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Books > Computing & IT > Applications of computing > Image processing
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.
Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagrams, and rendered graphics.
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
A Sampler of Useful Computational Tools for Applied Geometry, Computer Graphics, and Image Processing shows how to use a collection of mathematical techniques to solve important problems in applied mathematics and computer science areas. The book discusses fundamental tools in analytical geometry and linear algebra. It covers a wide range of topics, from matrix decomposition to curvature analysis and principal component analysis to dimensionality reduction. Written by a team of highly respected professors, the book can be used in a one-semester, intermediate-level course in computer science. It takes a practical problem-solving approach, avoiding detailed proofs and analysis. Suitable for readers without a deep academic background in mathematics, the text explains how to solve non-trivial geometric problems. It quickly gets readers up to speed on a variety of tools employed in visual computing and applied geometry.
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.
This book provides a deep understanding of state-of-art methods for simulation of heterogeneous crowds in computer graphics. It will cover different aspects that are necessary to achieve plausible crowd behaviors. The book will be a review of the most recent literature in this field that can help professionals and graduate students interested in this field to get up to date with the latest contributions, and open problems for their possible future research. The chapter contributors are well known researchers and practitioners in the field and they include their latest contributions in the different topics required to achieve believable heterogeneous crowd simulation. Provides crowd simulation methodology to populate virtual environments, for video games or any kind of applications that requires believable multi-agent behavior Presents the latest contributions on crowd simulation, animation, planning, rendering and evaluation with detailed algorithms for implementation purposes Includes perspectives of both academic researchers and industrial practitioners with reference to open source solutions and commercial applications, where appropriate
Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication engineering. Providing an overview of the state-of-the-art of video-based rendering and details of the fundamental VBR algorithms, the author discusses the advantages, the potential, as well as the limitations of the approach in the context of different application scenarios.
This book explains how to use the symbolic differentiation system D* for applications in computer games and engineering simulation. The authors describe how to create procedural 3D geometric models, link them together to form multibody physical systems, and simulate and display their physical behavior in real time. The symbolic differentiation capabilities of D* can be used in a wide variety of technical applications, including computer graphics, engineering, and mechanical simulation. Two Lagrangian physics simulation and procedural 3D geometric modeling are developed in great detail.
The book consists of 29 extended chapters which have been selected and invited from the submissions to the "1st International Conference on Computer Science, Applied Mathematics and Applications" (ICCSAMA 2013) held on 9-10 May, 2013 in Warsaw, Poland. The book is organized into five parts, which are: Advanced Optimization Methods and Their Applications, Queuing Theory and Applications, Computational Methods for Knowledge Engineering, Knowledge Engineering with Cloud and Grid Computing, and Logic Based Methods for Decision Making and Data Mining, respectively. All chapters in the book discuss theoretical and practical issues connected with computational methods and optimization methods for knowledge engineering.
This book offers a clearly written and engaging introduction to the basics of interactive digital media. As our reliance on and daily usage of websites, mobile apps, kiosks, games, VR/AR and devices that respond to our commands has increased, the need for practitioners who understand these technologies is growing. Author Julia Griffey provides a valuable guide to the fundamentals of this field, offering best practices and common pitfalls throughout. The book also notes opportunities within the field of interactive digital media for professionals with different types of skills, and interviews with experienced practitioners offer practical wisdom for readers. Additional features of this book include: An overview of the history, evolution and impact of interactive media; A spotlight on the development process and contributing team members; Analysis of the components of interactive digital media and their design function (graphics, animation, audio, video, typography, color); An introduction to coding languages for interactive media; and A guide to usability in interactive media. Introduction to Interactive Digital Media will help both students and professionals understand the varied creative, technical, and collaborative skills needed in this exciting and emerging field.
This book presents important research findings and recent innovations in the field of machine learning and signal processing. A wide range of topics relating to machine learning and signal processing techniques and their applications are addressed in order to provide both researchers and practitioners with a valuable resource documenting the latest advances and trends. The book comprises a careful selection of the papers submitted to the 2015 International Conference on Machine Learning and Signal Processing (MALSIP 2015), which was held on 15-17 December 2015 in Ho Chi Minh City, Vietnam with the aim of offering researchers, academicians, and practitioners an ideal opportunity to disseminate their findings and achievements. All of the included contributions were chosen by expert peer reviewers from across the world on the basis of their interest to the community. In addition to presenting the latest in design, development, and research, the book provides access to numerous new algorithms for machine learning and signal processing for engineering problems.
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.
* An invaluable insight into the use of visual effects in film and
television
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
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
Once the realm of a few stalwart artists, animating with sand, clay, and wet paint is now accessible for all filmmakers with an experimental frame of mind. Created directly under the camera with frame-by-frame stopmotion, this "fluid frame animation" provides a completely unique visual world for animators. While pioneering animators such as Caroline Leaf, Alexander Petrov, and Ishu Patel paved the way, the availability of frame capture programs, compositing software and digital workflow is opening up new avenues of exploration for artists of all experience levels. This book will walk you through setting up your studio, choosing and working with your materials, and combining the physical under-the-camera production with digital compositing and effects to enhance your animation.
There is nothing quite like that feeling you get when you see that look of recognition and enjoyment on your students' faces. Not just the strong ones, but everyone is nodding in agreement during your first explanation of the geometry of directional derivatives.
