Your First Pixel Phone

Your First Pixel Phone
Author: Scott La Counte
Publisher: Ridiculously Simple Books
Total Pages: 125
Release: 2019-11-03
Genre: Computers
ISBN:

It’s Google vs. iPhone, and the wars are heating up with the Pixel 4 and 4 XL. After struggling early on to develop their own branded phone, the Pixel finally gives Google some-thing that is on par with the best smartphones on the market. Many critics have gone as far as saying the Pixel camera is the best smartphone camera on the market. While aesthetically not a lot has changed be-tween the Pixel 3 and 4 the specs give the phone a much-needed hardware boost. In addition to extra camera lenses, the Pixel introduces facial recognition and gesture-based navigation called Motion Sense. This book will cover all the features you need to know. Whether you are switching from an iPhone or another Android device, this book is for you. It will break down everything you need to know about the device and keep it ridiculously simple! Ready to learn more? Let’s get started!

A Biography of the Pixel

A Biography of the Pixel
Author: Alvy Ray Smith
Publisher: MIT Press
Total Pages: 560
Release: 2021-08-03
Genre: Computers
ISBN: 0262542455

The pixel as the organizing principle of all pictures, from cave paintings to Toy Story. The Great Digital Convergence of all media types into one universal digital medium occurred, with little fanfare, at the recent turn of the millennium. The bit became the universal medium, and the pixel--a particular packaging of bits--conquered the world. Henceforward, nearly every picture in the world would be composed of pixels--cell phone pictures, app interfaces, Mars Rover transmissions, book illustrations, videogames. In A Biography of the Pixel, Pixar cofounder Alvy Ray Smith argues that the pixel is the organizing principle of most modern media, and he presents a few simple but profound ideas that unify the dazzling varieties of digital image making. Smith's story of the pixel's development begins with Fourier waves, proceeds through Turing machines, and ends with the first digital movies from Pixar, DreamWorks, and Blue Sky. Today, almost all the pictures we encounter are digital--mediated by the pixel and irretrievably separated from their media; museums and kindergartens are two of the last outposts of the analog. Smith explains, engagingly and accessibly, how pictures composed of invisible stuff become visible--that is, how digital pixels convert to analog display elements. Taking the special case of digital movies to represent all of Digital Light (his term for pictures constructed of pixels), and drawing on his decades of work in the field, Smith approaches his subject from multiple angles--art, technology, entertainment, business, and history. A Biography of the Pixel is essential reading for anyone who has watched a video on a cell phone, played a videogame, or seen a movie. 400 pages of annotations, prepared by the author and available online, provide an invaluable resource for readers.

PC Mag

PC Mag
Author:
Publisher:
Total Pages: 162
Release: 2005-10-04
Genre:
ISBN:

PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.

Learn Vertex and Pixel Shader Programming with DirectX 9

Learn Vertex and Pixel Shader Programming with DirectX 9
Author: James C. Leiterman
Publisher: Wordware Publishing, Inc.
Total Pages: 304
Release: 2004
Genre: Computer games
ISBN: 1556222874

Because graphics systems for video games and game console hardware have become more complex, graphics applications must also advance. This is where programmable vertex and pixel shaders come in. This book shows how to write assembly language for programming the vertex shader and pixel shader hardware using DirectX 9 and covers the fundamentals of programming vectors using SIMD methodology in conjunction with the Direct3D 9 application interfaces. Features: Find out about the valid vertex shader and pixel shader instruction sets; Learn how branching and branchless code can be used for flow control; Understand the vertex shader instructions that support matrices; Discover how to use quaternions to accurately represent rotating objects; Use texturing with both vertex and pixel shaders, including bump mapping.

Making Things See

Making Things See
Author: Greg Borenstein
Publisher: Maker Media, Inc.
Total Pages: 669
Release: 2012-01-13
Genre: Computers
ISBN: 1449327788

This detailed, hands-on guide provides the technical and conceptual information you need to build cool applications with Microsoft’s Kinect, the amazing motion-sensing device that enables computers to see. Through half a dozen meaty projects, you’ll learn how to create gestural interfaces for software, use motion capture for easy 3D character animation, 3D scanning for custom fabrication, and many other applications. Perfect for hobbyists, makers, artists, and gamers, Making Things See shows you how to build every project with inexpensive off-the-shelf components, including the open source Processing programming language and the Arduino microcontroller. You’ll learn basic skills that will enable you to pursue your own creative applications with Kinect. Create Kinect applications on Mac OS X, Windows, or Linux Track people with pose detection and skeletonization, and use blob tracking to detect objects Analyze and manipulate point clouds Make models for design and fabrication, using 3D scanning technology Use MakerBot, RepRap, or Shapeways to print 3D objects Delve into motion tracking for animation and games Build a simple robot arm that can imitate your arm movements Discover how skilled artists have used Kinect to build fascinating projects

Android Smartphone Photography For Dummies

Android Smartphone Photography For Dummies
Author: Mark Hemmings
Publisher: John Wiley & Sons
Total Pages: 338
Release: 2021-10-12
Genre: Computers
ISBN: 1119824923

