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Books > Computing & IT > Applications of computing > Image processing

Responsive Web Design with Adobe Photoshop (Paperback): Dan Rose Responsive Web Design with Adobe Photoshop (Paperback)
Dan Rose
R1,333 Discovery Miles 13 330 Ships in 10 - 15 working days

For a couple of decades now, designers have used Photoshop to mock up Web page designs. However, that work generally results in a static graphic of the page, which has to be translated by a developer into the components of a Web page: HTML files and Web-compatible image files. Our multi-device world has shown us that this approach to web design, including full-page comps done in Photoshop, is increasingly problematic. Modern web designers are adopting a new approach: creating flexible web pages whose layout can adapt to suit the screen on which they are displayed. This is "Responsive Web Design" [RWD]. Until now, books on designing responsive Web sites have focused on HTML and CSS - in other words, they've been very code-centric, and visual creativity seems to take a back seat. This new book is aimed at the visual Web designer who's accustomed to working in Photoshop. Adobe Photoshop CC contains many new features that help streamline the process of converting a static page design to a set of components for a responsive web page. Dan Rose is one of the best-known advocates of this new way of working in Photoshop. He's observed that only a few people are talking about Photoshop for RWD constructively, yet a majority (63% as of his last informal poll) of web designers are using Photoshop for more than simple asset creation. This transition is a pain point for many designers. His new book will balance coverage of conceptual issues (how to fit tools like Photoshop to the design workflow rather than fitting a workflow to the tools) with practical design exercises tailored to help communicate the overall design direction of the page while respecting the needs of the fluid Web. In addition, he will introduce methods for taking HTML back into Photoshop for further refinement.

Gesture Recognition (Hardcover, 1st ed. 2017): Sergio Escalera, Isabelle Guyon, Vassilis Athitsos Gesture Recognition (Hardcover, 1st ed. 2017)
Sergio Escalera, Isabelle Guyon, Vassilis Athitsos
R4,167 Discovery Miles 41 670 Ships in 18 - 22 working days

This book presents a selection of chapters, written by leading international researchers, related to the automatic analysis of gestures from still images and multi-modal RGB-Depth image sequences. It offers a comprehensive review of vision-based approaches for supervised gesture recognition methods that have been validated by various challenges. Several aspects of gesture recognition are reviewed, including data acquisition from different sources, feature extraction, learning, and recognition of gestures.

Virtual Reality and Animation for MATLAB (R) and Simulink (R) Users - Visualization of Dynamic Models and Control Simulations... Virtual Reality and Animation for MATLAB (R) and Simulink (R) Users - Visualization of Dynamic Models and Control Simulations (Hardcover, 2012)
Nassim Khaled
R1,407 Discovery Miles 14 070 Ships in 18 - 22 working days

About this book * Gives the reader hands on example-base experience for simulating dynamical models in MATLAB (R)/Simulink (R) and animating them in VRML * More than 150 images describe each step in the model realizations helping readers to understand them visually * Diverse examples and profound problem treatment enable the reader to animate complex dynamical problems m-files, Simulink models, VRML files and jpegs available for download provide full solutions for the end-of-chapter problems Virtual Reality and Animation for MATLAB (R) and Simulink (R) Users demonstrates the simulation and animation of physical systems using the MATLAB (R) Virtual Reality Toolbox (virtual models are created in V-Realm Builder). The book is divided into two parts; the first addresses MATLAB (R) and the second Simulink (R). The presentation is problem-based with each chapter teaching the reader a group of essential principles in the context of a step-by-step solution to a particular issue. Examples of the systems covered include mass-spring-dampers, a crank-slider mechanism and a moving vehicle. The examples are given in ascending level of difficulty and contain MATLAB (R)/Simulink (R) codes deliberately simplified so that readers can focus on: * understanding how to link a 3-d virtual scene to MATLAB (R)/Simulink (R); and * manipulating the 3-d virtual scene in MATLAB (R)/Simulink (R). When studied in sequence, the chapters of this text form a coherent whole enabling the reader to gain a thorough expertise in virtual simulation and animation of dynamical models using MATLAB (R)/Simulink (R). Individual chapters stand on their own, however, so that readers interested in a particular system can concentrate on it easily. Problems are provided in each chapter to give practice in the techniques demonstrated and to extend the range of the systems studied, for example, into the control sphere. Solution code for these problems can be downloaded from insert URL. Whether modeling the dynamics of a simple pendulum, a robot arm or a moving car, animation of a dynamical model can enliven and encourage understanding of mechanical systems and thus contribute to control design. Virtual Reality and Animation for MATLAB (R) and Simulink (R) Users will be instructive and interesting to anyone, researcher or student, working with the dynamics of physical systems. Readers are assumed to have some familiarity with MATLAB (R).

