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

Drawn to Life: 20 Golden Years of Disney Master Classes - Volume 1: The Walt Stanchfield Lectures (Hardcover, 2nd edition):... Drawn to Life: 20 Golden Years of Disney Master Classes - Volume 1: The Walt Stanchfield Lectures (Hardcover, 2nd edition)
Walt Stanchfield; Edited by Don Hahn
R3,960 Discovery Miles 39 600 Ships in 10 - 15 working days

Drawn to Life is a two-volume collection of the legendary lectures of long-time Disney animator Walt Stanchfield. For over 20 years, Walt mentored a new generation of animators at the Walt Disney Studios and influenced such talented artists such as Tim Burton, Brad Bird, Glen Keane, and Andreas Deja. His writing and drawings have become must-have lessons for fine artists, film professionals, animators, and students looking for inspiration and essential training in drawing and the art of animation. Written by Walt Stanchfield (1919–2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films such as Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan. Edited by Disney Legend and Oscar®-nominated producer Don Hahn, whose credits include the classic Beauty and the Beast, The Lion King, and Hunchback of Notre Dame.

Introduction to Transfer Learning - Algorithms and Practice (Hardcover, 1st ed. 2023): Jindong Wang, Yiqiang Chen Introduction to Transfer Learning - Algorithms and Practice (Hardcover, 1st ed. 2023)
Jindong Wang, Yiqiang Chen
R1,899 Discovery Miles 18 990 Ships in 10 - 15 working days

Transfer learning is one of the most important technologies in the era of artificial intelligence and deep learning. It seeks to leverage existing knowledge by transferring it to another, new domain. Over the years, a number of relevant topics have attracted the interest of the research and application community: transfer learning, pre-training and fine-tuning, domain adaptation, domain generalization, and meta-learning. This book offers a comprehensive tutorial on an overview of transfer learning, introducing new researchers in this area to both classic and more recent algorithms. Most importantly, it takes a "student's" perspective to introduce all the concepts, theories, algorithms, and applications, allowing readers to quickly and easily enter this area. Accompanying the book, detailed code implementations are provided to better illustrate the core ideas of several important algorithms, presenting good examples for practice.

On the Evolution of Media - Understanding Media Change (Hardcover): Carlos A Scolari On the Evolution of Media - Understanding Media Change (Hardcover)
Carlos A Scolari
R4,489 Discovery Miles 44 890 Ships in 10 - 15 working days

This book describes the lifecycle of media in the context of the media ecology, presenting a general theoretical framework and a series of methodological procedures to support the construction of an eco-evolutionary approach to media change. Focusing on a series of processes - emergence, competition, dominance, hybridization, adaptation, extinction - this book goes beyond a chronological approach to propose a reticulated and multi-layered conception of media evolution. If media evolution is a network, what are the relationships between "media species" like? What happens when a new media emerges into the media ecology? How do new media influence the old ones? Can media become extinct? How do media adapt when the social and economic context changes? How can media evolution be analysed? What kinds of quantitative and qualitative techniques can be applied in media evolution research? By presenting an innovative research approach and theoretical framework to media studies, this book will be of keen interest to scholars and graduate students of new media, media history and theory, philosophy of technology, mass communication, and organisational studies.

Fractals in Multimedia (Hardcover, 2002 ed.): Michael F. Barnsley, Dietmar Saupe, Edward R. Vrscay Fractals in Multimedia (Hardcover, 2002 ed.)
Michael F. Barnsley, Dietmar Saupe, Edward R. Vrscay
R4,090 Discovery Miles 40 900 Ships in 18 - 22 working days

This volume describes the status of fractal imaging research and looks to future directions. It will be useful to researchers in the areas of fractal image compression, analysis, and synthesis, iterated function systems, and fractals in education. In particular it includes a vision for the future of these areas. It aims to provide an efficient means by which researchers can look back over the last decade at what has been achieved, and look forward towards second-generation fractal imaging. The articles in themselves are not meant to be detailed reviews or expositions, but to serve as signposts to the state of the art in their areas. What is important is what they mention and what tools and ideas are seen now to be relevant to the future. The contributors, a number of whom have been involved since the start, are active in fractal imaging, and provide a well-informed viewpoint on both the status and the future. Most were invited participants at a meeting on Fractals in Multimedia held at the IMA in January 2001. Some goals of the mini-symposium, shared with this volume, were to demonstrate that the fractal viewpoint leads to a broad collection of useful mathematical tools, common themes, new ways of looking at and thinking about existing algorithms and applications in multimedia, and to consider future developments. This book should be useful to commercial and university researchers in the rapidly evolving field of digital imaging, specifically, chief information officers, professors, software engineers, and graduate students in the mathematical sciences. While much of the content is quite technical, it contains pointers to the state-of-the-art and the future in fractal imaging.

