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GRAPHICS AND MULTIMEDIA BOOKS
Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Sherry London and Rhoda Grossman. By Coriolis Group Books.
The regular list price is $49.99.
Sells new for $6.77.
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5 comments about Painter 6 f/x and Design.
- As a new Painter user, I picked up the P6 Wow! book for tips and tutorials, based on my experience with the excellent Photoshop Wow! book. But I found many more tips than tutorials in the Painter Wow! Book, and I needed something to help me learn the program -- closer to a "Classroom in a Book" for Painter. This book has more tutorials/projects than the Wow! book. It also speaks frankly about Painter, its good and bad points, and lets you know where the program is buggy or could be improved. The examples are not as inspiring as Wow!, and the book is entirely in B&W with only a small (maybe 15 pages) color insert, but I think the tutorials and general approach are better for the beginning Painter user.
- Since expressing my frustration (below), I have since gotten some satisfaction from the publisher. I contacted The Coriolis Group's Technical Support Dept. (1-800-410-0192; JoannD@coriolis.com), and they indicated that defective disks were included with "some" of the books. If you have any problems with the CD, contact them, and they will send you a replacement. So far, it seems to work fine--and it includes Mac files that work in Painter! (So five stars for the tech support team.)
Now that I've been able to actually work through more of the book, I'd modify my total star score to a two (hence my three stars on this review to average my one star below). This text attempts to be helpful, but it is extremely disorganized--the first chapter jumps around haphazardly and does not make obvious connections between ideas. In the section on layers, for example, the authors leap into masks (a related but different topic) without warning, launching into a tirade about all the things the program can't do that they think it should; only after a couple pages do you get to what masks *can* do and how to use them. The authors are trying, and I have picked up a few useful tips. Except for a meager center section in full color, the entire text is in black and white, making it hard to see what's going on in many of the screen shots. I don't think the book is as thorough or as well organized as it could be, and there are numerous mistakes that left me scratching my head and having to decipher the authors' meaning (even menu commands are incorrectly listed!); however, it has some uses. If I were to choose a book to learn Painter 6, I'd use the user's manual that comes with the program and the Painter 6 WOW! book--the latter is incredible, in full color throughout, and overflowing with useful tips and hints. Rather than giving you formulaic, step-by-step lessons, the WOW! book shows you real art and describes the process and techniques for getting there. It treats you more like a creative individual. If it wasn't too late, I'd be returning my Painter 6 F/X & Design book for a refund.
- There are definitely a few problems with this book. I suspect most people who buy it are not that proficient with Painter. But the book expects you to fill in so many gaps where its explanations are lacking. Later on in the book you are presented with that same lacking infomation in a context where it isn't as absolutely crucial. So it can be an aggravating text to learn from. Sometimes I found items in different menus to that indicated in the text. Some of the material on the CD provided was simply inaccessible. Save your pennies and instead of this text get the Painter 6 Wow! Book which is truly excellent.
- The contents of this book should be focused on the functions and wiz-bang attributes of Painter -- you'd think. Instead, we are made to sit through the endless harangue of Rhoda Grossman (a name Dickens would have approved of!). Sherry London's opinions aren't as blatant, but when have you ever had to endure a bashing to find out how to use a product? Painter is an incredible product. Thank goodness I already know this or I might feel embarrassed about my choice, based on the commentary in this book. The book is a total waste of money. It gets one star only because zero isn't allowed.
- I am frankly surprised at the bitterness of a few of the previous reviews. I have found this book excellent for me, a novice on Painter 6 (mac). It is true enough that in the first chapter, the CD lacks Mac versions of the "projects." However, the other chapters all work from .tif, .riff or .psd files and are fully supported by Mac. The topics discussed are the things I need to get going with this software.
As for the comments regarding the style of one of the book's writers, I can only say that she makes frequent and clever allusions to literature, history and culture. The fact that the previous reviewer does not recognize these references says more about the reviewer than the author.
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Alex Polyakov and Vitaly Brusentsev. By A-List Publishing.
The regular list price is $39.95.
Sells new for $22.55.
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2 comments about Graphics Programming with GDI+ & DirectX.
