
Real World Scanning and Halftones
Peachpit Press Publications
3rd Edition
Published on 22. April 2004
Book
Paperback/Softback
352 pages
978-0-321-24132-0 (ISBN)
Description
With the advent of desktop publishing came the democratization of graphic design. Which means that these days, with the right equipment, just about anyone can produce graphically sophisticated documents--or clumsy ill-conceived messes. To make sure you end up with the former, you need this comprehensive guide! Realizing that many of today's desktop publishers come to the task with no formal design or graphics training, authors David Blatner, Glenn Fleishman, Steve Roth, and Conrad Chavez, detail both the theory and practice of producing top-notch scans and halftones. Through tips, techniques, step-by-step instructions, and real-world examples, you'll learn how to scan, sharpen, and output your images as well as how to correct color and tone. Throughout, the emphasis is on not just how to perform a given task but why it makes sense to do so in a certain way. Filled with sure-fire techniques and practical discussions of today's software and hardware, when it comes to halftones and scans, this guide covers it all!
More details
Edition
3rd edition
Language
English
Place of publication
Berkeley
United States
Publishing group
Pearson Education (US)
Target group
College/higher education
Dimensions
Height: 191 mm
Width: 232 mm
Thickness: 16 mm
Weight
685 gr
ISBN-13
978-0-321-24132-0 (9780321241320)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Previous edition
Steve Roth | David Blatner | Glenn Fleishman
Real World Scanning Halftones
Book
06/1998
2nd Edition
Addison Wesley
€28.46
Article exhausted; check for reprint
Persons
David Blatner is an internationally known expert on QuarkXPress and Photoshop and is the author or coauthor of numerous books, including Real World Adobe Photoshop, Real World Adobe InDesign, and Real World Scanning and Halftones. His books have sold more than a half million copies worldwide and have won him awards and praise from readers. David lectures on desktop publishing and multimedia at conferences and workshops around the world.
Content
Preface.
I. SCANNING.
1. Waltzing Through the Process.
2. Do It Yourself, or Send It Out?
3. Scanners: What You Need and What You Get.
4. Digital Cameras.
5. Getting Your Originals Ready to Scan.
6. Getting Your Computer Ready for Scans.
7. How to Read Your Scanning Software.
8. Scanning for Prepress.
9. Scanning for the Screen.
10. Scanning for Color Printing.
11. Scanning for Office Printing.
II. ANATOMY OF A SCANNED IMAGE.
12. Scanned Images.
13. Image Resolution.
14. Choosing Resolution.
III. IMAGE CORRECTION.
15. Tonal Correction.
16. Getting Good Color.
17. Freshening Up.
18. A Sharper Image.
IV. STORING IMAGES.
19. File Formats.
20. Compression.
21. Mastering and Archiving.
V. HALFTONES.
22. Dots, Spots, and Halftones.
23. Frequency, Angle, and Spot Shape.
24. Frequency vs. Gray Levels.
25. Reproducing Halftones.
26. Who Does the Halftone?
27. Stochastic Screening.
28. Band Aid.
29. When Grids Collide: Rosettes and Moires.
30. Angle Strategies: Controlling Halftone Screens.
31. Customizing Halftones.
I. SCANNING.
1. Waltzing Through the Process.
2. Do It Yourself, or Send It Out?
3. Scanners: What You Need and What You Get.
4. Digital Cameras.
5. Getting Your Originals Ready to Scan.
6. Getting Your Computer Ready for Scans.
7. How to Read Your Scanning Software.
8. Scanning for Prepress.
9. Scanning for the Screen.
10. Scanning for Color Printing.
11. Scanning for Office Printing.
II. ANATOMY OF A SCANNED IMAGE.
12. Scanned Images.
13. Image Resolution.
14. Choosing Resolution.
III. IMAGE CORRECTION.
15. Tonal Correction.
16. Getting Good Color.
17. Freshening Up.
18. A Sharper Image.
IV. STORING IMAGES.
19. File Formats.
20. Compression.
21. Mastering and Archiving.
V. HALFTONES.
22. Dots, Spots, and Halftones.
23. Frequency, Angle, and Spot Shape.
24. Frequency vs. Gray Levels.
25. Reproducing Halftones.
26. Who Does the Halftone?
27. Stochastic Screening.
28. Band Aid.
29. When Grids Collide: Rosettes and Moires.
30. Angle Strategies: Controlling Halftone Screens.
31. Customizing Halftones.