Multimodal Scene Understanding: Algorithms, Applications and Deep Learning presents recent advances in multi-modal computing, with a focus on computer vision and photogrammetry. It provides the latest algorithms and applications that involve combining multiple sources of information and describes the role and approaches of multi-sensory data and multi-modal deep learning. The book is ideal for researchers from the fields of computer vision, remote sensing, robotics, and photogrammetry, thus helping foster interdisciplinary interaction and collaboration between these realms. Researchers collecting and analyzing multi-sensory data collections - for example, KITTI benchmark (stereo+laser) - from different platforms, such as autonomous vehicles, surveillance cameras, UAVs, planes and satellites will find this book to be very useful.
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.
Digital technology now enables unparalleled functionality and flexibility in the capture, processing, exchange, and output of color images. But harnessing its potential requires knowledge of color science, systems, processing algorithms, and device characteristics-topics drawn from a broad range of disciplines. One can acquire the requisite background with an armload of physics, chemistry, engineering, computer science, and mathematics books and journals- or one can find it here, in the Digital Color Imaging Handbook.
Fiber Optic Video Transmission: The Complete Guide is the only
comprehensive reference to the techniques and hardware required to
transmit video signals over optical fiber. As the broadcast
industry moves to HDTV and enhanced television standards become the
norm, fiber will become the medium of choice for video
transmission, and this book is the essential guide to transmitting
video over fiber optic cables.
Since Lightroom 1.0 first launched, Scott's Kelby's The Adobe Photoshop Lightroom Book for Digital Photographers has been the world's #1 bestselling Lightroom book (it has been translated into a dozen different languages), and in this latest version for Lightroom 6, Scott uses his same award-winning, step-by-step, plain-English style and layout to make learning Lightroom easy and fun. Scott doesn't just show you which sliders do what (every Lightroom book will do that). Instead, by using the following three simple, yet brilliant, techniques that make it just an incredible learning tool, this book shows you how to create your own photography workflow using Lightroom: * Throughout the book, Scott shares his own personal settings and studio-tested techniques. Each year he trains thousands of Lightroom users at his live seminars and through that he's learned what really works, what doesn't, and he tells you flat out which techniques work best, which to avoid, and why. * The entire book is laid out in a real workflow order with everything step by step, so you can begin using Lightroom like a pro from the start. * What really sets this book apart is the last chapter. This is where Scott dramatically answers his #1 most-asked Lightroom question, which is: "Exactly what order am I supposed to do things in, and where does Photoshop fit in?" You'll see Scott's entire start-to-finish Lightroom 6 workflow and learn how to incorporate it into your own workflow. * Plus, this book includes a downloadable collection of some of the hottest Lightroom Develop module presets to give you a bunch of amazing effects with just one click! Scott knows firsthand the challenges today's digital photographers are facing, and what they want to learn next to make their workflow faster, easier, and more fun. He has incorporated all of that into this major update for Lightroom 6. It's the first and only book to bring the whole process together in such a clear, concise, and visual way. Plus, the book includes a special chapter on integrating Adobe Photoshop seamlessly right into your workflow, and you'll learn some of Scott's latest Photoshop portrait retouching techniques and special effects, which take this book to a whole new level. There is no faster, more straight to the point, or more fun way to learn Lightroom than with this groundbreaking book.
With 300 figures, tables, and equations, this book presents a unified approach to image quality research and modeling. The author discusses the results of different, calibrated psychometric experiments can be rigorously integrated to construct predictive software using Monte Carlo simulations and provides numerous examples of viable field applications for product design and verification of modeling predictions. He covers perceptual measurements for the assessment of individual quality attributes and overall quality, explores variation in scene susceptibility, observer sensitivity, and preference, and includes methods of analysis for testing and refining metrics based on psychometric data.
Video games have become the world's largest leading cultural product. Though disputed in the past, the narrative qualities of video games have finally secured distinction in the realm of art. This is especially true for interactive games. Writing an Interactive Story will help the reader in navigating the creation process of interactive scripts, in addition to discovering behind the scenes narrative choices of renowned games, and will help you to harness your inner creativity. Guided by master interactive scriptwriters, the text presents its content in the form of a unique writing workshop. With interactive game writing, the player becomes the star of the work. Thanks to this method of storytelling, the morals of the game become resonant. This is because the weight of the narrative's choices and consequences rest fully upon the player. It's the ultimate narrative. Whether you are a video game enthusiast, student, or professional, discover how to create a more immersive personalized experience than ever before and give your players the opportunity to write their own destiny through their choices. The methods, strategies, and secrets of this new art await you. Features exclusive interviews with: David Cage - BAFTA Award for Best Story - Heavy Rain Jean-Luc Cano - BAFTA Award for Best Story - Life Is Strange Joe Penny, David Bowman - Telltale's The Wolf Among Us, The Walking Dead Benjamin Diebling - Beyond Two Souls, Detroit: Become Human Erwan Le Breton - Ubisoft Thomas Veauclin- The Council Fibre Tigre - Out There
This book is a testimony to Evgeny Nikolaevich Sokolov's years of
work in developing knowledge in the areas of perception,
information processing and attention, and to the research it has
spawned. It presents a historical account of a research program,
leading the reader toward a cognitive science approach to the study
of perception and attention. An understanding of neuroscience and
mathematical modeling are helpful prerequisites. The co-authors
collected data on orienting, attention, and information processing
in the brain using single-cell recordings, central, autonomic,
cognitive, behavioral, and verbal measures. This commonality
brought them together for a series of meetings which resulted in
the production of this book. The book ends with a review of some of
the co-authors studies that have developed from or in parallel with
Sokolov's research. They investigate, in particular, the concepts
of attention and anticipation using a psychophysiological
methodology. |
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