- This book has eight chapters. 358 pages
Chapter 1: Programming Tools
Talked about GDI+ class Hierarchy and writes one program which displays "Welcome, GDI+!" and also talked about programming in C++ and C#.
Chapter 2: Using GDI+ to construct vector Images. This has about 3 programs Clock and Bezier Curves. Clock looks beautiful, but rest of it garbage.
Chapter 3: Working with output Devices and using Metafiles. There is nothing in this chapter which I conceder that I have learned something.
Chapter 4: Implementing 3D Transformation using software: I was expecting the author will cover solid objects, but there are only wire frames objects and they are absolutely none impressive.
Chapter 5: Operations with Bitmaps and Graphics in GDI+:
Page 138 Fig 5.5 C# demonstration program. I have not seen such a worst program yet. Second program: Output of a bitmap with additional alpha overlay,
Third program: Outputting inverse graphics using .NET (It did not work on my computer)
Chapter 6: Viewing and editing bitmap images: Talk about brightness of an image and filters. And GDI+ is finished.
Now Directx 2 chapters: They are not worth looking.
Do not waste you money on this book.
- My thinking is that this is a pretty good book on graphic programming.
Two subject areas are distinguished in this book: the one addressing GDI+ utilization issues and the other describing DirectX usage. Generally speaking, these subjects are not tightly coupled, so it would have been better to have separate books on each graphic library (perhaps it might be already in authors' plans).
The first part describing GDI+ utilization covers the following topics:
Library review: class hierarchy, usage of GDI+ on various platforms, usage of GDI+ when programming on API-functions, etc;
Vector graphic programming: brushes, feathers, etc, primitives, Bezier splines, use of metafiles, 3D-graphics (for example, for drawing of various surfaces);
Raster graphic programming: loading and saving of images in various formats, transparency usage, image analysis with the use of histograms, diversified transformations (for example, brightness, contrast, blur and sharpness filters, trace contours and creation of effects like emboss, development of multithread applications with the MDI interface.
The second part is running on DirectX, it describes both use of unmanaged code (I.e. C++ is utilized as a programming language) and managed one (C# is utilized). Examples show how DirectX initialization is performed, what is transformation matrix and how it is used, the ways to use primitives, vertex buffers, textures and meshes, how to use various effects (for example, fog) etc. Besides, several pages can be considered an introduction to pixel and vertex shaders.
The appendix describes mathematical basics of spline building, plane and 3D transformations.
A CD is provided with the book. The CD comprises source code of all programs and some test images utilized in the book.
C# or C++ programming skills are required to understand the given examples.
I believe this is an excellent book for beginners and middle level programmers, but it also covers some pro technique. I have learnt a lot of useful things from the book, for example, with minor modifications I used the method of brightness and contrast correction (explained in chapter 6) for automatic adjustment of quality of images from a video capture card, and use of noise reduction filter improves compression of video sequences via MPEG algorithms.
No doubt the book is a good introduction to graphic programming on the .NET Framework and Windows platforms.
I would recommend students and developers studying basics of graphic programming read this book. The book gives an insight into a wide range of issues related to the subject and in general helps to start implementing practical graphic programming tasks.
Ralf Karlson, university lecturer.
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Jerome Turner and Anthony Onumonu and Lifaros and Leonhard Lass and Diana Johnson and Hoss Gifford and Neal Boyd and Murat Bodur and Kristian Besley and Ken Jokol and Tim Hawkins and Erwan Bezie. By friends of ED.
The regular list price is $49.99.
Sells new for $7.88.
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No comments about Flash Video Creativity.
Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Liz Faber and Helen Walters. By Collins Design.
The regular list price is $40.00.
Sells new for $24.19.
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4 comments about Animation Unlimited: Innovative Short Films Since 1940.
