moved clip 125 Inserting or overwriting a copied clip 126 Speeding Editing with Snapping 127 Resizing Clips That Are Already on the Timeline 127 Resizing clips directly on the Timeline 128 Resizing clips in the Viewer window 129 Understanding the limitations of resizing clips 131 Cutting a Clip in Two 132 Deleting Clips from the Timeline 134 Using lift edits and ripple deletes 135 Deleting a range of frames on multiple tracks 136 Chapter 8: Getting to Know the Timeline 137 Investigating Timeline Tracks 137 Locking tracks so that they can’t be changed 138 Muting and soloing audio tracks 140 Hiding video tracks so that they don’t play 141 Setting up destination tracks on the Timeline 141 Adding and deleting tracks from the Timeline 144 Customizing Your View of the Timeline 147 Making Timeline tracks big and small 148 Customizing other Timeline stuff 149 Navigating the Timeline 154 Moving the playhead anywhere on the Timeline 154 Moving the playhead linearly through the Timeline 155 Zooming In and Out of the Timeline 156 Some Timeline Details 158 Chapter 9: Editing Wizardry 161 Going Beyond Insert and Overwrite Edits 161 Replace edits 161 The Match Frame feature 163 Fit-to-fill edits 165 Superimpose edits 166 Splitting Video and Audio Edits 167 Splitting edits from the Viewer 168 Splitting edits on the Timeline 169 Using Advanced Editing Tools 170 Resizing clips with roll and ripple edits 171 Slip-slidin’ clips 175 Using Markers to Highlight Important Moments 179 Setting markers 179 Renaming, deleting, and designating markers 182 Searching for markers 183 Playing a Clip Backward 184 Changing a Clip’s Speed 185 Setting a constant speed 186 Setting a variable speed 187 Stopping Action with a Freeze Frame 191 Nesting a Sequence into Another Sequence 192 Adding a Voice-Over to a Sequence 193 Part IV: Adding Pizzazz 197 Chapter 10: Audio Excellence 199 Some Audio Basics 200 Capturing and maintaining high-quality audio 200 Understanding stereo and mono audio 201 Rendering audio 202 Three Ways to Set Volume Levels 204 Changing the volume of audio clips in the Viewer 205 Adjusting the volume of clips on the Timeline 210 Mixing with the Audio Mixer 212 Panning an Audio Clip 217 Creating Audio Transitions 219 Working with Audio Filters 221 Applying an audio filter and changing its parameters 221 Changing filter parameters over time with keyframes 223 Disabling and deleting filters 226 Getting quick access to your favorite filters 226 Exploring Audio Filters 226 Equalization filters 227 Echoes and reverberations 227 Compression and expansion filters 228 Noise-reduction filters 229 Copying and Removing Audio Attributes 229 Chapter 11: Composing a Soundtrack 231 Getting Started 232 Installing and launching 232 A quick overview of the interface 233 Creating Your Soundtrack 235 Getting video into soundtrack 235 Establishing your score’s master settings 238 Finding the right loops 239 Editing loops on the Timeline 241 Looking at your Timeline options 244 Changing volume, pan, and key 245 Other Stuff 249 Markers mark important moments 249 Applying effects 251 Making your own loops and one-shots 252 Exporting Your Score 252 Chapter 12: Creating Transitions 255 Exploring the Types of Transitions in Final Cut Pro 255 Applying Your First Transition 257 Looking at the Many Ways to Apply Transitions 259 Dragging transitions from the Browser to the edit point on the Timeline 260 Using the keyboard shortcut 260 Copying and pasting a transition 261 Editing Clips and Adding Transitions 261 Rendering Transitions 263 Rendering a single transition 263 Rendering all transitions in a range 264 Modifying Transitions 264 Changing the duration of a transition 264 Changing the alignment of a transition 266 Moving transitions 267 Replacing and removing transitions 267 Fading In and Out 267 Saving and Organizing Custom Transitions 268 Using the Transition Editor to Customize a Transition 269 Chapter 13: Adding Text to Your Videos 271 Formatting Text for Display on a TV 271 Selecting the right font size 272 Avoiding thick and thin 272 Using textures and colors sparingly 273 Getting Started with a Text Generator 274 Creating Text with Final Cut Pro 275 Creating text and adding it to a video 275 Understanding the options on the Controls tab 279 Touring the text generators 282 Creating titles on colored backgrounds 285 Creating Titles with LiveType 286 Exporting a movie from Final Cut Pro to use with LiveType 287 Using LiveType to create a new title 288 Using Titles and Text Created Outside Final Cut Pro 291 Working with Photoshop and Final Cut Pro 291 Preparing Photoshop Text for Final Cut Pro 292 Chapter 14: Special Effects with Filters and Color Correction 295 Shooting Video with Effects in Mind 296 Making a Colored Clip Black and White 296 Getting That Old, Grainy Video Look 298 Changing Colors 300 Using mattes 300 Using the RGB Balance tool 302 Working with Color-Correction Tools 304 Selecting and changing the color of an object 307 Copying color-correction settings to other clips 309 Fixing or Adjusting Exposures 309 Comparing Results with the Frame Viewer 312 Checking Out More Handy Filters 313 Blurring the Action 315 Saving and Applying Customized Filters 316 Chapter 15: Motion Effects 319 Manipulating Images in Wireframe Mode 319 Scaling, rotating, and moving images 321 Cropping or distorting an image 322 Working in Wireframe mode in the Viewer 323 Changing Images with the Motion Tab 324 Using Keyframes to Change Motion Settings over Time 326 Using keyframes to set clip opacity 327 Editing existing keyframes 329 Using keyframes to set other motion values 329 Editing motion keyframes 332 Creating a Multiple-Screen Effect 333 Chapter 16: Compositing 337 Choosing a Composite Mode 338 Applying a Composite Mode 340 Understanding Alpha Channels 342 Compositing with Mattes and Keys 342 Creating a simple matte 343 Compositing with keys 347 Tips for getting clean keys 350 Part V: Outputting Your Masterpiece 353 Chapter 17: Recording to Tape 355 Setting Up for Recording 355 Looking out for dropped frames! 357 Recording to DV tape with a camera or deck 358 Recording to VHS 358 Recording to Tape 361 Recording directly from the Timeline 361 Printing to video 363 Editing to tape 365 Editing Online versus Offline 369 Chapter 18: Exporting Your Movie to a Digital File 371 Working with QuickTime Video 372 Getting to Know Codecs 373 Looking at the Video Codecs 374 Looking at the Audio Codecs 376 Knowing Your Data Rates 377 Export Away! 378 Exporting a Batch of Movies 381 Easy Exporting with the Compressor Application 383 Exporting video from Final Cut Pro using Compressor 384 Batch-exporting sequences with Compressor 386 Part VI: The Part of Tens 389 Chapter 19: Ten Tips for Becoming a Better Editor 391 Try Out the Final Cut Pro Tutorials 391 Study (Don’t Just Watch) Movies and Commercials 392 Practice on Someone Else’s Real-World Footage 392 Go Online and Find a Community 392 Join a Final Cut Pro User Group 393 Upgrade Your Hardware 393 Upgrade Your Software 394 Curl Up with a Good Book 395 Chapter 20: Almost Ten Tips for Managing Big Projects 397 Keep Your Media Files Organized 398 Use Bins — Lotsa Bins! 398 Keep Your Clip Names Informative 399 Document Your Clips 400 Use the Find Feature 401 Stay Oriented with Markers 401 Break Scenes into Sequences and Nest ’em Together 403 Save on Hard Drive Space 403 Index 407
£23.99
Taylor & Francis The Visual Effects Producer
Book SynopsisStep-by-step instruction and outlines of industry standard best practices for VFX productionTrade Review"The Visual Effects Producer is absolutely essential reading! Finance and Zwerman cover every aspect of producing visual effects in a clear and concise manner that will inform novices and industry veterans alike."- Gale Anne Hurd, Producer (The Incredible Hulk, Terminator, Terminator 2: Judgement Day, Aliens)"This indispensable resource for VFX producers (and would-be VFX producers) is not only user friendly but jam packed with the information and techniques you'd otherwise have to learn the hard, painful and expensive way!"- Jeffrey A. Okun, VFX Supervisor (The Day the Earth Stood Still, Blood Diamond, The Last Samurai)"A must read for all filmmakers and aspiring filmmakers. The authors have combined wisdom and practicality to produce an extraordinary book that explains the business of producing VFX without losing sight of the art and magic."- Yudi Bennett, Member of DGA and Academy of Motion Picture Arts & Sciences; Frank Capra Award Recipient(StarTrek Generations, Pleasantville)Table of ContentsDigital Effects: The 15 Minute Version; Basic VFX Technologies; Who You Gonna Call- The VFX Team; Breakdowns; Scheduling and Budgeting Production Support; Budgeting the Effects; The VFX Database; On-Set Operations; Production Calendars; Production; On-Set References; Operating Independently; Production Reports; Stage and VFX Photography Procedures; Models and Miniatures; The VFX Producer's Role During Post; VFX Editorial; Post-Production Scheduling Issues; Legal Matters; Working Overseas;
£29.99
Pearson Education (US) OpenGL ES 3.0 Programming Guide
Book SynopsisDan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012). Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications. Dave Shreiner is one of the World's foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series. Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.Trade Review“As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.” –Rick Tewell, Graphics Technology Architect, Freescale “This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.” –Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net “The second edition of OpenGL® ES™ 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. We’d recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.” –Kristof Beets, Business Development, Imagination Technologies “This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.” –Jed Fisher, Managing Partner, 4D Pipeline “This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming. This is the guide I’d want by my side when diving into embedded OpenGL.” –Todd Furlong, President & Principal Engineer, Inv3rsion LLCTable of ContentsList of Figures xvii List of Examples xxi List of Tables xxv Foreword xxix Preface xxxi Intended Audience xxxi Organization of This Book xxxii Example Code and Shaders xxxvi Errata xxxvi Acknowledgments xxxvii About the Authors xxxix Chapter 1: Introduction to OpenGL ES 3.0 1 OpenGL ES 3.0 3 What’s New in OpenGL ES 3.0 11 OpenGL ES 3.0 and Backward Compatibility 17 EGL 19 EGL Command Syntax 20 OpenGL ES Command Syntax 21 Error Handling 22 Basic State Management 23 Further Reading 25 Chapter 2: Hello Triangle: An OpenGL ES 3.0 Example 27 Code Framework 28 Where to Download the Examples 28 Hello Triangle Example 29 Using the OpenGL ES 3.0 Framework 34 Creating a Simple Vertex and Fragment Shader 35 Compiling and Loading the Shaders 36 Creating a Program Object and Linking the Shaders 38 Setting the Viewport and Clearing the Color Buffer 39 Loading the Geometry and Drawing a Primitive 40 Displaying the Back Buffer 41 Summary 42 Chapter 3: An Introduction to EGL 