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Books > Computing & IT > Applications of computing > Image processing
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).
Imagine a world where machines can see and understand the world the way humans do. Rapid progress in artificial intelligence has led to smartphones that recognize faces, cars that detect pedestrians, and algorithms that suggest diagnoses from clinical images, among many other applications. The success of computer vision is founded on a deep understanding of the neural circuits in the brain responsible for visual processing. This book introduces the neuroscientific study of neuronal computations in visual cortex alongside of the psychological understanding of visual cognition and the burgeoning field of biologically-inspired artificial intelligence. Topics include the neurophysiological investigation of visual cortex, visual illusions, visual disorders, deep convolutional neural networks, machine learning, and generative adversarial networks among others. It is an ideal resource for students and researchers looking to build bridges across different approaches to studying and developing visual systems.
Imagine a world where machines can see and understand the world the way humans do. Rapid progress in artificial intelligence has led to smartphones that recognize faces, cars that detect pedestrians, and algorithms that suggest diagnoses from clinical images, among many other applications. The success of computer vision is founded on a deep understanding of the neural circuits in the brain responsible for visual processing. This book introduces the neuroscientific study of neuronal computations in visual cortex alongside of the psychological understanding of visual cognition and the burgeoning field of biologically-inspired artificial intelligence. Topics include the neurophysiological investigation of visual cortex, visual illusions, visual disorders, deep convolutional neural networks, machine learning, and generative adversarial networks among others. It is an ideal resource for students and researchers looking to build bridges across different approaches to studying and developing visual systems.
1.1 Digital Optics as a Subject Improvement of the quality of optical devices has always been the central task of experimental optics. In modern terms, improvements in sensitivity and resolution have equated higher quality with greater informational throughput. For most of today's applications, optics and electronics have, in essence, solved the problem of generating high quality pictures with great informational ca pacity. Effective use of the enormous amount of information contained in the images necessitates processing pictures, holograms, and interferograms. The manner in which information might be extracted from optical entities has be come a topic of current interest. The informational aspects of optical signals and systems might serve as a basis for attacking this question by making use of information theory and signal communication theory, and by enlisting modern tools and methods for data processing (the most important and powerful of which are those of digi tal computation). Exploiting modern advances in electronics has allowed new wavelength ranges and new kinds of radiation to be used in optics. Comput ers have extended our knowledge of the informational essence of radiation. Thus, computerized optical devices enhance not only the optical capabilities of sight, but also its analytical capabilities as well, thus opening qualitatively new horizons to all the areas in which optical devices have found application."
Efficient parallel solutions have been found to many problems. Some of them can be obtained automatically from sequential programs, using compilers. However, there is a large class of problems - irregular problems - that lack efficient solutions. IRREGULAR 94 - a workshop and summer school organized in Geneva - addressed the problems associated with the derivation of efficient solutions to irregular problems. This book, which is based on the workshop, draws on the contributions of outstanding scientists to present the state of the art in irregular problems, covering aspects ranging from scientific computing, discrete optimization, and automatic extraction of parallelism. Audience: This first book on parallel algorithms for irregular problems is of interest to advanced graduate students and researchers in parallel computer science.
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.
Get a broad overview of the different modalities of immersive video technologies-from omnidirectional video to light fields and volumetric video-from a multimedia processing perspective. From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions. With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies.
This is nothing less than a totally essential reference for engineers and researchers in any field of work that involves the use of compressed imagery. Beginning with a thorough and up-to-date overview of the fundamentals of image compression, the authors move on to provide a complete description of the JPEG2000 standard. They then devote space to the implementation and exploitation of that standard. The final section describes other key image compression systems. This work has specific applications for those involved in the development of software and hardware solutions for multimedia, internet, and medical imaging applications. Included is a CD-ROM that provides a complete C++ implementation of JPEG2000 Part 1.
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.
'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.
Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the pivotal decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere. Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who's who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haeger, and Dennis Nordman, among many others. The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics. On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist's work into game code. Whether you're looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960's computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis' memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.