Essential Skills for 3D Modeling, Rendering, and Animation (Paperback): Nicholas Bernhardt Zeman Essential Skills for 3D Modeling, Rendering, and Animation (Paperback)
Nicholas Bernhardt Zeman
R1,865 Discovery Miles 18 650 Ships in 10 - 15 working days

The Key to Fully Understanding the Basics of a 3D World Prominently used in games, movies, and on television, 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind, Essential Skills for 3D Modeling, Rendering, and Animation examines the complexities of 3D computer-generated art, and outlines the basics of how things work and are used in 3D. This text describes the three cornerstones of 3D-modeling, rendering, and animation; focuses on common elements; and provides a full understanding of the foundational concepts involved. Detailing the skills and knowledge needed to become an accomplished 3D artist, it includes step-by-step instruction with ample examples, and allows absolute beginners to move at their own pace. Master Anything You Are Tasked to Model The author incorporates historical information-presenting a contextual understanding of the various techniques and methodologies in their historical place. Each chapter builds on the fundamentals of 3D computer graphics and augments skills based on the concepts, enabling the student to learn both theory and application simultaneously. The book highlights two basic geometry types, polygons and NURBS surfaces, showing the student basic modeling techniques with both. While more techniques are available, an artist can cover any model by grasping these basic techniques. Supplies examples that are specifically taken from Autodesk Maya Contains exercises that are meant to be used in conjunction with the training videos on the website Includes a documented history of computer graphics Essential Skills for 3D Modeling, Rendering, and Animation offers a fundamental understanding of the mechanics of 3D graphics to modelers, animators, texture artists, render artists, game developers, and production artists, as well as educators teaching an undergrad or tech course in 3D animation.

Animate to Harmony - The Independent Animator's Guide to Toon Boom (Paperback): Adam Phillips Animate to Harmony - The Independent Animator's Guide to Toon Boom (Paperback)
Adam Phillips
R1,575 Discovery Miles 15 750 Ships in 10 - 15 working days

Just coming off of Flash and looking for a guide? This book helps. A traditional pen-to-paper artists? This will smooth out that transition from paper to screen. Just starting out in the industry? Create quality studio work and get noticed quicker. Animate to Harmony takes the reader through Toon Boom's Animate software, teaching those new to the program how to create high-quality, 2D animation of all complexities. From scene set up to rendering, readers learn how to navigate Animate's interface and how to create 'toons that can be viewed on a multitude of formats. And while the main text focuses on Animate, Advanced Technique boxes throughout the book take the reader through the Pro and Harmony versions of the software, appealing to readers of all levels and with any of the three main Toon Boom products.

