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Adobe Photoshop CC Classroom in a Book (2018 release)
by , Conrad Chavez

Language

English

Pages

400

Publication Date

December 22, 2017

Product Description
Customer Reviews
<p style="margin:0px;">Creative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Photoshop choose <i>Adobe Photoshop CC Classroom in a Book (2018 release)</i> from Adobe Press. The 15 project-based lessons show key step-by-step techniques for working in Photoshop, including how to correct, enhance, and distort digital images, create image composites, and prepare images for print and the web.</p> <p style="margin:0px;"> </p> <p style="margin:0px;">In addition to learning the essential elements of the Photoshop interface, this revised edition for the 2018 release covers features like search capabilities, Content-Aware Crop, Select and Mask, Face-Aware Liquify, designing with multiple artboards, creating and organizing enhanced brush presets, and much more!</p> <p style="margin:0px;"> </p> <p style="margin:0px;">The online companion files include all the necessary assets for readers to complete the projects featured in each chapter as well as ebook updates when Adobe releases relevant new features for Creative Cloud customers. All buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and multiple-choice quizzes. </p>
The Adobe Photoshop Lightroom Classic CC Book for Digital Photogr...
by Scott Kelby

Language

English

Pages

504

Publication Date

May 08, 2018

Product Description
Customer Reviews
<p style="margin:0px;">Since Lightroom first launched 11 years ago, Scott Kelby’s <i>The Adobe Photoshop Lightroom Book for Digital Photographers</i> has been the world’s #1 top-selling Lightroom book (it has been translated into dozens of different languages), and in this latest version for Lightroom Classic CC, Scott did his biggest update ever, sharing all his latest techniques, insights, and invaluable tips using his award-winning, step-by-step, plain-English style that makes learning Lightroom easy and fun.</p> <p style="margin:0px;"> </p> <p style="margin:0px;">Scott doesn’t just show you which sliders do what (every Lightroom book does that, right?). Instead, he shares his own personal settings, his time-tested techniques, and his proven step-by-step method of learning Lightroom, so you can begin using it like a pro from the start.</p> <p style="margin:0px;"> </p> <p style="margin:0px;">Each year, he trains thousands of Lightroom users at his live seminars and through his blog at LightroomKillerTips.com, and he has learned first-hand what really works and what doesn’t. He tells you flat-out which techniques work best, which ones to avoid, and why. You’ll learn:</p> <p style="margin:0px;"> </p> <ul> <li>His now famous SLIM (Simplified Lightroom Image Management) system that will teach you, step by step, how to organize your images, back them up, and be able to find them quickly and easily. Scott’s SLIM system is used by photographers all over the world and is taught at colleges and universities, because it’s so simple, straightforward, and it works.</li> <li>How to make your images look like the pros and how to take advantage of the new RAW camera, creative, and B&W profiles—you’ll finally “get” the whole image-editing thing, and you’ll know exactly what to do, in what order, and why. </li> <li>How to use Lightroom along with Photoshop, and how to make the two work together absolutely seamlessly. You’ll be surprised at what you’ll be able to do, even if you’ve never used Photoshop before.</li> <li>There’s a full chapter on how to use Lightroom on your mobile device to expand Lightroom’s power.</li> <li>The last chapter really sets this book apart because this is where Scott answers his #1 most-asked Lightroom question, which is “Exactly what order am I supposed to do things in?” You’ll see his entire start-to-finish Lightroom workflow and learn how to incorporate it into your own workflow.</li> <li>You can also download most of the same images used in the book to follow right along with.</li> <li>And, you’ll get a killer collection of custom Lightroom Develop and Print presets to give you some of the most sought-after looks and effects, all with just one click.</li> </ul> <p style="margin:0px;"> </p> <p style="margin:0px;"> </p> <p style="margin:0px;"> </p> <p style="margin:0px;">This is the first and only book to bring the whole process together in such a clear, concise, and visual way. There is no faster, more straight-to-the-point, or more fun way to learn Lightroom than with this ground- and record-breaking book.</p>
Collision Detection in Interactive 3D Environments (Series in Int...
by Gino van den Bergen

