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  • - The Four Steps to Creative Programming with the Processing Language
    af Yu Zhang & Mathias Funk
    326,95 - 436,95 kr.

  • af David Powers
    337,95 kr.

    * The book supports the new version of Dreamweaver, a huge potential market! * This book is fairly unique within that market - a book purely focused on PHP web development with Dreamweaver that teaches professional techniques, and doesn't treat readers like idiots (it isn't aimed at the "dummies" audience.) * Dreamweaver has over 3 million users worldwide.

  • af Colin Smith
    328,95 kr.

    How do you get the best out of Photoshop?It's a combination of knowing what you want and knowing how to do it properly: a mixture of creativity and acumen. As you learn more, you make fewer mistakes, your workflow becomes faster, and you have more time to explore creative possibilities.This book is dedicated to showing you the tricks of the trade, to sharing the insider's knowledge which will speed up your work, and to improving your understanding of Photoshop as a tool.The book is divided into eight chapters, in the first three we look at ways of improving your efficiency, good selection techniques, and how to use layers effectively. In the next three chapters we look at practical applications of Photoshop for retouching and correction, Web graphics and special effects. The final two chapters look at the practicalities of Photoshop's configuration and hardware.Throughout the book, we cover the new features of Photoshop 7, so if you're not yet up to speed with the latest version, we'll show you the way.You've mastered the basics of Photoshop and you're ready to move on to the next level - this book is jam-packed with the hints, tips, and advice from four Photoshop experts that you need to take you there.To get the most information out of each of the authors that we possibly could, we used a collaborative method of writing. Each of the four authors chose two subject areas to be the main writer on, and once they had finished writing the sections, they were passed on to the other three authors for them to add their own tips and tricks to. All these parts then went out to review, and the reviewers (themselves Photoshop users) added their tips to the tip-tank. All of these tips then came together in editorial, where they were ordered and polished. In this way, we hoped to maximize the amount of insightful and essential information, and to give you the greatest benefit.

  • af Ryuhei Uehara
    659,95 kr.

    This book constitutes the refereed proceedings of the 18th International Conference and Workshops on Algorithms and Computation, WALCOM 2024, held in Kanazawa, Japan, during March 18¿20, 2024. The 28 full papers presented in this book, together with two extended abstracts of invited talks, were carefully reviewed and selected from 80 submissions. They cover diverse areas of algorithms and computation, that is, approximation algorithms, algorithmic graph theory and combinatorics, combinatorial algorithms, combinatorial optimization, computational biology, combinatorial reconfiguration, computational complexity, computational geometry, discrete geometry, data structures, experimental algorithm methodologies, graph algorithms, graph drawing, parallel and distributed algorithms, parameterized algorithms, parameterized complexity, network optimization, online algorithms, randomized algorithms, and string algorithms.

  • af Hang Zhou
    1.428,95 - 1.538,95 kr.

    This book provides a systematic overview of watermarking and steganography methods for triangle meshes related to computer graphics and security. The significance of this research has been well recognized by the growing body of work on watermarking, steganography and steganalysis of 3D meshes. With the evolution of the CAD industry and real-world end-user applications such as virtual reality (VR) and 3D printing, 3D meshes have attracted world-wide attention. Besides, the flexible data structure of 3D geometry provides enough space to embed secret information, making it ideal for applications such as copyright protection and covert communication.Our goal of the book is to allow readers to systematically understand 3D mesh information hiding technology and its applications as a whole. The book outlines comprehensive techniques, including handcrafted and deep learning-based techniques, digital and physical techniques in the literature and provides standard evaluation metrics for triangle meshes. The up-to-date geometrical deep learning and 3D printing-related algorithms are also covered. Offering a rich blend of ideas and algorithms, the book is up-to-date and self-contained. It is an excellent reference resource for users who are seeking 3D mesh watermarking and steganography algorithms, as well as for graduate students and researchers wanting to grasp the frontiers of triangular mesh processing on data hiding.

  • af Daniel Ilett
    602,95 kr.

    Understand what shaders are and what they're used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph.This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots.By the end of this book, you will have a good understanding of the shader development pipeline and you will be fully equipped to start making your own aesthetic and performant shader effects for your own games!You Will Learn To. Use shaders across Unity's rendering pipelines. Write shaders and modify their behavior with C# scripting. Use Shader Graph for codeless development. Understand the important math behind shaders, particularly space transformations. Profile the performance of shaders to identify optimization targets

  • af Jianxiong Guo
    659,95 - 729,95 kr.