Wait—you took that amazing picture? Taking a photo is as simple as point and click. Taking a good photo takes a bit more know-how, and Android Smartphone Photography For Dummies is your quick-and-easy guide. No matter what model of Android phone you have, this book teaches you to produce high-quality images using the powerhouse camera you carry in your pocket every day. You’ll learn the photography techniques pros use, like how to recognize beautiful outdoor lightning, how to capture moving subjects, and how to make stuff look good. Whatever kind of photos you want to take, this book will help you identify the gear and the apps you need for stunning results. With Dummies as your friendly instructor, you’ll be wowing your friends and family before you know it. Explore your phone’s camera, including little-known advanced features that will make a big difference in your images Figure out how to edit your pictures, correct lighting imbalances, apply neat filters, remove blemishes, and more Learn the basic principles of photography and apply your knowledge to outdoor photography, action shots, and still life Plus: capture video, organize your images, share photos online, choose a phone tripod, and protect your camera from the elements Dummies makes it easy for Android users of all skill levels to morph into masterful image-makers.

Real-Time 3D Rendering with DirectX and HLSL

Real-Time 3D Rendering with DirectX and HLSL
Author: Paul Varcholik
Publisher: Addison-Wesley Professional
Total Pages: 590
Release: 2014-05-03
Genre: Computers
ISBN: 0133570118

Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed This step-by-step text demystifies modern graphics programming so you can quickly start writing professional code with DirectX and HLSL. Expert graphics instructor Paul Varcholik starts with the basics: a tour of the Direct3D graphics pipeline, a 3D math primer, and an introduction to the best tools and support libraries. Next, you’ll discover shader authoring with HLSL. You’ll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. You’ll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more. Then you’ll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. You’ll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and you’ll create a flexible effect and material system to integrate your shaders. Finally, you’ll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. You’ll develop shaders for casting shadows, work with geometry and tessellation shaders, and implement a complete skeletal animation system for importing and rendering animated models. You don’t need any experience with 3D graphics or the associated math: Everything’s taught hands-on, and all graphics-specific code is fully explained. Coverage includes • The Direct3D API and graphics pipeline • A 3D math primer: vectors, matrices, coordinate systems, transformations, and the DirectX Math library • Free and low-cost tools for authoring, debugging, and profiling shaders • Extensive treatment of HLSL shader authoring • Development of a C++ rendering engine • Cameras, 3D models, materials, and lighting • Post-processing effects • Device input, component-based architecture, and software services • Shadow mapping, depth maps, and projective texture mapping • Skeletal animation • Geometry and tessellation shaders • Survey of rendering optimization, global illumination, compute shaders, deferred shading, and data-driven engine architecture

Learning XNA 4.0

Learning XNA 4.0
Author: Aaron Reed
Publisher: "O'Reilly Media, Inc."
Total Pages: 542
Release: 2010-12-09
Genre: Computers
ISBN: 1449302769

Want to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away -- even if you have no experience developing games. Although XNA includes several key concepts that can be difficult for beginning web developers to grasp, Learning XNA 4.0 shortens the learning curve by walking you through the framework in a clear and understandable step-by-step format. Each chapter offers a self-contained lesson with illustrations and annotated examples, along with exercises and review questions to help you test your understanding and practice new skills as you go. Once you've finished this book, you'll know how to develop your own sophisticated games from start to finish. Learn game development from 2D animation to 3D cameras and effects Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts Build three complete, exciting games using 2D, 3D, and multiplayer techniques Develop for and deploy your games to the Xbox 360 and Windows Phone 7

Director MX 2004 Games

Director MX 2004 Games
Author: Nik Lever
Publisher: Taylor & Francis
Total Pages: 337
Release: 2005
Genre: Art
ISBN: 0240519493

Nik Lever guides designers, animators and web developers through the art, animation and programming skills needed to produce games in Director for Internet, CD or DVD distribution. He moves from the introductory coverage of Lingo with explanations of how easily Director's programming language can be mastered, on to more advanced tips and tricks, including coverage of the Havok physics simulation system and 3D maths. All of this is presented in a non-technical language from the artist's viewpoint, written by a professional who makes his living designing successful games with this versatile package.The free CD-Rom includes all the code and files you need to try out the tutorials and see exactly how each game was created. The website that accompanies the book www.niklever.net provides even more information to ensure you stay up to date with the latest technologies in this field.

The Unofficial Minecrafters Master Builder Workshop

The Unofficial Minecrafters Master Builder Workshop
Author: Megan Miller
Publisher: Simon and Schuster
Total Pages: 564
Release: 2017-11-21
Genre: Juvenile Nonfiction
ISBN: 1510731008

The Unofficial Minecrafters Master Builder Workshop is the fun and easy starting guide to making your own Minecraft builds! Helping you learn how to make all the cool builds you’ve seen online, this book comes packed with hundreds of step-by-step photos and instructions to make tinkering in your master building workshop simple! Find out all you need to know about tools, strategies, mining, and mobs to get you started on your Minecraft gaming adventure. Perfect for beginner to advanced Minecrafters who want to learn more! Includes hundreds of full-color photos to show every step of the way! Gets you thinking while building a world of fun! Break free from the standard designs and become the master builder you’ve always wanted to be with The Unofficial Minecrafters Master Builder Workshop!