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

Algorithmic Logic (Hardcover, 1986 ed.): G. Mirkowska, A. Salwicki Algorithmic Logic (Hardcover, 1986 ed.)
G. Mirkowska, A. Salwicki
R5,349 Discovery Miles 53 490 Ships in 18 - 22 working days
Digital Image Processing With C++ - Implementing Reference Algorithms With the CImg Library (Paperback): David Tschumperle,... Digital Image Processing With C++ - Implementing Reference Algorithms With the CImg Library (Paperback)
David Tschumperle, Christophe Tilmant, Vincent Barra
R1,287 Discovery Miles 12 870 Ships in 9 - 17 working days

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.

Biological and Computer Vision (Hardcover): Gabriel Kreiman Biological and Computer Vision (Hardcover)
Gabriel Kreiman
R3,675 R3,098 Discovery Miles 30 980 Save R577 (16%) Ships in 10 - 15 working days

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.

Biological and Computer Vision (Paperback): Gabriel Kreiman Biological and Computer Vision (Paperback)
Gabriel Kreiman
R1,378 Discovery Miles 13 780 Ships in 10 - 15 working days

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.

Creating Q*Bert: and Other Classic Video Arcade Games (Hardcover): Warren Davis Creating Q*Bert: and Other Classic Video Arcade Games (Hardcover)
Warren Davis; Foreword by Ed Boon; Afterword by John Newcomer
R504 Discovery Miles 5 040 Ships in 10 - 15 working days

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.

Fundamentals of Digital Optics - Digital Signal Processing in Optics and Holography (Hardcover, 1995 ed.): Leonid Yaroslavsky,... Fundamentals of Digital Optics - Digital Signal Processing in Optics and Holography (Hardcover, 1995 ed.)
Leonid Yaroslavsky, Murray Eden
R2,850 Discovery Miles 28 500 Ships in 18 - 22 working days

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."

Game AI Pro - Collected Wisdom of Game AI Professionals (Paperback): Steven Rabin Game AI Pro - Collected Wisdom of Game AI Professionals (Paperback)
Steven Rabin
R1,858 Discovery Miles 18 580 Ships in 10 - 15 working days

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.

Computer Vision - Applications of Visual AI and Image Processing (Hardcover): Pancham Shukla, Rajanikanth Aluvalu, Shilpa Gite,... Computer Vision - Applications of Visual AI and Image Processing (Hardcover)
Pancham Shukla, Rajanikanth Aluvalu, Shilpa Gite, Uma Maheswari
R4,465 Discovery Miles 44 650 Ships in 10 - 15 working days

This book focuses on the latest developments in the fields of visual AI, image processing and computer vision. It shows research in basic techniques like image pre-processing, feature extraction, and enhancement, along with applications in biometrics, healthcare, neuroscience and forensics. The book highlights algorithms, processes, novel architectures and results underlying machine intelligence with detailed execution flow of models.

Parallel Algorithms for Irregular Problems: State of the Art (Hardcover, 1995 ed.): Alfonso Ferreira, Jose Rolim Parallel Algorithms for Irregular Problems: State of the Art (Hardcover, 1995 ed.)
Alfonso Ferreira, Jose Rolim
R4,199 Discovery Miles 41 990 Ships in 18 - 22 working days

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.

Immersive Video Technologies (Paperback): Giuseppe Valenzise, Alain Martin, Emin Zerman, Cagri Ozcinar Immersive Video Technologies (Paperback)
Giuseppe Valenzise, Alain Martin, Emin Zerman, Cagri Ozcinar
R3,526 Discovery Miles 35 260 Ships in 10 - 15 working days

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.

