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Books > Computing & IT > Applications of computing > Image processing
Wavelet analysis is among the newest additions to the arsenals of mathematicians, scientists, and engineers, and offers common solutions to diverse problems. However, students and professionals in some areas of engineering and science, intimidated by the mathematical background necessary to explore this subject, have been unable to use this powerful tool.
With the vast development of Internet capacity and speed, as well as wide adop- tion of media technologies in people's daily life, a large amount of videos have been surging, and need to be efficiently processed or organized based on interest. The human visual perception system could, without difficulty, interpret and r- ognize thousands of events in videos, despite high level of video object clutters, different types of scene context, variability of motion scales, appearance changes, occlusions and object interactions. For a computer vision system, it has been be very challenging to achieve automatic video event understanding for decades. Broadly speaking, those challenges include robust detection of events under - tion clutters, event interpretation under complex scenes, multi-level semantic event inference, putting events in context and multiple cameras, event inference from object interactions, etc. In recent years, steady progress has been made towards better models for video event categorisation and recognition, e. g. , from modelling events with bag of spatial temporal features to discovering event context, from detecting events using a single camera to inferring events through a distributed camera network, and from low-level event feature extraction and description to high-level semantic event classification and recognition. Nowadays, text based video retrieval is widely used by commercial search engines. However, it is still very difficult to retrieve or categorise a specific video segment based on their content in a real multimedia system or in surveillance applications.
Data has emerged as a key component that determines how interactions across the world are structured, mediated and represented. This book examines these new data publics and the areas in which they become operative, via analysis of politics, geographies, environments and social media platforms. By claiming to offer a mechanism to translate every conceivable occurrence into an abstract code that can be endlessly manipulated, digitally processed data has caused conventional reference systems which hinge on our ability to mark points of origin, to rapidly implode. Authors from a range of disciplines provide insights into such a political economy of data capitalism; the political possibilities of techno-logics beyond data appropriation and data refusal; questions of visual, spatial and geographical organization; emergent ways of life and the environments that sustain them; and the current challenges of data publics, which is explored via case studies of three of the most influential platforms in the social media economy today: Facebook, Instagram and Whatsapp. Data Publics will be of great interest to academics and students in the fields of computer science, philosophy, sociology, media and communication studies, architecture, visual culture, art and design, and urban and cultural studies.
The last half century has seen the development of many biological or physical t- ories that have explicitly or implicitly involved medial descriptions of objects and other spatial entities in our world. Simultaneously mathematicians have studied the properties of these skeletal descriptions of shape, and, stimulated by the many areas where medial models are useful, computer scientists and engineers have developed numerous algorithms for computing and using these models. We bring this kno- edge and experience together into this book in order to make medial technology more widely understood and used. The book consists of an introductory chapter, two chapters on the major mat- matical results on medial representations, ?ve chapters on algorithms for extracting medial models from boundary or binary image descriptions of objects, and three chapters on applications in image analysis and other areas of study and design. We hope that this book will serve the science and engineering communities using medial models and will provide learning material for students entering this ?eld. We are fortunate to have recruited many of the world leaders in medial theory, algorithms, and applications to write chapters in this book. We thank them for their signi?cant effort in preparing their contributions. We have edited these chapters and have combined them with the ?ve chapters that we have written to produce an integrated whole.
