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Books > Computing & IT > Applications of computing > Image processing
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.
As more images and videos are becoming available in compressed formats, researchers have begun designing algorithms for different image operations directly in their domains of representation, leading to faster computation and lower buffer requirements. Image and Video Processing in the Compressed Domain presents the fundamentals, properties, and applications of a variety of image transforms used in image and video compression. It illustrates the development of algorithms for processing images and videos in the compressed domain. Developing concepts from first principles, the book introduces popular image and video compression algorithms, in particular JPEG, JPEG2000, MPEG-2, MPEG-4, and H.264 standards. It also explores compressed domain analysis and performance metrics for comparing algorithms. The author then elucidates the definitions and properties of the discrete Fourier transform (DFT), discrete cosine transform (DCT), integer cosine transform (ICT), and discrete wavelet transform (DWT). In the subsequent chapters, the author discusses core operations, such as image filtering, color enhancement, image resizing, and transcoding of images and videos, that are used in various image and video analysis approaches. He also focuses on other facets of compressed domain analysis, including video editing operations, video indexing, and image and video steganography and watermarking. With MATLAB (R) codes on an accompanying CD-ROM, this book takes you through the steps involved in processing and analyzing compressed videos and images. It covers the algorithms, standards, and techniques used for coding images and videos in compressed formats.
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 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.
Fully illustrated, with rich, four-color graphics, this book takes a unique illustrated approach to communication technologies, detailing graphically how each invention works Offers readers a comprehensive history of mass communication technologies, from the printing press to the Internet Covers key historical innovations, giving readers insight into the driving figures behind technologies and broader society impact
This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch. Example programs and source code can be downloaded from the book's CRC Press web page.
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
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.
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.
Fully illustrated, with rich, four-color graphics, this book takes a unique illustrated approach to communication technologies, detailing graphically how each invention works Offers readers a comprehensive history of mass communication technologies, from the printing press to the Internet Covers key historical innovations, giving readers insight into the driving figures behind technologies and broader society impact
- 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.
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.
Need to solve problems quickly to develop creative projects to time and to budget? Want to hone your Flash skills so you can concentrate on your animation? Then How to Cheat in Flash is for you! Chris Georgenes shows how to work from the problem to the solution - from the viewpoint of an animator who has been commissioned to create a job and is working to a deadline and to a budget. With his in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, Chris is the go-to guru for designers and animators who want to create great animation, applications or motion design with Flash. Fully updated for CS5, How to Cheat in Flash CS5, is a goldmine of artistic inspiration, timesaving practical tips, tricks and step-by-step workthroughs that you'll wonder how you survived without it. Each techniques is designed as a double-page spread so you can prop the book up behind your keyboard or next to your monitor as a visual reference while working alongside it. Many of these workthroughs are real-world client projects, with the source files supplied for you to open and explore. With these real-life professional projects you'll discover how to: bring objects to life with cool motion effects, make it rain, snow or set your world ablaze, develop flash mobile applications and many more tips and tricks not found anywhere else!
This book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities. With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field. Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertainment to education.
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.
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.
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.
This essential guide for intermediate/advanced photographers has now been fully updated for Elements 7. Bestselling author and Elements guru Philip Andrews turns his expansive knowledge to this powerful application, delivering, once again, a practical approach in a crystal-clear writing style. For the advanced Elements user, this book offers a standalone guide to advancing knowledge of the software. For those with a little less experience, it works seamlessly in conjunction with Philip's other Elements guide: "Adobe Photoshop Elements 7: A visual introduction to digital photography." Philip expands on the solid foundation delivered by that title to deliver a master-guide that shows you just how powerful this deceptively simple software package can be. Throughout the book, Philip takes a pro's approach, emphasising a streamlined, non-destructive workflow. Diverse chapters cover the entire spectrum of photographic potential offered by the software, including key areas such as: darkroom techniques, advanced selection techniques, professional retouching, photo restoration, panoramas, collages, RAW processing and printing. Additionally, the content is supplemented by extra great learning tools available on a brand new website including; downloadable resources, and Elements vodcasts. Essential reading for all photographers using Elements 7.
Architecture for the Commons dives into an analysis of how the tectonics of a building is fundamentally linked to the economic organizations that allow them to exist. By tracing the origins and promises of current technological practices in design, the book provides an alternative path, one that reconsiders the means of achieving complexity through combinatorial strategies. This move requires reconsidering serial production with crowdsourcing and user content in mind. The ideas presented will be explored through the design research developed within Plethora Project, a design practice that explores the use of video game interfaces as a mechanism for participation and user design. The research work presented throughout the book seeks to align with a larger project that is currently taking place in many different fields: The Construction of the Commons. By developing both the ideological and physical infrastructure, the project of the Commons has become an antidote to current economic practices that perpetuate inequality. The mechanisms of the production and governance of the Commons are discussed, inviting the reader to get involved and participate in the discussion. The current political and economic landscape calls for a reformulation of our current economic practices and alternative value systems that challenge the current market monopolies. This book will be of great interest not only to architects and designers studying the impact of digital technologies in the field of design but also to researchers studying novel techniques for social participation and cooperating of communities through digital networks. The book connects principles of architecture, economics and social sciences to provide alternatives to the current production trends. |
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