43 Communicating with the Windowing System 44 Checking for Errors 45 Initializing EGL 46 Determining the Available Surface Configurations 46 Querying EGLConfig Attributes 48 Letting EGL Choose the Configuration 51 Creating an On-Screen Rendering Area: The EGL Window 53 Creating an Off-Screen Rendering Area: EGL Pbuffers 56 Creating a Rendering Context 60 Making an EGLContext Current 62 Putting All Our EGL Knowledge Together 63 Synchronizing Rendering 66 Summary 67 Chapter 4: Shaders and Programs 69 Shaders and Programs 69 Uniforms and Attributes 80 Shader Compiler 93 Program Binaries 94 Summary 95 Chapter 5: OpenGL ES Shading Language 97 OpenGL ES Shading Language Basics 98 Shader Version Specification 98 Variables and Variable Types 99 Variable Constructors 100 Vector and Matrix Components 101 Constants 102 Structures 103 Arrays 104 Operators 104 Functions 106 Built-In Functions 107 Control Flow Statements 107 Uniforms 108 Uniform Blocks 109 Vertex and Fragment Shader Inputs/Outputs 111 Interpolation Qualifiers 114 Preprocessor and Directives 115 Uniform and Interpolator Packing 117 Precision Qualifiers 119 Invariance 121 Summary 123 Chapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects 125 Specifying Vertex Attribute Data 126 Declaring Vertex Attribute Variables in a Vertex Shader 135 Vertex Buffer Objects 140 Vertex Array Objects 150 Mapping Buffer Objects 154 Copying Buffer Objects 159 Summary 160 Chapter 7: Primitive Assembly and Rasterization 161 Primitives 161 Drawing Primitives 165 Primitive Assembly 174 Rasterization 179 Occlusion Queries 183 Summary 185 Chapter 8: Vertex Shaders 187 Vertex Shader Overview 188 Vertex Shader Examples 196 Generating Texture Coordinates 205 Vertex Skinning 207 Transform Feedback 211 Vertex Textures 214 OpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader 215 Summary 223 Chapter 9: Texturing 225 Texturing Basics 226 Compressed Textures 262 Texture Subimage Specification 266 Copying Texture Data from the Color Buffer 269 Sampler Objects 273 Immutable Textures 276 Pixel Unpack Buffer Objects 277 Summary 278 Chapter 10: Fragment Shaders 279 Fixed-Function Fragment Shaders 280 Fragment Shader Overview 282 Implementing Fixed-Function Techniques Using Shaders 286 Summary 295 Chapter 11: Fragment Operations 297 Buffers 298 Fragment Tests and Operations 303 Blending 311 Dithering 314 Multisampled Anti-Aliasing 314 Reading and Writing Pixels to the Framebuffer 316 Multiple Render Targets 320 Summary 324 Chapter12: Framebuffer Objects 325 Why Framebuffer Objects? 325 Framebuffer and Renderbuffer Objects 327 Creating Framebuffer and Renderbuffer Objects 329 Using Renderbuffer Objects 330 Using Framebuffer Objects 335 Framebuffer Blits 342 Framebuffer Invalidation 344 Deleting Framebuffer and Renderbuffer Objects 346 Examples 348 Performance Tips and Tricks 354 Summary 355 Chapter 13: Sync Objects and Fences 357 Flush and Finish 357 Why Use a Sync Object? 358 Creating and Deleting a Sync Object 358 Waiting for and Signaling a Sync Object 359 Example 360 Summary 361 Chapter 14: Advanced Programming with OpenGL ES 3.0 363 Per-Fragment Lighting 363 Environment Mapping 370 Particle System Using Transform Feedback 380 Image Postprocessing 387 Projective Texturing 390 Noise Using a 3D Texture 397 Procedural Texturing 404 Rendering Terrain with Vertex Texture Fetch 410 Shadows Using a Depth Texture 414 Summary 420 Chapter 15: State Queries 421 OpenGL ES 3.0 Implementation String Queries 421 Querying Implementation-Dependent Limits 423 Querying OpenGL ES State 429 Hints 435 Entity Name Queries 436 Nonprogrammable Operations Control and Queries 436 Shader and Program State Queries 438 Vertex Attribute Queries 440 Texture State Queries 441 Sampler Queries 442 Asynchronous Object Queries 442 Sync Object Queries 443 Vertex Buffer Queries 444 Renderbuffer and Framebuffer State Queries 445 Summary 446 Chapter 16: OpenGL ES Platforms 447 Building for Microsoft Windows with Visual Studio 447 Building for Ubuntu Linux 449 Building for Android 4.3+ NDK (C++) 450 Building for Android 4.3+ SDK (Java) 452 Building for iOS 7 453 Summary 455 Appendix A: GL_HALF_FLOAT 457 16-Bit Floating-Point Number 458 Converting a Float to a Half-Float 459 Appendix B: Built-In Functions 463 Angle and Trigonometry Functions 465 Exponential Functions 466 Common Functions 467 Floating-Point Pack and Unpack Functions 471 Geometric Functions 472 Matrix Functions 474 Vector Relational Functions 475 Texture Lookup Functions 476 Fragment Processing Functions 483 Appendix C: ES Framework API 485 Framework Core Functions 485 Transformation Functions 490 Index 495
£35.14
Pearson Education Adobe Premiere Pro Classroom in a Book 2024
Book SynopsisMaxim Jago is an Adobe Master Trainer, award-winning writer-director, consultant Futurist, and the author of several previous editions of this book and several editions of Adobe Premiere Pro Learn by Video. He speaks at film festivals and media technology events around the world, and has trained all types of editors from schoolchildren to university professors, from ABC's top editors in Australia to the BBC's tech gurus in the UK. Visit his website at http://maximjago.com.
£41.99
Pearson Education (US) Adobe After Effects CC Classroom in a Book 2017
Book SynopsisTable of ContentsGetting Started About Classroom in a Book Prerequisites Installing After Effects and Bridge Optimizing performance Restoring default preferences Online content How to use these lessons Additional resources Adobe Authorized Training Centers 1 Getting to Know the Workflow About the After Effects work area Getting started Creating a project and importing footage Creating a composition and arranging layers About layers Adding effects and modifying layer properties Animating the composition About the Tools panel About timecode and duration About the Timeline panel Previewing your work Optimizing performance in After Effects Rendering and exporting your composition Customizing workspaces Controlling the brightness of the user interface Finding resources for using After Effects Review questions and answers 2 Creating a Basic Animation Using Effects and Presets Getting started Importing footage using Adobe Bridge Creating a new composition Working with imported Illustrator layers Applying effects to a layer Applying and controlling effects Applying an animation preset Previewing the effects Adding transparency Rendering the composition Review questions and answers 3 Animating Text Getting started About text layers Installing a font using Typekit Creating and formatting point text Using a text animation preset Animating with scale keyframes Animating using parenting About parent and child layers Animating imported Photoshop text Animating type tracking Animating text opacity Using a text animator group About text animator groups Animating a layer’s position Timing layer animations Adding motion blur Review questions and answers 4 Working with Shape Layers Getting started Adding a shape layer Creating custom shapes Duplicating shapes Duplicating and modifying a composition Positioning layers with snapping Adding compositions to a 3D project Adding the finishing touches Extra credit Review questions and answers 5 Animating a Multimedia Presentation Getting started Using Creative Cloud Libraries in After Effects Adjusting anchor points Parenting layers Precomposing layers Keyframing a motion path Animating additional elements Applying an effect About solid-color layers Animating precomposed layers Animating the background Adding an audio track Supported audio file formats Editing audio files in Adobe Audition Review questions and answers 6 Animating Layers Getting started Preparing layered Photoshop files About Photoshop layer styles Simulating lighting changes Duplicating an animation using the pick whip About expressions Animating movement in the scenery Adjusting the layers and creating a track matte About track mattes and traveling mattes Animating the shadows Adding a lens flare effect Adding a video animation Rendering the animation Retiming the composition Review questions and answers 7 Working with Masks About masks Getting started Creating a mask with the Pen tool Editing a mask About mask modes Creating a Bezier mask Feathering the edges of a mask Replacing the content of the mask Zooming and panning by touch Adding a reflection Creating a vignette Using the Rectangle and Ellipse tools Adjusting the timing Tips for creating masks Trimming the work area Review questions and answers 8 Distorting Objects with the Puppet Tools Getting started About the Puppet tools Adding Deform pins Defining areas of overlap Stiffening an area Animating pin positions Squash and stretch Recording animation Act it out with Adobe Character Animator Review questions and answers 9 Using the Roto Brush Tool About rotoscoping Getting started Creating a segmentation boundary Using Adobe Premiere Pro with After Effects Fine-tuning the matte Refine Soft Matte and Refine Hard Matte effects Freezing your Roto Brush tool results Changing the background Adding animated text Outputting your project Extra credit Review questions and answers 10 Performing Color Correction Getting started Previewing your project on a video monitor Adjusting color balance with levels Adjusting color balance with Color Finesse 3 Replacing the background Color-correcting using Auto Levels Motion tracking the clouds Replacing the sky in the second clip Color grading Extra Credit Review questions and answers 11 Using 3D Features Getting started Creating 3D text Using 3D views Importing a background Adding 3D lights Adding a camera Extruding text in After Effects Working with Cinema 4D Lite Integrating the C4D layer in After Effects Finishing the project Review questions and answers 12 Working with the 3D Camera Tracker About the 3D Camera Tracker effect Getting started Repairing rolling shutter distortions Tracking the footage Creating a ground plane, a camera, and the initial text Creating realistic shadows Adding ambient light Creating additional text elements Locking a layer to a plane with a null object Animating the text Adjusting the camera’s depth of field Rendering the composition Review questions and answers 13 Advanced Editing Techniques Getting started Using Warp Stabilizer VFX Bicubic scaling Warp Stabilizer VFX settings Using single-point motion tracking Checking for drift Moving and resizing the track points Using multipoint tracking mocha for After Effects Creating a particle simulation Understanding Particle Systems II properties About high dynamic range (HDR) footage Review questions and answers 14 Rendering and Outputting Getting started Creating templates for the Render Queue About compression Exporting using the Render Queue Preparing movies for mobile devices Rendering movies with Adobe Media Encoder Preparing a movie for broadcast output Review questions and answers Appendix: General keyboard shortcuts
£58.03
Pearson Education (US) Unreal Engine 4 for Design Visualization
