![]() |
![]() |
Your cart is empty |
||
Books > Computing & IT > Applications of computing > Image processing
Game Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape. Presuming no pre-existing knowledge, this accessible guide is accompanied by online resources - including practical examples and incremental DAW exercises - and presents the theory and practice of game audio in detail, and in a format anyone can understand. This is essential reading for any aspiring game audio designer, as well as students and professionals from a range of backgrounds, including music, audio engineering, and game design.
The book includes insights that reflect the advances in the field of Internet of Things from upcoming researchers and leading academicians across the globe. It contains the high-quality peer-reviewed papers of 'International Conference on Internet of Things for Technological Development (IoT4TD 2017)', held at Kadi Sarva Vishvavidyalaya, Gandhinagar, Gujarat, India during April 1-2, 2017. The book covers variety of topics such as Internet of things, Intelligent Image Processing, Networks and Mobile Communications, Big Data and Cloud. The book is helpful for the perspective readers' from computer industry and academia to derive the advances of next generation communication and computational technology and shape them into real life applications.
The book presents findings, views and ideas on what exact problems of image processing, pattern recognition and generation can be efficiently solved by cellular automata architectures. This volume provides a convenient collection in this area, in which publications are otherwise widely scattered throughout the literature. The topics covered include image compression and resizing; skeletonization, erosion and dilation; convex hull computation, edge detection and segmentation; forgery detection and content based retrieval; and pattern generation. The book advances the theory of image processing, pattern recognition and generation as well as the design of efficient algorithms and hardware for parallel image processing and analysis. It is aimed at computer scientists, software programmers, electronic engineers, mathematicians and physicists, and at everyone who studies or develops cellular automaton algorithms and tools for image processing and analysis, or develops novel architectures and implementations of massive parallel computing devices. The book will provide attractive reading for a general audience because it has do-it-yourself appeal: all the computer experiments presented within it can be implemented with minimal knowledge of programming. The simplicity yet substantial functionality of the cellular automaton approach, and the transparency of the algorithms proposed, makes the text ideal supplementary reading for courses on image processing, parallel computing, automata theory and applications."
This book describes recent innovations in 3D media and technologies, with coverage of 3D media capturing, processing, encoding, and adaptation, networking aspects for 3D Media, and quality of user experience (QoE). The contributions are based on the results of the FP7 European Project ROMEO, which focuses on new methods for the compression and delivery of 3D multi-view video and spatial audio, as well as the optimization of networking and compression jointly across the future Internet. The delivery of 3D media to individual users remains a highly challenging problem due to the large amount of data involved, diverse network characteristics and user terminal requirements, as well as the user's context such as their preferences and location. As the number of visual views increases, current systems will struggle to meet the demanding requirements in terms of delivery of consistent video quality to fixed and mobile users. ROMEO will present hybrid networking solutions that combine the DVB-T2 and DVB-NGH broadcast access network technologies together with a QoE aware Peer-to-Peer (P2P) distribution system that operates over wired and wireless links. Live streaming 3D media needs to be received by collaborating users at the same time or with imperceptible delay to enable them to watch together while exchanging comments as if they were all in the same location. This book is the last of a series of three annual volumes devoted to the latest results of the FP7 European Project ROMEO. The present volume provides state-of-the-art information on 3D multi-view video, spatial audio networking protocols for 3D media, P2P 3D media streaming, and 3D Media delivery across heterogeneous wireless networks among other topics. Graduate students and professionals in electrical engineering and computer science with an interest in 3D Future Internet Media will find this volume to be essential reading.
