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Books > Computing & IT > Applications of computing > Image processing
The newly revised third edition of Rick Young's The Focal Easy Guide to Final Cut Pro X is the ultimate mentor for getting up and running with Apple's professional editing software, regardless of your skill level. In this step-by-step, full-color guide, Rick clearly explains the key concepts and essential knowledge needed to edit your project from start to finish, providing clear, time-saving instructions on producing and outputting using Final Cut Pro X. This new edition includes: A thorough introduction to Final Cut Pro X and the philosophy by which the software works Complete coverage of the post production process, including setup, importing and organizing media, editing, audio and output Additional sections on Multicam Editing, working with Proxies, effective Media Management, the Magnetic Timeline, Batch Share and Effects Production New chapters, covering in detail: Roles, Color Correction and the Touch Bar Instructions on encoding, distributing and archiving your completed projects And an accompanying eResource featuring downloadable video footage that you can edit with using the techniques covered in the book Packed with tutorials and real-world examples, The Focal Easy Guide to Final Cut Pro X will take you through the ins and outs of the software and have you editing and outputting your movies in no time! Published July 2019
A proven, cost-effective approach to solving analog signal processing design problems Most design problems involving analog circuits require a great deal of creativity to solve. But, as the authors of this groundbreaking guide demonstrate, finding solutions to most analog signal processing problems does not have to be that difficult. Analog Signal Processing presents an original, five-step, design-oriented approach to solving analog signal processing problems using standard ICs as building blocks. Unlike most authors who prescribe a "bottom-up" approach, Professors Pallás-Areny and Webster cast design problems first in functional terms and then develop possible solutions using available ICs, focusing on circuit performance rather than internal structure. The five steps of their approach move from signal classification, definition of desired functions, and description of analog domain conversions to error classification and error analysis. Featuring 90 worked examples—many of them drawn from actual implementations—and more than 130 skill-building chapter-end problems, Analog Signal Processing is both a valuable working resource for practicing design engineers and a textbook for advanced courses in electronic instrumentation design.
This book explores the effects of the Instagram platform on the making and viewing of art. Authors Lachlan MacDowall and Kylie Budge critically analyse the ways Instagram has influenced artists, art spaces, art institutions and art audiences, and ultimately contemporary aesthetic experience. The book argues that more than simply being a container for digital photography, the architecture of Instagram represents a new relationship to the image and to visual experience, a way of shaping ocular habits and social relations. Following a detailed analysis of the structure of Instagram - the tactile world of affiliation ('follows'), aesthetics ('likes') and attention ('comments') - the book examines how art spaces, audiences and aesthetics are key to understanding its rise. The book will be of interest to scholars working in art history, design, digital culture, cultural studies, sociology, education, business, media and communication studies.
This text presents techniques for describing image textures. Contrary to the usual practice of embedding the images to known modelling frameworks borrowed from statistical physics or other domains, this book deduces the Gibbs models from basic image features and tailors the modelling framework to the images. This approach results in more general Gibbs models than can be either Markovian or non-Markovian and possess arbitrary interaction structures and strengths. The book presents computationally feasible algorithms for parameter estimation and image simulation and demonstrates their abilities and limitations by numerous experimental results. The book avoids too abstract mathematical constructions and gives explicit image-based explanations of all the notions involved.
"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, there’s no better place to start than with the volume you now hold in your hand."
Adobe Photoshop Lightroom Classic CC is one of the most powerful tools a digital photographer has in their toolset, offering powerful editing features in a streamlined interface that lets photographers import, sort, and organize images. In this completely updated bestseller, author Martin Evening describes Lightroom Classic CC features in detail, covering library organization, develop image processing, output modules, and the latest Lightroom CC/mobile features. As an established commercial and landscape photographer, Martin knows firsthand what photographers need for an efficient workflow. He has been working with Lightroom from the beginning, and as a result, knows the software inside and out. In this book, he'll teach you how to: - Work efficiently with images shot in raw or JPEG formats - Import photographs with ease and sort them according to your workflow - Create and manage a personal image and video library - Integrate Lightroom with Adobe Photoshop - Prepare images for print, slideshows, or to create a book - Make the most of new features, such as the ability to migrate and sync photos via the cloud Photographers will find Lightroom Classic CC-and The Adobe Photoshop Lightroom Classic CC Book-indispensable tools in their digital darkrooms. "With Martin's expert guidance, you'll soon find that you have precisely the tools you need to turn your concentration back where it belongs--on making better pictures!" --George Jardine, digital photography consultant "As a photographer himself, Martin Evening knows what tools photographers need to realize their creative vision. In this book, he shows not only how Adobe Photoshop Lightroom works but also why it will become an essential part of any photographer's workflow." --Greg Gorman, photographer
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.