Book SynopsisTom Shannon is a UE4 expert/addict and technical artist with more than a decade of professional experience developing video games and visualizations using Unreal Engine. He is passionate about gaming and game technology as well as visualization and its importance and impact on the real world. He spends his days balancing between building the world alongside architects, engineers, and designers, and then destroying it with giant robots alongside programmers, animators, and effects artists. Tom lives in Colorado with his beautiful and inspiring wife Serine and his amazing and humbling kids Emma and Dexter. You can find his website at www.TomShannon3D.com. Table of ContentsPreface xvi Acknowledgments xxi About the Author xxii PART I: UNREAL ENGINE 4 OVERVIEW 1Chapter 1 Getting Started with Unreal Engine 4 3 What Is Unreal Engine 4? 4 A Brief History of Unreal Engine 5 Introducing Unreal Engine 4 5 UE4 Highlights for Visualization 7 Developing Interactive Visualizations with Unreal Engine 4 7 Unreal Engine 4 Development Requirements 14 Teamwork in Unreal Engine 4 15 Costs of Developing for UE4 16 Cost Savings of UE4 17 Resources and Training 18 Summary 20 Chapter 2 Working with UE4 21 Unreal Engine 4 Components 22 Project Folder Structure 27 Understanding .uasset Files 30 Unreal Engine 4 Content Pipeline 30 Summary 33 Chapter 3 Content Pipeline 35 Content Pipeline Overview 36 3D Scene Setup 38 Preparing Geometry for UE4 39 FBX Mesh Pipeline 48 Texture and Material Workflow 51 Importing to the Content Library 54 Camera Workflow 56 Summary 57 Chapter 4 Lighting and Rendering 59 Understanding Unreal Engine’s Physically Based Rendering (PBR) 60 Lights in UE4 63 Understanding Light Mobility 64 Real-Time Reflections 68 Post-Processing 69 Summary 77 Chapter 5 Materials 79 Materials Overview 80 UE4 Material Editor 81 How Unreal Materials Work 84 Surface Types 88 Material Instances 89 A Simple Material 92 Summary 100 Chapter 6 Blueprints 101 Introducing Blueprints 102 Objects, Classes, and Actors 102 The Player 104 The Player Controller 104 Pawns 106 The World 106 Levels 107 Components 107 Variables and their Types 107 The Tick 108 Class Inheritance 109 Spawning and Destroying 110 Blueprint Communication 111 Compiling the Script 112 Summary 112 PART II: YOUR FIRST UE4 PROJECT 113Chapter 7 Setting Up the Project 115 Project Scope 116 Creating a New Project from the Launcher 116 Summary 119 Chapter 8 Populating the World 121 Making and Saving a New, Blank Level 122 Placing and Modifying Assets 123 Let there Be Light 125 Moving Around the Scene 128 Building the Architecture 129 Adding Details to Your Structure 130 Summary 134 Chapter 9 Making it Interactive with Blueprints 135 Setting Up the Project 136 Press Play 136 Creating the Pawn 138 Input Mapping 142 Creating the Player Controller Class 144 Adding Input with Blueprints 144 Rotating the View (Looking) 146 Player Movement 147 GameMode 152 Placing the Player Start Actor 155 Summary 156 Chapter 10 Packaging and Distribution 157 Packaged Versus Editor Builds 158 Project Packaging 158 Packaging Options 159 How to Package 160 Launching Your Application 161 Packaging Errors 161 Distributing the Project 162 Using Installers 163 Summary 163 PART III: ARCHITECTURAL VISUALIZATION PROJECT 165Chapter 11 Project Setup 167 Project Scope and Requirements 168 Setting Up the Project 169 Applying Project Settings 173 Summary 175 Chapter 12 Data Pipeline 177 Organizing the Scene 178 Materials 179 Architecture and Fixtures 179 Exporting the Scene 182 Importing the Scene 184 Prop Meshes 188 Summary 192 Chapter 13 Populating the Scene 193 Scene Building for Visualization 194 Setting Up the Level 194 Placing Architecture Static Meshes 196 Placing Prop Meshes 198 Scene Organization 199 Summary 203 Chapter 14 Architectural Lighting 205 Getting the Most from UE4’s Lighting 206 Static Lighting with Lightmass 207 Adjusting the Sun and Sky Lights 207 Building Lighting 212 Lightmass Settings for Architecture Visualizations 215 Lightmap UV Density Adjustments 218 Placing Interior Lighting 221 Placing Light Portals 222 Using Reflection Probes 223 Post-Process Volume 224 Summary 231 Chapter 15 Architectural Materials 233 What Is a Master Material? 234 Creating the Master Material 236 Creating Material Instances 244 Advanced Materials 249 Summary 256 Chapter 16 Creating Cinematics with Sequencer 257 Getting Started with Sequencer 258 Animating the Camera 261 Editing the Shots 263 Saving 264 Collaborating 264 Rendering to Video 264 Summary 267 Chapter 17 Preparing the Level for Interactivity 269 Setting Up Your Level 270 Adding the Player Start Actor 270 Adding Collision 271 Enabling the Mouse Cursor 277 Creating Post-Process Outlines 278 Summary 279 Chapter 18 Intermediate Blueprints: UMG Interaction 281 Toggling Datasets 282 Making the Variation Level 282 Level Streaming 286 Defining a Player Start Actor 290 Setting Up the Level Blueprint 290 Programming the Switching 294 Testing Time 297 Unreal Motion Graphics (UMG) 299 Back to the Level Blueprint 306 Summary 310 Chapter 19 Advanced Blueprints: Material Switcher 311 Setting the Goal 312 Building the Actor Blueprint 313 Creating Variables 314 Adding Components 319 Creating the Change Material Function 321 Understanding the Construction Script 322 Understanding the Event Graph 327 Populating the Level 331 Playing the Application 334 Summary 336 Chapter 20 Final Thoughts 337 UE4 Continually Changing 338 Future of Visualization 338 Next Steps 339 Virtual Reality 339 Film Making 340 Content Creation 340 Thank You 340 Glossary 341Index 347
£36.99
Pearson Education (US) Adobe After Effects Classroom in a Book 2022
Book SynopsisTable of ContentsGetting Started 1 Getting to Know the Workflow 2 Creating a Basic Animation Using Effects and Presets 3 Animating Text 4 Working with Shape Layers 5 Animating a Multimedia Presentation 6 Animating Layers 7 Working with Masks 8 Distorting Objects with the Puppet Tools 9 Using the Roto Brush Tool 10 Performing Color Correction 11 Creating Motion Graphics Templates 12 Using 3D Features 13 Working with the 3D Camera Tracker 14 Advanced Editing Techniques 15 Rendering and Outputting
£41.64
Pearson Education (US) Adobe Creative Cloud Classroom in a Book
Book SynopsisJoseph Labrecque is a creative developer, designer, and educator with nearly two decades of experience creating expressive web, desktop, and mobile solutions. He joined the University of Colorado Boulder College of Media, Communication and Information as faculty with the Department of Advertising, Public Relations and Media Design in Autumn 2019. His teaching focuses on creative software, digital workflows, user interaction, and design principles and concepts. Before joining the faculty at CU Boulder, he was associated with the University of Denver as adjunct faculty and as a senior interactive software engineer, user interface developer, and digital media designer. Labrecque has authored a number of books and video course publications on design and development technologies, tools, and concepts through publishers which include LinkedIn Learning (Lynda.com), Peachpit Press, and Adobe. He has spoken at large design and technology conferences such as Adobe MAX aTable of ContentsGetting Started 1 Creative Cloud Desktop and Mobile Applications 2 Cloud-Based Photography with Lightroom 3 Raster Image Compositing with Photoshop 4 Designing Vector Graphics with Illustrator 5 Managing Page Layout with InDesign 6 Prototyping for Screens with Adobe XD 7 3d Rendering with Dimension 8 Producing Audio Content with Audition 9 Sequencing Video Content with Premiere Pro 10 Compositing Motion Graphics with After Effects 11 Animating Interactive Content with Animate Bonus Lesson 1 Fundamentals of Design with Adobe Express Bonus Lesson 2 Live Performance Capture with Character Animator
£41.64
Pearson Education (US) Adobe Animate Classroom in a Book 2023 release
Book SynopsisRussell Chun earned his master's degree in medical illustration from the Johns Hopkins University School of Medicine, and used Flash for over eight years to develop interactive, instructional multimedia. He has taught Flash at the beginning through advanced levels at a number of institutions including the College of San Mateo, the Center for Electronic Art, the UC Berkeley Graduate School of Journalism, Cellspace, Columbia University Graduate School of Journalism, and City University of New York Graduate School of Journalism. He has also taught Flash at national conferences, regional user group meetings, and corporate workshops. He is the author of several advanced Flash books, Macromedia Flash Advanced Visual QuickPro Guide for versions 5, MX, MX2004, and 8. He has written several Flash articles for MacWorld and for SBS Digital Design.Table of ContentsGetting Acquainted Creating Graphics and Text Animating Symbols with Classic Tweens Layer Parenting and Character Animation Animating with Modern Rigging Animating Symbols with Motion Tweens Animating the Camera Animating Shapes and Using Masks Inverse Kinematics with Bones Creating Interactive Navigation
£41.64
Pearson Education (US) Adobe After Effects Classroom in a Book 2023
Book SynopsisBrie Gyncild aims to make technical information accessible to those who need it. Brie has authored The Photoshop CS5 Pocket Guide and The Photoshop Elements 8 Pocket Guide. She has also co-written The Photoshop Show Starring Russell Brown; numerous editions of the Classroom in a Book series on Photoshop, After Effects, and Acrobat; and several editions of the How to Wow series. Lisa Fridsma has long loved the process of teaching others to use Adobe product. She has written, edited, and designed more than thirty books in the Classroom in a Book series over the last decade and a half (including books on Photoshop and After Effects), going back to her time on staff at Adobe. She's currently the owner of Darlington Hill Productions (informational illustrations and publishing).Table of ContentsGetting Started Getting to Know the Workflow Creating a Basic Animation Using Effects and Presets Animating Text Working with Shape Layers Animating a Multimedia Presentation Animating Layers Working with Masks Distorting Objects with the Puppet Tools Using the Roto Brush Tool Adjusting Color and Mood Creating Motion Graphics Templates Using 3D Features Working with the 3D Camera Tracker Advanced Editing Techniques Rendering and Outputting
£41.64
Columbia University Press Spaces Mapped and Monstrous