Including v.8, this text covers all of the skills for building effective multimedia presentations for creating screen-captured, software based tutorials, demonstrations, and lectures using Camtasia Studio (and prior versions). It uses the complete line of TechSmith products for both Windows and Mac OS and a companion DVD with support files that includes over 30 tutorial video clips, project practice files, all text images in color, and sample video creations. The strategy for this text is to introduce concepts from the ground up to include development milestones, planning the presentation based on the targeted audience, story boarding, screen captures, editing and production based on the desired project. The text also covers Snagit to create sophisticated training documents using advanced image editing features and it uses Jing to make fast video presentations that can quickly be loaded on the Web. Completing the text will provide the reader with all the skills needed towards developing an array of rich multimedia based curriculum in any educational setting. Features: Companion DVD with support files including over 30 tutorial video clips, project practice files, all text images in color, and sample video creations Shows tips and notes on creating a professional presentation, a screencast, and a video project Includes a step-by-step Quick Reference List, outlining important recording and producing procedures in their entirety Provides chapters detailing the support programs, Snagit and Jing. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
Create compelling, original characters using archetypes and design elements such as shadows and line with the tips and techniques found in this image-packed book. Bryan Tillman bridges the gap between the technique of drawing characters and the theory of good character design by using case studies, examples of professional art, and literary and pop culture references to teach you how to develop a character, not just draw one. The book also features Character Model Sheets that will guide you through the creation of new and unique characters. Finally, Bryan will break down established character archetypes to show you why and how the different aspects of good character design work. Key Features: Learn what makes a character unique and powerful through tools like character model sheets and case studies from established artists. Develop your abolity to use story and archetypes to create compelling new characters. See artwork by professional artists as examples of the techniques shown in the book Bridges the gap between the technique of drawing characters and the theory of good character design in a practical, hands-on way - learn how to use story and archetypes to develop compelling, new characters Based on a standing-room only presentation at Comic-Con 2009 in San Diego.
Computer Architectures is a collection of multidisciplinary historical works unearthing sites, concepts, and concerns that catalyzed the cross-contamination of computers and architecture in the mid-20th century. Weaving together intellectual, social, cultural, and material histories, this book paints the landscape that brought computing into the imagination, production, and management of the built environment, whilst foregrounding the impact of architecture in shaping technological development. The book is organized into sections corresponding to the classic von Neumann diagram for computer architecture: program (control unit), storage (memory), input/output and computation (arithmetic/logic unit), each acting as a quasi-material category for parsing debates among architects, engineers, mathematicians, and technologists. Collectively, authors bring forth the striking homologies between a computer program and an architectural program, a wall and an interface, computer memory and storage architectures, structures of mathematics and structures of things. The collection initiates new histories of knowledge and technology production that turn an eye toward disciplinary fusions and their institutional and intellectual drives. Constructing the common ground between design and computing, this collection addresses audiences working at the nexus of design, technology, and society, including historians and practitioners of design and architecture, science and technology scholars, and media studies scholars.
"... a genuinely useful guide to the more technical side of phone shooting, including editing with popular apps like Snapseed. Jo Bradford makes the most of the creative possibilities of modern smartphone cameras, and her tips on improving exposure and ensuring decent prints are really useful." Awarded 5 stars by Amateur Photographer Maximize your potential to get the shots you want with this guide to photography for both Apple and Android phones. There's a saying that the best camera for the job is the one you have with you when an opportunity arises. Thanks to the boom in camera-phone technology, today we're lucky enough to have a camera to hand to capture all those incredible moments. But are you making the most of that powerful tool in your pocket? Do the photos you have taken tend to be blurry, or look nothing like what you're seeing? If you want to shoot incredible images with your phone, buy Smart Phone, Smart Photography. Covering simple techniques that will allow you to get the image that you see every single time, you will soon be telling your camera what to do with confidence. Start with The Big Picture and get to know your camera phone and the rules behind taking the perfect shot. The next chapter, Taking Great Pictures, explains the key disciplines of photography - portrait, abstraction, macro, still life and plenty more. Finally, the Post-production chapter demonstrates how to use apps to edit and enhance your images and create incredible prints for display.
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.
Perhaps no arcade game is so nostalgically remembered, yet so critically bemoaned, as Dragon's Lair. A bit of a technological neanderthal, the game implemented a unique combination of videogame components and home video replay, garnering great popular media and user attention in a moment of contracted economic returns and popularity for the videogame arcade business. But subsequently, writers and critics have cast the game aside as a cautionary tale of bad game design. In Dragon's Lair and the Fantasy of Interactivity, MJ Clarke revives Dragon's Lair as a fascinating textual experiment interlaced with powerful industrial strategies, institutional discourse, and textual desires around key notions of interactivity and fantasy. Constructing a multifaceted historical study of the game that considers its design, its makers, its recording medium, and its in-game imagery, Clarke suggests that the more appropriate metaphor for Dragon's Lair is not that of a neanderthal, but a socio-technical network, infusing and advancing debates about the production and consumption of new screen technologies. Far from being the gaming failure posited by evolutionary-minded lay critics, Clarke argues, Dragon's Lair offers a fascinating provisional solution to still-unsettled questions about screen media.