Language

English

Pages

277

Publication Date

October 27, 2003

Product Description
Customer Reviews
The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike most they have ever encountered. Without in-depth knowledge and understanding of the issues associated with engineering a collision detection system, the end of that path is an abyss that has swallowed many a good programmer!<BR id="CRLF"><BR id="CRLF">Gino van den Bergen's new book is the story of his successful journey down that path. The outcome is his well-known collision detection system, the SOftware Library for Interference Detection (SOLID). Along the way, he covers the topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance between convex objects. But this book provides much more than a good compendium of the ideas that go into building a collision system. The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have catastrophic failures in a floating-point system. Specifically, intersection and distance algorithms implemented in a floating-point system tend to fail exactly in the most important case in a collision system-when two objects are just touching. Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is his presentation on how to correctly implement the GJK distance algorithm in the presence of single-precision floating-point arithmetic. And what better way to illustrate this than with a case study, the final chapter on the design and implementation of SOLID.<BR id="CRLF"><BR id="CRLF">About the CD-ROM<BR id="CRLF">The companion CD-ROM includes the full C++ source code of SOLID 3.5 as well as API documentation in HTML and PDF formats. Both single (32bit) and double (64bit) precision versions of the SOLID SDK plus example programs can be compiled for Linux platforms using GNU g++ version 2.95 to 3.3 and for Win32 platforms using Microsoft Visual C++ version 6.0 to 7.1. Use of the SOLID source code is governed by the terms of either the GNU GPL or the Trolltech QPL (see CD-ROM documentation for details).<BR id="CRLF"><BR id="CRLF">About the Author<BR id="CRLF">Gino van den Bergen is a game developer living and working in The Netherlands. He is the creator of SOLID and holds a Ph.D. in computing science from Eindhoven University of Technology. Gino implemented collision detection and physics in NaN Technologies' Blender, a creation suite for interactive 3D content.
Real-Time Rendering, Fourth Edition
by , Naty Hoffman

Language

English

Pages

1198

Publication Date

July 20, 2018

Product Description
Customer Reviews
<P>Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. <B>New to this edition: </B>new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.</P>
Inside PixInsight (The Patrick Moore Practical Astronomy Series)
by Warren A. Keller

Language

English

Pages

456

Publication Date

October 26, 2018

Product Description
Customer Reviews
<p>PixInsight has taken the astro-imaging world by storm. As the first comprehensive postprocessing platform to be created by astro-imagers for astro-imagers, it has for many replaced other generic graphics editors as the software of choice. PixInsight has been embraced by professionals such as the James Webb (and Hubble) Space Telescope's science imager Joseph DePasquale and Calar Alto's Vicent Peris, as well as thousands of amateurs around the world.</p> While PixInsight is extremely powerful, very little has been printed on the subject. The first edition of this book broke that mold, offering a comprehensive look into the software’s capabilities. This second edition expands on the several new processes added to the PixInsight platform since that time, detailing and demonstrating each one with a now-expanded workflow. Addressing topics such as PhotometricColorCalibration, Large-Scale Pixel Rejection, LocalNormalization and a host of other functions, this text remains the authoritative guide to PixInsight.<p></p>
Adobe Illustrator CC Classroom in a Book (2018 release)
by Brian Wood

Language

English

Pages

480

Publication Date

November 29, 2017

Product Description
Customer Reviews
<p style="margin:0px;">Creative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Illustrator CC (2018 release) choose <i>Adobe Illustrator CC Classroom in a Book (2018 release)</i> from the best-selling series of hands-on software training workbooks from Adobe Press. The 15 project-based lessons show users the key techniques for realizing your creative potential with Adobe Illustrator CC. Following hands-on step-by-step projects, users create logos, illustrations, posters, and more. Explore the new Essentials workspace that makes learning Illustrator even easier. Learn how to use the Shaper tool and Live Shapes along with dynamic symbols to streamline graphics creation. Create website assets and export them in multiple formats to support modern responsive web designs. From exacting illustration to free-form painting, you’ll build a strong foundation in Illustrator as you progress through the lessons.</p> <p style="margin:0px;"> </p> <p style="margin:0px;">The online companion files include all the necessary assets for readers to complete the projects featured in each chapter as well as ebook updates when Adobe releases relevant new features for Creative Cloud customers. All buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and multiple-choice quizzes. </p>
The Brand Gap, Revised Edition (AIGA Design Press)
by Marty Neumeier

Language

English

Pages

208

Publication Date

August 04, 2005

Product Description
Customer Reviews
THE BRAND GAP is the first book to present a unified theory of brand-building.  Whereas most books on branding are weighted toward either a strategic or creative approach, this book shows how both ways of thinking can unite to produce a “charismatic brand”—a brand that customers feel is essential to their lives. In an entertaining two-hour read you’ll learn:<br /> <br />• the new definition of brand<br />• the five essential disciplines of brand-building<br />• how branding is changing the dynamics of competition<br />• the three most powerful questions to ask about any brand<br />• why collaboration is the key to brand-building<br />• how design determines a customer’s experience<br />• how to test brand concepts quickly and cheaply<br />• the importance of managing brands from the inside<br />• 220-word brand glossary<br /> <br />From the back cover:<br />Not since McLuhan’s THE MEDIUM IS THE MESSAGE has a book compressed so many ideas into so few pages. Using the visual language of the boardroom, Neumeier presents the first unified theory of branding—a set of five disciplines to help companies bridge the gap between brand strategy and customer experience. Those with a grasp of branding will be inspired by the new perspectives they find here, and those who would like to understand it better will suddenly “get it.” This deceptively simple book offers everyone in the company access to “the most powerful business tool since the spreadsheet.”<br />
SQL Queries for Mere Mortals: A Hands-On Guide to Data Manipulati...
by John L. Viescas