Book SynopsisSpaces Mapped and Monstrous explores the paradoxical nature of 3D cinema and its place in today’s visual landscape. Considering 3D’s distinctive visual qualities and its connections to wider digital culture, Nick Jones situates the production and exhibition of 3D cinema within a web of aesthetic, technological, and historical contexts.Trade ReviewThis book’s highly polished arguments situate digital 3D cinema within major debates about the role of the image in contemporary society as well as related structures of power. Jones’s historical focus and interaction with significant visual culture debates situate the unique contribution this book has to offer. -- Miriam Ross, author of 3D Cinema: Optical Illusions and Tactile ExperiencesAt once rigorously historical, inventively erudite, and highly original, Spaces Mapped and Monstrous combines digital theory, screen aesthetics, and media archaeology to persuasively argue that the digital aesthetics in 3D cinema should not be dismissed as "failed realism" or cheap gimmicks. Instead, these examples provide new spatial relations and epistemological regimes that help us better understand digital technologies more broadly. -- Julie Turnock, author of Plastic Reality: Special Effects, Technology, and the Emergence of 1970s Blockbuster AestheticsIn this expansive inquiry, Nick Jones dispels the myth that 3D is simply a variant of planar cinema. For over a century, Jones contends, 3D has been vital to a shifting understanding of what images are and how we are mobilized through them. Encompassing both its experimental anamorphic facets and its complicity in the instrumentalization of the visual field, this account is a call for us to think 3D again. -- Janet Harbord, author of Ex-centric Cinema: Giorgio Agamben and Film ArchaeologyTable of ContentsList of IllustrationsAcknowledgmentsIntroductionPart I: Contexts1. History: The Long View of 3D Film and Theory2. Visualization: From Perspective to Digital 3DPart II: Mapped Spaces3. Simulation: Dematerializing and Enframing4. Immersion: Entering the Screen5. Surveillance: Converting Image to Space, World to DataPart III: Monstrous Spaces6. Defamiliarization: Rethinking the Screen Plane7. Distortion: Unfamiliar and Unconventional Space8. Intimacy: The Boundedness of Stereoscopic MediaConclusion: Seeing in 3DNotesBibliographyIndex
£93.60
Columbia University Press Spaces Mapped and Monstrous Digital 3D Cinema and
Book SynopsisSpaces Mapped and Monstrous explores the paradoxical nature of 3D cinema and its place in today's visual landscape. Considering 3D's distinctive visual qualities and its connections to wider digital culture, Nick Jones situates the production and exhibition of 3D cinema within a web of aesthetic, technological, and historical contexts.Trade ReviewThis book’s highly polished arguments situate digital 3D cinema within major debates about the role of the image in contemporary society as well as related structures of power. Jones’s historical focus and interaction with significant visual culture debates situate the unique contribution this book has to offer. -- Miriam Ross, author of 3D Cinema: Optical Illusions and Tactile ExperiencesAt once rigorously historical, inventively erudite, and highly original, Spaces Mapped and Monstrous combines digital theory, screen aesthetics, and media archaeology to persuasively argue that the digital aesthetics in 3D cinema should not be dismissed as "failed realism" or cheap gimmicks. Instead, these examples provide new spatial relations and epistemological regimes that help us better understand digital technologies more broadly. -- Julie Turnock, author of Plastic Reality: Special Effects, Technology, and the Emergence of 1970s Blockbuster AestheticsIn this expansive inquiry, Nick Jones dispels the myth that 3D is simply a variant of planar cinema. For over a century, Jones contends, 3D has been vital to a shifting understanding of what images are and how we are mobilized through them. Encompassing both its experimental anamorphic facets and its complicity in the instrumentalization of the visual field, this account is a call for us to think 3D again. -- Janet Harbord, author of Ex-centric Cinema: Giorgio Agamben and Film ArchaeologyTable of ContentsList of IllustrationsAcknowledgmentsIntroductionPart I: Contexts1. History: The Long View of 3D Film and Theory2. Visualization: From Perspective to Digital 3DPart II: Mapped Spaces3. Simulation: Dematerializing and Enframing4. Immersion: Entering the Screen5. Surveillance: Converting Image to Space, World to DataPart III: Monstrous Spaces6. Defamiliarization: Rethinking the Screen Plane7. Distortion: Unfamiliar and Unconventional Space8. Intimacy: The Boundedness of Stereoscopic MediaConclusion: Seeing in 3DNotesBibliographyIndex
£25.50
Elsevier Science & Technology DVD Authoring with Adobe Encore DVD A
Book SynopsisExpand your creative ability by mastering the software tools. DVD Authoring with Adobe Encore DVD covers the toolset in a manner that demonstrates real-world application. The downloadable resources with source material walks you through the process. You will learn how to avoid common pitfalls and learn about the entire DVD authoring workflow.Trade Review"Wes Howell smoothes the rocky learning curve of Adobe's Encore application with clear and concise explanations that are workflow-oriented without the typical techno-jargon found in most DVD Authoring books. His inside tips and tricks aren't found on the web or in an owner's manual and they'll speed the workflow, providing sensible methods for accomplishing the end goal of making a great DVD package." -Douglas Spotted Eagle, Managing Producer/Sundance Media Group, Grammy/Emmy recipient"This book is a teacher beside you, guiding you through the process, teaching you the concepts, and providing you with valuable tips along the way. Best of all, you start with the most simple of DVD projects just to get you past all the basic tools quickly and easily. The author builds and continues to build on what you have learned in prior lessons. It's most obvious the author is quite a skilled teacher in addition to a DVD author. Absolutely a must-have book." - Alex Alexzander, Creativecow.net'Wes Howell smoothes the rocky learning curve of Adobe's Encore application with clear and concise explanations that are workflow-oriented without the typical techno-jargon found in most DVD Authoring books. His inside tips and tricks aren't found on the web or in an owner's manual and they'll speed the workflow, providing sensible methods for accomplishing the end goal of making a great DVD package.' -Douglas Spotted Eagle, Managing Producer/Sundance Media Group, Grammy/Emmy recipient"This book is a teacher beside you, guiding you through the process, teaching you the concepts, and providing you with valuable tips along the way. Best of all, you start with the most simple of DVD projects just to get you past all the basic tools quickly and easily. The author builds and continues to build on what you have learned in prior lessons. It's most obvious the author is quite a skilled teacher in addition to a DVD author. Absolutely a must-have book." - Alex Alexzander, Creativecow.netTable of ContentsDVD Basics; Inside Encore; Preparing Assets and Encoding; Building the Disc; Adobe Integration: Photoshop, After Effects and Premiere; Creative Authoring; Advanced Authoring; Final Output and Delivery; Appendixes: Adobe Conventions; Managing the Bit Budget; Real World Application; File Structure of a DVD; MPEG 2; DVD Video Structure
£45.59
Pearson Education (US) Apple Pro Training Series
Book SynopsisIn this Apple-authorized training book, director and filmmaker Michael Wohl teaches advanced skills that editing professionals need to know most Each chapter presents a complete lesson in some aspect of video editing or finishing, with hands-on projects for readers to complete as they go. Michael Wohl shows how to master advanced trimming techniques, make polished transitions, work with nested sequences, edit multi-camera projects, create fantastic effects, color-correct your video, and composite like a pro. This text also covers Soundtrack Pro, shows you how to manage your clips and media, and throughout the book he offers dozens of helpful tips on improving your editing workflowThe book's DVD offers plenty of professional footage and project files for you to use as you work your way through each book's lesson.Note: This book was written for Final Cut Pro 6, and is not intended to be used with Final Cut Pro 7. Certain lessons, including Lesson 3 Multicame
£48.00
John Wiley & Sons Inc The H.264 Advanced Video Compression Standard
Book SynopsisH.264 Advanced Video Coding or MPEG-4 Part 10 is fundamental to a growing range of markets such as high definition broadcasting, internet video sharing, mobile video and digital surveillance. This book reflects the growing importance and implementation of H.264 video technology. Offering a detailed overview of the system, it explains the syntax, tools and features of H.264 and equips readers with practical advice on how to get the most out of the standard. Packed with clear examples and illustrations to explain H.264 technology in an accessible and practical way. Covers basic video coding concepts, video formats and visual quality. Explains how to measure and optimise the performance of H.264 and how to balance bitrate, computation and video quality. Analyses recent work on scalable and multi-view versions of H.264, case studies of H.264 codecs and new technological developments such as the popular High Profile extensions. An Table of ContentsAbout the Author. Preface. Glossary. List of figures. List of tables. 1 Chapter 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. 2 Chapter 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 Chapter 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 Chapter 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 Chapter 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 Chapter 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 Chapter 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. 9.8 References. 10 Chapter 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.
£79.16
John Wiley & Sons Inc Compressed Video Communications
Book SynopsisThe compression schemes applied for the storage and transmission of digital video data leave content sensitive to transmission errors, information loss and quality degradation. Recent developments in error resilience techniques allow improved quality of service of video communication over a range of network platforms. Digital video communications, supported by the Internet, ATM networks and Broadband ISDN, have undergone significant development over the past few years. Emerging applications include videoconferencing, tele-medicine and distance learning. This leading edge text addresses the problems associated with the delivery and design of video communication services. * Presents a comprehensive overview of the principles and techniques employed in the improvement of the performance of video codecs in error prone environments * Provides a performance evaluation and comparison of video coding standards, MPEG-4, H.261 and H.263 * Outlines methods of video communication oTrade Review"...offers an overview of the basic technologies and applications of digital video compression." (SciTech Book News, Vol. 26, No. 2, June 2002)Table of ContentsPreface. Acknowledgements. About the Author. Introduction. Overview of Digital Video Compression Algorithms. Flow Control in Compressed Video Communications. Error Resilience in Compressed Video Communications. Video Communications Over Mobile IP Networks. Video Transcoding for Inter-network Communications. Appendix A: Layering syntax of ITU-T H.263 Video Coding Standard. Appendix B: Description of the Video Clips on the Supplementary CD. Glossary of Terms. Index.