  • af Andras Kemeny
    1.107,95 kr.

    This book concisely describes the technologies, human perception, and cognition issues relevant to autonomous vehicles. It also gives an insight in the changes bring about our future everyday lives.Autonomous vehicles are the future of the automobile industry. Automated driving (AD), also called self-driving, raises however several multiple questions, among them those of user safety and acceptation. Comprehensive HMI system design, with windshield display technics, will be necessary to deal with driving task delegations, bringing the use of VR or augmented reality (AR) technologies. In addition, the use of VR for all the vehicle interiors will progressively be proposed for entertainment, online business activities and for modified visual motion perception to alleviate car sickness, a form of motion sickness. Indeed, car sickness is already well known for many passengers, especially when reading or operating smartphones or other display devices. It is called to increase significantly with the introduction of autonomous vehicles where all users will be for long periods in various sitting positions. These two new trends, AD and VR, are already modifying our relationship with the world and the society. All together, they will change our way of life forever. The book will be of interest to professionals in the auto industry, researchers in automotive engineering and computer science and all those interested in the future of transport.

  • af Jennifer Harder
    427,95 kr.

    This full-color book will teach you how to use Adobe Illustrator's various tools to create infographics, as well as basic page layouts for them. It focuses on Illustrator¿s powerful graphing tools and 2D and 3D effects. How can an infographic or graph be altered and adapted to appear more engaging and still display your data accurately? What additional effects can be used on your infographic to produce the results you envision? In this second volume of Creating Infographics with Adobe Illustrator, you will learn the answers to all these questions. Author Jennifer Harder will walk you through creating basic infographics in Illustrator using Illustrator tools such as Graphing Tools as well as how to create 2D effects and 3D shapes with their related materials, including Symbols. Upon completing this volume, you will have an appreciation for how easy it is to design an infographic or graph to display your data and discover how rudimentary shapes and colors can be altered using patterns, as well as 2D and 3D effects, to enhance readability while conveying meaning to your audience. You will be able to use this knowledge to create your own infographics using Illustrator¿s wide array of tools. What You Will LearnUse Illustrator¿s Graphing Tools to create and modify basic charts or graphsWork with popular 2D effects to enhance your design in IllustratorCreate 3D Shapes using Materials and Symbols and modify your 3D GraphsExplore basic Image Trace and Perspective options in Illustrator Who This Book Is ForBeginner-level designers and others who are interested in learning the process of creating infographics for their company, the classroom, for data visualization, an article in a magazine, or a webpage.

  • af Jennifer Harder
    412,95 kr.

    This full-color book, the third of three volumes, focuses on Adobe Illustrator¿s SVG interactivity tools. How can an infographic be made more interactive for an audience? What additional Illustrator tools and Adobe applications can be used to enhance your infographic layout? In this final volume of Creating Infographics with Adobe Illustrator, you will learn the answers to all these questions. Author Jennifer Harder will walk you through creating basic infographics in Illustrator using Illustrator tools for creating SVG files, known as Scalable Vector Graphics, for basic Interactivity on a web page. Then you will review layouts in other Adobe Applications in relation to their connectivity with Illustrator.Upon completing this volume, you will have a thorough understanding of how to design an infographic with basic interactivity for a web page, and how this can improve visualization and convey meaning to your audience. Moreover, you will be able to use this knowledge to create your own infographics using Illustrator¿s wide array of tools. What You Will LearnDiscover how to apply interactivity to an infographicGain insight into different infographic layouts and how to finalize your project with your clientExplore other Adobe Creative Cloud applications that may assist you in the future as you create your infographics Who This Book Is ForBeginner-level designers and others who are interested in learning the process of creating infographics for their company, the classroom, for, an article in a magazine, or adding interactivity to webpage.

  • af Jennifer Harder
    411,95 kr.

    This full-color book will teach you how to use Adobe Illustrator's various tools to create infographics, as well as basic page layouts for them. This is the first of three volumes which will cover all the fundamentals of Illustrator, an industry standard application used by graphic designers and marketing and communication teams. How is an infographic different from a logo or any other illustration? What additional thought processes, skills, or software tools should be utilized to create an infographic? In this first volume of Illustrator Basics, you will learn the answers to all these questions. Author Jennifer Harder will walk you through creating basic infographics in Illustrator using Basic Shape tools, Pen Tools, Type Tools, and Symbols. Upon completing this volume, you will have an appreciation for how easy it is to design an infographic and discover how rudimentary shapes and colors can affect readability while conveying meaningto your audience. You will be able to use this knowledge to create your own infographics using Illustrator¿s wide array of tools. Who This Book Is ForDiscover the tools within Illustrator that are ideal for creating basic infographicsDevelop a logo based upon a scanned sketchGain an understanding of different infographic layouts and the process of reviewing them with your client Who This Book Is ForBeginner-level designers and others who are interested in learning the process of creating infographics for their company, the classroom, for a visual resume, an article in a magazine, or a webpage.

