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

Color Imaging - Fundamentals and Applications (Hardcover): Erik Reinhard, Erum Arif Khan, Ahmet Oguz Akyuz, Garrett Johnson Color Imaging - Fundamentals and Applications (Hardcover)
Erik Reinhard, Erum Arif Khan, Ahmet Oguz Akyuz, Garrett Johnson
R4,001 Discovery Miles 40 010 Ships in 12 - 19 working days

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.

The Science of Imaging (Paperback, 2nd edition): Graham Saxby The Science of Imaging (Paperback, 2nd edition)
Graham Saxby
R1,574 Discovery Miles 15 740 Ships in 12 - 19 working days

Edited and expanded to keep pace with the digital revolution, the new edition of this highly popular and critically acclaimed work provides a comprehensive exploration of imaging science. Brilliantly written and extensively illustrated, The Science of Imaging: An Introduction, Second Edition covers the fundamental laws of physics as well as the cutting-edge techniques defining current and future directions in the field. Improvements to this Edition Include: A new chapter on astronomical imaging A larger format with a wealth of illustrations Major revisions in the areas of digital imaging and modern technology Updated references with links to a wealth of online resources-including teaching material and expanded information This accessible introduction to the subject takes students on a grand tour of imaging. Starting with the fundamentals of light and basic cameras, the author journeys through television and holography to advanced scientific and medical imaging. He highlights essential formulas, while keeping the complex mathematics to a minimum. Copiously illustrated with a wealth of examples and a 16-page color insert, the text covers optics, imaging systems, materials, and image interpretation and creation in a manner that makes it easy to understand. Praise for the critically acclaimed First Edition: It's the best book I have read on the subject at this level.-Ron Graham, RPS Journal... every student should read it, every photographer should own it, and every lecturer and journalist should know its contents inside out.-Jon Tarrant, British Journal of Photography

GPGPU Programming for Games and Science (Paperback): David H. Eberly GPGPU Programming for Games and Science (Paperback)
David H. Eberly
R1,499 Discovery Miles 14 990 Ships in 12 - 19 working days

An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11 GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering: Robustness Accuracy Speed Quality source code that is easily maintained, reusable, and readable The book primarily addresses programming on a graphics processing unit (GPU) while covering some material also relevant to programming on a central processing unit (CPU). It discusses many concepts of general purpose GPU (GPGPU) programming and presents practical examples in game programming and scientific programming. The author first describes numerical issues that arise when computing with floating-point arithmetic, including making trade-offs among robustness, accuracy, and speed. He then shows how single instruction multiple data (SIMD) extensions work on CPUs since GPUs also use SIMD. The core of the book focuses on the GPU from the perspective of Direct3D 11 (D3D11) and the High Level Shading Language (HLSL). This chapter covers drawing 3D objects; vertex, geometry, pixel, and compute shaders; input and output resources for shaders; copying data between CPU and GPU; configuring two or more GPUs to act as one; and IEEE floating-point support on a GPU. The book goes on to explore practical matters of programming a GPU, including code sharing among applications and performing basic tasks on the GPU. Focusing on mathematics, it next discusses vector and matrix algebra, rotations and quaternions, and coordinate systems. The final chapter gives several sample GPGPU applications on relatively advanced topics. Web ResourceAvailable on a supporting website, the author's fully featured Geometric Tools Engine for computing and graphics saves you from having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming. The engine provides robust and accurate source code with SIMD when appropriate and GPU versions of algorithms when possible.

Architecture for the Commons - Participatory Systems in the Age of Platforms (Hardcover): Jose Sanchez Architecture for the Commons - Participatory Systems in the Age of Platforms (Hardcover)
Jose Sanchez
R4,466 Discovery Miles 44 660 Ships in 12 - 19 working days

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.

Real-Time Shadows (Paperback): Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer Real-Time Shadows (Paperback)
Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer
R1,565 Discovery Miles 15 650 Ships in 12 - 19 working days

Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows. The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book's website www.realtimeshadows.com.