Women Comedians in the Digital Age - Media Work and Critical Reputations After Trump (Paperback): Alex Symons Women Comedians in the Digital Age - Media Work and Critical Reputations After Trump (Paperback)
Alex Symons
R1,084 R986 Discovery Miles 9 860 Save R98 (9%) Ships in 9 - 17 working days

This book offers a thorough examination of digital work by women comedians in the US, exploring their use of digital media to perform jokes, engage with fans, remake their reputations, and become political activists This book argues that despite its many adverse effects, digital work is changing comedy, empowering women to create new comic forms and negotiate the contentious political climate incited by former President Donald. J. Trump Chapters are focused on video-podcasting, TikTok, Twitter, Instagram, YouTube, and the streaming platform Netflix - each containing informative case studies on significant women comedians who use them, including Sarah Silverman, Amy Schumer, Leslie Jones, Mindy Kaling, Colleen Ballinger, Lilly Singh, Ms. Pat, Whitney Cummings, Issa Rae, and others To understand their strategies, this book examines the popularity of their digital content, their career-outcomes in television and film, as well as the ups and downs of their critical reputations in magazines, newspapers, the trade press, and with their participatory audiences online This insightful and timely work will appeal to scholars researching and teaching in the areas of media studies, digital communication, gender studies and performance

JPEG2000 Image Compression Fundamentals, Standards and Practice - Image Compression Fundamentals, Standards and Practice... JPEG2000 Image Compression Fundamentals, Standards and Practice - Image Compression Fundamentals, Standards and Practice (Hardcover, 2002 ed.)
David Taubman, Michael Marcellin
R4,445 Discovery Miles 44 450 Ships in 18 - 22 working days

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.

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning - Strategies & Resources... Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning - Strategies & Resources (Paperback)
David Seelow
R1,653 Discovery Miles 16 530 Ships in 9 - 17 working days

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.

Deep Learning-Based Face Analytics (Hardcover, 1st ed. 2021): Nalini K. Ratha, Vishal M. Patel, Rama Chellappa Deep Learning-Based Face Analytics (Hardcover, 1st ed. 2021)
Nalini K. Ratha, Vishal M. Patel, Rama Chellappa
R4,751 Discovery Miles 47 510 Ships in 18 - 22 working days

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.

The Colour Image Processing Handbook (Hardcover, 1998 ed.): Stephen J. Sangwine, Robin E. N. Horne The Colour Image Processing Handbook (Hardcover, 1998 ed.)
Stephen J. Sangwine, Robin E. N. Horne
R4,106 Discovery Miles 41 060 Ships in 18 - 22 working days

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.

Character Development and Storytelling for Games (Paperback, 3rd edition): Lee Sheldon Character Development and Storytelling for Games (Paperback, 3rd edition)
Lee Sheldon
R1,521 Discovery Miles 15 210 Ships in 9 - 17 working days

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.

Chinese Animated Film and Ideology, 1940s-1970s - Fighting Puppets (Hardcover): Olga Bobrowska Chinese Animated Film and Ideology, 1940s-1970s - Fighting Puppets (Hardcover)
Olga Bobrowska
R1,502 Discovery Miles 15 020 Ships in 9 - 17 working days

Broadens the horizons of Chinese culture enthusiasts without expertise in animation, and helps to dismantle stereotypical perceptions of Chinese animated film culture as established in the discourses of Western animation studios. Answers the rising need for conducting thorough studies of Chinese mass culture and mechanisms of soft power and indoctrination, and thus helps to understand the cultural identity and heritage of China, which is becoming a global superpower and an aspiring world economic leader. Complements a niche existing in the general knowledge on Asian popular cultures.

Planning and Designing the IP Broadcast Facility - A New Puzzle to Solve (Paperback, 2nd edition): Gary Olson Planning and Designing the IP Broadcast Facility - A New Puzzle to Solve (Paperback, 2nd edition)
Gary Olson
R1,050 Discovery Miles 10 500 Ships in 9 - 17 working days

This book provides a comprehensive understanding of the technology architecture, physical facility changes and - most importantly - the new media management workflows and business processes to support the entire lifecycle of the IP broadcast facility from an engineering and workflow perspective. Fully updated, this second edition covers the technological evolutions and changes in the media broadcast industry, including the new standards and specifications for live IP production, the SMPTE ST2110 suite of standards, the necessity of protecting against cyber threats and the expansion of cloud services in opening new possibilities. It provides users with the necessary information for planning, organizing, producing and distributing media for the modern broadcast facility. Key features of this text include: Strategies to implement a cost-effective live and file-based production and distribution system. A cohesive, big-picture viewpoint that helps you identify how to overcome the challenges of upgrading your plant. The impact live production is having on the evolution to IP. Case studies serve as recommendations and examples of use. New considerations in engineering and maintenance of IP and file-based systems. Those in the fields of TV, cable, IT engineering and broadcast engineering will find this book an invaluable resource, as will students learning how to set up modern broadcast facilities and the workflows of contemporary broadcasting.