  • af Duoqian Miao
    667,95 kr.

    This book constitutes the revised selected papers of the First International Conference, AIGC 2023, held in Shanghai, China, during August 25¿26, 2023The 30 full papers included in this volume were carefully reviewed and selected from 62 submissions. The volume focuses on the remarkable strides that have been made in the realm of artificial intelligence and its transformative impact on content creation. As delving into the content of the proceedings, the readers will encounter cutting-edge research findings, innovative applications, and thought-provoking insights that underscore the transformative potential of AI-generated content.

  • af Bernard Ries
    659,95 kr.

    This volume constitutes the thoroughly refereed proceedings of the 49th International Workshop on Graph-Theoretic Concepts in Computer Science, WG 2023. The 33 full papers presented in this volume were carefully reviewed and selected from a total of 116 submissions. The WG 2022 workshop aims to merge theory and practice by demonstrating how concepts from graph theory can be applied to various areas in computer science, or by extracting new graph theoretic problems from applications.

  • af Daniel Jaud
    404,95 kr.

    Dieses Buch stellt eine Einführung in das Programmieren und das Erstellen publikationsfertiger Grafiken oder interaktiver Animationen mit der Julia-Programmiersprache dar. Ein besonderes Augenmerk liegt dabei auf einer schrittweise Auseinandersetzung mit den verschiedenen Plot-Möglichkeiten. Im Buch werden aufeinander aufbauend alle wichtigen Programmierkonstrukte zum Erstellen von Grafiken ausgearbeitet. Durch zusätzliche Aufgaben mit Beispiellösungen kann der Leser sein gelerntes Wissen nochmals selbst in der Praxis anwenden.Der InhaltErste SchritteSchleifen in JuliaErstellen einfacher GrafikenDarstellungsoptionen von Plots und Schleifen mit FunktionenVektorfelder, 3d-Plots, Oberflächen und KonturenInteraktive Anwendungen und AnimationenDer AutorDr. Daniel Jaud studierte Mathematik und Physik mit anschließender Promotion. Er unterrichtet an einem Gymnasium und ist weiterhin als freier Wissenschaftler im Bereich der mathematischen Physik tätig.

  • af Mario Vento
    454,95 kr.

    This book constitutes the refereed proceedings of the 13th IAPR-TC-15 International Workshop on Graph-Based Representations in Pattern Recognition, GbRPR 2023, which took place in Vietri sul Mare, Italy, in September 2023.The 16 full papers included in this book were carefully reviewed and selected from 18 submissions. They were organized in topical sections on graph kernels and graph algorithms; graph neural networks; and graph-based representations and applications.

  • af Ahmed Bouzid
    247,95 kr.

    Move beyond the tech jargon and the hype of non-fungible tokens (NFT)s and become empowered to think through solutions to solve your specific business problems.¿ NFTs are important because they enable the manipulation of digital assets in ways that are closer to the way we manipulate physical assets. This book will serve as an introduction to the space and as a source of inspiration for connecting problem and solution dots. Understanding what core problems NFTs solve and how they solve them will enable business leaders to design solutions and to put together the teams that will help them deliver on the promises of NFTs. This book is focused on explaining what NFTs are, what problems they solve, and what what technology makes them possible. It provides the larger technological, economic, and political context within which NFTs are emerging. You'll learn how NFTs are currently being used, such as in assessing authenticity, creating scarcity, identifying provenance, establishing and confirming ownership, and enabling the tracking and collection of royalties You'll also see how NFTs allow for the creation of unique digital assets that can be owned and traded just like physical assets. NFTs is your guide to the emerging possibilities of ownership and monetization of digital assets in established industries.What You'll LearnSee what problems NFTs can solveStudy the fundamentals of blockchain technologyUnderstand what ¿Web3¿ means and the possibilities ahead Identify problems that NFTs can solve Deliver NFT and blockchain based solutionsWho This Book Is ForEntrepreneurs, executives, and product line managers in the following industries: Art, Music, Podcasting, Gaming, Finance, and Real Estate. Additional audiences include Retail, Fashion, Entertainment, Event Management and Supply Chain Management.