£100.76
John Wiley & Sons Inc Mpeg4 Facial Animation
Book SynopsisThe Moving Pictures Expert Group recently produced the MPEG--4 International Standard. One of the more revolutionary parts of the new standard is the Face and Body Animation, or FBA: the specification for efficient coding of shape and animation of human faces and bodies. This book concentrates on the animation of faces.Table of ContentsList of Contributors. Author Biographies. Foreword. Preface. PART 1: BACKGROUND. The Origins of the MPEG-4 Facial Animation Standard (Igor S. Pandzic and Robert Forchheimer). PART 2: THE STANDARD. Face Animation in MPEG-4 (Jörn Ostermann). MPEG-4 Face Animation Conformance (Eric Petajan). PART 3: IMPLEMENTATIONS. MPEG-4 Facial Animation Framework for the Web and Mobile Applications (Igor S. Pandzic). The Facial Animation Engine (Fabio Lavagetto and Roberto Pockaj). Extracting MPEG-4 FAPS from Video (Jörgen Ahlberg). Real-Time Speech-Driven Face Animation (Pengyu Hong, Zhen Wen and Thomas S. Huang). Visual Text-to-Speech (Catherine Pelachaud). Emotion Recognition and Synthesis Based on MPEG-4 FAPs (Nicolas Tsapatsoulis, Amaryllis Raouzaiou, Stefanos Kollias, Roddy Cowie and Ellen Douglas-Cowie). The InterFace Software Platform for Interactive Virtual Characters (Igor S. Pandzic, Michele Cannella, Franck Davoine, Robert Forchheimer, Fabio Lavagetto, Haibo Li, Andrew Marriott, Sotiris Malassiotis, Montse Pardas, Roberto Pockaj and Gael Sannier). PART 4: APPLICATIONS. Model-based Coding: The Complete System (Haibo Li and Robert Forchheimer). A Facial Animation Case Study for HCI: The VHML-Based Mentor System (Andrew Marriott). PlayMail ? Put Words into Other People?s Mouth (Jörn Ostermann). E-Cogent: An Electronic Convincing aGENT (Jörn Ostermann). alterEGO: Video Analysis for Facial Animation (Eric Petajan). EPTAMEDIA: Virtual Guides and Other Applications (Fabio Lavagetto and Roberto Pockaj). Appendix 1: Evaluating MPEG-4 Facial Animation Players (Jörgen Ahlberg, Igor S. Pandzic and Liwen You). Appendix 2: Web Resources. Index.
£130.45
Faber & Faber Figgis M Digital Filmmaking Revised Edition
Book SynopsisIn this indispensable guide to digital film-making, leading film-maker Mike Figgis offers the reader a step-by-step tutorial in how to use digital technology so as to get the best from it. Mike Figgis, with experience from films such as Miss Julie and Leaving Las Vegas - for which he received two Oscar nominations - is an authoritative and insightful guide through the details of film-making. He outlines the equipment and its uses, and provides an authoritative guide to the shooting process - from working with actors to lighting, framing, and camera movement. He further dispenses wisdom on the editing process and the use of sound and music, all the while establishing a sound aesthetic basis for the digital format. This handbook is essential whether your goal is to make no-budget movies, or simply to put your video camera to more use than just holidays and weddings.
£13.49
Random House USA Inc Minecraft Guide to Survival Updated
Book SynopsisThe definitive, fully illustrated guide to survival in Minecraft is now completely revamped with 100% new information for the latest version of the game. Learn how to survive and thrive in Minecraft’s most popular mode!Stock up your inventory, build a base and get ready to survive the night with Minecraft: Guide to Survival—the only book you’ll need to take your survival skills to the next level.Discover how to find resources, craft equipment, protect yourself from hostile mobs and so much more. Also includes expert tips on how to survive in the Nether and the End.
£12.34
Penguin Young Readers Minecraft Epic Bases
Book SynopsisDiscover new and exciting Minecraft base builds, with construction tips, blueprint spreads, and fun locations—written in official partnership with the experts at game-creator Mojang.Are you an expert builder? Looking for inspiration for your next epic build? Then the search is over!Visit the legendary bases of The Twelve, a guild of expert builders, who are ready to showcase their most stunning creations, including flying airships and underwater lairs. Learn their top tips and tricks for making incredible bases in a variety of themes, and follow their expert advice to create challenging structures and complex redstone mechanisms.Full of thematic builds and unique features, this book of exceptional bases will spark the imagination of Minecrafters young and old.
£16.14
Random House USA Inc Minecraft Guide to Redstone Updated
Book SynopsisThis classic Minecraft game guide is now completely revamped with 100% new information for the latest version of the game! Discover all the insider tips and tricks in this definitive, fully illustrated guide to creating with redstone in Minecraft.Learn the art of redstone and become a master engineer with Minecraft: Guide to Redstone, and put theory into practice to construct intricate contraptions in Minecraft.Pick up the basics of the redstone components and their uses, discover how to make working circuits, and create incredibly complex builds using your new skills, taught by game-creator Mojang.
£11.69
Random House USA Inc Minecraft BiteSize Builds
Book SynopsisDiscover new and exciting Minecraft builds made easy, broken down into manageable pieces—written in official partnership with the experts at game-creator Mojang.Learn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and mini arcade games. There's even a superhero flying school! Each build is accompanied by exploded views and step-by-step, fully-illustrated guides and detailed instructions to show you how to complete each build from start to finish. Informative text will help you with your construction understanding and encourage you to use your new knowledge to create your very own builds.
£12.34
Penguin Young Readers Minecraft Guide to Creative Updated
Book Synopsis
£12.34
Random House USA Inc Minecraft Guide to Combat
Book SynopsisLearn how to survive and thrive in Minecraft with this brand-new guide! With insider info and tips from the experts at game-creator Mojang on how to defeat mobs and defend your base, this is a must-have, fully illustrated guide to combat. Don your armor, pick up your sword and charge headfirst into Minecraft: Guide to Combat—the only book you need to take your game to the next level. Read how to craft the deadliest weapons and enchant them with mystical powers, discover the vicious mobs that you’ll go toe-to-toe with, and learn crafty strategies that will help you best your friends in PVP. With so much to explore, there’s sure to be something for ’crafters of every level.
£12.34
Random House USA Inc Minecraft Amazing BiteSize Builds Over 20 Awesome
Book SynopsisLearn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and arcade games. There’s even a superhero flying school! With detailed instructions, block hacks and build tips, this book will teach you new tricks and help you practice old skills as you create bite-size builds to impress your friends in Minecraft.
£11.69
Random House USA Inc Minecraft Legends A Heros Guide to Saving the
Book Synopsis
£11.69
Penguin Young Readers Minecraft Epic Inventions
Book SynopsisTwelve mind-blowing Minecraft builds to spark your imagination.Epic Inventions contains twelve incredible builds to inspire you to construct the most inventive builds in Minecraft. There's an intergalactic space station, an ancient temple, a kawaii waterways course, a giant meeple bedroom, an animal sanctuary, plus many more. Each build is presented to you by its builder—a construction expert eager to share their tips with you. As well as learning how to choose blocks and construct amazing builds, you'll also learn some excellent pro builder tips like how to terraform the landscape.
£16.14
Penguin Young Readers Minecraft Master Builds
Book SynopsisMarvel at Minecraft’s greatest creations and meet the builders who have taken the game to new levels.Packed with stunning illustrations, Minecraft: Master Builds showcases the creations that have taken the game to new levels, and introduces the builders behind them. Explore all the possibilities of Minecraft, from stunning underwater sculptures to impressive space panoramas, or travel through time to visit grand medieval towns and futuristic cityscapes. Each colossal creation is shown in beautifully rendered illustrations to highlight the painstaking details that make these builds masterful. The exclusive interviews with the builders shed light on the creative forces and processes behind each build. Whether you’re marveling at the wonders that Minecraft’s greatest builders have to offer, or searching for inspiration to become one yourself, your tour begins here.
£38.00
Random House USA Inc Minecraft Roll for Adventure The Temple of the
Book SynopsisRoll the dice to create your very own Minecraft story in this tabletop game?with dice, instructions, and an adventure book!When a village is raided by illagers, its poor inhabitants seek the aid of a mighty hero to track down the invaders. They need someone brave, clever, and determined. They need you!Make crucial decisions, craft powerful items, roll dice to battle mobs, and explore the Overworld on your epic journey to discover and destroy the mysterious Temple of the Charged Creeper. This book contains: A complete adventure book with a bestiary of wicked mobs and a collection of perilous adventure locations. Four dice to help?or hurt?you as you battle mysterious foes. A removable character sheet and rules reference to help you track your heroic progress (or to let you play with a friend as your narrator!). So sharpen your sword, prepare your pickaxe, and grab your green dice. Your epic Minecraft adventure begins now!
£15.29
Random House Worlds Minecraft Magical BiteSize Builds Over 20 marvelous mini projects
£11.70
Taylor & Francis Inc Handbook of Video Databases
Book SynopsisTechnology has spurred the growth of huge image and video libraries, many growing into the hundreds of terabytes. As a result there is a great demand among organizations for the design of databases that can effectively support the storage, search, retrieval, and transmission of video data. Engineers and researchers in the field demand a comprehensive reference that will help them design and implement the most complex video database projects.Handbook of Video Databases: Design and Applications presents a thorough overview in 45 chapters from more than 100 renowned experts in the field. This book provides the tools to help overcome the problems of storage, cataloging, and retrieval, by exploring content standardization and other content classification and analysis methods. The challenge of these complex problems make this book a must-have for video database practitioners in the fields of image and video processing, computer vision, multimedia systems, data mining, and many othTable of ContentsIntroduction. Video Modeling and Representation. Video Segmentation and Summarization. Designing and Interacting with Video Databases. Audio and Video Indexing and Retrieval. Video Communications. Video Processing. Case Studies and Applications. Panel of Experts: The Future of Video Databases.