Microscope Image Processing, Second Edition, introduces the basic fundamentals of image formation in microscopy including the importance of image digitization and display, which are key to quality visualization. Image processing and analysis are discussed in detail to provide readers with the tools necessary to improve the visual quality of images, and to extract quantitative information. Basic techniques such as image enhancement, filtering, segmentation, object measurement, and pattern recognition cover concepts integral to image processing. In addition, chapters on specific modern microscopy techniques such as fluorescence imaging, multispectral imaging, three-dimensional imaging and time-lapse imaging, introduce these key areas with emphasis on the differences among the various techniques. The new edition discusses recent developments in microscopy such as light sheet microscopy, digital microscopy, whole slide imaging, and the use of deep learning techniques for image segmentation and analysis with big data image informatics and management. Microscope Image Processing, Second Edition, is suitable for engineers, scientists, clinicians, post-graduate fellows and graduate students working in bioengineering, biomedical engineering, biology, medicine, chemistry, pharmacology and related fields, who use microscopes in their work and would like to understand the methodologies and capabilities of the latest digital image processing techniques or desire to develop their own image processing algorithms and software for specific applications.
This volume aims to stimulate discussions on research involving the use of data and digital images as an understanding approach for analysis and visualization of phenomena and experiments. The emphasis is put not only on graphically representing data as a way of increasing its visual analysis, but also on the imaging systems which contribute greatly to the comprehension of real cases. Scientific Visualization and Imaging Systems encompass multidisciplinary areas, with applications in many knowledge fields such as Engineering, Medicine, Material Science, Physics, Geology, Geographic Information Systems, among others. This book is a selection of 13 revised and extended research papers presented in the International Conference on Advanced Computational Engineering and Experimenting -ACE-X conferences 2010 (Paris), 2011 (Algarve), 2012 (Istanbul) and 2013 (Madrid). The examples were particularly chosen from materials research, medical applications, general concepts applied in simulations and image analysis and other interesting related problems.
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.
"Advances in computer technology and developments such as the Internet provide a constant momentum to design new techniques and algorithms to support computer graphics. Modelling, animation and rendering remain principal topics in the filed of computer graphics and continue to attract researchers around the world." This volume contains the papers presented at Computer Graphics International 2002, in July, at the University of Bradford, UK. These papers represent original research in computer graphics from around the world and cover areas such as:- Real-time computer animation - Image based rendering - Non photo-realistic rendering - Virtual reality - Avatars - Geometric and solid modelling - Computational geometry - Physically based modelling - Graphics hardware architecture - Data visualisation - Data compression The focus is on the commercial application and industrial use of computer graphics and digital media systems.
This book discusses research, methods, and recent developments in the interdisciplinary field that spans research in visualization, eye tracking, human-computer interaction, and psychology. It presents extended versions of papers from the First Workshop on Eye Tracking and Visualization (ETVIS), which was organized as a workshop of the IEEE VIS Conference 2015. Topics include visualization and visual analytics of eye-tracking data, metrics and cognitive models, eye-tracking experiments in the context of visualization interfaces, and eye tracking in 3D and immersive environments. The extended ETVIS papers are complemented by a chapter offering an overview of visualization approaches for analyzing eye-tracking data and a chapter that discusses electrooculography (EOG) as an alternative of acquiring information about eye movements. Covering scientific visualization, information visualization, and visual analytics, this book is a valuable resource for eye-tracking researchers within the visualization community.
This graduate-level text provides a language for understanding, unifying, and implementing a wide variety of algorithms for digital signal processing - in particular, to provide rules and procedures that can simplify or even automate the task of writing code for the newest parallel and vector machines. It thus bridges the gap between digital signal processing algorithms and their implementation on a variety of computing platforms. The mathematical concept of tensor product is a recurring theme throughout the book, since these formulations highlight the data flow, which is especially important on supercomputers. Because of their importance in many applications, much of the discussion centres on algorithms related to the finite Fourier transform and to multiplicative FFT algorithms.