  • af Mario A. Gutiérrez A.
    567,95 kr.

    The 2nd edition of this book provides an updated and extended look into the advancements in Virtual Reality and the metaverse. The history and origins of Virtual Reality, crowd simulation and virtual surgery are thoroughly explored. Applications in the cultural heritage and sports domains are also examined and described in detail. There are new contributions on Senses and Sensors, Brain-Computer interfaces, Game Engines, and Immersive Sound. This edition also provides a comprehensive look into the development of applications based on AI techniques, including Machine Learning. It covers all aspects of the topic, from the theoretical foundations to practical applications. The revised and extended chapters provide readers with an in-depth understanding of the technology and its potential applications. Designed as a guided tour, Stepping into Virtual Reality 2nd edition provides practical explanations of each step in the process of creating a virtual reality application. It can be used both as a textbook for a virtual reality course and as a reference for courses on computer graphics, computer animation or human-computer interaction and is essential reading for anyone interested in technology and its potential to revolutionize our livesWritten by three authors, all from EPFL, Switzerland., Professor Daniel Thalmann, is a pioneer in the field of VR and has done extensive research in the field since its inception and has been leading international research in VR for decades. Mario A. Gutiérrez A. and Frédéric Vexo have deepened their knowledge of the metaverse through their previous PhDs and subsequent careers and together with Daniel offer a unique, up-to-date book on VR and its applications.

  • af Subhash Suri
    842,95 kr.

    This book constitutes the refereed proceedings of the 18th International Symposium on Algorithms and Data Structures, WADS 2023, held during July 31-August 2, 2023. The 47 regular papers, presented in this book, were carefully reviewed and selected from a total of 92 submissions. They present original research on the theory, design and application of algorithms and data structures.

  • af Bernard Korites
    442,95 kr.

    This book shows how to use Python¿s built-in graphics primitives - points, lines, and arrows ¿ to create complex graphics for the visualization of two- and three-dimensional objects, data sets, and technical illustrations.This updated edition provides more detailed explanations where required, especially regarding Python code, and explores scientific applications to topics of contemporary importance. Yoüll learn how to create any 2D or 3D object or illustration, as well as how to display images, use color, translate, rotate, shade, add shadows that are cast on other objects, remove hidden lines, plot 2D and 3D data, fit lines and curves to data sets, display points of intersection between 2D and 3D objects, and create digital art. Demonstrations are included which illustrate graphics programming techniques by example, the best way to learn a language. Also brand new to this edition are demonstrations on how to visualize electron probability clouds around a nucleus, climate change, ecological diversity, population dynamics, and resource management. Python source code, including detailed explanations, is included for all applications, making the book more accessible to novice Python programmers. After completing this book, you will be able to create compelling graphic images without being limited to functions available in existing Python libraries.What You Will LearnCreate 2D and 3D graphic imagesAdd text and symbols to imagesShade 3D objectsDisplay cast shadowsUse color for maximum effectView 2D and 3D data setsFit lines and curves to data sets Who This Book Is ForPython developers, scientists, engineers, and students who use Python to produce technical illustrations and display and analyze data sets. Assumes familiarity with vectors, matrices, geometry and trigonometry.

  • af Shenghui Cheng
    567,95 kr.

    The metaverse, a hybrid society of the real and the virtual is attracting significant attention from academia to industry and is starting to change the world. Composed of ten chapters, this book introduces the metaverse from three aspects ¿ concept, content and context. It starts with numerous concepts related to the metaverse, such as virtual reality, augmented reality, Web 3.0 and NFTs and describes the background, features, advantages and disadvantages. It then presents the content or key techniques around the metaverse, Artificial Intelligence, big data, edge computing, 3D modeling and blockchain. For each technique, it depicts how it performs to advance the development of the metaverse. Finally, it gives the context of the metaverse and illustrates the new society in the virtual world, consisting of economic systems, assets, social activities, security, law, etcetera. Overall, Metaverse: Concept, Content and Context provides a panoramic view of the metaverse, a key feature of which is the intuitive visualizations with numerous figures that clearly address the main aspects. This book is well-designed and well-written and will appeal to beginners and students as well as professionals, welcome to the metaverse community!

  • af Sun-Yuan Hsieh
    667,95 kr.

