Dr AIvy Ray Smith Executive Vice President, Pixar The pOlyglot language of computer animation has arisen piecemeal as a collection of terms borrowed from geometry, film, video, painting, conventional animation, computer graphiCS, computer science, and publishing - in fact, from every older art or science which has anything to do with pictures and picture making. Robi Roncarelli, who has already demonstrated his foresight by formally identifying a nascent industry and addressing his Computer Animation Newsletter to it, here again makes a useful contribution to it by codifying its jargon. My pleasure in reading his dictionary comes additionally from the many historical notes sprinkled throughout and from surprise entries such as the one referring to Zimbabwe. Just as Samuel Johnson's dictionary of the English language was a major force in stabilizing the spelling of English, perhaps this one will serve a similar purpose for computer animation. Two of my pets are "color" for "colour" and "modeling" "modelling", under the rule that the shorter accepted spelling is always preferable. [Robi, are you reading this?] [Yes, AIvy!] Now I commend this book to you, whether you be a newcomer or an oldtimer.
Superblack, superblock, supercase, superquadric, supersampling, superred, supergreen, and superblue are just a few of the words which make up the language of computer graphics. This new edition of a widely acclaimed dictionary provides a guide to this fast-moving subject for both relative novices and professionals working in the field. The main changes have been to add new terminology relating to virtual reality and the related topics of robotics and networked simulation. This dictionary covers the software, hardware, and applications of computer graphics and contains hundreds of terms not found elsewhere. Definitions are clear and concise, with special attention given to alternate spellings and meanings. Acronyms are decoded, and pronunciation of the seemingly unpronounceable is given, from WYSIWYG (whizzy-wig) to NAPLPS (nap-lips).
Superblack, supercase, supercomputer, supersonic, superimpose, superquadric (including superellipsoid), superred (and the supergreen and superblue superprimaries), supersampling, supershift, superuser, Super VGA, Super VHS, and superwhite are just a few of the words that make the language of computer graphics. The Dictionary of Computer Graphics Technology and Applications guides novices and specialists alike through the maze of terminology surrounding one of the most exciting growth areas of computers. This dictionary covers the software, hardware, and applications of computer graphics. It contains hundreds of terms not found elsewhere, aiding specialists with the jargon of unfamiliar applications areas and allied technologies. Definitions are clear and concise, with special attention given to alternate spellings and meanings. Acronyms are decoded, and pronunciation of the seemingly unpronounceable is given, from NAPLPS (nap-lips) to WYSIWYG (whizzy-wig).
Whether the reader is the biggest technology geek or simply a computer enthusiast, this integral reference tool can shed light on the terms that'll pop up daily in the communications industry. (Computer Books - Communications/Networking).
The popularity of special effects movies and video games has introduced thousands of new terms, techniques, and software applications to both the computing professional and the general user. This unique dictionary is a comprehensive reference for the diverse fields of computer graphics and game development. The book and CD-ROM include over 4,000 definitions and 1,000 illustrations.
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA
Historical Dictionary of Animation and Cartoons is intended to provide an overview of the animation industry and its historical development. The animation industry has been in existence as long (some would argue longer) than cinema, yet it has had less exposure in terms of the discourse of moving-image history. This book introduces animation by considering the various definitions that have been used to describe it over the years. A different perception of animation by producers and consumers has affected how the industry developed and changed over the past hundred years. This second edition of Historical Dictionary of Animation and Cartoons contains a chronology, an introduction, and an extensive bibliography. The dictionary section has over 300 cross-referenced entries on animators, directors, studios, techniques, films, and some of the best-known characters. This book is an excellent resource for students, researchers, and anyone wanting to know more about animation and cartoons.