Language

English

Pages

960

Publication Date

January 31, 2018

Product Description
Customer Reviews
<b>The #1 Easy, Common-Sense Guide to SQL Queries—Updated with More Advanced Techniques and Solutions</b> <br /> <br /> <i>Foreword by Keith W. Hare, Vice Chair, USA SQL Standards Committee</i> <br /> <br /> <b>SQL Queries for Mere Mortals</b> has earned worldwide praise as the clearest, simplest tutorial on writing effective queries with the latest SQL standards and database applications. Now, author John L. Viescas has updated this hands-on classic with even more advanced and valuable techniques.<br /> <br />Step by step, Viescas guides you through creating reliable queries for virtually any current SQL-based database. He demystifies all aspects of SQL query writing, from simple data selection and filtering to joining multiple tables and modifying sets of data.<br /> <br />Building on the basics, Viescas shows how to solve challenging real-world problems, including applying multiple complex conditions on one table, performing sophisticated logical evaluations, and using unlinked tables to think “outside the box.”<br /> <br />In two brand-new chapters, you learn how to perform complex calculations on groups for sophisticated reporting, and how to partition data into windows for more flexible aggregation.<br /> <br />Practice all you want with downloadable sample databases for today’s versions of Microsoft Office Access, Microsoft SQL Server, and the open source MySQL and PostgreSQL databases. Whether you’re a DBA, developer, user, or student, there’s no better way to master SQL.<br /> <br />Coverage includes:<br /> <ul> <li>Getting started: understanding what relational databases are, and ensuring that your database structures are sound</li> <li>SQL basics: using SELECT statements, creating expressions, sorting information with ORDER BY, and filtering data using WHERE</li> <li>Summarizing and grouping data with GROUP BY and HAVING clauses</li> <li>Drawing data from multiple tables: using INNER JOIN, OUTER JOIN, and UNION operators, and working with subqueries</li> <li>Modifying data sets with UPDATE, INSERT, and DELETE statements</li> <li>Advanced queries: complex NOT and AND, conditions, if-then-else using CASE, unlinked tables, driver tables, and more</li> <li>NEW! Using advanced GROUP BY keywords to create subtotals, roll-ups, and more</li> <li>NEW! Applying window functions to answer more sophisticated questions, and gain deeper insight into your data</li> </ul> <b>Software-Independent Approach!</b> <br />If you work with database software such as Access, MS SQL Server, Oracle, DB2, MySQL, Ingres, or any other SQL-based program, this book could save you hours of time and aggravation—before you write a single query!<br />
Adobe Photoshop CC Classroom in a Book (2019 Release)
by , Conrad Chavez

Language

English

Pages

416

Publication Date

November 26, 2018

Product Description
Customer Reviews
<p style="margin:0px;">Creative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Photoshop choose <i>Adobe Photoshop CC Classroom in a Book (2019 release)</i> from Adobe Press. The 15 project-based lessons show key step-by-step techniques for working in Photoshop, including how to correct, enhance, and distort digital images, create image composites, and prepare images for print and the web.</p> <p style="margin:0px;"> </p> <p style="margin:0px;">In addition to learning the essential elements of the Photoshop interface, this revised edition for the 2019 release covers features like the new Frame tool, designing reflected and radial art with Paint Symmetry, correcting mistakes with updated Undo, Navigating the redesigned Home screen, removing objects with upgraded Content-Aware Fill, saving time with simplified editing and transformations, and much more!</p> <p style="margin:0px;"> </p> <p style="margin:0px;">The online companion files include all the necessary assets for readers to complete the projects featured in each chapter. All buyers of the book get full access to the Web Edition: A Web-based version of the complete ebook enhanced with video and multiple-choice quizzes. </p> <p style="margin:0px;"> </p>
Game Engine Architecture, Third Edition
by Jason Gregory

Language

English

Pages

1240

Publication Date

July 20, 2018

Product Description
Customer Reviews
<P>In this new and improved third edition of the highly popular <B>Game Engine Architecture</B>, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.</P><B><br /><P>New to the Third Edition </P></B><br /><P>This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:</P><br /><UL><br /><P><br /><LI>computer and CPU hardware and memory caches,</LI><br /><P></P><br /><P><br /><LI>compiler optimizations,</LI><br /><P></P><br /><P><br /><LI>C++ language standardization,</LI><br /><P></P><br /><P><br /><LI>the IEEE-754 floating-point representation,</LI><br /><P></P><br /><P><br /><LI>2D user interfaces,</LI><br /><P></P><br /><P><br /><LI>plus an entirely new chapter on hardware parallelism and concurrent programming.</LI><br /><P></P></UL><br /><P>This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.</P>

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