    This book constitutes the refereed proceedings of the 34th International Workshop on Combinatorial Algorithms, IWOCA 2023, held in Tainan, Taiwan, during June 7¿10, 2023. The 33 full papers included in this book were carefully reviewed and selected from 86 submissions. They were organized in topical sections as follows: algorithms and data structures; algorithmic and combinatorical aspects of cryptography and information security; algorithmic game theory and complexity of games; approximation algorithms; complexity theory; combinatorics and graph theory; combinatorial generation, enumeration and counting; combinatorial optimization; combinatorics of words; computational biology; computational geometry; decompositions and combinatorial designs; distributed and network algorithms; experimental combinatorics; fine-grained complexity; graph algorithms and modelling with graphs; graph drawing and graph labelling; network theoryand temporal graphs; quantum computing and algorithms for quantum computers; online algorithms; parameterized and exact algorithms; probabilistic and randomized algorithms; and streaming algorithms.

  • - Create Mobile, Sensor-Aware, and VR Applications Using Processing
    af Andres Colubri
    351,95 - 602,95 kr.

  • af Stefan M. Grünvogel
    479,95 kr.

    ¿Das Buch ist das erste umfassende deutschsprachige Lehrbuch zur Computeranimation, das sich speziell an Studierende der Informatik und der Ingenieurwissenschaften richtet, die ihr Verständnis der mathematischen Grundlagen und Algorithmen dieses spannenden Gebiets vertiefen wollen. Das Lehrbuch ist in vier Hauptteile gegliedert und deckt damit alle wichtigen Bereiche der Computeranimation ab: Animationssysteme, Objektanimation, Charakteranimation und Prozedurale Animation. Jeder Teil ist in weitere Kapitel unterteilt und bietet eine detaillierte Darstellung der Algorithmen und Methoden der Computeranimation mit ausführlichen Erklärungen.Im ersten Teil werden die wichtigsten Konzepte von Animationssystemen wie Szenengraphen, Zeit und Game Loop erläutert. Im zweiten Teil geht es um die Animation und Steuerung von Objekten entlang von Kurven, die die Grundlage vieler Animationstechniken bilden. Im dritten Teil wird das Gebiet der Charakteranimation ausführlich behandelt. Kinematik und inverse Kinematik werden diskutiert, Skinning-Methoden vorgestellt und Motion-Capture und die Verarbeitung von Bewegungsdaten ausführlich beschrieben. Der letzte Teil des Buches beschäftigt sich mit der prozeduralen Animation und stellt verschiedene Algorithmen für physikalisch basierte Animation und Partikelsysteme vor. Im gesamten Buch finden sich zahlreiche Beispiele und Illustrationen, die das Verständnis der behandelten Konzepte und Verfahren vertiefen. Am Ende jedes Kapitels finden sich Verweise auf historische und weiterführende Literatur, die zu weiterer Forschung anregen. Ein wichtiger Teil des Buches sind die zahlreichen Übungen und Projekte, die helfen, das Gelernte zu vertiefen und selbst zu erproben.

  • af Eckhard Hitzer
    547,95 kr.

    This book constitutes the proceedings of the Workshop Empowering Novel Geometric Algebra for Graphics and Engineering, ENGAGE 2022, held in conjunction with Computer Graphics International conference, CGI 2022, which took place virtually, in September 2022. The 10 full papers included in this volume were carefully reviewed and selected from 12 submissions. The workshop focused specifically on important aspects of geometric algebra including algebraic foundations, digitized transformations, orientation, conic fitting, protein modelling, digital twinning, and multidimensional signal processing.

  • af Marios Mavronicolas
    712,95 kr.

    This book constitutes the refereed proceedings of the 13th International Conference on Algorithms and Complexity, CIAC 2023, which took place in Larnaca, Cyprus, during June 13¿16, 2023. The 25 full papers included in this book were carefully reviewed and selected from 49 submissions. They cover all important areas of research on algorithms and complexity such as algorithm design and analysis; sequential, parallel and distributed algorithms; data structures; computational and structural complexity; lower bounds and limitations of algorithms; randomized and approximation algorithms; parameterized algorithms and parameterized complexity classes; smoothed analysis of algorithms; alternatives to the worst-case analysis of algorithms (e.g., algorithms with predictions), on-line computation and competitive analysis, streaming algorithms, quantum algorithms and complexity, algorithms in algebra, geometry, number theory and combinatorics, computational geometry, algorithmic game theory and mechanism design, algorithmic economics (including auctions and contests), computational learning theory, computational biology and bioinformatics, algorithmic issues in communication networks, algorithms for discrete optimization (including convex optimization) and algorithm engineering.

