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The digital camera conceals remarkable technological innovations that affect the formation of the image, the color representation or automated measurements and settings. ** From photon to pixel photon ** describes the device both from the point of view of the physics of the phenomena involved, as technical components and software it uses. Based on the perceptual properties of the visual system as well as on standard transmission and representation, analyzes the solutions to meet the demands of the photographer on the development, contrast, white balance or stabilization of image. The advanced architectures adopted in mobile phones and developments of computational photography are also presented, foreshadowing the features of the future device.
The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.
Like stars in the sky, pixels may seem like tiny, individual points. But, when viewed from a distance, they can create elaborate images. Each pixel contributes to this array, but no individual point can create the whole. The thirty stories that comprise Krisztina Tóth's book similarly produce an interconnected web. While each tale of love, loss, and failed self-determination narrates the sensuousness of an individual's life, together, the thirty stories tell a more complicated tale of relationships. Circumstances that appear unrelated may converge in harmony or in heartbreak, just as the events that loom largest may fail to produce a longed-for outcome. These threads often determine the course of lives in unpredictable ways--sometimes comic, sometimes tragic, but rarely in the ways we originally anticipated.
An awe-inspiring African American woman! A talented seamstress, born a slave, bought freedom for herself and her son. This picture book biography weaves together historical details, vibrant collages, and the words of her own journals to bring to light the life and beautiful work Elizabeth Hobbs Keckley, the seamstress who bought herself and son out of slavery. Lizzy’s story of hardship and resilience offers an untold side of history during a time of great injustice and change. Born enslaved in 1818 on a Virginian plantation, Lizzy experienced and witnessed unspeakable cruelty. When she was sent to workfor a tailor, her wages went to her master, not Lizzy. However, the beautiful gowns that Lizzy created attracted the attention of the wealthiest women in Virginia, even Mrs. Jefferson Davis. With money from her patrons, Lizzy bought her freedom and her son’s freedom working tirelessly stitch by stitch, going on to design gowns for the First Lady Mary Todd Lincoln and grow an influentialcareer. This inspiring story about an unsung hero is beautifully illustrated with oil paint, cut paper and fabric collage and hand-embroidery by Elizabeth Zunon that brings Lizzy’s dresses to life. Connie Morrison writes with straightforward honesty and clarity, seamlesslyincluding research on fashion, life, and politics of the time. The backmatter includes a bibliography for further reading.
Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.The book provide
How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standard, a programming paradigm, and a hardware platform--arguing that computer graphics transformed the computer from a calculating machine into an interactive medium. Gaboury explores early efforts to produce an algorithmic solution for the calculation of object visibility; considers the history of the computer screen and the random-access memory that first made interactive images possible; examines the standardization of graphical objects through the Utah teapot, the most famous graphical model in the history of the field; reviews the graphical origins of the object-oriented programming paradigm; and, finally, considers the development of the graphics processing unit as the catalyst that enabled an explosion in graphical computing at the end of the twentieth century. The development of computer graphics, Gaboury argues, signals a change not only in the way we make images but also in the way we mediate our world through the computer--and how we have come to reimagine that world as computational.
A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.
"Mom wouldn't be Mom, if she didn't make sure the kingdom village had a proper Christmas celebration. But what will the accidental minecraft family do when the whole night is thrown off by an unexpected visitor while the ninjas are on night patrol?"--Back cover.
A Printz Honor winner! Ellie is tired of being fat-shamed and does something about it in this poignant debut novel-in-verse. Cover may vary. Ever since Ellie wore a whale swimsuit and made a big splash at her fifth birthday party, she's been bullied about her weight. To cope, she tries to live by the Fat Girl Rules—like "no making waves," "avoid eating in public," and "don't move so fast that your body jiggles." And she's found her safe space—her swimming pool—where she feels weightless in a fat-obsessed world. In the water, she can stretch herself out like a starfish and take up all the room she wants. It's also where she can get away from her pushy mom, who thinks criticizing Ellie's weight will motivate her to diet. Fortunately, Ellie has allies in her dad, her therapist, and her new neighbor, Catalina, who loves Ellie for who she is. With this support buoying her, Ellie might finally be able to cast aside the Fat Girl Rules and starfish in real life--by unapologetically being her own fabulous self.
NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.