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Books > Computing & IT > Applications of computing > Image processing
Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.
This book takes you through all the basic steps of character design for games and animation, from brainstorming and references through to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. The book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.
The aim of this volume is to bring together research directions in theoretical signal and imaging processing developed rather independently in electrical engineering, theoretical physics, mathematics and the computer sciences. In particular, mathematically justified algorithms and methods, the mathematical analysis of these algorithms, and methods as well as the investigation of connections between methods from time series analysis and image processing are reviewed. An interdisciplinary comparison of these methods, drawing upon common sets of test problems from medicine and geophysical/environmental sciences, is also addressed. This volume coherently summarizes work carried out in the field of theoretical signal and image processing. It focuses on non-linear and non-parametric models for time series as well as on adaptive methods in image processing.
The sixth edition has been revised and extended. The whole textbook is now clearly partitioned into basic and advanced material in order to cope with the ever-increasing field of digital image processing. In this way, you can first work your way through the basic principles of digital image processing without getting overwhelmed by the wealth of the material and then extend your studies to selected topics of interest. Each chapter now includes exercises that help you to test your understanding, train your skills, and introduce you to real-world image processing tasks. An important part of the exercises is a wealth of interactive computer exercises, which cover all topics of this textbook. These exercises are performed with the image processing software heurisko, which is included on the accompanying CD-ROM. In this way you can get own practical experience with almost all topics and algorithms covered by this book. The complete hyperlinked text of the book is now available on the accompanying CD-ROM.
Methods of signal analysis represent a broad research topic with applications in many disciplines, including engineering, technology, biomedicine, seismography, eco nometrics, and many others based upon the processing of observed variables. Even though these applications are widely different, the mathematical background be hind them is similar and includes the use of the discrete Fourier transform and z-transform for signal analysis, and both linear and non-linear methods for signal identification, modelling, prediction, segmentation, and classification. These meth ods are in many cases closely related to optimization problems, statistical methods, and artificial neural networks. This book incorporates a collection of research papers based upon selected contri butions presented at the First European Conference on Signal Analysis and Predic tion (ECSAP-97) in Prague, Czech Republic, held June 24-27, 1997 at the Strahov Monastery. Even though the Conference was intended as a European Conference, at first initiated by the European Association for Signal Processing (EURASIP), it was very gratifying that it also drew significant support from other important scientific societies, including the lEE, Signal Processing Society of IEEE, and the Acoustical Society of America. The organizing committee was pleased that the re sponse from the academic community to participate at this Conference was very large; 128 summaries written by 242 authors from 36 countries were received. In addition, the Conference qualified under the Continuing Professional Development Scheme to provide PD units for participants and contributors.
Professional commercial photographer and digital imager Jeff
Schewe (based in Chicago, USA) has teamed up with best-selling
Photoshop author Martin Evening to create this goldmine of
information for advanced Photoshop users.
This comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers. Written by an experienced games writer with nearly two decades of industry knowledge, the book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter end challenges for readers to directly apply the skills they have learnt. This book will be of great interest to all beginner and aspiring games writers and narrative designers, as well as more experienced writers looking to hone their skills.
Visualization technology is becoming increasingly important for medical and biomedical data processing and analysis. The interaction between visualization and medicine is one of the fastest expanding fields, both scientifically and commercially. This book discusses some of the latest visualization techniques and systems for effective analysis of such diverse, large, complex, and multi-source data.
Master the Vegas Pro 8 toolset, including its industry-leading HD and audio capabilities. This comprehensive guide delivers the nuts and bolts of the essential tasks, from installing the application to outputting, together with practical editing techniques and real-world examples for working more efficiently. Packed with all the necessary materials, including video footage, sequences, and detailed instructions, this book and downloadable resources combo gives you a working knowledge of Vegas Pro 8. Better expert advice simply can't be found. Key features include: * Capturing video including HD, HDV, XDCAM, and AVCHD * Using editing tools, transitions, filters, and third-party plug-ins * Multicam production and editing * Color correction, titling and compositing * Recording and editing audio; using audio plug-ins * Creating and using Media Manager databases * Web video workflow * 24p HDCAM/DVCAM workflow for the independent filmmaker
Discover the world's greatest record-breaking feats, stunts and tricks in this interactive celebration. YouTube is the world's most-visited video sharing site, where more than 1 billion hours of content are viewed every day. It's packed with seemingly endless amazing clips, many documenting incredible feats of human endeavour and endurance. YouTube World Records 2022 is the original and best interactive celebration of these heroic and often jaw-dropping efforts. Super-powered with on-the-page QR code links to more than 250 amazing videos, YouTube World Records 2022 showcases the greatest feats ever recorded on the internet. From the tallest and smallest to the greatest and maddest, this sensational collection covers music, sport, technology and everything in between - including pancake tossing. fiery-hot pepper eating, mega-quick drumming and unbelievable basketball slam-dunks. Vibrantly illustrated and incredibly entertaining, this is the ultimate celebration of the world's greatest records.