Questions in Dataviz - A Design-Driven Process for Data Visualisation (Hardcover): Neil Richards Questions in Dataviz - A Design-Driven Process for Data Visualisation (Hardcover)
Neil Richards
R2,766 Discovery Miles 27 660 Ships in 10 - 15 working days

- the book can be used by beginners in the field, tracking from basic principles to how to bend the rules, in reader-friendly language throughout - the book is based on a popular blog which dovetails as a fantastic companion website: https://questionsindataviz.com/ - the author is a very experienced and well-respected practitioner in the field, with a good-size following on social media: https://twitter.com/theneilrichards

Background Modeling and Foreground Detection for Video Surveillance (Hardcover): Thierry Bouwmans, Fatih Porikli, Benjamin... Background Modeling and Foreground Detection for Video Surveillance (Hardcover)
Thierry Bouwmans, Fatih Porikli, Benjamin Hoeferlin, Antoine Vacavant
R3,423 Discovery Miles 34 230 Ships in 10 - 15 working days

Background modeling and foreground detection are important steps in video processing used to detect robustly moving objects in challenging environments. This requires effective methods for dealing with dynamic backgrounds and illumination changes as well as algorithms that must meet real-time and low memory requirements. Incorporating both established and new ideas, Background Modeling and Foreground Detection for Video Surveillance provides a complete overview of the concepts, algorithms, and applications related to background modeling and foreground detection. Leaders in the field address a wide range of challenges, including camera jitter and background subtraction. The book presents the top methods and algorithms for detecting moving objects in video surveillance. It covers statistical models, clustering models, neural networks, and fuzzy models. It also addresses sensors, hardware, and implementation issues and discusses the resources and datasets required for evaluating and comparing background subtraction algorithms. The datasets and codes used in the text, along with links to software demonstrations, are available on the book's website. A one-stop resource on up-to-date models, algorithms, implementations, and benchmarking techniques, this book helps researchers and industry developers understand how to apply background models and foreground detection methods to video surveillance and related areas, such as optical motion capture, multimedia applications, teleconferencing, video editing, and human-computer interfaces. It can also be used in graduate courses on computer vision, image processing, real-time architecture, machine learning, or data mining.

Semantic Multimedia Analysis and Processing (Hardcover): Evaggelos Spyrou, Dimitris Iakovidis, Phivos Mylonas Semantic Multimedia Analysis and Processing (Hardcover)
Evaggelos Spyrou, Dimitris Iakovidis, Phivos Mylonas
R6,354 Discovery Miles 63 540 Ships in 10 - 15 working days

Broad in scope, Semantic Multimedia Analysis and Processing provides a complete reference of techniques, algorithms, and solutions for the design and the implementation of contemporary multimedia systems. Offering a balanced, global look at the latest advances in semantic indexing, retrieval, analysis, and processing of multimedia, the book features the contributions of renowned researchers from around the world. Its contents are based on four fundamental thematic pillars: 1) information and content retrieval, 2) semantic knowledge exploitation paradigms, 3) multimedia personalization, and 4) human-computer affective multimedia interaction. Its 15 chapters cover key topics such as content creation, annotation and modeling for the semantic web, multimedia content understanding, and efficiency and scalability. Fostering a deeper understanding of a popular area of research, the text: Describes state-of-the-art schemes and applications Supplies authoritative guidance on research and deployment issues Presents novel methods and applications in an informative and reproducible way Contains numerous examples, illustrations, and tables summarizing results from quantitative studies Considers ongoing trends and designates future challenges and research perspectives Includes bibliographic links for further exploration Uses both SI and US units Ideal for engineers and scientists specializing in the design of multimedia systems, software applications, and image/video analysis and processing technologies, Semantic Multimedia Analysis and Processing aids researchers, practitioners, and developers in finding innovative solutions to existing problems, opening up new avenues of research in uncharted waters.

Inpainting and Denoising Challenges (Hardcover, 1st ed. 2019): Sergio Escalera, Stephane Ayache, Jun Wan, Meysam Madadi, Umut... Inpainting and Denoising Challenges (Hardcover, 1st ed. 2019)
Sergio Escalera, Stephane Ayache, Jun Wan, Meysam Madadi, Umut Guclu, …
R1,408 Discovery Miles 14 080 Ships in 18 - 22 working days