This book provides an overview of different deep learning-based methods for face recognition and related problems. Specifically, the authors present methods based on autoencoders, restricted Boltzmann machines, and deep convolutional neural networks for face detection, localization, tracking, recognition, etc. The authors also discuss merits and drawbacks of available approaches and identifies promising avenues of research in this rapidly evolving field. Even though there have been a number of different approaches proposed in the literature for face recognition based on deep learning methods, there is not a single book available in the literature that gives a complete overview of these methods. The proposed book captures the state of the art in face recognition using various deep learning methods, and it covers a variety of different topics related to face recognition. This book is aimed at graduate students studying electrical engineering and/or computer science. Biometrics is a course that is widely offered at both undergraduate and graduate levels at many institutions around the world: This book can be used as a textbook for teaching topics related to face recognition. In addition, the work is beneficial to practitioners in industry who are working on biometrics-related problems. The prerequisites for optimal use are the basic knowledge of pattern recognition, machine learning, probability theory, and linear algebra.
Digital Image Processing with C++ presents the theory of digital image processing, and implementations of algorithms using a dedicated library. Processing a digital image means transforming its content (denoising, stylizing, etc.), or extracting information to solve a given problem (object recognition, measurement, motion estimation, etc.). This book presents the mathematical theories underlying digital image processing, as well as their practical implementation through examples of algorithms implemented in the C++ language, using the free and easy-to-use CImg library. Chapters cover in a broad way the field of digital image processing and proposes practical and functional implementations of each method theoretically described. The main topics covered include filtering in spatial and frequency domains, mathematical morphology, feature extraction and applications to segmentation, motion estimation, multispectral image processing and 3D visualization. Students or developers wishing to discover or specialize in this discipline, teachers and researchers wishing to quickly prototype new algorithms, or develop courses, will all find in this book material to discover image processing or deepen their knowledge in this field.
Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games. The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.
This is the third edition of Character Development and Storytelling for Games, a standard work in the field that brings all of the teaching from the first two books up to date and tackles the new challenges of today. Professional game writer and designer Lee Sheldon combines his experience and expertise in this updated edition. New examples, new game types, and new challenges throughout the text highlight the fundamentals of character writing and storytelling. But this book is not just a box of techniques for writers of video games. It is an exploration of the roots of character development and storytelling that readers can trace from Homer to Chaucer to Cervantes to Dickens and even Mozart. Many contemporary writers also contribute insights from books, plays, television, films, and, yes, games. Sheldon and his contributors emphasize the importance of creative instinct and listening to the inner voice that guides successful game writers and designers. Join him on his quest to instruct, inform, and maybe even inspire your next great game.
This book is aimed at those using colour image processing or researching new applications or techniques of colour image processing. It has been clear for some time that there is a need for a text dedicated to colour. We foresee a great increase in the use of colour over the coming years, both in research and in industrial and commercial applications. We are sure this book will prove a useful reference text on the subject for practicing engineers and scientists, for researchers, and for students at doctoral and, perhaps masters, level. It is not intended as an introductory text on image processing, rather it assumes that the reader is already familiar with basic image processing concepts such as image representation in digital form, linear and non-linear filtering, trans forms, edge detection and segmentation, and so on, and has some experience with using, at the least, monochrome equipment. There are many books cov ering these topics and some of them are referenced in the text, where appro priate. The book covers a restricted, but nevertheless, a very important, subset of image processing concerned with natural colour (that is colour as per ceived by the human visual system). This is an important field because it shares much technology and basic theory with colour television and video equipment, the market for which is worldwide and very large; and with the growing field of multimedia, including the use of colour images on the Inter net.
Machine Vision Algorithms in Java provides a comprehensive introduction to the algorithms and techniques associated with machine vision systems. The Java programming language is also introduced, with particular reference to its imaging capabilities. The book contains explanations of key machine vision techniques and algorithms, along with the associated Java source code.Special features include: - A complete self-contained treatment of the topics and techniques essential to the understanding and implementation of machine vision.- An introduction to object-oriented programming and to the Java programming language, with particular reference to its imaging capabilities.- Java source code for a wide range of practical image processing and analysis functions.- Readers will be given the opportunity to download a fully functional Java-based visual programming environment for machine vision, available via the WWW. This contains over 200 image processing, manipulation and analysis functions and will enable users to implement many of the ideas covered in this book. - Details relating to the design of a Java-based visual programming environment for machine vision.- An introduction to the Java 2D imaging and Java Advanced Imaging (JAI) APIs- A wide range of illustrative examples.- Practical treatment of the subject matter. This book is aimed at senior undergraduate and postgraduate students in engineering and computer science as well as practitioners in machine vision who may wish to update or expand their knowledge of the subject. The techniques and algorithms of machine vision are expounded in a way that will be understood not only by specialists but also by those who are less familiar with the topic.