Ever since Lorensen and Cline published their paper on the Marching Cubes algorithm, isosurfaces have been a standard technique for the visualization of 3D volumetric data. Yet there is no book exclusively devoted to isosurfaces. Isosurfaces: Geometry, Topology, and Algorithms represents the first book to focus on basic algorithms for isosurface construction. It also gives a rigorous mathematical perspective on some of the algorithms and results. In color throughout, the book covers the Marching Cubes algorithm and variants, dual contouring algorithms, multilinear interpolation, multiresolution isosurface extraction, isosurfaces in four dimensions, interval volumes, and contour trees. It also describes data structures for faster isosurface extraction as well as methods for selecting significant isovalues. For designers of visualization software, the book presents an organized overview of the various algorithms associated with isosurfaces. For graduate students, it provides a solid introduction to research in this area. For visualization researchers, the book serves as a reference to the vast literature on isosurfaces.
Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming's most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.
This second edition focuses on audio, image and video data, the three main types of input that machines deal with when interacting with the real world. A set of appendices provides the reader with self-contained introductions to the mathematical background necessary to read the book. Divided into three main parts, From Perception to Computation introduces methodologies aimed at representing the data in forms suitable for computer processing, especially when it comes to audio and images. Whilst the second part, Machine Learning includes an extensive overview of statistical techniques aimed at addressing three main problems, namely classification (automatically assigning a data sample to one of the classes belonging to a predefined set), clustering (automatically grouping data samples according to the similarity of their properties) and sequence analysis (automatically mapping a sequence of observations into a sequence of human-understandable symbols). The third part Applications shows how the abstract problems defined in the second part underlie technologies capable to perform complex tasks such as the recognition of hand gestures or the transcription of handwritten data. Machine Learning for Audio, Image and Video Analysis is suitable for students to acquire a solid background in machine learning as well as for practitioners to deepen their knowledge of the state-of-the-art. All application chapters are based on publicly available data and free software packages, thus allowing readers to replicate the experiments.
Bridging art and innovation, this book invites readers into the processes of artists, curators, cultural producers and historians who are working within new contexts that run parallel to or against the phenomenon of 'maker culture'. The book is a fascinating and compelling resource for those interested in critical and interdisciplinary modes of practice that combine arts, technology and making. It presents international case studies that interrogate perceived distinctions between sites of artistic and economic production by brokering new ways of working between them. It also discusses the synergies and dissonances between art and maker culture, analyses the social and collaborative impact of maker spaces and reflects upon the ethos of the hackathon within the fabric of a media lab's working practices. Art Hack Practice: Critical Intersections of Art, Innovation and the Maker Movement is essential reading for courses in art, design, new media, computer science, media studies and mass communications as well as those working to bring new forms of programming to museums, cultural venues, commercial venture and interdisciplinary academic research centres.
Explores the basics of indie game marketing Helps the reader with how to communicate to talk to investors, pbulishers, and major platforms Illustrates different negotiation tactics
'Phase-only Fresnel holograms,' which can be displayed on a single SLM without the need for lenses or complicated optical accessories, substantially simplifies 3-D holographic display systems. Exploring essential concepts, theories, and formulations of these phase-only Fresnel holograms, this book provides comprehensive coverage of modern methods for generating such holograms, which pave the way for commercial products such as compact holographic projectors, heads-up displays, and data security enhancement. Relevant MATLAB codes are provided for readers to implement and evaluate the theories and formulations of different methods, and can be used as a quick start framework for further research and development. This is a crucial and up-to-date treatment of phase-only Fresnel holograms for students and researchers in electrical and electronic engineering, computer science/engineering, applied physics, information technology, and multimedia technology, as well as engineers and scientists in industry developing new products on 3-D displays and holographic projection.
