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added: Sun, 16th October 2005 | 242 views | 0x in favourites
feed url: http://www.itpapers.com/xml/RSS-233.xml
Recent graphics Applications White Papers Added to ITPapers.com
<p><span class="plain">Macromedia Flash is arguably the Web's most widely used platform for creating rich media with animation and motion graphics. However, Flash's drawing tools, being primarily vector-based, are not ideal for editing bitmaps; for that you might use Adobe Photoshop or Macromedia Fireworks. Also, Flash's drawing methods are not as full-powered as those of Adobe Illustrator and Macromedia FreeHand. This sample chapter from <i>Flash 8: Projects for Learning Animation and Interactivity</i> examines how Flash can work with other applications to meet a specific project's needs. Coverage includes:</span></p><ul><li>Importing pixels</li><li>Working with pixels</li><li>Importing vectors</li><li>Using Scenes</li><li>Working with the Library</li></ul><p><span class="plain">The chapter takes a hands-on approach to the material, using several mini-projects to illustrate how Flash works with external graphic assets.</span></p><p><span class="plain"><img src="http://i.i.com.com/cnwk.1d/i/tr/downloads/home/Flash8CoverSmall.gif"5" hspace="5" align="left" height="132" width="101"><b>Title: </b> <i> Flash 8: Projects for Learning Animation and Interactivity</i><br /><b>Authors: </b> Rich Shupe and Robert Hoekman, Jr. <br /><b>Publisher: </b> O'Reilly Media, Inc. <br /><b>Chapter 5: </b> <i> Working with Graphics </i><br /><b>ISBN: </b> 0596102232; Copyright 2006 O'Reilly Media. All rights reserved. <br /><a target="_blank" href="http://www.oreilly.com/catalog/flashprojects/">Web site</a></p></span></p><p><span class="plain">Previously published book chapters on TechRepublic can be found using the <a target="_blank" href="http://techrepublic.com.com/5264-1-0.html?query=book%20chapter">book chapter</a> tag.</span></p>
<p><span class="plain"><i>OpenGL Shading Language, Second Edition</i> includes updated descriptions for the language and all the GLSL entry points added to OpenGL 2.0 and new chapters that discuss lighting, shadows, and surface characteristics. This sample chapter from the book focuses on a simple shading example involving applying a brick pattern to an object in which the brick pattern is calculated entirely within a fragment shader. The example consists of three essential components: the source code for the vertex shader, the source code for the fragment shader, and the application code that initializes and uses these shaders. The chapter focuses on the vertex and fragment shaders, discussing the source code for these shaders line by line to explain clearly how they work. This pair of shaders illustrates many of the features of the OpenGL Shading Language and can be used as a springboard for doing bigger and better things with the language.</span></p><p><span class="plain"><b>Title:</b> <i> OpenGL Shading Language, 2nd Edition</i><br> <b>ISBN:</b> 0321334892<br> <b>Published:</b> January 2006<br> <b>Author:</b> Randi J. Rost <br> <b>Chapter:</b> Chapter 6: Simple Shading Example <br> Published by <a href=" http://www.awprofessional.com/title/0321334892" target="_blank"> Addison Wesley Professional</a></span></p>
With 14 disciplines and more than 1,000 full-time students, Vancouver Film School (VFS) is recognized worldwide as one of the premier training grounds for filmmakers, digital animators, game designers and entertainment specialists of all kinds. Meeting tight deadlines and enabling student creativity are two reasons that VFS has equipped its campuses with more than 400 HP workstations. HP xw8200 Workstations are used for high-end 3D animation, digital graphics, game design and nonlinear editing. Typical applications are XSI and Maya, Avid editing technologies and graphics software from Adobe and Macromedia. Recently, VFS developed groundbreaking new programs using the HP workstations to certify students on Houdini and Nuke special effects software.
Three years in the making, Over the Hedge delivers on DreamWorks Animation's ongoing goals of fabulous storytelling backed by animated images brought to life in inventive ways. To do that, the film's creative team needed innovative technology partners with the processing power to help deliver incredibly detailed characters and lush woodlands. DreamWorks Animation turned to long-time partner HP and new partner AMD for the just-in-time technology it needed. The solutions from HP and AMD: HP xw9300 Workstations running on Dual-Core AMD Opteron processors; HP Remote Graphics Software; and HP ProLiant DL145 G2 servers - also powered by AMD Opteron processors.
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