- With over 500 images, ANIMATION UNLIMITED is a visual feast. It's also a selected survey of some of the most significant works and artists of the past and present, including some fresh new talent. For many, the book will be a source of discovery, revelation, and inspiration. With a 2-hour DVD included, it's more of a curated exhibition of innovative works rather than an exhaustive history of the art form. It leaves you wanting more - but that's a good thing. For those active in, aware of, or curious about experimental or independent animation, ANIMATION UNLIMITED is affirmation that there is another world and history of animated images as exciting and valid any other more familiar or popular genre. Each of the concise artist profiles included in the book's four sections is a mini-profile of personal commitment, unique style, technical invention, creative drive, and visionary exploration. Pure abstraction and digital forms share attention and space with traditional handmade approaches, character animation, and narrative. ANIMATION UNLIMITED should, at the very least, serve as a primer to a rich and unique form of artistic inquiry and visual expression. It opens a door to animation of unlimited possibilities.
- Excellent book and great selection of films. But beware - the DVD is in PAL so unless you are playing it on a computer or have a DVD player that converts between NTSC/PAL, you won't be able to view it.
- First, to add a detail to something mentioned by another reviewer... Only DVDs with a Region 1 encoding will play in N. America, the "Unlimited" DVD is Region 2. Most consumer DVD players will not play the disk. However, all of the home computers I have tried the disk in play it just fine.
As for the book and DVD content, if you're looking for cute Pixar style, Toy Story type shorts this will disappoint you. If you're an animation enthusiast who likes to puzzle out how someone accomplished their work, there's plenty here for you to sink your teeth into. Mostly it's non-narrative works of moving non-representational art. Pretty cool if you're prepared for it before you press "play".
- Excellent book, with a DVD of the artists work. The book incorporates both narrative and abstract animations. I used this book and some of the examples to show my advanced animation class what is possible if one is willing to work hard and think creatively. The examples in the book and the text illustrate how animation is used as a medium for self experession.
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Steve Marchant. By Barron's Educational Series.
The regular list price is $22.99.
Sells new for $13.35.
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2 comments about The Computer Cartoon Kit: All You Need to Make Your Own Comic Strips with CD-ROM.
- Several issues:
If you have never used Photoshop before, the guide is almost useless. You will need to do a lot of digging around online to find out how to use the Photoshop Elements plug-in.
Photoshop Elements does not come with this book. A trial of the program does. If you want Elements it will cost you approximately $100 US.
The guide to creating scenes is fair - but it is, at best, a very brief look at techniques that are better described elsewhere.
- This book is for the cartoonist that wants to streamline and speed up his development time, or the beginning cartoonist that can make use of the included clip art. It is an awesome book! It's organized nicely and the examples are concise. Other reviewers had a problem with adobe elements not included. Download it. The demo is free. The book clearly states this is a book for people who use Photoshop elements. That program comes with its own tutorials and the examples in this book build on itself. By the way GIMP is free and has the same features. IN SUMMERY: I believe this book will allow an artist to reach new potential.
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Peter Walsh. By Course Technology PTR.
The regular list price is $59.99.
Sells new for $18.50.
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1 comments about Advanced Visual Effects with Direct3D.
- I'm not a huge fan of Walsh's coding techniques, and I would certainly never duplicate them in my own code. His books, however, are very easy to understand and read. Advanced Visual Effects with Direct3D was no exception. I think this book was written when Direct3D 8.0 was the standard, but it is still a good introduction none-the-less. You'll need to be familiar with the graphics pipeline before reading this, and a lot of experience with using D3D without shaders will be helpfull.
What I don't like is that Walsh relies heavily upon the D3DX library, especially for things like mesh loading. While certainly this makes it easier for a beginner to follow his code, this book isn't exactly for beginners. I don't think .x mesh files are widely used in the professional industry, so he might have been better of describing vertex use and loading in generic terms rather than specifically using D3DX sample code. Experienced D3D users will be able to look past this, but it might be a crutch for novices.
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Bobbie Kalman and Rebecca Sjonger. By Crabtree Publishing Company.
The regular list price is $25.27.
Sells new for $15.50.
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No comments about The Water Cycle (Nature's Changes).
Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by Eric Lengyel. By Charles River Media.
The regular list price is $49.95.
Sells new for $40.00.
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5 comments about Mathematics for 3D Game Programming & Computer Graphics (Game Development Series (Charles River Media).).