Advancements in digital sensor technology, digital image analysis techniques, as well as computer software and hardware have brought together the fields of computer vision and photogrammetry, which are now converging towards sharing, to a great extent, objectives and algorithms. The potential for mutual benefits by the close collaboration and interaction of these two disciplines is great, as photogrammetric know-how can be aided by the most recent image analysis developments in computer vision, while modern quantitative photogrammetric approaches can support computer vision activities. Devising methodologies for automating the extraction of man-made objects (e.g. buildings, roads) from digital aerial or satellite imagery is an application where this cooperation and mutual support is already reaping benefits. The valuable spatial information collected using these interdisciplinary techniques is of improved qualitative and quantitative accuracy. This book offers a comprehensive selection of high-quality and in-depth contributions from world-wide leading research institutions, treating theoretical as well as implementational issues, and representing the state-of-the-art on this subject among the photogrammetric and computer vision communities.
This book explains efficient solutions for segmenting the intensity levels of different types of multilevel images. The authors present hybrid soft computing techniques, which have advantages over conventional soft computing solutions as they incorporate data heterogeneity into the clustering/segmentation procedures. This is a useful introduction and reference for researchers and graduate students of computer science and electronics engineering, particularly in the domains of image processing and computational intelligence.
Despite their novelty, wavelets have a tremendous impact on a number of modern scientific disciplines, particularly on signal and image analysis. Because of their powerful underlying mathematical theory, they offer exciting opportunities for the design of new multi-resolution processing algorithms and effective pattern recognition systems. This book provides a much-needed overview of current trends in the practical application of wavelet theory. It combines cutting edge research in the rapidly developing wavelet theory with ideas from practical signal and image analysis fields. Subjects dealt with include balanced discussions on wavelet theory and its specific application in diverse fields, ranging from data compression to seismic equipment. In addition, the book offers insights into recent advances in emerging topics such as double density DWT, multiscale Bayesian estimation, symmetry and locality in image representation, and image fusion. Audience: This volume will be of interest to graduate students and researchers whose work involves acoustics, speech, signal and image processing, approximations and expansions, Fourier analysis, and medical imaging.
Biometrics-based authentication and identification are emerging as the most reliable method to authenticate and identify individuals. Biometrics requires that the person to be identified be physically present at the point-of-identification and relies on something which you are or you do' to provide better security, increased efficiency, and improved accuracy. Automated biometrics deals with physiological or behavioral characteristics such as fingerprints, signature, palmprint, iris, hand, voice and face that can be used to authenticate a person's identity or establish an identity from a database. With rapid progress in electronic and Internet commerce, there is also a growing need to authenticate the identity of a person for secure transaction processing. Designing an automated biometrics system to handle large population identification, accuracy and reliability of authentication are challenging tasks. Currently, there are over ten different biometrics systems that are either widely used or under development. Some automated biometrics, such as fingerprint identification and speaker verification, have received considerable attention over the past 25 years, and some issues like face recognition and iris-based authentication have been studied extensively resulting in successful development of biometrics systems in commercial applications. However, very few books are exclusively devoted to such issues of automated biometrics. Automated Biometrics: Technologies and Systems systematically introduces the technologies and systems, and explores how to design the corresponding systems with in-depth discussion. The issues addressed in this book are highly relevant to many fundamental concerns of both researchers and practitioners of automated biometrics in computer and system security.
A widely used, classroom-tested text, Applied Medical Image Processing: A Basic Course delivers an ideal introduction to image processing in medicine, emphasizing the clinical relevance and special requirements of the field. Avoiding excessive mathematical formalisms, the book presents key principles by implementing algorithms from scratch and using simple MATLAB (R)/Octave scripts with image data and illustrations on downloadable resources or companion website. Organized as a complete textbook, it provides an overview of the physics of medical image processing and discusses image formats and data storage, intensity transforms, filtering of images and applications of the Fourier transform, three-dimensional spatial transforms, volume rendering, image registration, and tomographic reconstruction. This Second Edition of the bestseller: Contains two brand-new chapters on clinical applications and image-guided therapy Devotes more attention to the subject of color space Includes additional examples from radiology, internal medicine, surgery, and radiation therapy Incorporates freely available programs in the public domain (e.g., GIMP, 3DSlicer, and ImageJ) when applicable Beneficial to students of medical physics, biomedical engineering, computer science, applied mathematics, and related fields, as well as medical physicists, radiographers, radiologists, and other professionals, Applied Medical Image Processing: A Basic Course, Second Edition is fully updated and expanded to ensure a perfect blend of theory and practice.