This book introduces the reader with little or no previous computer-programming experience to the Python programming language of interest for a physicist or a natural-sciences student. The book starts with basic interactive Python in order to acquire an introductory familiarity with the language, than tackle Python scripts (programs) of increasing complexity, that the reader is invited to run on her/his computer. All program listings are discussed in detail, and the reader is invited to experiment on what happens if some code lines are modified. The reader is introduced to Matplotlib graphics for the generation of figures representing data and function plots and, for instance, field lines. Animated function plots are also considered. A chapter is dedicated to the numerical solution of algebraic and transcendental equations, the basic mathematical principles are discussed and the available Python tools for the solution are presented. A further chapter is dedicated to the numerical solution of ordinary differential equations. This is of vital importance for the physicist, since differential equations are at the base of both classical physics (Newton's equations) and quantum mechanics (Schroedinger's equation). The shooting method for the numerical solution of ordinary differential equations with boundary conditions at two boundaries is also presented. Python programs for the solution of two quantum-mechanics problems are discussed as examples. Two chapters are dedicated to Tkinter graphics, which gives the user more freedom than Matplotlib, and to Tkinter animation. Programs displaying the animation of physical problems involving the solution of ordinary differential equations (for which in most cases there is no algebraic solution) in real time are presented and discussed. Finally, 3D animation is presented with Vpython.
This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games. Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage. Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.
Computational photography refers broadly to imaging techniques that enhance or extend the capabilities of digital photography. This new and rapidly developing research field has evolved from computer vision, image processing, computer graphics and applied optics-and numerous commercial products capitalizing on its principles have already appeared in diverse market applications, due to the gradual migration of computational algorithms from computers to imaging devices and software. Computational Photography: Methods and Applications provides a strong, fundamental understanding of theory and methods, and a foundation upon which to build solutions for many of today's most interesting and challenging computational imaging problems. Elucidating cutting-edge advances and applications in digital imaging, camera image processing, and computational photography, with a focus on related research challenges, this book: Describes single capture image fusion technology for consumer digital cameras Discusses the steps in a camera image processing pipeline, such as visual data compression, color correction and enhancement, denoising, demosaicking, super-resolution reconstruction, deblurring, and high dynamic range imaging Covers shadow detection for surveillance applications, camera-driven document rectification, bilateral filtering and its applications, and painterly rendering of digital images Presents machine-learning methods for automatic image colorization and digital face beautification Explores light field acquisition and processing, space-time light field rendering, and dynamic view synthesis with an array of cameras Because of the urgent challenges associated with emerging digital camera applications, image processing methods for computational photography are of paramount importance to research and development in the imaging community. Presenting the work of leading experts, and edited by a renowned authority in digital color imaging and camera image processing, this book considers the rapid developments in this area and addresses very particular research and application problems. It is ideal as a stand-alone professional reference for design and implementation of digital image and video processing tasks, and it can also be used to support graduate courses in computer vision, digital imaging, visual data processing, and computer graphics, among others.
o Continuing the a series of books that focus entirely on a singular game design system or mechanic o A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint o The series has potential to keep growing looking at a multitude of topics
There is now no shortage of media for us to consume, from streaming services and video-on-demand to social media and everything else besides. This has changed the way media scholars think about the production and reception of media. Missing from these conversations, though, is the maker: in particular, the maker who has the power to produce media in their pocket. How might one craft a personal media-making practice that is thoughtful and considerate of the tools and materials at one's disposal? This is the core question of this original new book. Exploring a number of media-making tools and processes like drones and vlogging, as well as thinking through time, editing, sound and the stream, Binns looks out over the current media landscape in order to understand his own media practice. The result is a personal journey through media theory, history and technology, furnished with practical exercises for teachers, students, professionals and enthusiasts: a unique combination of theory and practice written in a highly personal and personable style that is engaging and refreshing. This book will enable readers to understand how a personal creative practice might unlock deeper thinking about media and its place in the world. The primary readership will be among academics, researchers and students in the creative arts, as well as practitioners of creative arts including sound designers, cinematographers and social media content producers. Designed for classroom use, this will be of particular importance for undergraduate students of film production, and may also be of interest to students at MA level, particularly on the growing number of courses that specifically offer a blend of theory and practice. The highly accessible writing style may also mean that it can be taken up for high school courses on film and production. It will also be of interest to academics delivering these courses, and to researchers and scholars of new media and digital cinema.
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams.
