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CG 101: A Computer Graphics Industry Reference
 
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CG 101: A Computer Graphics Industry Reference (Taschenbuch)

von Terrence Masson (Autor)
4.7 von 5 Sternen  Alle Rezensionen anzeigen (6 Kundenrezensionen)

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Produktinformation

  • Taschenbuch: 512 Seiten
  • Verlag: New Riders (Juli 1999)
  • Sprache: Englisch
  • ISBN-10: 073570046X
  • ISBN-13: 978-0735700468
  • Größe und/oder Gewicht: 20,4 x 15,1 x 2,5 cm
  • Durchschnittliche Kundenbewertung: 4.7 von 5 Sternen  Alle Rezensionen anzeigen (6 Kundenrezensionen)
  • Amazon.de Verkaufsrang: Nr. 927.119 in Englische Bücher (Die Bestseller Englische Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

Produktbeschreibungen

Amazon.co.uk

The pocket-sized CG 101 is the ultimate handy reference, alphabetically listing 100s of commonly used terms, processes, acronyms, applications, theories and companies in computer graphics, with lengthy definitions and an abundance of useful and clear explanations.

Divided into specific areas in computer graphics, like colour theory, animation, compositing and others, CG 101 begins each section with a brief introduction where general but important concepts are covered. For example, prior to the list of terms under Colour Theory, the book provides a discussion on why computer graphics uses the RGB (red, green, blue) colour system instead of the CMYK (cyan, magenta, yellow, black) system used in printing. The section on Painting and Graphic Design lists software tools used in 2D computer graphics, particularly the early ground-breaking ones such as 1975's SuperPaint or 1985's Harry, a predecessor to Quantel's Paintbox, which paved the way for today's state-of-the-art methods.

In the margins are quotes from industry leaders, trivia and "factoids" (for example, the 24-bit paint system Paint was used to create landscape and cloud details in 1982's Star Trek II: The Wrath of Khan and other entertaining sidebars (for example, how Pixar got its name).

CG 101 also includes telephone numbers and URLs for most of the companies mentioned in the book and even tips on good software deals. Small illustrations, many in colour, visually clarify technical or scientific information and illustrate terms.

An excellent example of how much varied and useful information is contained in each section can be found in the chapter on Rendering, which focuses on the history of the computer graphics solutions, not the mathematics behind the process. Along with terms like bump mapping (surface normal perturbation that does not effect the underlying geometry) and mach- banding(an optical illusion occurring when two edges of different colour values are adjacent), the author provides "a list of what you do not see in reality" and thus what to avoid in realistic-looking computer graphics. For example, he writes, "There are no straight lines in nature" and "The real world is dirty" and explains what he means by each.

Here, as throughout CG 101, the text refers to many well-known projects where computer graphics played a big role in films like StarWars and Toy Story. These references serve two purposes: they give perspective to the complexities involved in modern filmmaking as well as give a detailed view of what a job in computer graphics might entail.

The author comes with impressive credentials in the field, including extensive work at George Lucas's Industrial Light and Magic and offers ample sound advice to those entering computer graphics. For example, in the preface to the modelling terms he states, "The most important thing I can say from experience is to be mindful of your data." He says in reference to animation, "It takes years of experience, loads of raw talent and knowledge of character animation", after which he explains the major issues to keep in mind when bringing an animated character to life.

Adding to this career advice are the final chapters on the history of computer graphics and on historically significant companies, including appendices with job descriptions (for example, character animator or modeller). You'll also find frequently asked questions, thus making this the perfect book for anyone contemplating a career in computer graphics or maybe even those just daydreaming about one. --Angelynn Grant,amazon.com

Topics covered: terms in computer graphics, including colour and light, painting and graphic design related to computer graphics (image processing and photo editing), modelling, animation (traditional and computer), rendering, compositing, input (devices like drawing tablets or the DataGlove) and output (from the old pen plotters to digital projections); historically significant companies in computer graphics; the programming and mathematics behind computer graphics; a history of computer graphics from the 1940s to the present; frequently asked questions; a list of computer graphics job descriptions; and discussions of previsualization ("the process of using 3D animation tools to plan complicated visual effects sequences prior to the production of any elements of the shot") and the era of analogue computer animation.

Amazon.com

The pocket-size CG 101 is the ultimate handy reference. It alphabetically lists hundreds of commonly used computer graphics terms, processes, acronyms, applications, theories, and companies, with lengthy definitions and useful, clear explanations.

Divided into specific areas of computer graphics, like color theory, animation, compositing, and so on, CG 101 begins each section with a brief introduction. For example, prior to the list of terms in "Color Theory," the book provides a discussion on why computer graphics uses the RGB (red, green, blue) system instead of the CMYK (cyan, magenta, yellow, black) system that is used in printing. The section on painting and graphic design lists software tools used in 2D computer graphics, particularly the early ground-breaking ones such as 1975's SuperPaint or 1985's Harry (a predecessor to Quantel's Paintbox, which paved the way for today's state-of-the-art methods).

