Sunday, January 4, 2009

OpenGL Programming Guide or Anime Studio

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1

Author: Dave Shreiner

OpenGL® Programming Guide, Sixth Edition

OpenGL is a powerful software interface used to produce high-quality, computergenerated images and interactive applications using 2D and 3D objects, bitmaps, and color images.

The OpenGL® Programming Guide, Sixth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.

This sixth edition has been updated to include the newest features of OpenGL Version 2.1, including:


  • Using server-side pixel buffer objects for fast pixel rectangle download and retrieval

  • Discussion of the sRGB texture format

  • Expanded discussion of the OpenGL Shading Language

This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power ofOpenGL.

The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.



Book review: Making Government Work or the Power of Place

Anime Studio: The eFrontier Official Guide

Author: Kelly L Murdock

Discover all of the unique capabilities of Anime Studio, a 2D animation software program with some amazing advanced features such as the ability to move the camera in 3D, a bone-based rigging system for manipulating 2D images and vectors, particle systems, dynamic bones, and the ability to import and view 3D models with textures. "Anime Studio™: The Official Guide" shows first-time animators, hobbyists, and digital enthusiasts how to create, render, and animate characters and even entire scenes that can be exported to various video, TV, and web formats for viewing and sharing. Using clear examples and step-by-step tutorials to help you conquer each feature and new skill, the book includes instruction on managing and configuring the workspace, working with layers, using drawing tools, editing curves, working with bones, and adding sound. You'll even learn how to render a final scene and export it, import and integrate 3D models and textures, video, and Photoshop files, and add special effects. "Anime Studio: The Official Guide" will help you master all of the essential features of the software as well as give you creative inspiration for your own projects when you are ready to go beyond the basics with this innovative animation program.



Table of Contents:
Part I: Getting Started with Anime Studio Chapter 1: Understanding Anime Studio Chapter 2: Exploring the Anime Studio Interface Chapter 3: Managing and Configuring the Workspace Chapter 4: Working with Layers Chapter 5: Getting Help Part II: Accessing Existing Content Chapter 6: Working with the Content Library Chapter 7: Importing Content Chapter 8: Downloading New Content Part III: Drawing in Anime Studio Chapter 9: Using Vector Layers Chapter 10: Using the Drawing Tools Chapter 11: Working with Text Chapter 12: Editing Points Chapter 13: Editing Curves Chapter 14: Filling Shapes and Using Outlines Chapter 15: Setting Object Style and Using Vector Modifiers Part IV: Working with Image, Group, Switch and Note Layers Chapter 16: Adding Image Layers Chapter 17: Organizing Layers into Groups Chapter 18: Using Switch Layers Chapter 19: Commenting with Note Layers Part V: Using Bones and 3D Objects Chapter 20: Changing the View with Cameras Chapter 21: Working with Bones Chapter 22: Using 3D Layers Chapter 23: Using Anime Studio with Other 3D Packages Part VI: Adding Special Effects Chapter 24: Using Particle Layers Chapter 25: Using Motion Blur and Depth of Field Part VII: Animating in Anime Studio Chapter 26: Understanding Keyframes and Tweening Chapter 27: Working with the Timeline Chapter 28: Manipulating Animation Graphs Chapter 29: Working with Sound Part VIII: Rendering and Exporting Chapter 30: Rendering the Final Scene Chapter 31: Exporting to Flash Chapter 32: Exporting to AVI and QuickTime Part IX: ExtendingAnime Studio with Scripts Chapter 33: Working with Actions Chapter 34: Using Pre-Built Scripts Chapter 35: Using Lua Appendix A: Anime Studio Keyboard Shortcuts Glossary Index

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