Illustrating essential aspects of adaptive image processing from a computational intelligence viewpoint, the second edition of Adaptive Image Processing: A Computational Intelligence Perspective provides an authoritative and detailed account of computational intelligence (CI) methods and algorithms for adaptive image processing in regularization, edge detection, and early vision. With three new chapters and updated information throughout, the new edition of this popular reference includes substantial new material that focuses on applications of advanced CI techniques in image processing applications. It introduces new concepts and frameworks that demonstrate how neural networks, support vector machines, fuzzy logic, and evolutionary algorithms can be used to address new challenges in image processing, including low-level image processing, visual content analysis, feature extraction, and pattern recognition. Emphasizing developments in state-of-the-art CI techniques, such as content-based image retrieval, this book continues to provide educators, students, researchers, engineers, and technical managers in visual information processing with the up-to-date understanding required to address contemporary challenges in image content processing and analysis.
This book constitutes the refereed proceedings of the Third International Conference on Intelligence Science, ICIS 2018, held in Beijing China, in November 2018. The 44 full papers and 5 short papers presented were carefully reviewed and selected from 85 submissions. They deal with key issues in intelligence science and have been organized in the following topical sections: brain cognition; machine learning; data intelligence; language cognition; perceptual intelligence; intelligent robots; fault diagnosis; and ethics of artificial intelligence.
- Explores how mixed, virtual and augmented reality technologies can enable designers to create immersive experiences and expand the aesthetic potential of the medium - Curated selection of projects and essays by leading international architects and designers, including those from Zaha Hadid Architects and MVRDV- Illustrated with over 150 images
Developing algorithms for multi-dimensional Fourier transforms, this book presents results that yield highly efficient code on a variety of vector and parallel computers. By emphasising the unified basis for the many approaches to both one-dimensional and multidimensional Fourier transforms, this book not only clarifies the fundamental similarities, but also shows how to exploit the differences in optimising implementations. It will thus be of great interest not only to applied mathematicians and computer scientists, but also to seismologists, high-energy physicists, crystallographers, and electrical engineers working on signal and image processing.
o Continuing the a series of books that focus entirely on a singular game design system or mechanic o A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint o The series has potential to keep growing looking at a multitude of topics
Signal Analysis explores methods that offer an insight into the properties of signals and stochastic processes. This comprehensive and authoritative book provides an introduction to the fundamental theory of signal analysis. It bridges the gap between the basic knowledge in system theory and the specialist knowledge in various fields of signal processing and provides a complete overview of current applications. Features include:
The unique, dynamic learning system that has helped thousands of artists enhance their figure drawing abilities Dozens of updated illustrations and all-new content, exclusive to the 3rd edition Select pages can be scanned by your smartphone or other device to pull up bonus video content, enhancing the learning process
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.
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams.
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.
An uncoded multimedia transmission (UMT) system is one that skips quantization and entropy coding in compression and all subsequent binary operations, including channel coding and bit-to-symbol mapping of modulation. By directly transmitting non-binary symbols with amplitude modulation, the uncoded system avoids the annoying cliff effect observed in the coded transmission system. This advantage makes uncoded transmission more suited to both unicast in varying channel conditions and multicast to heterogeneous users. Particularly, in the first part of Uncoded Multimedia Transmission, we consider how to improve the efficiency of uncoded transmission and make it on par with coded transmission. We then address issues and challenges regarding how to better utilize temporal and spatial correlation of images and video in the uncoded transmission, to achieve the optimal transmission performance. Next, we investigate the resource allocation problem for uncoded transmission, including subchannel, bandwidth and power allocation. By properly allocating these resources, uncoded transmission can achieve higher efficiency and more robust performance. Subsequently, we consider the image and video delivery in MIMO broadcasting networks with diverse channel quality and varying numbers of antennas across receivers. Finally, we investigate the cases where uncoded transmission can be used in conjunction with digital transmission for a balanced efficiency and adaptation capability. This book is the very first monograph in the general area of uncoded multimedia transmission written in a self-contained format. It addresses both the fundamentals and the applications of uncoded transmission. It gives a systematic introduction to the fundamental theory and concepts in this field, and at the same time, also presents specific applications that reveal the great potential and impacts for the technologies generated from the research in this field. By concentrating several important studies and developments currently taking place in the field of uncoded transmission in a single source, this book can reduce the time and cost required to learn and improve skills and knowledge in the field. The authors have been actively working in this field for years, and this book is the final essence of their years of long research in this field. The book may be used as a collection of research notes for researchers in this field, a reference book for practitioners or engineers, as well as a textbook for a graduate advanced seminar in this field or any related fields. The references collected in this book may be used as further reading lists or references for the readers.
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. |
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