Astrophysical Techniques (Hardcover, 7th edition): C.R. Kitchin Astrophysical Techniques (Hardcover, 7th edition)
C.R. Kitchin
R6,774 Discovery Miles 67 740 Ships in 12 - 19 working days

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

The VES Handbook of Visual Effects - Industry Standard VFX Practices and Procedures (Hardcover, 3rd edition): Jeffrey Okun,... The VES Handbook of Visual Effects - Industry Standard VFX Practices and Procedures (Hardcover, 3rd edition)
Jeffrey Okun, VES, Susan Zwerman, VES
R5,968 Discovery Miles 59 680 Ships in 12 - 19 working days

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.

Introduction to Visual Computing - Core Concepts in Computer Vision, Graphics, and Image Processing (Paperback): Aditi... Introduction to Visual Computing - Core Concepts in Computer Vision, Graphics, and Image Processing (Paperback)
Aditi Majumder, M Gopi
R1,518 Discovery Miles 15 180 Ships in 12 - 19 working days

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.

Houdini On the Spot - Time-Saving Tips and Shortcuts from the Pros (Paperback): Craig Zerouni Houdini On the Spot - Time-Saving Tips and Shortcuts from the Pros (Paperback)
Craig Zerouni
R980 Discovery Miles 9 800 Ships in 9 - 17 working days

Packed with more than 350 techniques, this book delivers what you need to know-on the spot. Its concise presentation of professional techniques is suited to experienced artists whether you are:
*Migrating from another visual effects application
*Upgrading to Houdini 9
*Seeking a handy reference to raise your proficiency with Houdini
Houdini On the Spot presents immediate solutions in an accessible format. It clearly illustrates the essential methods that pros use to get the job done efficiently and creatively. Screenshots and step-by-step instructions show you how to:
*Navigate and manipulate the version 9 interface
*Create procedural models that can be modified quickly and efficiently with Surface Operators (SOPs)
*Use Particle Operators (POPs) to build complex simulations with speed and precision
*Minimize the number of operators in your simulations with Dynamics Operators (DOPs)
*Extend Houdini with customized tools to include data or scripts with Houdini Digital Assets (HDAs)
*Master the version 9 rendering options including Physically Based Rendering (PBR), volume rendering and motion blur
*Quickly modify timing, geometry, space and rotational values of your animations with Channel Operators (CHOPs)
*Create and manipulate elements with Composite Operators (COPs); Houdini's full-blown compositor toolset
*Make your own SOPs, COPs, POPs, CHOPs, and shaders with the Vector Expressions (VEX) shading language
*Configure the Houdini interface with customized environments and hotkeys
*Mine the treasures of the dozens of standalone applications that are bundled with Houdini
-Boost your efficiency and creativity
-Find immediatesolutions in an accessible format
-Unleash the power of Houdini with unpublished techniques

Atlas Of Physarum Computing (Hardcover): Andrew Adamatzky Atlas Of Physarum Computing (Hardcover)
Andrew Adamatzky
R2,367 Discovery Miles 23 670 Ships in 12 - 19 working days

The slime mould Physarum polycephalum is a large cell visible by the unaided eye. It behaves as an intelligent nonlinear spatially extended active medium encapsulated in an elastic membrane. The cell optimises its growth patterns in configurations of attractants and repellents. This behaviour is interpreted as computation. Numerous prototypes of slime mould computers were designed to solve problems of computational geometry, graphs and transport networks and to implement universal computing circuits.In this unique set of scientific photographs and micrographs, the leading experts in computer science, biology, chemistry and material science illustrate in superb detail the nature of the slime mould computers and hybrid devices. Every photograph or micrograph in this book is of real scientific, theoretical or technological interest. Each entry includes a self-contained description of how the visualised phenomenon is used in the relevant slime mould computer. This atlas is unique in providing the depth and breadth of knowledge in harnessing behaviour of the slime mould to perform computation. It will help readers to understand how exploitation of biological processes has sparked new ideas and spurred progress in many fields of science and engineering.

