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Books > Computing & IT > Applications of computing > Image processing
Model, texture and animate with Cinema 4D 11 using the techniques
and tips provided in Cinema 4D 11 Workshop. Starting with all of
the basic concepts, functions, and tools - follow along to the
workshop tutorials that deliver a hands-on knowledge of the new R11
toolset as well as the returning advanced features. The companion
website provides all of the required tutorial media from the
projects in the book so that you create your own working models and
animations.
Long used in undergraduate and introductory graduate courses, Astrophysical Techniques, Seventh Edition provides an accessible yet comprehensive account of the innovate instruments, detectors, and techniques employed in astronomy and astrophysics. Emphasizing the underlying unity of all astronomical observations, this popular textbook provides a coherent state-of-the-art account of the instruments and techniques used in current astronomy and astrophysics. Fully updated throughout, this seventh edition builds upon the sixth edition, covering improved techniques and cutting-edge methods in the field, as well as other exciting new developments in gravitational waves, dark matter and energy, the use of photonics, and astronomy education and outreach, in addition to further detailed discussions on the latest scientific instruments and individual detectors. The book is written in a very accessible manner, and most of the mathematics is accessible to those who have attended a mathematics course in their final years at school. Nevertheless, the treatment of the topics in general is at a sufficiently high level to be of use to those professionals seeking technical information in areas of astronomy with which they might not be completely familiar. Key Features: Details the instrumentation and theory of astronomical observations, including radio waves, gamma rays, cosmic rays, neutrinos, gravitational waves and dark matter and energy and more Presents the background theory and operating practice of state-of-the-art detectors and instruments Fully updated to contain the latest technology and research developments
Computational intelligence based techniques have firmly established themselves as viable, alternate, mathematical tools for more than a decade. They have been extensively employed in many systems and application domains, among these signal processing, automatic control, industrial and consumer electronics, robotics, finance, manufacturing systems, electric power systems, and power electronics. Image processing is also an extremely potent area which has attracted the atten tion of many researchers who are interested in the development of new computational intelligence-based techniques and their suitable applications, in both research prob lems and in real-world problems. Part I of the book discusses several image preprocessing algorithms; Part II broadly covers image compression algorithms; Part III demonstrates how computational intelligence-based techniques can be effectively utilized for image analysis purposes; and Part IV shows how pattern recognition, classification and clustering-based techniques can be developed for the purpose of image inferencing. The book offers a unified view of the modern computational intelligence tech niques required to solve real-world problems and it is suitable as a reference for engineers, researchers and graduate students.
In today's world, deep learning source codes and a plethora of open access geospatial images are readily available and easily accessible. However, most people are missing the educational tools to make use of this resource. Deep Learning for Remote Sensing Images with Open Source Software is the first practical book to introduce deep learning techniques using free open source tools for processing real world remote sensing images. The approaches detailed in this book are generic and can be adapted to suit many different applications for remote sensing image processing, including landcover mapping, forestry, urban studies, disaster mapping, image restoration, etc. Written with practitioners and students in mind, this book helps link together the theory and practical use of existing tools and data to apply deep learning techniques on remote sensing images and data. Specific Features of this Book: The first book that explains how to apply deep learning techniques to public, free available data (Spot-7 and Sentinel-2 images, OpenStreetMap vector data), using open source software (QGIS, Orfeo ToolBox, TensorFlow) Presents approaches suited for real world images and data targeting large scale processing and GIS applications Introduces state of the art deep learning architecture families that can be applied to remote sensing world, mainly for landcover mapping, but also for generic approaches (e.g. image restoration) Suited for deep learning beginners and readers with some GIS knowledge. No coding knowledge is required to learn practical skills. Includes deep learning techniques through many step by step remote sensing data processing exercises.