The Game Music Toolbox - Composition Techniques and Production Tools from 20 Iconic Game Soundtracks (Paperback): Marios... The Game Music Toolbox - Composition Techniques and Production Tools from 20 Iconic Game Soundtracks (Paperback)
Marios Aristopoulos
R1,215 Discovery Miles 12 150 Ships in 9 - 17 working days

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.

Vision Models and Applications to Image and Video Processing (Hardcover, 2001 ed.): Christian J. van den Branden Lambrecht Vision Models and Applications to Image and Video Processing (Hardcover, 2001 ed.)
Christian J. van den Branden Lambrecht
R4,137 Discovery Miles 41 370 Ships in 18 - 22 working days

In this introduction to vision models and their use in image and video processing applications, prominent authors take on an engineering and signal processing approach. It is intended for an engineering audience that wants to use and become familiar with vision models.

The Game Writing Guide - Get Your Dream Job and Keep It (Paperback): Anna Megill The Game Writing Guide - Get Your Dream Job and Keep It (Paperback)
Anna Megill
R1,356 Discovery Miles 13 560 Ships in 9 - 17 working days

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.

Image Fusion - Theories, Techniques and Applications (Hardcover, 2010 Ed.): H.B. Mitchell Image Fusion - Theories, Techniques and Applications (Hardcover, 2010 Ed.)
H.B. Mitchell
R2,673 Discovery Miles 26 730 Ships in 18 - 22 working days

The purpose of this book is to provide a practical introduction to the th- ries, techniques and applications of image fusion. The present work has been designed as a textbook for a one-semester ?nal-year undergraduate, or ?r- year graduate, course in image fusion. It should also be useful to practising engineers who wish to learn the concepts of image fusion and apply them to practical applications. In addition, the book may also be used as a supp- mentary text for a graduate course on topics in advanced image processing. The book complements the author's previous work on multi-sensor data [1] fusion by concentrating exclusively on the theories, techniques and app- cations of image fusion. The book is intended to be self-contained in so far as the subject of image fusion is concerned, although some prior exposure to the ?eld of computer vision and image processing may be helpful to the reader. Apart from two preliminary chapters, the book is divided into three parts.

The Animator's Survival Kit: Flexibility and Weight - (Richard Williams' Animation Shorts) (Paperback, Main): Richard... The Animator's Survival Kit: Flexibility and Weight - (Richard Williams' Animation Shorts) (Paperback, Main)
Richard E. Williams
R295 R264 Discovery Miles 2 640 Save R31 (11%) Ships in 5 - 10 working days

FLEXIBILITY AND WEIGHT From Richard Williams' The Animator's Survival Kit comes key chapters in mini form. The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day. The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study. This Mini focuses on Flexibility and Weight. How do we loosen things up and get snap and vitality into our performance at the same time as keeping the figure stable and solid? The answer: successive breaking of joints to give flexibility. In this mini, Williams stresses the importance of knowing where the weight is on every drawing. He demonstrates that the best way to show weight is to be aware of it, conscious of it, and think about it all the time - knowing where the weight is coming from, where it's traveling over and where it's transferring to.

X-ray Imaging of the Soil Porous Architecture (Hardcover, 1st ed. 2022): Sacha Jon Mooney, Iain M. Young, Richard J. Heck,... X-ray Imaging of the Soil Porous Architecture (Hardcover, 1st ed. 2022)
Sacha Jon Mooney, Iain M. Young, Richard J. Heck, Stephan Peth
R4,704 Discovery Miles 47 040 Ships in 18 - 22 working days