£194.75
Bloomsbury Publishing (UK) A History of Video Art
Book SynopsisChris Meigh-Andrews is Professor of Electronic & Digital Art and Director of the Electronic and Digital Art Unit at the University of Central Lancashire. He studied Fine Art at Goldsmiths and has a PhD from the Royal College of Art. A practising artist specialising in electronic & digital media, he has been exhibiting his videotapes, projections and installations internationally since 1978. His most recently completed work, The Monument Project (2009-2011) which produces a continuously updated time-lapse panoramic view from the top of the Monument in the City of London was commissioned by Julian Harrap Architects. In 2010 Meigh-Andrews was awarded a Diawa Foundation grant to research early artists' video in Japan.Trade ReviewMeigh-Andrews views his history through the lens of technological development, whilst never losing sight of the many artists' creative and subjective visions, which he covers through representative case studies of significant works. The extensive new picture research offers resonant images that evoke memories for some and discovery for new readers. This book is essential reading for all students, scholars, artists and curators who are interested in the subject. -- Professor Stephen Partridge, artist and Principal Investigator for REWIND | Artists' Video in the 1970s & 80s, Duncan of Jordanstone College of Art and Design, University of Dundee, UKNo other writer on video has Meigh-Andrews' grasp of the feeling of working with electronic media, in all their forms since the 1960s: the artist's perspective on making and showing. With new material expanding the temporal and geographic reach of the book, A History of Video Art is the essential guide to the art form that more than any other defines seeing over the last half century. -- Sean Cubitt, Professor of Film and Television, Goldsmiths, University of London, UKCovering both video art many other related media technologies and art forms of the second part of the 20th century, this book is a fantastic and unique resource. I highly recommend to anybody interested in the history, aesthetics, and social context of media art. -- Lev Manovich, Professor, The Graduate Center, City University of New York, USA and Director, Software Studies LabMeigh-Andrews’ own significant contribution to video practice and his obvious familiarity with the British video art scene has resulted in an insightful guide to the development of the medium and the surrounding discourses. The book is an ideal introduction to video for the student or general reader while providing for the historian of contemporary art an effective key for opening up the complexities of the historical and technological nuances of the medium. -- Samantha Lackey, “Screen Studies”, The Art Book, Vol. 14, Issue 3, August 2007, Blackwell Synergy, pp 63-64. * First Edition review *An excellent and welcome addition to contemporary writing on video art. It has what a lot of the other books are missing: it has much more detail on the technology behind the cameras, editing systems and installations; it situates video art in relation to the other art movements; and it offers an in-depth discussion of video art's links to experimental music. If you (or your students) have access to the Video Data Bank "Surveying the First Decade," this book is a great compliment to many of the videos featured in this collection. It provides detailed accounts of many key works and is particularly strong on figures like Woody and Steina Vasulka, British video art and European video art which a lot of books ignore entirely. I would recommend this in tandem with Illuminated Video. -- Andrew Dimirjian, NYC, US * First edition review *Table of ContentsPreface to the 2nd edition Part 1. The Origins of Video Art: The Historical and Cultural Context Chapter 1. In The Beginning: The Origins of Video Art Chapter 2. Crossing Boundaries: International Tendencies and Influences in Early Artists’ Video Chapter 3. Technology, Access and Context: Social and Political Activists and Their Role in the Development of Video Art Chapter 4. Expanded Cinema: The Influence of Experimental, Avant-Garde and “Underground” Film Chapter 5. Musique Concrete, Fluxus and Tape Loops: The Influence of Sound Recording and Experimental Music on Artists’ Video Chapter 6. Theory and Practice: The Impact of Theoretical Ideas on Early Technology-Based Practice in the 1970s Chapter 7. Beyond the Lens: Abstract Video Imagery and Image Processing Part 2: A Discussion of Some Representative and Influential Video Art Works Set in Relation to Their Technological and Critical Context Chapter 8. In and Out of the Studio: The Advent of Inexpensive Non-Broadcast Video Chapter 9. Cutting It: Accessible Video Editing Chapter 10. Mixing it: Electronic/Digital Image Manipulation Chapter 11. The Gallery Opens its Doors: Video Installation and Projection Chapter 12. The Ubiquity of the Video Image: Artists’ Video as an International Phenomenon Part 3: The Development of Artists’ Video and Installation in Response to Technological Change and Accessibility Chapter 13. Fields, Lines & Frames: Video as an Electronic Medium Chapter 14. The Means of Production: Feminism, Race, Gender, Technology and Access Chapter 15. Off the Wall: Video Sculpture and Installation Chapter 16. Going Digital: The Emergence of Digital Video Editing, Processing and Effects Chapter 17.Video Art in the New Millennium: New Developments in Artists’ Video since 2000 Part 4. References • Technical Glossary • Bibliography • Index
£37.99
John Libbey & Co Mary Ellen Bute
Book Synopsis
£22.49
Peach Elephant Press Rule of 24
Book Synopsis
£26.99
Taylor & Francis Ltd VRay 5 for 3ds Max 2020
Book SynopsisRevitalize your architectural visualizations by bringing new levels of realism to your day and night interior scenes. This book features full-color, step-by-step tutorials to develop a firm understanding of the processes and techniques involved in creating jaw-dropping 3d visualizations for top marketing agencies.This second volume includes day and night lighting of an atrium scene using seasoned tools and techniques to deploy V-Ray 5 and 3ds Max 2020. It has never been quicker and easier to create the industry's top-of-the-range 3d marketing visuals.The book starts with an overview of the best techniques to approach clients via emails, calls, meetings, and social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, pre-production, production, post-production, etc.The subsequent step takes users through the installation of V-Ray 5 and the process of accessing the V-Ray Material browseTable of ContentsPreface. Acknowledgments. Author. 1 Using Resource Files. 2 Creating Materials and Shaders in V-Ray 5. 3 Cameras and Lighting in V-Ray. 4 Rendering in V-Ray. 5 Tips and Tricks. 6 anima® from AXYZ design®. 7 Daylight Scene Pre-Production. 8 Scene, Camera and Lights. 9 Materials and Final Render. 10 Daylight Scene Post-Production. 11 Night Scene Pre-Production. 12 Night Scene Lighting/Rendering. 13 Night Scene Post-Production. 14 Verified Views for Planning Applications. Index.
£114.00
John Wiley & Sons Inc Adobe Premiere Pro CC For Dummies
Book SynopsisWhen the filming stops, the real video production work begins Ever wonder how your favorite video creators regularly put out such slick content? They're probably using Adobe Premiere Pro CC, a go-to video production app for both professional and amateur video creators. Adobe Premiere Pro CC For Dummies walks you through each step of editing and producing slick and stylish videos that stand up to what the pros post. From transferring your digital movie files from your camera or phone to your computer all the way to uploading your latest creation to YouTube or the web, this book has the info you need to bring your ideas to life. If you're new to video production, you can begin at the beginning with the handbook's user-friendly guide to the basics of setting clips on the timeline and making them flow seamlessly. Or, if you've already got a few videos under your belt, you can skip right to the more advanced material, like special effects and handy tricks of the trade. You'll also Table of ContentsIntroduction 1 About this Book 1 How this book is organized 2 Icons Used in the Book 3 Beyond the book 4 Part 1: Getting Familiar with the Adobe Premiere Pro Universe 5 Chapter 1: Perusing the Premiere Pro Landscape 7 Understanding What Premiere Pro Can Do 8 Dissecting the Workspace 8 Breaking down the interface 9 Ingesting and Editing 9 Understanding the panels 10 Getting around the workspace 10 Having a Panel Discussion 11 Knowing the Project panel 11 Spending some time with the Timeline panel 13 Making the most of the Source and Program Monitors 14 Grasping the Effects and Effect Controls panels 15 Feeling out the other panels 16 Using the libraries 18 Tooling Around the Toolbar 18 Chapter 2: Understanding the Premiere Pro Workspace 21 Identifying Your Needs 22 Working with your computer platform 22 Are you a Mac? 22 Or are you a PC? 24 Naming PC models is a little harder 24 The systems are not that far apart 26 Look before you leap on your PC 26 Understanding Workstation Requirements 27 Determining if your computer is right 28 Breaking down the differences between Mac and PC 29 Respecting the graphics card 29 Needing GPU acceleration 30 Random access memory 30 More Hard Drive Space, Please 30 Solid-state drives 31 Conventional hard drives 31 Not all hard drives are created equal 32 Scratch disks 32 Managing other computer components 33 Keying into keyboard types 33 Eeek, a mouse! 33 USB-C is the new black 34 Looking at Capture Gear 34 Smartphone capture 34 Top-of-the-line video cameras 35 Broadcast video camera 36 Consumer-level camcorders 36 Digital single-lens reflex 37 Point-and-shoot video options 37 Mirrorless camera 38 Going GoPro 39 Card readers and capture devices 39 Audio recorders 40 Going to the videotape 40 Defining Users 41 Neophyte user 42 Intermediate 42 Professional photographer 42 Video enthusiast 43 Social media influencer 43 Chapter 3: Adjusting Premiere Pro to Suit Your Needs 45 Setting Up Your Workspace 45 Subscribing and installing software 46 Feeling welcome 46 Using workspace presets 46 Edit workspace order 49 Adding a clip description 49 Customizing and saving your workspace 49 Moving panels 50 Saving your workspace 50 Hiding workspace presets 51 Using a second monitor 51 Using your iPad as a second monitor 52 Set up your iPad monitor 53 Using a broadcast monitor 53 Breaking down keyboard shortcuts 54 Personalizing keyboard commands 55 Single Key shortcuts 56 Using a skin 56 Setting your scratch disk 56 Render files 57 Pointing in the right direction 57 Tweaking Program Settings 57 Setting preferences 58 Optimizing performance 60 Fine-tuning your setup 60 Customizing the Windows 61 Doing the panel dance 61 Sizing the monitor 61 What’s inside counts 62 Adjusting the timeline 63 Modifying the Project panel 63 Freestyling with Freeform 63 Understanding the Audio Mixers 64 Audio Clip Mixer 66 Part 2: Gathering Content 67 Chapter 4: Sorting Out the Elements of Video Production 69 Defining Digitized Video 69 Binary refinery 70 Digital Video 70 High Definition is the flavor of the day 71 Fawning over 4K 71 Vying with VHS 72 Explaining Digital Video Fundamentals 72 Understanding how video works 72 Dealing with