Image Processing with MATLAB (R): Applications in Medicine and Biology explains complex, theory-laden topics in image processing through examples and MATLAB (R) algorithms. It describes classical as well emerging areas in image processing and analysis. Providing many unique MATLAB codes and functions throughout, the book covers the theory of probability and statistics, two-dimensional fast Fourier transform, nonlinear diffusion filtering, and partial differential equation (PDE)-based image denoising techniques. It presents intensity-based image segmentation methods, including thresholding techniques as well as K-means and fuzzy C-means clustering techniques. The authors also explore Markov random field (MRF)-based image segmentation, boundary and curvature analysis methods, and parametric and geometric deformable models. The final chapters focus on three specific applications of image processing and analysis. Reducing the need for the trial-and-error way of solving problems, this book helps readers understand advanced concepts by applying algorithms to real-world problems in medicine and biology. A solutions manual is available for instructoes wishing to convert this reference to classroom use.
The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects. The Visual Effects Society (VES) tasked the original authors to update their areas of expertise, such as AR/VR Moviemaking, Color Management, Cameras, VFX Editorial, Stereoscopic and the Digital Intermediate, as well as provide detailed chapters on interactive games and full animation. Additionally, 56 contributors share their best methods, tips, tricks, and shortcuts developed through decades of trial and error and real-world, hands-on experience. This third edition has been expanded to feature lessons on 2.5D/3D Compositing; 3D Scanning; Digital Cinematography; Editorial Workflow in Animated and Visual Effects Features; Gaming updates; General Geometry Instancing; Lens Mapping for VFX; Native Stereo; Real-Time VFX and Camera Tracking; Shot/Element Pulls and Delivery to VFX; Techvis; VFX Elements and Stereo; Virtual Production; and VR/AR (Virtual Reality / Augmented Reality). A must-have for anyone working in or aspiring to work in visual effects, The VES Handbook of Visual Effects, Third Edition covers essential techniques and solutions for all VFX artists, producers, and supervisors, from pre-production to digital character creation, compositing of both live-action and CG elements, photorealistic techniques, and much more. With subjects and techniques clearly and definitively presented in beautiful four-color, this handbook is a vital resource for any serious VFX artist.
This book focuses on image based security techniques, namely visual cryptography, watermarking, and steganography. This book is divided into four sections. The first section explores basic to advanced concepts of visual cryptography. The second section of the book covers digital image watermarking including watermarking algorithms, frameworks for modeling watermarking systems, and the evaluation of watermarking techniques. The next section analyzes steganography and steganalysis, including the notion, terminology and building blocks of steganographic communication. The final section of the book describes the concept of hybrid approaches which includes all image-based security techniques. One can also explore various advanced research domains related to the multimedia security field in the final section. The book includes many examples and applications, as well as implementation using MATLAB, wherever required. Features: Provides a comprehensive introduction to visual cryptography, digital watermarking and steganography in one book Includes real-life examples and applications throughout Covers theoretical and practical concepts related to security of other multimedia objects using image based security techniques Presents the implementation of all important concepts in MATLAB
Introduction to Visual Computing: Core Concepts in Computer Vision, Graphics, and Image Processing covers the fundamental concepts of visual computing. Whereas past books have treated these concepts within the context of specific fields such as computer graphics, computer vision or image processing, this book offers a unified view of these core concepts, thereby providing a unified treatment of computational and mathematical methods for creating, capturing, analyzing and manipulating visual data (e.g. 2D images, 3D models). Fundamentals covered in the book include convolution, Fourier transform, filters, geometric transformations, epipolar geometry, 3D reconstruction, color and the image synthesis pipeline. The book is organized in four parts. The first part provides an exposure to different kinds of visual data (e.g. 2D images, videos and 3D geometry) and the core mathematical techniques that are required for their processing (e.g. interpolation and linear regression.) The second part of the book on Image Based Visual Computing deals with several fundamental techniques to process 2D images (e.g. convolution, spectral analysis and feature detection) and corresponds to the low level retinal image processing that happens in the eye in the human visual system pathway. The next part of the book on Geometric Visual Computing deals with the fundamental techniques used to combine the geometric information from multiple eyes creating a 3D interpretation of the object and world around us (e.g. transformations, projective and epipolar geometry, and 3D reconstruction). This corresponds to the higher level processing that happens in the brain combining information from both the eyes thereby helping us to navigate through the 3D world around us. The last two parts of the book cover Radiometric Visual Computing and Visual Content Synthesis. These parts focus on the fundamental techniques for processing information arising from the interaction of light with objects around us, as well as the fundamentals of creating virtual computer generated worlds that mimic all the processing presented in the prior sections. The book is written for a 16 week long semester course and can be used for both undergraduate and graduate teaching, as well as a reference for professionals.