3D Modeling and Animation - Synthesis and Analysis Techniques for the Human Body (Hardcover, New): Nikos Sarris, Michael G.... 3D Modeling and Animation - Synthesis and Analysis Techniques for the Human Body (Hardcover, New)
Nikos Sarris, Michael G. Strintzis (Professor of Electrical and Computer Engineering, Aristotle University of Thessaloniki, Greece)
R2,336 Discovery Miles 23 360 Ships in 10 - 15 working days

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.

Handbook of Image-Based Security Techniques (Paperback): Shivendra Shivani, Suneeta Agarwal, Jasjit S. Suri Handbook of Image-Based Security Techniques (Paperback)
Shivendra Shivani, Suneeta Agarwal, Jasjit S. Suri
R1,615 Discovery Miles 16 150 Ships in 12 - 19 working days

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

We Are Not Garbage! - The Homeless Movement in Tokyo, 1994-2002 (Hardcover): Miki Hasegawa We Are Not Garbage! - The Homeless Movement in Tokyo, 1994-2002 (Hardcover)
Miki Hasegawa
R2,975 Discovery Miles 29 750 Ships in 12 - 19 working days

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.

Understanding Macromedia Flash 8 ActionScript 2 - Basic techniques for creatives (Paperback, 2nd Revised edition): Andrew Rapo,... Understanding Macromedia Flash 8 ActionScript 2 - Basic techniques for creatives (Paperback, 2nd Revised edition)
Andrew Rapo, Alex Michael
R996 Discovery Miles 9 960 Ships in 12 - 19 working days

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.
Divided into four sections to take you from novice to professional results:
* Flash Fundamentals: Introduces the Flash authoring environment and basic core Flash concepts.
* ActionScript 2 Fundamentals: Explains basic programming concepts and terminology, and shows how ActionScript 2 classes are constructed and used.
* Built-in Classes: Describes the built-in ActionScript classes that are available for use in applications, including the MovieClip class, Key class, Sound class, etc.
* Using ActionScript to Build a Game: Describes the development process for creating a complex Flash application and presents commercial-quality game coding examples.
- Benefit from explanations and examples of why and how ActionScript can simplify Flash production and expand your design potential
- Learn all the basics of strong scripting skills to produce professional results
- Example code is available and ready to use with either Flash MX 2004 or Flash 8 - at www.rapo.org/as2book

Professional Techniques for Video Game Writing (Hardcover, 2nd edition): Wendy Despain Professional Techniques for Video Game Writing (Hardcover, 2nd edition)
Wendy Despain
R3,895 Discovery Miles 38 950 Ships in 12 - 19 working days

This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in the games industry Full of practical advice from industry pros on how to get a job, and then how to get the job done Author Bio Wendy Despain has more than two decades of experience spearheading digital media projects. She has worked with teams around the world as a writer, narrative designer, producer, and consultant on interactive experiences ranging from video games to augmented reality. She's worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming. Currently, she's a Production Director at ArenaNet, makers of the Guild Wars franchise. Her books include: Writing For Videogame Genres: From FPS to RPG Talking to Artists/Talking to Programmers 100 Principles of Game Design

Make Toons That Sell Without Selling Out - 10th Anniversary Edition (Paperback, 2nd edition): Bill Plympton Make Toons That Sell Without Selling Out - 10th Anniversary Edition (Paperback, 2nd edition)
Bill Plympton
R1,179 Discovery Miles 11 790 Ships in 9 - 17 working days

"The King of Independent Animation" has returned with this 10th anniversary edition of Make Toons That Sell Without Selling Out. Delve into the secrets behind creating poignant indie animation without compromising or sacrificing your own ideals and visions. World-renowned animator, author, and Academy Award-nominated Bill Plympton will help guide you in how to make a career in animation. With time-saving techniques, secrets on crafting a good narrative, and more, Plympton will teach you how to breathe life into your own animated films. By studying and deconstructing his lessons from his own works and styles, you too will be able to carve out a career in animation without betraying yourself.