The problem of dealing with missing or incomplete data in machine learning and computer vision arises in many applications. Recent strategies make use of generative models to impute missing or corrupted data. Advances in computer vision using deep generative models have found applications in image/video processing, such as denoising, restoration, super-resolution, or inpainting. Inpainting and Denoising Challenges comprises recent efforts dealing with image and video inpainting tasks. This includes winning solutions to the ChaLearn Looking at People inpainting and denoising challenges: human pose recovery, video de-captioning and fingerprint restoration. This volume starts with a wide review on image denoising, retracing and comparing various methods from the pioneer signal processing methods, to machine learning approaches with sparse and low-rank models, and recent deep learning architectures with autoencoders and variants. The following chapters present results from the Challenge, including three competition tasks at WCCI and ECML 2018. The top best approaches submitted by participants are described, showing interesting contributions and innovating methods. The last two chapters propose novel contributions and highlight new applications that benefit from image/video inpainting.

Processing of Synthetic Aperture Radar (SAR) Images (Hardcover): H. Maitre Processing of Synthetic Aperture Radar (SAR) Images (Hardcover)
H. Maitre
R5,545 Discovery Miles 55 450 Ships in 18 - 22 working days

Synthetic aperture radar provides broad-area imaging at high resolutions, which is used in applications such as environmental monitoring, earth-resource mapping, and military systems.
This book presents the tools required for the digital processing of synthetic aperture radar images. They are of three types: (a) the elements of physics, (b) mathematical models and (c) image processing methods adapted to particular applications.

Klaus: The Art of the Movie (Hardcover): Ramin Zahed Klaus: The Art of the Movie (Hardcover)
Ramin Zahed
R815 Discovery Miles 8 150 Ships in 10 - 15 working days

A stunning book exploring the art of Sergio Pablos' animated Christmas original, Klaus. A young, lowly Scandinavian postman named Jesper gets the chance to make his mark when he's tasked with bringing the postal service to a contentious village in the cold north, where he meets a mysterious, white-bearded toymaker named Klaus.

Qualitative Research in Gambling - Exploring the production and consumption of risk (Hardcover, New): Rebecca Cassidy, Andrea... Qualitative Research in Gambling - Exploring the production and consumption of risk (Hardcover, New)
Rebecca Cassidy, Andrea Pisac, Claire Loussouarn
R4,505 Discovery Miles 45 050 Ships in 10 - 15 working days

The Open Access version of this book, available at http://www.tandfebooks.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 3.0 license. Gambling is both a multi-billion-dollar international industry and a ubiquitous social and cultural phenomenon. It is also undergoing significant change, with new products and technologies, regulatory models, changing public attitudes and the sheer scale of the gambling enterprise necessitating innovative and mixed methodologies that are flexible, responsive and 'agile'. This book seeks to demonstrate that researchers should look beyond the existing disciplinary territory and the dominant paradigm of 'problem gambling' in order to follow those changes across territorial, political, technical, regulatory and conceptual boundaries. The book draws on cutting-edge qualitative work in disciplines including geography, organisational studies, sociology, East Asian studies and anthropology to explore the production and consumption of risk, risky places, risk technologies, the gambling industry and connections between gambling and other kinds of speculation such as financial derivatives. In doing so it addresses some of the most important issues in contemporary social science, including: the challenges of studying deterritorialised social phenomena; globalising technologies and local markets; regulation as it operates across local, regional and international scales; and the rise of games, virtual worlds and social media.

Learning Java Through Games (Paperback, New): Lubomir Stanchev Learning Java Through Games (Paperback, New)
Lubomir Stanchev
R2,813 Discovery Miles 28 130 Ships in 10 - 15 working days

Learning Java Through Games teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience. Taking an application-motivated approach, the text presents an abundance of games. Students must read through the whole chapter to understand all the features that are needed to implement the game. Most chapters start with a description of a game and then introduce different Java constructs for implementing the features of the game on need-to-use bases. The text teaches students not only how to write code that works but also how to follow good software practices. All sample programs in the text strive to achieve low cohesion and high coupling-the hallmarks of well-designed code. Many programs are refactored multiple times to achieve code that is easy to understand, reuse, and maintain. The first part of the book covers basic programming techniques, such as conditional statements, loops, methods, arrays, and classes. The second part focuses on more advanced topics, including class inheritance, recursions, sorting algorithms, GUI programming, exception handling, files, and applets.