The advent of X-ray Computed Tomography (CT) as a tool for the soil sciences almost 40 years ago has revolutionised the field. Soil is the fragile, thin layer of material that exists above earth's geological substrates upon which so much of life on earth depends. However a major limitation to our understanding of how soils behave and function is due to its complex, opaque structure that hinders our ability to assess its porous architecture without disturbance. X-ray imagery has facilitated the ability to truly observe soil as it exists in three dimensions and across contrasting spatial and temporal scales in the field in an undisturbed fashion. This book gives a comprehensive overview of the "state of the art" in a variety of application areas where this type of imaging is used, including soil water physics and hydrology, agronomic management of soils, and soil-plant-microbe interactions. It provides the necessary details for entry level readers in the crucial areas of sample preparation, scanner optimisation and image processing and analysis. Drawing on experts across the globe, from both academia and industry, the book covers the necessary "dos and don'ts", but also offers insights into the future of both technology and science. The wider application of the book is provided by dedicated chapters on how the data from such imagery can be incorporated into models and how the technology can be interfaced with other relevant technical applications. The book ends with a future outlook from the four editors, each of whom has over 20 years of experience in the application of X-ray CT to soil science.

AI and Deep Learning in Biometric Security - Trends, Potential, and Challenges (Hardcover): Gaurav Jaswal, Vivek Kanhangad,... AI and Deep Learning in Biometric Security - Trends, Potential, and Challenges (Hardcover)
Gaurav Jaswal, Vivek Kanhangad, Raghavendra Ramachandra
R4,927 Discovery Miles 49 270 Ships in 10 - 15 working days

This book provides an in-depth overview of artificial intelligence and deep learning approaches with case studies to solve problems associated with biometric security such as authentication, indexing, template protection, spoofing attack detection, ROI detection, gender classification etc. This text highlights a showcase of cutting-edge research on the use of convolution neural networks, autoencoders, recurrent convolutional neural networks in face, hand, iris, gait, fingerprint, vein, and medical biometric traits. It also provides a step-by-step guide to understanding deep learning concepts for biometrics authentication approaches and presents an analysis of biometric images under various environmental conditions. This book is sure to catch the attention of scholars, researchers, practitioners, and technology aspirants who are willing to research in the field of AI and biometric security.

Computer Graphics with Open GL - Pearson New International Edition (Paperback, 4th edition): Donald Hearn, Pauline Baker,... Computer Graphics with Open GL - Pearson New International Edition (Paperback, 4th edition)
Donald Hearn, Pauline Baker, Warren Carithers
R2,239 Discovery Miles 22 390 Ships in 10 - 15 working days

For junior- to graduate-level courses in computer graphics. Assuming no background in computer graphics, this junior- to graduate-level textbook presents basic principles for the design, use, and understanding of computer graphics systems and applications. The authors, authorities in their field, offer an integrated approach to two-dimensional and three-dimensional graphics topics. A comprehensive explanation of the popular OpenGL programming package, along with C++ programming examples illustrates applications of the various functions in the OpenGL basic library and the related GLU and GLUT packages.

Animation and Performance Capture Using Digitized Models (Hardcover, 2010 ed.): Edilson De Aguiar Animation and Performance Capture Using Digitized Models (Hardcover, 2010 ed.)
Edilson De Aguiar
R2,750 Discovery Miles 27 500 Ships in 18 - 22 working days

The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints.

Processing - Creative Coding and Computational Art (Hardcover, 1st Corrected ed., Corr. 2nd printing): Ira Greenberg Processing - Creative Coding and Computational Art (Hardcover, 1st Corrected ed., Corr. 2nd printing)
Ira Greenberg 1
R2,614 Discovery Miles 26 140 Ships in 10 - 15 working days