Intelligence Science IV - 5th IFIP TC 12 International Conference, ICIS 2022, Xi'an, China, October 28-31, 2022,... Intelligence Science IV - 5th IFIP TC 12 International Conference, ICIS 2022, Xi'an, China, October 28-31, 2022, Proceedings (Hardcover, 1st ed. 2022)
Zhongzhi Shi, Yaochu Jin, Xiangrong Zhang
R3,454 Discovery Miles 34 540 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 5th International Conference on Intelligence Science, ICIS 2022, held in Xi'an, China, in August 2022. The 41 full and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They were organized in topical sections as follows: Brain cognition; machine learning; data intelligence; language cognition; remote sensing images; perceptual intelligence; wireless sensor; and medical artificial intelligence.

The Paradox of Transgression in Games (Hardcover): Kristine Jorgensen, Torill Mortensen The Paradox of Transgression in Games (Hardcover)
Kristine Jorgensen, Torill Mortensen
R3,719 Discovery Miles 37 190 Ships in 12 - 19 working days

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.

Video Codec Design - Developing Image and Video Compression Systems (Hardcover): I.E.G. Richardson Video Codec Design - Developing Image and Video Compression Systems (Hardcover)
I.E.G. Richardson
R3,086 Discovery Miles 30 860 Ships in 12 - 19 working days

Video compression coding is the enabling technology behind a new wave of communication applications. From streaming internet video to broadcast digital television and digital cinema, the video codec is a key building block for a host of new multimedia applications and services. Video Codec Design sets out to de-mystify the subject of video coding and present a practical, design-based approach to this emerging field.

Featuring:

  • Guidance on the practical design and implementation of video coding technology.
  • Explanation of the major video coding standards, including MPEG-2, MPEG-4, H.263 and H.26L.
  • Detailed coverage of key video coding techniques and core algorithms.
  • Examination of critical design issues including transmission, Quality of Service and processing platforms.
  • A wealth of illustrations and practical examples, including quantitative comparisons of design alternatives.
Video Codec Design provides communications engineers, system designers, researchers and technical managers with an essential handbook to image and video compression technology. The clear presentation and emphasis on real-life examples make this book an excellent teaching tool for computer science and electronic engineering instructors.
Digital Video Image Quality and Perceptual Coding (Hardcover): H R Wu, K.R. Rao Digital Video Image Quality and Perceptual Coding (Hardcover)
H R Wu, K.R. Rao; Contributions by Stefan Winkler, Weisi Lin, Franco Oberti, …
R6,790 Discovery Miles 67 900 Ships in 12 - 19 working days

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.

The Focal Easy Guide to Combustion 4 - For New Users and Professionals (Paperback): Gary Davis The Focal Easy Guide to Combustion 4 - For New Users and Professionals (Paperback)
Gary Davis
R822 Discovery Miles 8 220 Ships in 12 - 19 working days

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.
The author shares his professional insight and extensive training experience to ensure you'll get the most out of all the professional paint, animation, editing and 3D compositing tools Combustion offers. Also featured are many workflow tips which show how to tap into the full power of Combustion 4 in your effects and motion graphics work.
For useful tips and tutorials, visit the book's companion site at www.elsevierdirect.com/companions/9780240520100
* Unique, fast introduction to Combustion 4, but relevant to all versions
* Concise color coverage, written by an experienced professional and trainer
* Ideal for professionals, new users and those migrating to Combustion from other compositing or effects packages
* Companion site with useful tips and tutorials can be found at http: //www.elsevierdirect.com/companions/9780240520100

Spreadin' Rhythm Around - Black Popular Songwriters, 1880-1930 (Paperback): David A Jasen, Gene Jones Spreadin' Rhythm Around - Black Popular Songwriters, 1880-1930 (Paperback)
David A Jasen, Gene Jones
R1,528 Discovery Miles 15 280 Ships in 12 - 19 working days

Spreadin' Rhythm Around: Black Popular Songwriters,1880-1930 is a classic work on a little-studied subject in American music history: the contribution of African-American songwriters to the world of popular song. Hailed by Publishers Weekly as "thoroughly researched and entertainingly written," this work documents the careers of songwriters like James A. Bland ("Carry Me Back to Ole Virginny"), Bert Williams ("Nobody"), W. C. Handy ("St. Louis Blues"), Noble Sissle, Eubie Blake ("I'm Just Wild About Harry"), and many more. Richly illustrated with rare photographs from sheet music, newspapers, and other unique sources, the book documents an entire era of performance when black singers, dancers, and actors were active on the New York stage. In sheer depth of research, new information, and full coverage, Spreadin' Rhythm Around offers a comprehensive picture of the contributions of black musicians to American popular song. For anyone interested in the history of jazz, pop song, or Broadway, this book will be a revelation.