aspect ratio 73 Frame rates 73 Understanding timecode 74 Understanding formats 74 Breaking down the best file types 74 Capturing Great Video 75 Controlling the camera 75 Arranging the scene 77 Understanding shot lingo 79 Lighting the scene 80 Waiting for the sun 80 Communicating through light 81 On-camera video lights 81 The French call it mise-en-scène 83 Chapter 5: Prepping Your Movie Projects 85 Starting Your Project 86 Creating a project 86 Opening an existing project 88 Tweaking the Settings 88 Project settings 88 Title safe margins 89 Getting those preferences right 89 Timeline preferences 91 Auto Save preferences 91 Playback preferences 92 Scratching the scratch drive surface 92 Making a Sequence 94 Setting each sequence 94 Making a custom setting 94 Adjusting the Timeline 96 Increasing the height of the video and audio tracks 97 Fill the screen with a panel 98 Chapter 6: Importing Media into a Project 101 Starting Your Project 102 Ingesting media 102 Adobe Bridge 103 Transferring from a card reader 103 Editing directly from a card 105 Capturing tape from a camcorder 105 Downloading clips 107 Importing media 107 Adding music and audio clips 108 Recording ADR 108 Sound effects 108 Adding a soundtrack 109 Finding the right music 109 Grabbing royalty-free music from the web 110 Prepping still images for the timeline 111 Organizing Media 112 Creating bins 113 Color coding your bins 113 Tagging with metadata 113 Understanding data types 115 Move it on over 115 Entering data 116 Bins versus tags 116 Part 3: Editing Your Masterpiece 117 Chapter 7: Preparing Your Video for Editing 119 Getting the Lowdown on Your Clips 120 Analyzing clip details 120 Keeping bins lean and clean 121 Playing clips smoothly 121 Altering playback resolution 122 Knowing how far can you go 122 Changing playback resolution 123 Working the In and Out Points 123 Setting In and Out points 123 Using markers 125 More than a bookmark 125 Types of markers 125 Making your mark 126 The Markers panel 127 Modifying Clips 128 Scrubbing through the clip 128 Using keys 128 Using the arrow keys 128 Marking the scrubbed clip 128 Adjusting clip duration 129 Changing speeds 129 Rate Stretch tool 130 Here’s how to use it 130 Reversing the action 130 Understanding Clip/Speed Duration 131 Rippling through the Ripple tools 131 Ripple Edit tool 132 The Rolling Edit tool 132 Chapter 8: Editing in the Timeline 133 Managing Your Sequence 134 Populating the timeline 134 Adding clips 134 Backing it up a bit 135 Moving clips 136 Dragging clips into the timeline 136 Adding clips through the Program panel 136 Source Patching and Targeting 137 What you drag isn’t always what you get 138 Fine Tuning Your Clips 139 Trimming clips 139 Handling enough clip frames to trim 140 Naming clips 140 Expanding to see waveforms 141 Freezing frames 141 Choosing Insert Frame Hold Segment 143 Advanced Timeline Tricks 143 More advanced clip movement 143 Using the Track Select tool 143 Overwrite a clip with an adjacent clip 143 Considering the three-point edit 144 Back-timing edits 145 Trying a four-point edit 146 Making the right choice 147 Chapter 9: Transitioning between Clips 149 Choosing Effective Transitions 150 Perusing the transition palette 151 Why do you need transitions? 151 Grasping Transition 101 153 Setting default transitions 155 Apply default transitions 156 Controlling transitions 156 Using clip handles 158 Advanced Transition Techniques 158 Planning for your transitions 159 The one-sided transition 159 Differentiating transitions in the timeline 159 Changing and deleting transitions 159 Copying and pasting transitions 160 Plug in to your transitions 160 Chapter 10: Finishing Your Edited Video 161 Exercising Video Correction 161 Fixing exposure issues 162 Tweaking those tones 162 Adjusting color 163 Cropping to fill the frame 163 What can you do about it? 164 Correcting Color and Tone 165 Grasping Lumetri Color 165 Understanding the Lumetri Color Landscape 166 Adjusting tone 167 Making a quick correction 169 Codec limits 170 Using color for style 170 Matching color in the scene 171 Using Video Scopes 171 Accessing the scopes 172 Different scopes for different folks 173 Defining the “scope” of terms 174 Exploring Some Advanced Techniques 175 Making adjustment layers 175 Making an informed decision 176 Using Comparison view 176 Removing a color cast 177 Adding punch to the clip 178 Quickly correct luminance 178 Color correction with an Adjustment Layer 179 Chapter 11: Constructing the Video Composite 181 Understanding Compositing 182 Layering clips 182 Adjusting opacity to reveal 183 Messing with opacity 183 Using the Opacity and Blend modes 184 Striking the right balance between clips 184 Let’s look at the Blend modes 187 Introducing the Blend modes 187 Applying a Blend mode to an adjustment layer 192 Transform effect and adjustment layers 192 Merging clips in a nest 192 Working with the nested clip 193 Understanding alpha channels 193 Creating an image mask 195 Working with Keyframes 195 How keyframes work 195 Keyframing in action 196 Compositing with Special Effects 199 Keen on green screen 199 Blue too for chroma 199 Shooting your very own chroma key 199 Putting your green-screen composite together 201 Fine-tuning your key 202 Layering video 202 Making clips side-by-side 204 Chapter 12: Choosing Cool Effects for Your Movie 207 Understanding Effects 207 Enhancing the look of your video 208 Improving the scene with Lighting Effects 208 Controlling Lighting Effects 209 Breaking down light types 210 Scaling video 212 Cropping video 214 Making Corrections 215 Dealing with shaky footage 215 Understanding Warp Stabilization 215 Warp Stabilization settings 216 Blurring video 217 Using Blur under a still image 217 Making video sharper 219 Creating a mosaic 219 Removing effects 220 Adding a timecode 221 Playing with Your Clips 222 Flipping video 222 Changing speeds 223 Time lapsing your video 224 Trying Turbulent Displace 224 Chapter 13: Working with Audio 227 Understanding Your Audio Needs 227 Sound matters 228 Defining great sound 228 Adjusting audio levels 229 Mixing audio 230 Get those levels right 230 Simplifying varying audio levels 231 Beginning with Recording the Audio 232 Considerations for capturing audio 233 Be aware of sound on the scene 233 Working with Audio in Your Movie 235 Linking and unlinking tracks 235 Working with separate tracks 237 Navigating the Essential Sound Panel 239 Using the Essential Sound panel 239 Working with audio tracks in the Essential Sound panel 240 Organization is key 241 Assigning audio track roles 241 Delving into the Dialogue presets 241 Looking into the Music option 243 Effecting the SFX track 244 Adjusting Ambience 245 Making voices sound better 246 Chapter 14: Dazzling with Titles and Graphics 249 Understanding Titles and Motion Graphics 250 Using the Text Tool 250 Navigating the Essential Graphics panel 250 Browsing the templates 250 Using Text to Speech 251 Creating a transcript 252 Creating Captions 253 Understanding Create Captions Controls 254 Editing text 255 Editing Graphics 255 Searching for a graphic is easy 256 The Browse section 256 The Edit section 257 Putting words on the screen 258 Breaking down text adjustments 258 Replacing fonts 258 Create graphics 260 Adjusting graphics 260 Making a text layer 260 Creating titles 261 Adding static titles 261 Title Safe and Action Safe 262 Making a graphic title 263 Smartening up your movie 263 Crediting your movie 263 Arranging your opening movie credits 264 Closing credits 265 Adding credits to your movie 266 Making your own rolling credits 266 Identifying a subject with a lower third 270 Tweaking fonts 270 Making a (simple) motion title 271 Part 4: Finishing Off Your Project 275 Chapter 15: Finalizing Your Project 277 Being Your Own QC Monitor 278 Watching and studying 278 Assuring clip continuity 278 Matching audio levels 280 Checking graphics and titles 280 Previewing the Timeline 280 Casting a critical eye 281 Having gap insurance 281 Watching on an external monitor 282 Viewing the meters 282 Listening on speakers 283 Being a good listener 283 Hearing with your eyes closed 283 Fine-Tuning Video for Export 284 Pre-export process 284 Being efficient 284 Bumping up the preview quality 285 Avoiding crashes 286 Checking the timeline closely 288 Dividing the export 288 Relinking media 289 Grabbing freeze frames 290 Here’s how to make a freeze frame 291 Exporting a JPEG sequence 292 Chapter 16: Kicking Out Your Movie 295 Exporting Your Movie 295 Familiarizing yourself with the Export panel 297 Choosing a format 297 Introducing the presets 298 Understand the top video file extensions 298 Popular file formats 299 Checking the Summary 300 The lower section of the Export panel 300 Bitrate Setting 300 Checking the right boxes 301 Knowing the difference between file containers and codecs 302 Setting output names for delivery 303 Choosing the Right File Format for Your Needs 304 Exporting uncompressed video as a master file 304 Pre-export checklist 305 Exporting a portion of the movie 306 Pointing the file to a folder 306 Saving settings for future exports 306 Converting outside Premiere Pro 307 Chapter 17: Spanning the Globe with Your Movie 309 Showing Your Movie 310 On your computer 310 Watching on a smartphone 310 Tablet viewing 311 Projecting on a screen 311 Playing on a home theater 312 Cast a movie on your iPhone or iPad 313 A warning about intellectual property 313 Using the World’s Largest Screening Room 314 Uploading your movie 314 Sharing videos on YouTube 315 Sharing video on Vimeo 317 Using Social Media 320 Showing your movie on Facebook 321 Instagram 321 Twitter video is meant to be short 323 Twitter video upload requirements 324 TikTok 324 Sharing your Movie 325 WeTransfer 325 iCloud 326 iCloud Drive 326 Dropbox 327 Hightail 327 Google Drive 327 Going Old School 328 Burning to DVD 328 DVD creation software 330 Export to tape 330 Color bars 331 Adding a good leader 332 Part 5: The Part of Tens 333 Chapter 18: Ten Ideas for Making Fantastic Movies 335 Making Your Own Brady Bunch Opening (Or Something Like It) 336 Exploiting Montage Editing 337 Showing Restraint While Using Plug-ins 338 Transforming Your Movie to Film Noir 339 Making Still Images Move (The Ken Burns Effect) 340 Adding a voiceover 340 Producing Your Own News Segment 341 Using Transitions to Help Tell the Story 342 Applying a Filter Over Your Movie 343 Having Fun by Reversing Motion 344 Chapter 19: Ten Essential Premiere Pro Plug-Ins 345 Knocking Out Your Movie with the Cine Punch Bundle 346 Roll with Motion Array Premiere Pro Transitions 346 Making Your Still Photo “Pop” Using Photo Montage 2 347 Producing the Look of Film Stock with Film Convert Nitrate 347 Emulating Star Wars Opening Titles with the Free Star Titler 347 Sweetening Up Audio with Accusonus ERA 5 Bundle 348 Prettying Up Your Subject’s Skin Tones with Make Up Artist 3 348 Adding Pizazz between Shots with Andy’s Swish Transitions 348 Making Seamless Time-Lapse and Slow-Motion Video with Flicker Free 349 Simulating Beams of Light Coming through Portals with Light Rays 349 Chapter 20: Ten Tips for Making Video Easier to Edit 351 Shooting Movies “Horizontally” with Your Smartphone 352 Producing Better Video to Edit by Keeping It Steady 353 Shooting to Edit for Quicker Turnaround 354 Taking Advantage of Natural Light 356 Handling Each Shot for Your Edit 357 Seeing True Video Quality with a Calibrated Monitor 358 Adding Drives for Scratch Space 358 Ditching the Pinhole for a Microphone 359 Using an Audio Recorder for Great Sound 360 Converting Master Files into the Right Format 360 Index 363