Create code art, visualizations, and interactive applications with this powerful yet simple computer language and programming environment Learn how to code 2D and 3D animation, pixel-level imaging, motion effects, and physics simulations Take a creative and fun approach to learning creative computer programming If you're interested in creating cutting-edge code-based art and animations, you've come to the right place! Processing (available at www.processing.org) is a revolutionary open source programming language and environment designed to bridge the gap between programming and art, allowing non-programmers to learn programming fundamentals as easily as possible, and empowering anyone to produce beautiful creations using math patterns. With the software freely available, Processing provides an accessible alternative to using Flash for creative coding and computational artboth on and off the Web. This book is written especially for artists, designers, and other creative professionals and students exploring code art, graphics programming, and computational aesthetics. The book provides a solid and comprehensive foundation in programming, including object-oriented principles, and introduces you to the easy-to-grasp Processing language, so no previous coding experience is necessary. The book then goes through using Processing to code lines, curves, shapes, and motion, continuing to the point where you'll have mastered Processing and can really start to unleash your creativity with realistic physics, interactivity, and 3D! In the final chapter, you'll even learn how to extend your Processing skills by working directly with the powerful Java programming languagethe language Processing itselfis built with. You'll learn: The fundamentals of creative computer programming--from procedural programming, to object-oriented programming, to pure Java programming How to virtually draw, paint, and sculpt using computer code and clearly explained mathematical concepts 2D and 3D programming techniques, motion design, and cool graphics effects How to code your own pixel-level imaging effects, such as image contrast, color saturation, custom gradients and more Advanced animation techniques, including realistic physics and artificial life simulation Summary of Contents PART ONE: THEORY OF PROCESSING AND COMPUTATIONAL ART Chapter 1: Code Art Chapter 2: Creative Coding Chapter 3: Code Grammar 101 Chapter 4: Computer Graphics, the Fun, Easy Way Chapter 5: The Processing Environment PART TWO: PUTTING THEORY INTO PRACTICE Chapter 6: Lines Chapter 7: Curves Chapter 8: Object-Oriented Programming Chapter 9: Shapes Chapter 10: Color and Imaging Chapter 11: Motion Chapter 12: Interactivity Chapter 13: 3D Chapter 14: 3D Rendering in Java Mode PART THREE: REFERENCE Appendix A: Processing Language API Appendix B: Math Reference Appendix C: Integrating Processing within Java

Intelligent Multimedia Surveillance - Current Trends and Research (Hardcover, 2013): Pradeep K. Atrey, Mohan S. Kankanhalli,... Intelligent Multimedia Surveillance - Current Trends and Research (Hardcover, 2013)
Pradeep K. Atrey, Mohan S. Kankanhalli, Andrea Cavallaro
R3,094 R1,847 Discovery Miles 18 470 Save R1,247 (40%) Ships in 10 - 15 working days

Intelligent multimedia surveillance concerns the analysis of multiple sensing inputs including video and audio streams, radio-frequency identification (RFID), and depth data. These data are processed for the automated detection and tracking of people, vehicles, and other objects. The goal is to locate moving targets, to understand their behavior, and to detect suspicious or abnormal activities for crime prevention. Despite its benefits, there is societal apprehension regarding the use of such technology, so an important challenge in this research area is to balance public safety and privacy.

This edited book presents recent findings in the field of intelligent multimedia surveillance emerging from disciplines such as multimedia computing, computer vision, and artificial intelligence. It consists of nine chapters addressing intelligent video surveillance, video analysis of crowds, privacy issues in intelligent multimedia surveillance, RFID technology for localization of objects, object tracking using visual saliency information, estimating multiresolution depth using active stereo vision, and performance evaluation for video surveillance systems.

The book will be of value to researchers and practitioners working on related problems in security, multimedia, and artificial intelligence."

Computational Electrostatics for Biological Applications - Geometric and Numerical Approaches to the Description of... Computational Electrostatics for Biological Applications - Geometric and Numerical Approaches to the Description of Electrostatic Interaction Between Macromolecules (Hardcover, 2015 ed.)
Walter Rocchia, Michela Spagnuolo
R4,714 Discovery Miles 47 140 Ships in 10 - 15 working days

This book presents established and new approaches to perform calculations of electrostatic interactions at the nanoscale, with particular focus on molecular biology applications. It is based on the proceedings of the Computational Electrostatics for Biological Applications international meeting, which brought together researchers in computational disciplines to discuss and explore diverse methods to improve electrostatic calculations. Fostering an interdisciplinary approach to the description of complex physical and biological problems, this book encompasses contributions originating in the fields of geometry processing, shape modeling, applied mathematics, and computational biology and chemistry. The main topics covered are theoretical and numerical aspects of the solution of the Poisson-Boltzmann equation, surveys and comparison among geometric approaches to the modelling of molecular surfaces and related discretization and computational issues. It also includes a number of contributions addressing applications in biology, biophysics and nanotechnology. The book is primarily intended as a reference for researchers in the computational molecular biology and chemistry fields. As such, it also aims at becoming a key source of information for a wide range of scientists who need to know how modeling and computing at the molecular level may influence the design and interpretation of their experiments.