This book is dedicated for engineers and researchers who would like to increase the knowledge in area of mobile mapping systems. Therefore, the flow of the derived information is divided into subproblems corresponding to certain mobile mapping data and related observations' equations. The proposed methodology is not fulfilling all SLAM aspects evident in the literature, but it is based on the experience within the context of the pragmatic and realistic applications. Thus, it can be supportive information for those who are familiar with SLAM and would like to have broader overview in the subject. The novelty is a complete and interdisciplinary methodology for large-scale mobile mapping applications. The contribution is a set of programming examples available as supportive complementary material for this book. All observation equations are implemented, and for each, the programming example is provided. The programming examples are simple C++ implementations that can be elaborated by students or engineers; therefore, the experience in coding is not mandatory. Moreover, since the implementation does not require many additional external programming libraries, it can be easily integrated with any mobile mapping framework. Finally, the purpose of this book is to collect all necessary observation equations and solvers to build computational system capable providing large-scale maps.
This book includes best selected, high-quality research papers presented at the International Conference on Intelligent Manufacturing and Energy Sustainability (ICIMES 2021) held at the Department of Mechanical Engineering, Malla Reddy College of Engineering & Technology (MRCET), Maisammaguda, Hyderabad, India, during June 18-19, 2021. It covers topics in the areas of automation, manufacturing technology and energy sustainability and also includes original works in the intelligent systems, manufacturing, mechanical, electrical, aeronautical, materials, automobile, bioenergy and energy sustainability.
Single and Multi-Objective Evolutionary Computation (MOEA), Genetic Algorithms (GAs), Artificial Neural Networks (ANNs), Fuzzy Controllers (FCs), Particle Swarm Optimization (PSO) and Ant colony Optimization (ACO) are becoming omnipresent in almost every intelligent system design. Unfortunately, the application of the majority of these techniques is complex and so requires a huge computational effort to yield useful and practical results. Therefore, dedicated hardware for evolutionary, neural and fuzzy computation is a key issue for designers. With the spread of reconfigurable hardware such as FPGAs, digital as well as analog hardware implementations of such computation become cost-effective.The idea behind this book is to offer a variety of hardware designs for soft computing techniques that can be embedded in any final product. Also, to introduce the successful application of soft computing technique to solve many hard problems encountered during the design of embedded hardware designs. Reconfigurable embedded designs for GAs, ANNs, FCs and PSO are presented and evaluated. Also, the application of quantum-based evolutionary computation and multi-objective evolutionary computation as well as ACO are applied to solve hard problems related to circuit synthesis, IP assignment, mapping and routing of applications on Network-On-Chip infrastructures."
Adaptive filtering is a classical branch of digital signal processing (DSP). Industrial interest in adaptive filtering grows continuously with the increase in computer performance that allows ever more conplex algorithms to be run in real-time. Change detection is a type of adaptive filtering for non-stationary signals and is also the basic tool in fault detection and diagnosis. Often considered as separate subjects Adaptive Filtering and Change Detection bridges a gap in the literature with a unified treatment of these areas, emphasizing that change detection is a natural extension of adaptive filters, and adaptive filters are the basic building blocks in all change detectors.
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.
This book serves as the first guideline of the integrative approach, optimal for our new and young generations. Recent technology advancements in computer vision, IoT sensors, and analytics open the door to highly impactful innovations and applications as a result of effective and efficient integration of those. Such integration has brought to scientists and engineers a new approach -the integrative approach. This offers far more rapid development and scalable architecting when comparing to the traditional hardcore developmental approach. Featuring biomedical and healthcare challenges including COVID-19, we present a collection of carefully selective cases with significant added- values as a result of integrations, e.g., sensing with AI, analytics with different data sources, and comprehensive monitoring with many different sensors, while sustaining its readability.
This book features selected papers presented at the 3rd International Conference on Recent Innovations in Computing (ICRIC 2020), held on 20-21 March 2020 at the Central University of Jammu, India, and organized by the university's Department of Computer Science & Information Technology. It includes the latest research in the areas of software engineering, cloud computing, computer networks and Internet technologies, artificial intelligence, information security, database and distributed computing, and digital India. |
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