  • af E. G. Schlechtendahl
    880,95 kr.

    Edited for Working Group 2 (WG 2): Cisigraph, Cranfield Institute of Technology, Danmarks Tekniske Hojskole, Kernforschungszentrum Karlsruhe GmbH, NEH Consulting Engineers ApS, Universität Karlsruhe

  • af Manfred Brill
    225,95 kr.

    Virtual Reality ist immer noch eine Technologie, die sich extrem schnell verändert. Ständig wird neue Hardware entwickelt, die neue Anwendungen hervorbringt und die Weiterentwicklung der dafür nötigen Softwaren erzwingt. Die Themen Immersion, Interaktivität und die Gestaltung des User Interfaces in einer immersiven Anwendung haben au den Konferenzen wie der IEEE VR oder der ISMAR immer noch einen großen Stellenwert.Dieses Buch konzentriert sich auf die Software-Entwicklung von VR-Anwendungen. Dabei werden Werkzeuge aus der Praxis wie Unity, Unreal und andere frei verfügbare SDKs vorgestellt und in Fallstudien eingesetzt. Nach einer Einführung in die Grundlagen der virtuellen Realität konzentrieren wir uns auf allgemeine Aspekte der Software-Entwicklung. Hauptthema sind Portabilität am Beispiel von OpenXR und generische und wiederverwendbare Bausteine für die Implementierung von Benutzungsoberflächen. Wie wir diese Bausteine in den Werkzeugen vorfinden oder selbst implementieren ist anschließend das Thema. Letztendlich werden die Leser ein eigenes Framework für diese Techniken entwickeln, die anschließend in den eigenen Anwendungen verwendet werden können. Die Lösungen der Aufgaben, insbesondere die Quelltexte der vorgestellten Software sind in einem öffentlichen GitHub-Repository verfügbar. Im letzten Abschnitt des Buchs werden immersive Anwendungen im Bereich der Strömungsdynamik, der Volumengrafik und des Immersive Learnings vorgestellt, realisiert und weiter entwickelt.

  • af Shiguang Liu
    247,95 kr.

    This book covers image and video color editing research advances over the last two decades. Bringing readers up to speed on digital image and video editing techniques and research, the book delves into an area that has attracted much attention from researchers due to the rapid development of computer graphics and the widespread prevalence of digital cameras and mobile phones in daily life. Readers will get a comprehensive overview of the theory and application of color transfer, emotional color transfer, colorization, decolorization, and style transfer in altering still and moving digital images. Despite the existence of professional image editing software that can complete complex image editing work, the skills required to achieve satisfactory editing results can be prohibitive, and even professional image editors need to spend a lot of time developing and maintaining aptitude in a niche tool. Instead, the book explores image and video editing techniques that are simple and effective alternatives to such editing software that professional and amateur image editors can utilize. The book focuses on color as one of the most important features of an image or video. Image and video color editing aims to dramatically alter source images suitable for a wide range of applications.

  • af Jennifer Harder
    531,95 kr.

    Take your PDF forms to the next level! In this book, yoüll learn various ways to further improve your PDF forms using simple JavaScript coding. Yoüll also discover how a few lines of code can speed up your workflow when working with multiple PDFs in Action Wizard.Enhancing Adobe Acrobat Forms with JavaScript covers up-to-date, real working examples that you can easily download and practice with and edit to suit your own projects. This book also shows workarounds and solutions to various form issues you might encounter. Feel empowered by it and improve your PDF documents!JavaScript has been a part of Adobe Acrobat for many versions. However, few people use its features and focus mainly on using basic form properties, never delving deeper into Acrobat¿s full capabilities. While information on the web can be helpful, if you don¿t know enough about how to use JavaScript in Acrobat you will be left with poor results. JavaScript can be difficult to learn, but it does not need to be scary. This book explains in simple steps for beginner to intermediate level so that you can take full advantage of Acrobat¿s capabilities for your own projects. What You Will Learn¿ Learn simplified field notation and basic JavaScript for Acrobat¿ Work with buttons that can be used for navigation¿ Improve form navigation and printing of forms¿ Add various types of alerts and custom validations to improve client-entered-data¿ Learn the basics of how to prepare a form for e-signingWho Is This Book ForThis book is for anyone who needs to create forms for clients or websites. Students, lawyers, accountants, and human resources will be able to take their work to the next level by streamlining their workflow and utilizing advanced JavaScript features in Adobe Acrobat.

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