Cultural Computing - Second IFIP TC 14 Entertainment Computing Symposium, ECS 2010, Held as Part of WCC 2010, Brisbane,... Cultural Computing - Second IFIP TC 14 Entertainment Computing Symposium, ECS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, Proceedings (Hardcover, Edition.)
Ryohei Nakatsu, Naoko Tosa, Fazel Naghdy, Philippe Codognet
R1,426 Discovery Miles 14 260 Ships in 18 - 22 working days

Welcome to the Second International IFIP Entertainment Computing Symposium on st Cultural Computing (ECS 2010), which was part of the 21 IFIP World Computer Congress, held in Brisbane, Australia during September 21-23, 2010. On behalf of the people who made this conference happen, we wish to welcome you to this inter- tional event. The IFIP World Computer Congress has offered an opportunity for researchers and practitioners to present their findings and research results in several prominent areas of computer science and engineering. In the last World Computer Congress, WCC 2008, held in Milan, Italy in September 2008, IFIP launched a new initiative focused on all the relevant issues concerning computing and entertainment. As a - sult, the two-day technical program of the First Entertainment Computing Symposium (ECS 2008) provided a forum to address, explore and exchange information on the state of the art of computer-based entertainment and allied technologies, their design and use, and their impact on society. Based on the success of ECS 2008, at this Second IFIP Entertainment Computing Symposium (ECS 2010), our challenge was to focus on a new area in entertainment computing: cultural computing.

Creating Games with Unreal Engine, Substance Painter, & Maya - Models, Textures, Animation, & Blueprint (Paperback): Jingtian... Creating Games with Unreal Engine, Substance Painter, & Maya - Models, Textures, Animation, & Blueprint (Paperback)
Jingtian Li, Kassandra Arevalo, Matthew Tovar
R1,852 Discovery Miles 18 520 Ships in 9 - 17 working days

Description: This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya, Substance Painter, and Unreal Engine. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. Then, the book covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games. * Build a complete game from start to finish. * Learn what the pros use: construct all assets using the tools used at industries across the world. * All software used are free to students. * When complete, students will have a playable version of an FPS game. Jing Tian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.

Topological Methods in Data Analysis and Visualization - Theory, Algorithms, and Applications (Hardcover, Edition.): Valerio... Topological Methods in Data Analysis and Visualization - Theory, Algorithms, and Applications (Hardcover, Edition.)
Valerio Pascucci, Xavier Tricoche, Hans Hagen, Julien Tierny
R2,696 Discovery Miles 26 960 Ships in 18 - 22 working days

Topology-based methods are of increasing importance in the analysis and visualization of dataset from a wide variety of scientific domains such as biology, physics, engineering, and medicine. Current challenges of topology-based techniques include the management of time-dependent data, the representation large and complex datasets, the characterization of noise and uncertainty, the effective integration of numerical methods with robust combinatorial algorithms, etc. (see also below for a list of selected issues). While there is an increasing number of high-quality publications in this field, many fundamental questions remain unsolved. New focused efforts are needed in a variety of techniques ranging from the theoretical foundations of topological models, algorithmic issues related to the representation power of computer-based implementations as well as their computational efficiency, user interfaces for presentation of quantitative topological information, and the development of new techniques for systematic mapping of science problems in topological constructs that can be solved computationally. In this forum the editors have brought together the most prominent and best recognized researchers in the field of topology-based data analysis and visualization for a joint discussion and scientific exchange of the latest results in the field. The 2009 workshop in Snowbird, Utah, follows the two successful workshops in 2005 (Budmerice, Slovakia) and 2007 (Leipzig, Germany).

Data Classification and Incremental Clustering in Data Mining and Machine Learning (Hardcover, 1st ed. 2022): Sanjay... Data Classification and Incremental Clustering in Data Mining and Machine Learning (Hardcover, 1st ed. 2022)
Sanjay Chakraborty, S. K. Hafizul Islam, Debabrata Samanta
R2,888 Discovery Miles 28 880 Ships in 18 - 22 working days

This book is a comprehensive, hands-on guide to the basics of data mining and machine learning with a special emphasis on supervised and unsupervised learning methods. The book lays stress on the new ways of thinking needed to master in machine learning based on the Python, R, and Java programming platforms. This book first provides an understanding of data mining, machine learning and their applications, giving special attention to classification and clustering techniques. The authors offer a discussion on data mining and machine learning techniques with case studies and examples. The book also describes the hands-on coding examples of some well-known supervised and unsupervised learning techniques using three different and popular coding platforms: R, Python, and Java. This book explains some of the most popular classification techniques (K-NN, Naive Bayes, Decision tree, Random forest, Support vector machine etc,) along with the basic description of artificial neural network and deep neural network. The book is useful for professionals, students studying data mining and machine learning, and researchers in supervised and unsupervised learning techniques.