The Architectural Imagination at the Digital Turn (Hardcover): Nathalie Bredella The Architectural Imagination at the Digital Turn (Hardcover)
Nathalie Bredella
R4,495 Discovery Miles 44 950 Ships in 10 - 15 working days

The Architectural Imagination at the Digital Turn asks what it means to speak of a "digital turn" in architecture. It examines how architects at the time engaged with the digital and imagined future modes of practice, and looks at the technological, conceptual and economic phenomena behind this engagement. It argues that the adoption of digital technology in architecture was far from linear but depended on complex factors, from the operative logic of the technology itself to the context in which it was used and the people who interacted with it. Creating a mosaic-like account, the book presents debates, projects and publications that changed how architecture was visualized, fabricated and experienced using digital technology. Spanning the university, new media art institutes, ecologies, architectural bodies, fabrication and the city, it re-evaluates familiar narratives that emphasized formal explorations; instead, the book aims to complicate the "myth" of the digital by presenting a nuanced analysis of the material and social context behind each case study. During the 1990s, architects repurposed software and technological concepts from other disciplines and tested them in a design environment. Some architects were fascinated by its effects, others were more critical. Through its discussion on case studies, places and themes that fundamentally influenced discourse formation in the era, this book offers scholars, researchers and students fresh insights into how architecture can engage with the digital realm today.

Fuzzy Transforms for Image Processing and Data Analysis - Core Concepts, Processes and Applications (Hardcover, 1st ed. 2020):... Fuzzy Transforms for Image Processing and Data Analysis - Core Concepts, Processes and Applications (Hardcover, 1st ed. 2020)
Ferdinando Di Martino, Salvatore Sessa
R3,988 Discovery Miles 39 880 Ships in 10 - 15 working days

This book analyzes techniques that use the direct and inverse fuzzy transform for image processing and data analysis. The book is divided into two parts, the first of which describes methods and techniques that use the bi-dimensional fuzzy transform method in image analysis. In turn, the second describes approaches that use the multidimensional fuzzy transform method in data analysis. An F-transform in one variable is defined as an operator which transforms a continuous function f on the real interval [a,b] in an n-dimensional vector by using n-assigned fuzzy sets A1, ... , An which constitute a fuzzy partition of [a,b]. Then, an inverse F-transform is defined in order to convert the n-dimensional vector output in a continuous function that equals f up to an arbitrary quantity . We may limit this concept to the finite case by defining the discrete F-transform of a function f in one variable, even if it is not known a priori. A simple extension of this concept to functions in two variables allows it to be used for the coding/decoding and processing of images. Moreover, an extended version with multidimensional functions can be used to address a host of topics in data analysis, including the analysis of large and very large datasets. Over the past decade, many researchers have proposed applications of fuzzy transform techniques for various image processing topics, such as image coding/decoding, image reduction, image segmentation, image watermarking and image fusion; and for such data analysis problems as regression analysis, classification, association rule extraction, time series analysis, forecasting, and spatial data analysis. The robustness, ease of use, and low computational complexity of fuzzy transforms make them a powerful fuzzy approximation tool suitable for many computer science applications. This book presents methods and techniques based on the use of fuzzy transforms in various applications of image processing and data analysis, including image segmentation, image tamper detection, forecasting, and classification, highlighting the benefits they offer compared with traditional methods. Emphasis is placed on applications of fuzzy transforms to innovative problems, such as massive data mining, and image and video security in social networks based on the application of advanced fragile watermarking systems. This book is aimed at researchers, students, computer scientists and IT developers to acquire the knowledge and skills necessary to apply and implement fuzzy transforms-based techniques in image and data analysis applications.