129 6.2 Representation of hints. 131 6.3 Monotonicity hints .. . 134 6.4 Theory ......... . 139 6.4.1 Capacity results 140 6.4.2 Decision boundaries 144 6.5 Conclusion 145 6.6 References....... ... 146 7 Analysis and Synthesis Tools for Robust SPRness 147 C. Mosquera, J.R. Hernandez, F. Perez-Gonzalez 7.1 Introduction.............. 147 7.2 SPR Analysis of Uncertain Systems. 153 7.2.1 The Poly topic Case . 155 7.2.2 The ZP-Ball Case ...... . 157 7.2.3 The Roots Space Case ... . 159 7.3 Synthesis of LTI Filters for Robust SPR Problems 161 7.3.1 Algebraic Design for Two Plants ..... . 161 7.3.2 Algebraic Design for Three or More Plants 164 7.3.3 Approximate Design Methods. 165 7.4 Experimental results 167 7.5 Conclusions 168 7.6 References ..... . 169 8 Boundary Methods for Distribution Analysis 173 J.L. Sancho et aZ. 8.1 Introduction ............. . 173 8.1.1 Building a Classifier System . 175 8.2 Motivation ............. . 176 8.3 Boundary Methods as Feature-Set Evaluation 177 8.3.1 Results ................ . 179 8.3.2 Feature Set Evaluation using Boundary Methods: S- mary. . . . . . . . . . . . . . . . . . . .. . . 182 . . .
In his paper Theory of Communication [Gab46], D. Gabor proposed the use of a family of functions obtained from one Gaussian by time-and frequency shifts. Each of these is well concentrated in time and frequency; together they are meant to constitute a complete collection of building blocks into which more complicated time-depending functions can be decomposed. The application to communication proposed by Gabor was to send the coeffi cients of the decomposition into this family of a signal, rather than the signal itself. This remained a proposal-as far as I know there were no seri ous attempts to implement it for communication purposes in practice, and in fact, at the critical time-frequency density proposed originally, there is a mathematical obstruction; as was understood later, the family of shifted and modulated Gaussians spans the space of square integrable functions [BBGK71, Per71] (it even has one function to spare [BGZ75] . . . ) but it does not constitute what we now call a frame, leading to numerical insta bilities. The Balian-Low theorem (about which the reader can find more in some of the contributions in this book) and its extensions showed that a similar mishap occurs if the Gaussian is replaced by any other function that is "reasonably" smooth and localized. One is thus led naturally to considering a higher time-frequency density.
Written by a AAA industry expert with over twenty years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to know. It covers everything from practical production skills to the social and soft skills required to thrive in the games industry. The book begins with a theoretical and abstract approach that sets a common language for the later hard-skill applications and practical examples. These later chapters cover a wealth of practical skills for use during the concept phase, while creating layouts, scripting, and working with AI. The book includes essential chapters on topics such as social and soft skills, world building, level design direction, production, as well as how to gain a job in the industry. This book will be of great interest to all level designers, content leads and directors looking to enhance their skillset. It will also appeal to students of level and game design looking for tips on how to break into the industry.
This book proposes soft computing techniques for segmenting real-life images in applications such as image processing, image mining, video surveillance, and intelligent transportation systems. The book suggests hybrids deriving from three main approaches: fuzzy systems, primarily used for handling real-life problems that involve uncertainty; artificial neural networks, usually applied for machine cognition, learning, and recognition; and evolutionary computation, mainly used for search, exploration, efficient exploitation of contextual information, and optimization. The contributed chapters discuss both the strengths and the weaknesses of the approaches, and the book will be valuable for researchers and graduate students in the domains of image processing and computational intelligence.