Digital Imaging Handbook targets anyone with an interest in digital imaging, professional or private, who uses even quite modest equipment such as a PC, digital camera and scanner, a graphics editor such as PAINT, and an inkjet printer. Uniquely, it is intended to fill the gap between the highly technical texts for academics (with access to expensive equipment), and the superficial introductions for amateurs. The four-part treatment spans theory, technology, programs and practice. Theory covers integer arithmetic, additive and subtractive color, greyscales, computational geometry, and a new presentation of discrete Fourier analysis; Technology considers bitmap file structures, scanners, digital cameras, graphic editors, and inkjet printers; Programs develops several processing tools for use in conjunction with a standard Paint graphics editor and supplementary processing tools; Practice discusses 1-bit, greyscale, 4-bit, 8-bit, and 24-bit images for the practice section. Relevant QBASIC code is supplied an accompanying CD and algorithms are listed in the appendix. Readers can attain a level of understanding and the practical insights to obtain optimal use and satisfaction from even the most basic digital-imaging equipment.
Approach your problems from the right end It isn't that they can't see the solution. It is and begin with the answers. Then one day, that they can't see the problem. perhaps you will find the final question. G. K. Chesterton. The Scandal of Father 'The Hermit Clad in Crane Feathers' in R. Brown 'The point of a Pin'. van Gulik's The Chinese Maze Murders. Growing specialization and diversification have brought a host of monographs and textbooks on increasingly specialized topics. However, the "tree" of knowledge of mathematics and related fields does not grow only by putting forth new branches. It also happens, quite often in fact, that branches which were thought to be completely disparate are suddenly seen to be related. Further, the kind and level of sophistication of mathematics applied in various sciences has changed drastically in recent years: measure theory is used (non-trivially) in regional and theoretical economics; algebraic geometry interacts with physics; the Minkowsky lemma, coding theory and the structure of water meet one another in packing and covering theory; quantum fields, crystal defects and mathematical programming profit from homotopy theory; Lie algebras are relevant to filtering; and prediction and electrical engineering can use Stein spaces. And in addition to this there are such new emerging subdisciplines as "experimental mathematics," "CFD," "completely integrable systems," "chaos, synergetics and large-scale order," which are almost impossible to fit into the existing classification schemes. They draw upon widely different sections of mathematics.
After a slow and somewhat tentative beginning, machine vision systems are now finding widespread use in industry. So far, there have been four clearly discernible phases in their development, based upon the types of images processed and how that processing is performed: (1) Binary (two level) images, processing in software (2) Grey-scale images, processing in software (3) Binary or grey-scale images processed in fast, special-purpose hardware (4) Coloured/multi-spectral images Third-generation vision systems are now commonplace, although a large number of binary and software-based grey-scale processing systems are still being sold. At the moment, colour image processing is commercially much less significant than the other three and this situation may well remain for some time, since many industrial artifacts are nearly monochrome and the use of colour increases the cost of the equipment significantly. A great deal of colour image processing is a straightforward extension of standard grey-scale methods. Industrial applications of machine vision systems can also be sub divided, this time into two main areas, which have largely retained distinct identities: (i) Automated Visual Inspection (A VI) (ii) Robot Vision (RV) This book is about a fifth generation of industrial vision systems, in which this distinction, based on applications, is blurred and the processing is marked by being much smarter (i. e. more "intelligent") than in the other four generations."
The purpose of this volume is to present current work of the Intelligent Computer Graphics community, a community growing up year after year. Indeed, if at the beg- ning of Computer Graphics the use of Artificial Intelligence techniques was quite unknown, more and more researchers all over the world are nowadays interested in intelligent techniques allowing substantial improvements of traditional Computer Graphics methods. The other main contribution of intelligent techniques in Computer Graphics is to allow invention of completely new methods, often based on automation of a lot of tasks assumed in the past by the user in an imprecise and (human) time consuming manner. The history of research in Computer Graphics is very edifying. At the beginning, due to the slowness of computers in the years 1960, the unique research concern was visualisation. The purpose of Computer Graphics researchers was to find new visua- sation algorithms, less and less time consuming, in order to reduce the enormous time required for visualisation. A lot of interesting algorithms were invented during these first years of research in Computer Graphics. The scenes to be displayed were very simple because the computing power of computers was very low. So, scene modelling was not necessary and scenes were designed directly by the user, who had to give co-ordinates of vertices of scene polygons.