Introduction to Digital Image Processing (Hardcover): William K. Pratt Introduction to Digital Image Processing (Hardcover)
William K. Pratt
R3,553 Discovery Miles 35 530 Ships in 10 - 15 working days

The subject of digital image processing has migrated from a graduate to a junior or senior level course as students become more proficient in mathematical background earlier in their college education. With that in mind, Introduction to Digital Image Processing is simpler in terms of mathematical derivations and eliminates derivations of advanced subjects. Most importantly, the textbook contains an extensive set of programming exercises for students.
The textbook examines the basic technologies needed to support image processing applications, including the characterization of continuous images, image sampling and quantization techniques, and two-dimensional signal processing techniques. It then covers the two principle areas of image processing: image enhancement and restoration techniques and extraction of information from an image. It concludes with discussions of image and video compression.

  • Covers the mathematical representation of continuous images and discrete images
  • Discusses the psychophysical properties of human vision
  • Analyzes and compares linear processing techniques implemented by direct convolution and Fourier domain filtering
  • Details restoration models, point and spatial restoration and geometrical image modification
  • Includes morphological image processing, edge detection, image feature extraction, image segmentation, object shape analysis, and object detection
  • Describes coding technique applicable to still image and video coding based upon point and spatial processing
  • Outlines the widely adopted JPEG and MPEG still image and video coding standards

The author s accessible style provides historical background on the development of image processing techniques as well as a theoretical exposition. The inclusion of numerous exercises fully prepares students for further study."

Iris Biometric Model for Secured Network Access (Hardcover): Franjieh El Khoury Iris Biometric Model for Secured Network Access (Hardcover)
Franjieh El Khoury
R4,496 Discovery Miles 44 960 Ships in 10 - 15 working days

In the last few years, biometric techniques have proven their ability to provide secure access to shared resources in various domains. Furthermore, software agents and multi-agent systems (MAS) have shown their efficiency in resolving critical network problems. Iris Biometric Model for Secured Network Access proposes a new model, the IrisCryptoAgentSystem (ICAS), which is based on a biometric method for authentication using the iris of the eyes and an asymmetric cryptography method using "Rivest-Shamir-Adleman" (RSA) in an agent-based architecture. It focuses on the development of new methods in biometric authentication in order to provide greater efficiency in the ICAS model. It also covers the pretopological aspects in the development of the indexed hierarchy to classify DRVA iris templates. The book introduces biometric systems, cryptography, and multi-agent systems (MAS) and explains how they can be used to solve security problems in complex systems. Examining the growing interest to exploit MAS across a range of fields through the integration of various features of agents, it also explains how the intersection of biometric systems, cryptography, and MAS can apply to iris recognition for secure network access. The book presents the various conventional methods for the localization of external and internal edges of the iris of the eye based on five simulations and details the effectiveness of each. It also improves upon existing methods for the localization of the external and internal edges of the iris and for removing the intrusive effects of the eyelids.

Charge-Coupled Device Technology (Paperback): Shigeyuki Ochi, Tetsuya Iizuka, Masaharu Hamasaki, Yasushi Sato, Tadakuni Narabu,... Charge-Coupled Device Technology (Paperback)
Shigeyuki Ochi, Tetsuya Iizuka, Masaharu Hamasaki, Yasushi Sato, Tadakuni Narabu, …
R4,388 Discovery Miles 43 880 Ships in 9 - 17 working days

The introduction and preliminary chapters discuss the background and development of CCD technology, and the structure and operation of CCD image sensors. Subsequent chapters examine the technology and sensor manufacturing process, including modelling, the theories behind digital imaging processing, and the applications of digital cameras. Finally, the editor discusses future technological and market trends anticipated in this fast growing industry.
This title contains the most up-to-date and comprehensive information on the development of the Charge-Coupled Device (CCD), which makes possible the widespread use of consumer camcorders and broadcasting color cameras. The material in this book is comprehensive enough to be of great value to researchers, industrialists and post-graduate students in the area of image technology, while the simplicity and clarity of explanation make it easy to understand to the non-expert.

