This book is divided into logical chunks (parts). Chapters that discuss related topics are grouped together in five different parts. Part I: The Basics of Color Editing The first three chapters in the book are devoted to understanding color, calibration, and the essentials you need to do to prepare your color editing environment. We talk about terms and concepts you need to know for any kind of color correction and tonal editing. Be certain you understand the concepts in these three chapters and, in particular, make sure you get your monitor calibrated for proper color viewing.
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Read more about this free ebooks:Color Management For Digital Photographers For Dummies
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Chapter 3 Vertex Shaders - There is so much functionality with the vertex shader that explaining it all takes four chapters, and that is before even getting to quaternions. This chapter covers most of the general functionality as well as scripting methodology.The following chapters cover topics related to other vertex instructions, such as the logic of branching, which is a new feature set introduced with DirectX 9. Chapter 4 Flow Control - This chapter is related to procedural shaders—the branching and thus controlling the flow of the shader process.It is discussed as two methodologies. The first method is what I like to refer to as branchless code. |
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Read more about this free ebooks:Learn Vertex and Pixel Shader Programming With Directx 9
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Chapter Two: 2D Exercises—Drawing Foundations First Chapter Three: Design Basics and Observation Chapter Four: Designing Your Own Ideas This chapter is about having fun, and the amount of fun you have is directly related to the knowledge you’ve gained in the previous chapters. Chapter Five: Research and Presentation This chapter will use a mock project for Nokia to illustrate proper research techniques and presentation styles, so let’s begin.
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Read more about this free ebooks:Design First for 3D Artists
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Chapter 1, You Must Have Fun - Includes an introduction to the ebook, as well as an overview of how the book defines "web graphics." Also included is the Web Graphics Hall of Shame, where former "luminaries" such as spacer GIFs and BLINK are covered. Chapter 2, Imagine - Provides an overview of the initial image types of GIF, JPEG, and PNG, including discussion on lossy versus lossless compression, color management, and optimization. Chapter 3, Photographs: From Camera to Web Page - Covers the photo workflow. It includes a review of several photo editors, workflow tools, and RAW photo utilities, |
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Read more about this free ebooks:Painting the Web - O'Reilly
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#1 Select the Color Settings for Your Projects #2 Set the Preferences for the Way You Work #3 Customize Your Personal Workspace #4 Personalize Your View of the Bridge #5 Add Your Own Keyboard Shortcut for a Favorite Filter #6 Create a Custom Action to Increase Your Efficiency #7 Design a Customized Brush with Your Settings
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Read more about this free ebooks:Photoshop CS3: Top 100 Simplified Tips & Tricks
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