This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs. What You'll Learn: The latest ray tracing techniques for developing real-time applications in multiple domains Case studies from developers and studios who have shipped products that use real-time ray tracing. Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing) High performance graphics for 3D graphics, virtual reality, animation, and more Who This Book Is For:Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines.
In processing food, hyperspectral imaging, combined with intelligent software, enables digital sorters (or optical sorters) to identify and remove defects and foreign material that are invisible to traditional camera and laser sorters. Hyperspectral Imaging Analysis and Applications for Food Quality explores the theoretical and practical issues associated with the development, analysis, and application of essential image processing algorithms in order to exploit hyperspectral imaging for food quality evaluations. It outlines strategies and essential image processing routines that are necessary for making the appropriate decision during detection, classification, identification, quantification, and/or prediction processes. Features Covers practical issues associated with the development, analysis, and application of essential image processing for food quality applications Surveys the breadth of different image processing approaches adopted over the years in attempting to implement hyperspectral imaging for food quality monitoring Explains the working principles of hyperspectral systems as well as the basic concept and structure of hyperspectral data Describes the different approaches used during image acquisition, data collection, and visualization The book is divided into three sections. Section I discusses the fundamentals of Imaging Systems: How can hyperspectral image cube acquisition be optimized? Also, two chapters deal with image segmentation, data extraction, and treatment. Seven chapters comprise Section II, which deals with Chemometrics. One explains the fundamentals of multivariate analysis and techniques while in six other chapters the reader will find information on and applications of a number of chemometric techniques: principal component analysis, partial least squares analysis, linear discriminant model, support vector machines, decision trees, and artificial neural networks. In the last section, Applications, numerous examples are given of applications of hyperspectral imaging systems in fish, meat, fruits, vegetables, medicinal herbs, dairy products, beverages, and food additives.
This book introduces readers to the fundamentals of creating presentation graphics using R, based on 111 detailed and complete scripts. It shows how bar and column charts, population pyramids, Lorenz curves, box plots, scatter plots, time series, radial polygons, Gantt charts, heat maps, bump charts, mosaic and balloon charts, and a series of different thematic map types can be created using R's Base Graphics System. Every example uses real data and includes step-by-step explanations of the figures and their programming. This second edition contains additional examples for cartograms, chord-diagrams and networks, and interactive visualizations with Javascript. The open source software R is an established standard and a powerful tool for various visualizing applications, integrating nearly all technologies relevant for data visualization. The basic software, enhanced by more than 14000 extension packs currently freely available, is intensively used by organizations including Google, Facebook and the CIA. The book serves as a comprehensive reference guide to a broad variety of applications in various fields. This book is intended for all kinds of R users, ranging from experts, for whom especially the example codes are particularly useful, to beginners, who will find the finished graphics most helpful in learning what R can actually deliver.
"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.
Lighting for Animation is designed with one goal in mind - to make you a better artist. Over the course of the book, Jasmine Katatikarn and Michael Tanzillo (Senior Lighting TDs, Blue Sky Studios) will train your eye to analyze your work more critically, and teach you approaches and techniques to improve your craft. Focusing on the main philosophies and core concepts utilized by industry professionals, this book builds the foundation for a successful career as a lighting artist in visual effects and computer animation. Inside you’ll find in-depth instruction on:
Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teachyou the fundamentals of animation programming. In this third edition, the most current techniques are covered
along with the theory and high-level computation that have earned
the book a reputation as the best technically-oriented animation
resource. Key topics such as fluids, hair, and crowd animation have
been expanded, and extensive new coverage of clothes and cloth has
been added. New material on simulation provides a more diverse look
at this important area and more example animations and chapter
projects and exercises are included. Additionally, spline coverage
has been expanded and new video compression and formats (e.g.,
iTunes) are covered. * Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code * Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique * Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation *Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more" |
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