Handbook of Robust Low-Rank and Sparse Matrix Decomposition: Applications in Image and Video Processing shows you how robust subspace learning and tracking by decomposition into low-rank and sparse matrices provide a suitable framework for computer vision applications. Incorporating both existing and new ideas, the book conveniently gives you one-stop access to a number of different decompositions, algorithms, implementations, and benchmarking techniques. Divided into five parts, the book begins with an overall introduction to robust principal component analysis (PCA) via decomposition into low-rank and sparse matrices. The second part addresses robust matrix factorization/completion problems while the third part focuses on robust online subspace estimation, learning, and tracking. Covering applications in image and video processing, the fourth part discusses image analysis, image denoising, motion saliency detection, video coding, key frame extraction, and hyperspectral video processing. The final part presents resources and applications in background/foreground separation for video surveillance. With contributions from leading teams around the world, this handbook provides a complete overview of the concepts, theories, algorithms, and applications related to robust low-rank and sparse matrix decompositions. It is designed for researchers, developers, and graduate students in computer vision, image and video processing, real-time architecture, machine learning, and data mining.
This book provides the reader with an understanding of what color is, where color comes from, and how color can be used correctly in many different applications. The authors first treat the physics of light and its interaction with matter at the atomic level, so that the origins of color can be appreciated. The intimate relationship between energy levels, orbital states, and electromagnetic waves helps to explain why diamonds shimmer, rubies are red, and the feathers of the Blue Jay are blue. Then, color theory is explained from its origin to the current state of the art, including image capture and display as well as the practical use of color in disciplines such as computer graphics, computer vision, photography, and film.
Mathematical Imaging is currently a rapidly growing field in applied mathematics, with an increasing need for theoretical mathematics. This book, the second of two volumes, emphasizes the role of mathematics as a rigorous basis for imaging sciences. It provides a comprehensive and convenient overview of the key mathematical concepts, notions, tools and frameworks involved in the various fields of gray-tone and binary image processing and analysis, by proposing a large, but coherent, set of symbols and notations, a complete list of subjects and a detailed bibliography. It establishes a bridge between the pure and applied mathematical disciplines, and the processing and analysis of gray-tone and binary images. It is accessible to readers who have neither extensive mathematical training, nor peer knowledge in Image Processing and Analysis. It is a self-contained book focusing on the mathematical notions, concepts, operations, structures, and frameworks that are beyond or involved in Image Processing and Analysis. The notations are simplified as far as possible in order to be more explicative and consistent throughout the book and the mathematical aspects are systematically discussed in the image processing and analysis context, through practical examples or concrete illustrations. Conversely, the discussed applicative issues allow the role of mathematics to be highlighted. Written for a broad audience - students, mathematicians, image processing and analysis specialists, as well as other scientists and practitioners - the author hopes that readers will find their own way of using the book, thus providing a mathematical companion that can help mathematicians become more familiar with image processing and analysis, and likewise, image processing and image analysis scientists, researchers and engineers gain a deeper understanding of mathematical notions and concepts.
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
3D Modeling and Animation: Synthesis and Analysis Techniques for the Human Body aims to cover the areas of modeling and animating 3D synthetic human models at a level that is useful to students, researchers, software developers and content generators. This book provides a reference for the state-of-the-art methods, delivered by the leading researchers in this area, who are invited to contribute to the appropriate chapters according to their expertise. The reader will be presented with the latest, research-level, techniques for the analysis and synthesis of still and moving human bodies, with particular emphasis in facial and gesture characteristics.