Traditional Pattern Recognition (PR) and Computer Vision (CV) technologies have mainly focused on full automation, even though full automation often proves elusive or unnatural in many applications, where the technology is expected to assist rather than replace the human agents. However, not all the problems can be automatically solved being the human interaction the only way to tackle those applications. Recently, multimodal human interaction has become an important field of increasing interest in the research community. Advanced man-machine interfaces with high cognitive capabilities are a hot research topic that aims at solving challenging problems in image and video applications. Actually, the idea of computer interactive systems was already proposed on the early stages of computer science. Nowadays, the ubiquity of image sensors together with the ever-increasing computing performance has open new and challenging opportunities for research in multimodal human interaction. This book aims to show how existing PR and CV technologies can naturally evolve using this new paradigm. The chapters of this book show different successful case studies of multimodal interactive technologies for both image and video applications. They cover a wide spectrum of applications, ranging from interactive handwriting transcriptions to human-robot interactions in real environments.
"3D Surface Reconstruction: Multi-Scale Hierarchical Approaches "presents methods to model 3D objects in an incremental way so as to capture more finer details at each step. The configuration of the model parameters, the rationale and solutions are described and discussed in detail so the reader has a strong understanding of the methodology. Modeling starts from data captured by 3D digitizers and makes the process even more clear and engaging. Innovative approaches, based on two popular machine learning paradigms, namely Radial Basis Functions and the Support Vector Machines, are also introduced. These paradigms are innovatively extended to a multi-scale incremental structure, based on a hierarchical scheme. The resulting approaches allow readers to achieve high accuracy with limited computational complexity, and makes the approaches appropriate for online, real-time operation. Applications can be found in any domain in which regression is required. "3D Surface Reconstruction: Multi-Scale Hierarchical Approaches" is designed as a secondary text book or reference for advanced-level students and researchers in computer science. This book also targets practitioners working in computer vision or machine learning related fields.
The fully automated estimation of the 6 degrees of freedom camera motion and the imaged 3D scenario using as the only input the pictures taken by the camera has been a long term aim in the computer vision community. The associated line of research has been known as Structure from Motion (SfM). An intense research effort during the latest decades has produced spectacular advances; the topic has reached a consistent state of maturity and most of its aspects are well known nowadays. 3D vision has immediate applications in many and diverse fields like robotics, videogames and augmented reality; and technological transfer is starting to be a reality. This book describes one of the first systems for sparse point-based 3D reconstruction and egomotion estimation from an image sequence; able to run in real-time at video frame rate and assuming quite weak prior knowledge about camera calibration, motion or scene. Its chapters unify the current perspectives of the robotics and computer vision communities on the 3D vision topic: As usual in robotics sensing, the explicit estimation and propagation of the uncertainty hold a central role in the sequential video processing and is shown to boost the efficiency and performance of the 3D estimation. On the other hand, some of the most relevant topics discussed in SfM by the computer vision scientists are addressed under this probabilistic filtering scheme; namely projective models, spurious rejection, model selection and self-calibration.
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.
The Game Music Toolbox provides readers with the tools, models and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry. |
![]() ![]() You may like...
Recent Trends in Computer-aided…
Saptarshi Chatterjee, Debangshu Dey, …
Paperback
R2,729
Discovery Miles 27 290
Computer Graphics with Open GL - Pearson…
Donald Hearn, Pauline Baker, …
Paperback
R2,315
Discovery Miles 23 150
Examining Fractal Image Processing and…
Soumya Ranjan Nayak, Jibitesh Mishra
Hardcover
R7,219
Discovery Miles 72 190
Virtual Reality and Light Field…
Gauthier Lafruit, Mehrdad Teratani
Hardcover
Computational Retinal Image Analysis…
Emanuele Trucco, Tom MacGillivray, …
Paperback
R3,484
Discovery Miles 34 840
Handbook of Pediatric Brain Imaging…
Hao Huang, Timothy Roberts
Paperback
R3,751
Discovery Miles 37 510
|