Geometrical Multiresolution Adaptive Transforms - Theory and Applications (Hardcover, 2014): Agnieszka Lisowska Geometrical Multiresolution Adaptive Transforms - Theory and Applications (Hardcover, 2014)
Agnieszka Lisowska
R1,389 Discovery Miles 13 890 Ships in 18 - 22 working days

Modern image processing techniques are based on multiresolution geometrical methods of image representation. These methods are efficient in sparse approximation of digital images. There is a wide family of functions called simply X-lets, and these methods can be divided into two groups: the adaptive and the nonadaptive. This book is devoted to the adaptive methods of image approximation, especially to multismoothlets.

Besides multismoothlets, several other new ideas are also covered. Current literature considers the black and white images with smooth horizon function as the model for sparse approximation but here, the class of blurred multihorizon is introduced, which is then used in the approximation of images with multiedges. Additionally, the semi-anisotropic model of multiedge representation, the introduction of the shift invariant multismoothlet transform and sliding multismoothlets are also covered.

"Geometrical Multiresolution Adaptive Transforms" should be accessible to both mathematicians and computer scientists. It is suitable as a professional reference for students, researchers and engineers, containing many open problems and will be an excellent starting point for those who are beginning new research in the area or who want to use geometrical multiresolution adaptive methods in image processing, analysis or compression."

Advances in Computer Vision - Volume 2 (Hardcover): C Brown, Christopher Brown Advances in Computer Vision - Volume 2 (Hardcover)
C Brown, Christopher Brown
R4,494 Discovery Miles 44 940 Ships in 10 - 15 working days

First Published in 1988. Routledge is an imprint of Taylor & Francis, an informa company.

Advances in Computer Vision - Volume 1 (Hardcover): C Brown, Christopher Brown Advances in Computer Vision - Volume 1 (Hardcover)
C Brown, Christopher Brown
R4,500 Discovery Miles 45 000 Ships in 10 - 15 working days

First published in 1988. Routledge is an imprint of Taylor & Francis, an informa company.

A Practical Guide to Level Design - From Theory to Practice, Diplomacy, and Production (Paperback): Benjamin Bauer A Practical Guide to Level Design - From Theory to Practice, Diplomacy, and Production (Paperback)
Benjamin Bauer
R1,461 Discovery Miles 14 610 Ships in 9 - 17 working days

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.

Still Image Compression on Parallel Computer Architectures (Hardcover, 1999 ed.): Savitri Bevinakoppa Still Image Compression on Parallel Computer Architectures (Hardcover, 1999 ed.)
Savitri Bevinakoppa
R4,130 Discovery Miles 41 300 Ships in 18 - 22 working days

Still Image Compression on Parallel Computer Architectures investigates the application of parallel-processing techniques to digital image compression. Digital image compression is used to reduce the number of bits required to store an image in computer memory and/or transmit it over a communication link. Over the past decade advancements in technology have spawned many applications of digital imaging, such as photo videotex, desktop publishing, graphics arts, color facsimile, newspaper wire phototransmission and medical imaging. For many other contemporary applications, such as distributed multimedia systems, rapid transmission of images is necessary. Dollar cost as well as time cost of transmission and storage tend to be directly proportional to the volume of data. Therefore, application of digital image compression techniques becomes necessary to minimize costs. A number of digital image compression algorithms have been developed and standardized. With the success of these algorithms, research effort is now directed towards improving implementation techniques. The Joint Photographic Experts Group (JPEG) and Motion Photographic Experts Group(MPEG) are international organizations which have developed digital image compression standards. Hardware (VLSI chips) which implement the JPEG image compression algorithm are available. Such hardware is specific to image compression only and cannot be used for other image processing applications. A flexible means of implementing digital image compression algorithms is still required. An obvious method of processing different imaging applications on general purpose hardware platforms is to develop software implementations. JPEG uses an 8 A- 8 blockof image samples as the basic element for compression. These blocks are processed sequentially. There is always the possibility of having similar blocks in a given image. If similar blocks in an image are located, then repeated compression of these blocks is not necessary. By locating similar blocks in the image, the speed of compression can be increased and the size of the compressed image can be reduced. Based on this concept an enhancement to the JPEG algorithm is proposed, called Bock Comparator Technique (BCT). Still Image Compression on Parallel Computer Architectures is designed for advanced students and practitioners of computer science. This comprehensive reference provides a foundation for understanding digital image compression techniques and parallel computer architectures.

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