Final Cut Pro 5 Editing Essentials (Paperback, 4Rev ed): Tom Wolsky Final Cut Pro 5 Editing Essentials (Paperback, 4Rev ed)
Tom Wolsky
R285 Discovery Miles 2 850 Ships in 2 - 4 working days

Digital editing gives editors far greater freedom than ever before to move scenes of information around and place them anywhere in a film's sequence. Apple's Final Cut Pro is the most widely used Mac-based digital editor, and is especially popular with independent filmmakers and graphic artists. Final Cut Pro 5 Editing Essentials enables readers to master the craft of digital editing on Apple's Final Cut Pro. This full-color editing workshop features eight tutorials that provide firsthand experience with the art and technique of editing. Covering the essentials - capturing material, organizing it, editing, adding transitions, basic titling and sound techniques, and outputting from the application - the tutorials are explained in jargon-free language by a seasoned teacher and digital editor. This book includes downloadable resources filled with graphic files for the tutorial projects to help users hone their editing craft. Companion files are available at http://www.taylorandfrancis.com/cw/wolsky-9781578202867/.

Human-Centered Social Media Analytics (Hardcover, 2014 ed.): Yun Fu Human-Centered Social Media Analytics (Hardcover, 2014 ed.)
Yun Fu
R3,116 R2,009 Discovery Miles 20 090 Save R1,107 (36%) Ships in 12 - 19 working days

Utilizing the ubiquity of social media in modern society, the emerging interdisciplinary field of social computing offers the promise of important human-centered applications.

"Human-Centered Social Media Analytics" provides a timely and unique survey of next-generation social computational methodologies. The text explains the fundamentals of this field, and describes state-of-the-art methods for inferring social status, relationships, preferences, intentions, personalities, needs, and lifestyles from human information in unconstrained visual data. The collected chapters present a range of different viewpoints examining the various possibilities and challenges to machine understanding of humans in a social context.

Topics and features: includes perspectives from an international and interdisciplinary selection of pre-eminent authorities; presents balanced coverage of both detailed theoretical analysis and real-world applications; examines social relationships in human-centered media for the development of socially-aware video, location-based, and multimedia applications; reviews techniques for recognizing the social roles played by people in an event, and for classifying human-object interaction activities; discusses the prediction and recognition of human attributes via social media analytics, including social relationships, facial age and beauty, and occupation; requires no prior background knowledge of the area.

This authoritative text/reference will be a valuable resource for researchers and graduate students interested in social media and networking, computer vision and biometrics, big data, and HCI. Practitioners in these fields, as well as in image processing and computer graphics, will also find the book of great interest.

Pixar Museum - Stories and art from the animation studio (Hardcover): Walt Disney Company Ltd., Simon Beecroft Pixar Museum - Stories and art from the animation studio (Hardcover)
Walt Disney Company Ltd., Simon Beecroft; Illustrated by Walt Disney Company Ltd.
R599 R532 Discovery Miles 5 320 Save R67 (11%) Ships in 5 - 10 working days

Discover the story of Pixar Animation Studios in this coffee-table book illustrated with development artwork from the Pixar archives. Take a walk through the Pixar Museum without leaving the sofa! Discover the story of how this animation studio changed the film industry in just a few years. This large-format book showcases rarely-seen artwork from the official Pixar Studios, including concept drawings from the early stages of popular films such as Toy Story, Monsters Inc, Finding Nemo, Up, Cars, Coco and The Incredibles. Chronicling the fascinating history of Pixar, this book is a must-have addition to the shelf of all fans of animation, film and Pixar Studios.

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