In the margins are quotes from industry leaders, trivia, "factoids" (for example, the 24-bit paint system Paint was used to create landscape and cloud details in 1982's Star Trek II: The Wrath of Khan), and other entertaining sidebars (for example, how Pixar got its name).

CG 101 includes telephone numbers and URLs for most of the companies mentioned in the book, plus tips on good software deals. Small illustrations, many in color, visually clarify technical or scientific information and illustrate terms.

An excellent example of how much varied and useful information is contained in each section can be found in the chapter on rendering, which focuses on the history of the computer graphics solutions, not the mathematics behind the process. Along with terms like bump mapping (surface normal perturbation that does not affect the underlying geometry) and mach-banding (an optical illusion occurring when two edges of different color values are adjacent to one another), the author provides "a list of what you do not see in reality," and thus what to avoid in realistic-looking computer graphics. For example, "There are no straight lines in nature," and "The real world is dirty." He explains what he means in each case.

Here, as throughout CG 101, the text refers to many well-known projects in which computer graphics have played a big role, for example, films such as Star Wars and Toy Story. These references serve two purposes: they give perspective to the complexities of modern filmmaking as well as a detailed view of what a job in computer graphics might entail.

The author has impressive credentials in the field--including extensive work at George Lucas's Industrial Light and Magic--and offers ample sound advice to those entering the field: "The most important thing I can say from experience is to be mindful of your data," and, in reference to animation, "It takes years of experience, loads of raw talent, and knowledge of character animation."

Adding to this are the final chapters on the history of computer graphics and historically significant companies, including appendices with job descriptions (for example, character animator or modeler). You'll also find plenty of frequently asked questions. This is the perfect book for anyone contemplating a career in computer graphics, or maybe even just daydreaming about one. --Angelynn Grant

Topics covered: Terms in computer graphics--including color and light, painting and graphic design related to computer graphics (image processing and photo editing); modeling; animation (traditional and computer); rendering; compositing; input (devices like drawing tablets or the DataGlove) and output (from the old pen plotters to digital projections); historically significant companies in computer graphics; the programming and mathematics behind computer graphics; a history of computer graphics from the 1940s to the present; frequently asked questions; a list of computer graphics job descriptions; discussions of previsualization ("the process of using 3D animation tools to plan complicated visual effects sequences prior to the production of any elements of the shot"); and the era of analog computer animation.


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5.0 von 5 Sternen Must read for CG beginners especially, 22. März 2000
Von Brandon Davis (Venice, CA United States) - Alle meine Rezensionen ansehen
(REAL NAME)   
This book covers the bases quite well. Not only is it useful to industry veterans, but more importantly I feel that it's essential reading for people starting out a career in computer graphics. It gives a very detailed background of not only the history of CG production, but also the innovators, movers and shakers, to include production houses and developers. The glossary is very helpful too.
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4.0 von 5 Sternen Great history, great glossary, 10. Dezember 1999
It's not as full featured about technique and practice as I had hoped, but certainly a fantastic reference for the terminology, and techology employed in Digital Production today. By far my favorite parts of the book are the historical references that help really put my daily work into perspective.
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5.0 von 5 Sternen Excellent source for beginner OR advanced level user, 7. November 1999
This book is an excellent (and fun) fact-filled guide to all aspects of the Computer Graphics industry. But don't be fooled by the title...I've been in the industry 20 years and still learn some new tidbit every time I thumb through it. More than just a how-to book, this is also a very complete look at the history of the industry and many of the people and companies of significance in the evolution of Computer Graphics and Visual Effects, from the earliest analog systems to the most advanced techniques employed by Industrial Light and Magic. Really worth checking out!
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Die neuesten Kundenrezensionen

5.0 von 5 Sternen The best book of its kind I've read.
This is an impressive, intelligent and compelling book full of sage advice you won't find anywhere else. Lesen Sie weiter...
Am 2. November 1999 veröffentlicht

4.0 von 5 Sternen Covers computer animation with more breadth than depth
The notion that the book covers all of computer graphics is nonsense; it covers only computer animation and barely acknowledges the existance of even important areas like games... Lesen Sie weiter...
Veröffentlicht am 28. Oktober 1999 von Roy W. Latham

5.0 von 5 Sternen The Book Every Animator+Effects Artist Has Been Waiting For!
Having heard about the book, CG 101: A Computer Graphics Industry Reference and knowing it has been written by Terrence Masson (ILM). Lesen Sie weiter...
Am 29. August 1999 veröffentlicht

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