3D Animation for the Raw Beginner Using Autodesk Maya is a hands-on academic textbook as well as a do-it-yourself training manual for the individual animator. This second edition has been completely rewritten to take into account updates to Autodesk Maya, including Autodesk's renderer, Arnold. It contains entirely new examples and tutorial lessons. All 612 images are in full color. The book directs the reader to the parts of Maya that must be mastered in order to create complete 3D projects, and thus it simplifies the process of taking on Maya's vast and intricate interface, while giving the reader a firm foundation on which to build future knowledge of Maya. It also presents brief examples of other popular 3D applications and rendering engines. This principles-based, yet pragmatic book: Introduces the basic steps of the 3D modeling, materials, animation, lighting, and rendering processes. Presents clear and concise tutorials that link key concepts to practical techniques. Includes access to a webpage for the book: https://buzzking.com/AnimationTextbook/AnimationTextbook.html. On this webpage are videos that cover many of the lessons in the book, as well as video tutorials that present bonus material not included in the book. Frees instructors from the painstaking task of developing step-by-step examples to present Maya's complex interface and basic capabilities. Boasts an easy-to-follow, tutorial-based learning style ideal for individual study by aspiring animators and do-it yourselfers. Roger "Buzz" King is a Professor Emeritus at the University of Colorado at Boulder, where he teaches 3D Animation for the Computer Science Department and the Alliance for Technology, Learning, and Society (ATLAS), an institute dedicated to the application of technology to the arts. Buzz is an independent 3D animator who serves on the board of directors of a 3D animation startup. Buzz has a B.A. in Mathematics from Occidental College, an M.S. and Ph.D. in Computer Science from the University of Southern California, and an M.Div. from the Iliff School of Theology. Key Features Introduces critical aspects of the 3D animation process Presents clear and concise tutorials that link key concepts to practical techniques Includes access to a dedicated Web site, http://3dbybuzz.com, featuring useful videos, lessons, and updates Frees instructors from developing step-by-step examples to present Maya's complex interface and basic Boasts an easy-to-follow, hands-on learning style ideal for individual study by aspiring animators and do-ityourselfers
This book is a complete introduction to vector analysis, especially within the context of computer graphics. The author shows why vectors are useful and how it is possible to develop analytical skills in manipulating vector algebra. Even though vector analysis is a relatively recent development in the history of mathematics, it has become a powerful and central tool in describing and solving a wide range of geometric problems. The book is divided into eleven chapters covering the mathematical foundations of vector algebra and its application to, among others, lines, planes, intersections, rotating vectors, and vector differentiation.
No matter how advanced the technology, there is always the human factor involved - the power behind the technology. Interpreting Remote Sensing Imagery: Human Factors draws together leading psychologists, remote sensing scientists, and government and industry scientists to consider the factors involved in expertise and perceptual skill. This book covers the cognitive issues of learning, perception, and expertise, the applied issues of display design, interface design, software design, and mental workload issues, and the practitioner's issues of workstation design, human performance, and training. It tackles the intangibles of data interpretation, based on information from experts who do the job. You will learn: Information and perception What do experts perceive in remote sensing and cartographic displays? Reasoning and perception How do experts "see through" the data display to understand its meaning and significance? Human-computer interaction How do experts work with their displays and what happens when the "fiddle" with them? Learning and training What are the milestones in training development from novice to expert image interpreter? Interpreting Remote Sensing Imagery: Human Factors breaks down the mystery of what experts do when they interpret data, how they learn, and what individual factors speed or impede training. Even more importantly, it gives you the tools to train efficiently and understand how the human factor impacts data interpretation.