Hardware for Soft Computing and Soft Computing for Hardware (Hardcover, 2014 ed.): Nadia Nedjah, Luiza de Macedo Mourelle Hardware for Soft Computing and Soft Computing for Hardware (Hardcover, 2014 ed.)
Nadia Nedjah, Luiza de Macedo Mourelle
R4,108 R3,307 Discovery Miles 33 070 Save R801 (19%) Ships in 10 - 15 working days

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."

Machine Vision Algorithms in Java - Techniques and Implementation (Hardcover, 2001 ed.): Paul F. Whelan, Derek Molloy Machine Vision Algorithms in Java - Techniques and Implementation (Hardcover, 2001 ed.)
Paul F. Whelan, Derek Molloy
R4,174 Discovery Miles 41 740 Ships in 18 - 22 working days

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.

DeepFakes - Creation, Detection, and Impact (Hardcover): Loveleen Gaur DeepFakes - Creation, Detection, and Impact (Hardcover)
Loveleen Gaur
R3,642 Discovery Miles 36 420 Ships in 10 - 15 working days

Provides a technical introduction to deepfakes, its benefits, and the potential harms Presents practical approaches of creation and detection of deepfakes using Deep Learning (DL) Techniques Draws attention towards various challenging issues and societal impact of deepfakes with their existing solutions Includes research analysis in the domain of DL fakes for assisting the creation and detection of deepfakes applications Discusses future research directions with emergence of deepfakes technology

Large-Scale Simultaneous Localization and Mapping (Hardcover, 1st ed. 2022): Janusz Bedkowski Large-Scale Simultaneous Localization and Mapping (Hardcover, 1st ed. 2022)
Janusz Bedkowski
R3,999 Discovery Miles 39 990 Ships in 10 - 15 working days

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.

Game Audio Programming 2 - Principles and Practices (Paperback): Guy Somberg Game Audio Programming 2 - Principles and Practices (Paperback)
Guy Somberg
R1,516 Discovery Miles 15 160 Ships in 9 - 17 working days

Welcome to the second volume of Game Audio Programming: Principles and Practices - the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history. Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more. This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming, experienced audio programmers, and those souls who just got assigned the audio code. This book is for you!

Intelligent Manufacturing and Energy Sustainability - Proceedings of ICIMES 2021 (Hardcover, 1st ed. 2022): A.N.R. Reddy,... Intelligent Manufacturing and Energy Sustainability - Proceedings of ICIMES 2021 (Hardcover, 1st ed. 2022)
A.N.R. Reddy, Deepak Marla, Margarita N. Favorskaya, Suresh Chandra Satapathy
R5,264 Discovery Miles 52 640 Ships in 18 - 22 working days

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.

Vision Models for High Dynamic Range and Wide Colour Gamut Imaging - Techniques and Applications (Paperback): Marcelo Bertalmio Vision Models for High Dynamic Range and Wide Colour Gamut Imaging - Techniques and Applications (Paperback)
Marcelo Bertalmio
R2,964 Discovery Miles 29 640 Ships in 10 - 15 working days

To enhance the overall viewing experience (for cinema, TV, games, AR/VR) the media industry is continuously striving to improve image quality. Currently the emphasis is on High Dynamic Range (HDR) and Wide Colour Gamut (WCG) technologies, which yield images with greater contrast and more vivid colours. The uptake of these technologies, however, has been hampered by the significant challenge of understanding the science behind visual perception. Vision Models for High Dynamic Range and Wide Colour Gamut Imaging provides university researchers and graduate students in computer science, computer engineering, vision science, as well as industry R&D engineers, an insight into the science and methods for HDR and WCG. It presents the underlying principles and latest practical methods in a detailed and accessible way, highlighting how the use of vision models is a key element of all state-of-the-art methods for these emerging technologies.

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