Introduction to Game Physics with Box2D (Paperback): Ian Parberry Introduction to Game Physics with Box2D (Paperback)
Ian Parberry
R1,976 Discovery Miles 19 760 Ships in 10 - 15 working days

Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.

Image Super-Resolution and Applications (Hardcover): Fathi E. Abd El-Samie, Mohiy M. Hadhoud, Said E. El-Khamy Image Super-Resolution and Applications (Hardcover)
Fathi E. Abd El-Samie, Mohiy M. Hadhoud, Said E. El-Khamy
R4,252 Discovery Miles 42 520 Ships in 10 - 15 working days

This book is devoted to the issue of image super-resolution-obtaining high-resolution images from single or multiple low-resolution images. Although there are numerous algorithms available for image interpolation and super-resolution, there's been a need for a book that establishes a common thread between the two processes. Filling this need, Image Super-Resolution and Applications presents image interpolation as a building block in the super-resolution reconstruction process. Instead of approaching image interpolation as either a polynomial-based problem or an inverse problem, this book breaks the mold and compares and contrasts the two approaches. It presents two directions for image super-resolution: super-resolution with a priori information and blind super-resolution reconstruction of images. It also devotes chapters to the two complementary steps used to obtain high-resolution images: image registration and image fusion. Details techniques for color image interpolation and interpolation for pattern recognition Analyzes image interpolation as an inverse problem Presents image registration methodologies Considers image fusion and its application in image super resolution Includes simulation experiments along with the required MATLAB (R) code Supplying complete coverage of image-super resolution and its applications, the book illustrates applications for image interpolation and super-resolution in medical and satellite image processing. It uses MATLAB (R) programs to present various techniques, including polynomial image interpolation and adaptive polynomial image interpolation. MATLAB codes for most of the simulation experiments supplied in the book are included in the appendix.

Non-Cooperative Target Tracking, Fusion and Control - Algorithms and Advances (Hardcover, 1st ed. 2018): Zhongliang Jing, Han... Non-Cooperative Target Tracking, Fusion and Control - Algorithms and Advances (Hardcover, 1st ed. 2018)
Zhongliang Jing, Han Pan, Yuankai Li, Peng Dong
R5,308 Discovery Miles 53 080 Ships in 10 - 15 working days

This book gives a concise and comprehensive overview of non-cooperative target tracking, fusion and control. Focusing on algorithms rather than theories for non-cooperative targets including air and space-borne targets, this work explores a number of advanced techniques, including Gaussian mixture cardinalized probability hypothesis density (CPHD) filter, optimization on manifold, construction of filter banks and tight frames, structured sparse representation, and others. Containing a variety of illustrative and computational examples, Non-cooperative Target Tracking, Fusion and Control will be useful for students as well as engineers with an interest in information fusion, aerospace applications, radar data processing and remote sensing.

Perceptual Digital Imaging - Methods and Applications (Hardcover): Rastislav Lukac Perceptual Digital Imaging - Methods and Applications (Hardcover)
Rastislav Lukac
R6,378 Discovery Miles 63 780 Ships in 10 - 15 working days

Visual perception is a complex process requiring interaction between the receptors in the eye that sense the stimulus and the neural system and the brain that are responsible for communicating and interpreting the sensed visual information. This process involves several physical, neural, and cognitive phenomena whose understanding is essential to design effective and computationally efficient imaging solutions. Building on advances in computer vision, image and video processing, neuroscience, and information engineering, perceptual digital imaging greatly enhances the capabilities of traditional imaging methods. Filling a gap in the literature, Perceptual Digital Imaging: Methods and Applications comprehensively covers the system design, implementation, and application aspects of this emerging specialized area. It gives readers a strong, fundamental understanding of theory and methods, providing a foundation on which solutions for many of the most interesting and challenging imaging problems can be built. The book features contributions by renowned experts who present the state of the art and recent trends in image acquisition, processing, storage, display, and visual quality evaluation. They detail advances in the field and explore human visual system-driven approaches across a broad spectrum of applications, including: Image quality and aesthetics assessment Digital camera imaging White balancing and color enhancement Thumbnail generation Image restoration Super-resolution imaging Digital halftoning and dithering Color feature extraction Semantic multimedia analysis and processing Video shot characterization Image and video encryption Display quality enhancement This is a valuable resource for readers who want to design and implement more effective solutions for cutting-edge digital imaging, computer vision, and multimedia applications. Suitable as a graduate-level textbook or stand-alone reference for researchers and practitioners, it provides a unique overview of an important and rapidly developing research field.