Video games have become the world's largest leading cultural product. Though disputed in the past, the narrative qualities of video games have finally secured distinction in the realm of art. This is especially true for interactive games. Writing an Interactive Story will help the reader in navigating the creation process of interactive scripts, in addition to discovering behind the scenes narrative choices of renowned games, and will help you to harness your inner creativity. Guided by master interactive scriptwriters, the text presents its content in the form of a unique writing workshop. With interactive game writing, the player becomes the star of the work. Thanks to this method of storytelling, the morals of the game become resonant. This is because the weight of the narrative's choices and consequences rest fully upon the player. It's the ultimate narrative. Whether you are a video game enthusiast, student, or professional, discover how to create a more immersive personalized experience than ever before and give your players the opportunity to write their own destiny through their choices. The methods, strategies, and secrets of this new art await you. Features exclusive interviews with: David Cage - BAFTA Award for Best Story - Heavy Rain Jean-Luc Cano - BAFTA Award for Best Story - Life Is Strange Joe Penny, David Bowman - Telltale's The Wolf Among Us, The Walking Dead Benjamin Diebling - Beyond Two Souls, Detroit: Become Human Erwan Le Breton - Ubisoft Thomas Veauclin- The Council Fibre Tigre - Out There
This book offers a full history of a homeless movement in Tokyo that lasted nearly a decade. It shows how homeless people and their external supporters in the city combined their scarce resources to generate and sustain the movement. The study advocates a more nuanced analysis of movement gains to appreciate how poor people can benefit by acting collectively. It also draws attention to potential difficulties faced by lower-stratum movements aided by external allies. In particular, the study highlights how actions of the state can undermine the relations between aggrieved allies in such a way as to limit gains. The book is the first in English to detail homeless mobilization in Japan. It also addresses the origins of increased homelessness and development of homelessness policy in the country. Besides homelessness, it covers a number of current social issues, including economic globalization, social exclusion, and politics over space.
For a long time, various different lobbying sectors have claimed that the use of video technology is an effective aid in decision-making. Now the IFAB has taken a historic step in the approval of experiments on the use of video to provide support to football refereeing. The Use of Video Technologies in Refereeing Football and Other Sports analyses the capacity of audio-visual technology from different perspectives to help understand the best implementation of the Video Assistant Referee (VAR) system in football and, more generally, in other sports. This book addresses in-depth interdisciplinary viewpoints on the need and the opportunity of the implementation procedures regarding how to use it, considering that it could lead to very important changes. The book goes on to examine various approaches to the most interesting topics for players, amateurs, coaches, referees and referees coaches. Offering viewpoints from both academics and professionals, this new volume addresses the VAR issue in a multidisciplinary way, analysing the implications of video replay application in football from the perspective of players, coaches, television professionals, referees, amateurs, sports lawyers, media and educators.
Cybernetic-Existentialism: Freedom, Systems, and Being-for-Others in Contemporary Arts and Performance offers a unique discourse and an original aesthetic theory. It argues that fusing perspectives from the philosophy of Existentialism with insights from the 'universal science' of cybernetics provides a new analytical lens and deconstructive methodology to critique art. In this study, Steve Dixon examines how a range of artists' works reveal the ideas of Existentialist philosophers including Kierkegaard, Camus, de Beauvoir, and Sartre on freedom, being and nothingness, eternal recurrence, the absurd, and being-for-others. Simultaneously, these artworks are shown to engage in complex explorations of concepts proposed by cyberneticians including Wiener, Shannon, and Bateson on information theory and 'noise', feedback loops, circularity, adaptive ecosystems, autopoiesis, and emergence. Dixon's groundbreaking book demonstrates how fusing insights and knowledge from these two fields can throw new light on pressing issues within contemporary arts and culture, including authenticity, angst and alienation, homeostasis, radical politics, and the human as system.