£24.79
McGraw-Hill Education The Green Screen Makerspace Project Book
Book SynopsisPublisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product.Take your video projects to the next level with the power of green screen!This easy-to-follow guide clearly explains green screen technology and shows, step-by-step, how to dream up and create professional-grade video effects. Written by a teacher-maker-librarian, The Green Screen Makerspace Project Book features 25 low-cost DIY projects that include materials lists, start-to-finish instructions, and detailed photos. You will get coverage of software that readers at any skill level, in any makerspaceâfrom a library to a living roomâcan use to produce videos with high-quality green screen effe
£14.24
Rowman & Littlefield Virtual Ascendance
Book SynopsisFrom school lunchrooms to the White House press room, video games are an integral part of our popular culture, and the industry behind them touches all aspects of our lives, gamer and non-gamer alike. Business and entertainment, health and medicine, politics and war, social interaction and education, all fall under its influence. Virtual Ascendance tells the story of a formerly fringe enterprise that, when few were paying attention, exploded into a multi-billion dollar industry affecting the very way we live. Griffiths paints a thorough and vivid picture of the video game industry, illuminating the various, and often bizarre, ways it's changing how we work, play and live. He brings readers along on his own journey of discovery, from the back room of a small Irish pub where members of the second-largest industry enclave meet each month, to a university clinic where the Wii is being used to treat Parkinson's sufferers and everywhere in between.Virtual Ascendance is more than just a storTrade ReviewThis slim volume (171 pages of text) will be an eye-opener for anyone wanting to understand the world of gaming from a sociological viewpoint. Griffiths (who runs his own business communication company) is quick to both acknowledge and dispel cultural clichés surrounding gamers (geeks and dorks, socially maladjusted young males), and in a sense, this is the key to the book. While providing a concise popular history of computer and console gaming, the author demonstrates that gamers and gaming are pervasive in contemporary society–to an extent that few are aware of. He points to the money generated by the industry, to its emerging champion players, and to its prominence in all forms of media. This book should be required reading for legislators as they grapple with violence and attempt to link it to video gaming, if only to force them to look at the phenomenon in its entirety. It is an excellent primer on video gaming and its present place in culture. Summing Up: Essential. All readers. * CHOICE *His brief history of gaming time periods is well-researched, and never once do you question his enthusiasm....he clearly has an affection and wistfulness for his subject, and a desire to see their wonders go even further mainstream than they already are. At best, Virtual Ascendance is an enthusiastic piece, perfect for the gamers and open-minded parents of gamers who don't understand the background behind their favorite flashing lights and sounds. * Notes from the Conquistadork *Virtual Ascendance is an excellent descriptive account of the increasingly widespread use of digital games in our lives, from serious games to playful entertainment. -- J. Talmadge Wright, graduate program director, department of sociology, Loyola University ChicagoVideogames matter. Probably more than you even realize. And here Devin Griffiths sets out, in an informed and engaging manner, exactly why and how they matter. From hardcore gamers, to those with a passing interest, or even for those with no knowledge of gaming at all, this book will tell you what you need to know, and why you need to know it. -- Garry Crawford, professor of sociology, author of Video GamesReading Virtual Ascendence is like playing a great videogame – the paths taken are often surprising, the environment is rendered in engaging detail, and the characters are richly drawn. From casual games to war games, Devin Griffiths writes with a warmly intellectual sense of wonder, purpose and play. -- Derek A. Burrill, associate professor of Media and Cultural Studies, U.C. RiversideTable of ContentsIntroduction 1: Down The Rabbit Hole I Am Therefore I Game 2: From The Coin-op To The Console: How Did We Get Here? Let The Games Begin 1972: A Pong Odyssey 3: Let The Games Begin: Competitive Videogaming And The Birth Of The Cyberathlete Cyberathletes And The Leagues Who Love Them 4: Alphabet Soup: MMOs, MUDs, And RPGs—D&D In The 21st Century 5: No Console Required: Casual Games (or, Gaming For The Rest Of Us) 6: Dressed For The Symphony: Videogames Take Center Stage 7: From The Flat Screen To The Big Screen: Videogames Invade Hollywood Star Wars 1313: The Empire Strikes Back 8: Virtual Life 9: And We Are Merely Players: Videogames And Society Good Enough For Government Work: CDC Gets Into The Game 10: Games For Health From Rehab to Wii-hab:Using Videogames to Heal 11: War Games: Combat Evolved 12: It’s William Gibson’s World, We’re Just Living In It Bibliography
£37.80
Rowman & Littlefield Virtual Ascendance
Book SynopsisFrom school lunchrooms to the White House press room, video games are an integral part of our popular culture, and the industry behind them touches all aspects of our lives, gamer and non-gamer alike. Business and entertainment, health and medicine, politics and war, social interaction and education, all fall under its influence. Virtual Ascendance tells the story of a formerly fringe enterprise that, when few were paying attention, exploded into a multi-billion dollar industry affecting the very way we live. Griffiths paints a thorough and vivid picture of the video game industry, illuminating the various, and often bizarre, ways it's changing how we work, play and live. He brings readers along on his own journey of discovery, from the back room of a small Irish pub where members of the second-largest industry enclave meet each month, to a university clinic where the Wii is being used to treat Parkinson's sufferers and everywhere in between.Virtual Ascendance is more than just a stor
£27.00
Hodder & Stoughton Sidemen The Book
Book SynopsisBillions of you have watched their videos and millions of you have followed them on social media.So here we go; it''s time to back up because YouTube superstars, The Sidemen, are finally here in book form and they''re dishing the dirt on each other as well as the YouTube universe. There''s nowhere to hide as KSI, Miniminter, Behzinga, Zerkaa,Vikkstar123, Wroetoshaw and Tobjizzle go in hard on their living habits, their football ability, and their dodgy clobber, while also talking Fifa, Vegas and superheroes. They''ll also give you their grand house tour, letting you in on a few secrets, before showing you their hall of fame, as well as revealing some of their greatest shames.Along the way you''ll learn how seven of the world''s biggest YouTube stars started off with nothing more than a computer console, a PC and a bad haircut before joining forces to crush the internet. And they''ll tell you just how they did it (because they''re nice like that) with their ulTrade ReviewIt's a brilliant read which is funny and informative all at once. * The Sun *
£22.50
New York University Press More Than Meets the Eye
Book SynopsisA rare look at the role of special effects in creating fictional worlds and transmedia franchises From comic book universes crowded with soaring superheroes and shattering skyscrapers to cosmic empires set in far-off galaxies, today's fantasy blockbusters depend on visual effects. Bringing science fiction from the studio to your screen, through film, television, or video games, these special effects power our entertainment industry. More Than Meets the Eye delves into the world of fantastic media franchises to trace the ways in which special effects over the last 50 years have become central not just to transmedia storytelling but to worldbuilding, performance, and genre in contemporary blockbuster entertainment. More Than Meets the Eye maps the ways in which special effects build consistent storyworlds and transform genres while traveling from one media platform to the next. Examining high-profile franchises in which special effects have played a constitutiTrade ReviewElegantly written and extensively researched, More Than Meets the Eye makes an impressive contribution to digital and special effects studies. Bob Rehak moves beyond critical perspectives that have dominated this area of inquiry, exploring how special effects have a life of their own beyond momentary appearances in films and television programs. Studying both analog and digital effects and their continuing interface, he finds that they create vast narrative networks across media, platforms, and time, speaking to a variety of concerns in media studies from authorship and convergence culture to performance and fan labor. That he is able to bring exciting new concepts to bear on canonical media franchises like Star Wars, Star Trek, and Lord of the Rings is a testament to the provocative originality of this book. -- Barbara Klinger,author of Beyond the Multiplex: Cinema, New Technologies, and the HomeRehak has produced the kind of history that film and media studies needsrightnow, and his book displays elegance and serious intellectual chops in equal measure. Hes unafraid of theory or his predecessors, hes alert to both the big picture and nuances of form, and his scholarshipin numerous areasis thorough. More Than Meets the Eye is hugely original and a pleasure to read. -- Scott Bukatman,author of Hellboy’s World: Comics and Monsters on the Margins
£22.79
Hal Leonard Corporation The Musicians Guide to iMovie for iPad
Book SynopsisThe Musician''s Guide to iMovie for iPad features Apple''s iMovie app, the perfect app to delve into the basics of video production. You will be guided step-by-step through the process of creating high-quality videos using iMovie for iOS. The book, along with the companion videos, will quickly get you up and running creating, editing, and sharing your own videos. Topics include importing video, pictures and audio clips, creating a movie trailer, exporting videos to sharing sites such as YouTube, Facebook, and Vimeo.Also included is information for purchasing and using add-ons such as microphones, stands, lighting, video storage options and more. You will explore options for using other devices to function as cameras such as Smartphones, GoPro, and other camera apps.Requires iOS 9.3 or later. Compatible with iPhone, iPad, and iPod touch. iMovie app version 2.2.4 and later. You will learn best practices for creating quality videos using only your iPad and iMovie in both natural and artif
£35.28
Lioncrest Publishing Video Marketing for Marketers: Building Trust,
Book Synopsis
£10.49
Murphy & Moore Publishing Image and Video Coding: Techniques and
Book Synopsis
£121.24
States Academic Press Digital Video: Production Workflows and
Book Synopsis
£107.42