Image Processing - Tensor Transform and Discrete Tomography with MATLAB  (R) (Hardcover, New): Artyom M. Grigoryan, Merughan M.... Image Processing - Tensor Transform and Discrete Tomography with MATLAB (R) (Hardcover, New)
Artyom M. Grigoryan, Merughan M. Grigoryan
R6,364 Discovery Miles 63 640 Ships in 10 - 15 working days

Focusing on mathematical methods in computer tomography, Image Processing: Tensor Transform and Discrete Tomography with MATLAB (R) introduces novel approaches to help in solving the problem of image reconstruction on the Cartesian lattice. Specifically, it discusses methods of image processing along parallel rays to more quickly and accurately reconstruct images from a finite number of projections, thereby avoiding overradiation of the body during a computed tomography (CT) scan. The book presents several new ideas, concepts, and methods, many of which have not been published elsewhere. New concepts include methods of transferring the geometry of rays from the plane to the Cartesian lattice, the point map of projections, the particle and its field function, and the statistical model of averaging. The authors supply numerous examples, MATLAB (R)-based programs, end-of-chapter problems, and experimental results of implementation. The main approach for image reconstruction proposed by the authors differs from existing methods of back-projection, iterative reconstruction, and Fourier and Radon filtering. In this book, the authors explain how to process each projection by a system of linear equations, or linear convolutions, to calculate the corresponding part of the 2-D tensor or paired transform of the discrete image. They then describe how to calculate the inverse transform to obtain the reconstruction. The proposed models for image reconstruction from projections are simple and result in more accurate reconstructions. Introducing a new theory and methods of image reconstruction, this book provides a solid grounding for those interested in further research and in obtaining new results. It encourages readers to develop effective applications of these methods in CT.

Quaternions for Computer Graphics (Hardcover, 2nd ed. 2021): John Vince Quaternions for Computer Graphics (Hardcover, 2nd ed. 2021)
John Vince
R1,977 Discovery Miles 19 770 Ships in 18 - 22 working days

If you have ever wondered what quaternions are - then look no further, John Vince will show you how simple and useful they are. This 2nd edition has been completely revised and includes extra detail on the invention of quaternions, a complete review of the text and equations, all figures are in colour, extra worked examples, an expanded index, and a bibliography arranged for each chapter. Quaternions for Computer Graphics includes chapters on number sets and algebra, imaginary and complex numbers, the complex plane, rotation transforms, and a comprehensive description of quaternions in the context of rotation. The book will appeal to students of computer graphics, computer science and mathematics, as well as programmers, researchers, academics and professional practitioners interested in learning about quaternions. John Vince explains in an easy-to-understand language, with the aid of useful figures, how quaternions emerged, gave birth to modern vector analysis, disappeared, and reemerged to be adopted by the flight simulation industry and computer graphics. This book will give you the confidence to use quaternions within your every-day mathematics, and explore more advanced texts.

Game Usability - Advice from the Experts for Advancing UX Strategy and Practice in Videogames (Paperback, 2nd edition):... Game Usability - Advice from the Experts for Advancing UX Strategy and Practice in Videogames (Paperback, 2nd edition)
Katherine Isbister, Celia Hodent
R1,560 Discovery Miles 15 600 Ships in 10 - 15 working days

This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.

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