Land management issues, such as mapping tree species, recognizing invasive plants, and identifying key geologic features, require an understanding of complex technical issues before the best decisions can be made. Hyperspectral remote sensing is one the technologies that can help with reliable detection and identification. Presenting the fundamentals of remote sensing at an introductory level, Hyperspectral Remote Sensing: Principles and Applications explores all major aspects of hyperspectral image acquisition, exploitation, interpretation, and applications. The book begins with several chapters on the basic concepts and underlying principles of remote sensing images. It introduces spectral radiometry concepts, such as radiance, irradiance, flux, and blackbody radiation; covers imaging spectrometers, examining spectral range, full width half maximum (FWHM), resolution, sampling, signal-to-noise ratio (SNR), and multispectral and hyperspectral sensor systems; and addresses atmospheric interactions. The book then discusses information extraction, with chapters covering the underlying physics principles that lead to the creation of an image and the interpretation of the image's information. The final chapters describe case studies that illustrate the use of hyperspectral remote sensing in agriculture, environmental monitoring, forestry, and geology. After reading this book, you will have a better understanding of how to evaluate different approaches to hyperspectral analyses and to determine which approaches will work for your applications.
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.
Write your own MAXScript functions and utilities to create custom
tools and UI elements, and automate repetitive tasks. Demonstrated
techniques include the creation of objects, arrays, collections,
control structures, parametric objects, and the construction of UI
elements. The companion CD-ROM contains media files that allow you
to practice the techniques with real-world examples demonstrating
how you can use then in a production environment.
Welcome to the Autodesk Media and Entertainment Official Training
Courseware for 3ds Max 8 software! Consider this book an all-access
pass to the production and training experience of Autodesk
developers and training experts. Written for self-paced learning or
instructor-led classroom training, the manual will teach you the
fundamentals of using 3ds Max 8. The book is organized into
sections dedicated to animation, modelling, materials, lighting and
rendering. Each section covers basic theory, and then includes
exercises for hands-on demonstration of the concept. By the end of
the book, you will have mastered the basics and moved onto
full-length projects. Flexibility is built in, so that you can
complete the tutorials in the way that works best for you. Complete
the book and you will be a seasoned 3ds Max pro, ready to work
confidently in a production environment.
Computer vision is becoming increasingly important in several industrial applications such as automated inspection, robotic manipulations and autonomous vehicle guidance. These tasks are performed in a 3-D world and it is imperative to gather reliable information on the 3-D structure of the scene. This book is about passive techniques for depth recovery, where the scene is illuminated only by natural light as opposed to active methods where a special lighting device is used for scene illumination. Passive methods have a wider range of applicability and also correspond to the way humans infer 3-D structure from visual images.
* Provides a comprehensive approach to Motion Design as Design Practice with specific areas of focus for a range of audiences. * Integrates professional examples, case studies, and interviews to validate its themes. * Written from ongoing and pragmatic experience in both education and professional practice.
Ambulation Analysis in Wearable ECG Subhasis Chaudhuri, Tanmay Pawar, Siddhartha Duttagupta Ambulation Analysis in Wearable ECG demonstrates why, due to recent developments, the wearable ECG recorder substantiates a significant innovation in the healthcare field. About this book:
"Two of the most important trends in sensor development in recent years have been advances in micromachined sensing elements of all kinds, and the increase in intelligence applied at the sensor level. This book addresses both, and provides a good overview of current technology." -- I&CS
The latest generation of visual surveillance systems have adopted recent technological developments in acquisition and communications. These advances have not so much changed the nature of surveillance as extended its reach and reliability. Fundamentally, systems remain relatively unintelligent with human operators remaining central to the threat assessment and response planning procedures found in CCTV installations. Nonetheless, the availability of high-performance computing platforms will ensure that cycle-hungry intellectual property gestating in academic and industrial research programs will have a major impact on the next generation of products. Video-Based Surveillance Systems: Computer Vision and Distributed Processing, surveys works in progress in laboratories from around the world. The first part of the book present the most recent trends in the industrial world including real-time systems for monitoring of indoor and outdoor environments, society infrastructures such as subways and motorways, retail stores and aerial surveillance. Part Two explores current best practices in a chain of algorithms required to perform robust and accurate real-time tracking for motion detection involving rapid and frequent lighting changes, the establishment of accurate temporally consistent object trajectories particularly in crowded scenes, and the classification of object types. Part Three contains contributions which attempt to analyze events unfolding in a monitored scheme. The last part reviews distributed intelligent architectures which are likely to exploit three key recent technological developments in light-weight distributed computing methodologies, and intelligent sensors. Sucharchitectures, in which signal analysis is moving towards sensing devices, can exploit the reduced bandwidth requirements of transmitting knowledge rather than pixels. Video-Based Surveillance Systems: Computer Vision and Distributed Processing provides timely information for professionals working in the areas of surveillance, image processing, computer vision, digital signal processing and telecommunications. |
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