This book offers a critical reflection on interpersonal positioning across both large- and small-scale contexts and highlights the multi-faceted nature of intercultural communication in today's global world. The volume establishes positioning primarily as the negotiation of interpersonal relationships, and draws on concepts from across disciplines by way of reappraisal before applying them to two specific domains: MMORPGs (Massively Multiplayer Online Role-Playing Games) and private ELF couple interaction. While acknowledging and showcasing the unique features of positioning in these two contexts, Kloetzl and Swoboda point to their commonalities by looking at how language and specifically English is used as a communicative resource in lingua franca situations. The book also identifies new directions for future methodological innovations in that it demonstrates how the same interaction can be looked at in methodologically-different ways and how the authors' own positions projected on to such interaction create an integrated tri-partite perspective on the two domains. Shedding light on interpersonal positioning in different contexts and in turn on global communication more generally, this book will be of particular interest to students and researchers in discourse analysis, pragmatics, computer-mediated communication, sociolinguistics, and applied linguistics.
The arrival of the digital age has created the need to be able to store, manage, and digitally use an ever-increasing amount of video and audio material. Thus, video cataloguing has emerged as a requirement of the times. Video Cataloguing: Structure Parsing and Content Extraction explains how to efficiently perform video structure analysis as well as extract the basic semantic contents for video summarization, which is essential for handling large-scale video data. This book addresses the issues of video cataloguing, including video structure parsing and basic semantic word extraction, particularly for movie and teleplay videos. It starts by providing readers with a fundamental understanding of video structure parsing. It examines video shot boundary detection, recent research on video scene detection, and basic ideas for semantic word extraction, including video text recognition, scene recognition, and character identification. The book lists and introduces some of the most commonly used features in video analysis. It introduces and analyzes the most popular shot boundary detection methods and also presents recent research on movie scene detection as another important and critical step for video cataloguing, video indexing, and retrieval. The authors propose a robust movie scene recognition approach based on a panoramic frame and representative feature patch. They describe how to recognize characters in movies and TV series accurately and efficiently as well as how to use these character names as cataloguing items for an intelligent catalogue. The book proposes an interesting application of highlight extraction in basketball videos and concludes by demonstrating how to design and implement a prototype system of automatic movie and teleplay cataloguing (AMTC) based on the approaches introduced in the book.
Andrew Rapo and Alex Michael explain all the important programming
concepts from a designer's point of view, making them completely
accessible to non-programmers. Completely revised and rewritten
this second edition will help you develop professional ActionScript
2 applications, and communicate knowledgably about current, Object
Oriented ActionScript 2 techniques.
The hand is quicker than the eye. In many cases, so is digital video. Maintaining image quality in bandwidth- and memory-restricted environments is quickly becoming a reality as thriving research delves ever deeper into perceptual coding techniques, which discard superfluous data that humans cannot process or detect. Surveying the topic from a Human Visual System (HVS)-based approach, Digital Video Image Quality and Perceptual Coding outlines the principles, metrics, and standards associated with perceptual coding, as well as the latest techniques and applications. This book is divided broadly into three parts. First, it introduces the fundamental theory, concepts, principles, and techniques underlying the field, such as the basics of compression, HVS modeling, and coding artifacts associated with current well-known techniques. The next section focuses on picture quality assessment criteria; subjective and objective methods and metrics, including vision model based digital video impairment metrics; testing procedures; and international standards regarding image quality. Finally, practical applications come into focus, including digital image and video coder designs based on the HVS as well as post-filtering, restoration, error correction, and concealment techniques. The permeation of digital images and video throughout the world cannot be understated. Nor can the importance of preserving quality while using minimal storage space, and Digital Video Image Quality and Perceptual Coding provides the tools necessary to accomplish this goal. Instructors and lecturers wishing to make use of this work as a textbook can download a presentation of 786 slides in PDF format organized to augment thetext. accompany our book (H.R. Wu and K.R. Rao, Digital Video Image Quality and Perceptual Coding, CRC Press (ISBN: 0-8247-2777-0), Nov. 2005) for lecturers or instructor to use for their classes if they use the book.
Software programs are complex, the books that explain them shouldn
t be. This thoroughly illustrated, full-color guide explains
everything you need to know to get up and running quickly with
Combustion. Get a jump-start learning the major features or the
software without bogging you down with unnecessary detail. |
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