- Surely this is the book I was looking for.
Mostly of the 3D games books just presents codes and some few mentions to the maths techniques, without regarding the concepts behind them. This one presents the Maths we use in 3D game development in such way that it does not bore the reader and yet makes him learn the math basis behind the 3D graphics programming, presenting, yet, some physics notes to implement a physics based engine. If you just wanna code, certainly this is not the book for you, but if you are a serious developer (and programmer), surely this is the only book you should need.
- This book provides a solid foundation for anyone who wants to develop a good understanding of the math behind computer graphics. The author provides clear and concise explanations of the concepts covered, backs them up with mathematical proofs, and usually discusses how the concepts can be applied in games, often with sample code. Each chapter has accompanying exercises that I recommended working through.
The topics covered include things you would expect like matrices, vectors, transformations, 3D geometry, and lighting, but also includes are topics like collision detection, ray tracing, visibility determination, and techniques such as billboarding and shadows. It concludes with several chapters on physics including fluid simulation, and a few useful appendices covering trig, complex numbers, and Taylor series. If you're brand new to graphics and game programming and haven't had a math class in a while, then the somewhat textbook-like language may be a little daunting, but otherwise, this book is an excellent resource for those interested in solidifying their knowledge of 3D math.
- Excellent Book, I am very pleased with it and encourage it to anyone who already has ground knowledge in Trig + Calc. No fluffer in this book, all content and well written.
- like others books in charles media , written by someone in the industry , which means value infos will be in the book .
this book is good for someone studied linear algebra I,II + calculs courses and want to see the applied math in computer applications such as games . i suggest before reading this book , reading a book about linear algebra + gemetry + calculs so as not to lost in that book because this book not for beginners in math .
- If you're trying to find examples of 3D vector operations (dot and cross products, especially) that keep the interest of a mixed class of 18-25 year olds, this book is a fantastic source. If you're approaching the topic from the point of view of a programmer, trying to acquire the necessary math, it may be a bit dense. I'm sure many of the examples are now out-of-date, compared to current 3D implementations, but I learned quite a bit, anyway.
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Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by James Stewart. By Thomson Brooks/Cole.
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No comments about Calclabs With Mathematica for Stewart's Calculus: Concepts and Contexts : Single Variable.
Posted in Graphics and Multimedia (Wednesday, October 15, 2008)
Written by David McCarthy and Ste Curran and Simon Byron. By Course Technology PTR.
The regular list price is $29.99.
Sells new for $17.98.
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2 comments about The Art of Producing Games.
- If you want to program a game and have never done so before, then there is a lot more to it than just dashing off kilolines of code. This book makes you appreciate the totality of what is to be done. Interestingly enough, coding might be even be considered as secondary to the design of an interesting and appealing game.
Now before irate programmers start dumping on me, let me point out that game programming has advanced to the point that a lot of software techniques for photorealism, say, are now standard. You have these, and so your competitors. And if you are developing for a given platform, well so too are others. So coding is necessary but not sufficient for a successful game.
Hence the book rightfully stresses the design and storyboarding aspects. Which are actually long established techniques from traditional analog animation (cartoons).
- David McCarthy, Ste Curran an Simon Byron's Art Of Producing Games is a recommended pick for any programmer interested in designing a successful video game. From concepts to sketches and story lines through building workable prototypes, scripts, storyboards and screenplays with video and music, The Art Of Producing Games isn't just the author's experiences alone: it's backed by interviews with well-known industry figures who offer their valuable insights on how games are designed, prototyped, tested and published.
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Painter 6 f/x and Design
Graphics Programming with GDI+ & DirectX
Flash Video Creativity
Animation Unlimited: Innovative Short Films Since 1940
The Computer Cartoon Kit: All You Need to Make Your Own Comic Strips with CD-ROM
Advanced Visual Effects with Direct3D
The Water Cycle (Nature's Changes)
Mathematics for 3D Game Programming & Computer Graphics (Game Development Series (Charles River Media).)
Calclabs With Mathematica for Stewart's Calculus: Concepts and Contexts : Single Variable
The Art of Producing Games
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