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Books > Computing & IT > Applications of computing > Image processing
Non-photorealistic rendering (NPR) is a combination of computer graphics and computer vision that produces renderings in various artistic, expressive or stylized ways such as painting and drawing. This book focuses on image and video based NPR, where the input is a 2D photograph or a video rather than a 3D model. 2D NPR techniques have application in areas as diverse as consumer and professional digital photography and visual effects for TV and film production. The book covers the full range of the state of the art of NPR with every chapter authored by internationally renowned experts in the field, covering both classical and contemporary techniques. It will enable both graduate students in computer graphics, computer vision or image processing and professional developers alike to quickly become familiar with contemporary techniques, enabling them to apply 2D NPR algorithms in their own projects.
The book presents papers delivered by researchers, industrial experts and academicians at the Conference on Emerging Trends in Computing and Communication (ETCC 2014). As such, the book is a collection of recent and innovative works in the field Network Security and Cryptography, Cloud Computing and Big Data Analytics, Data Mining and Data Warehouse, Communication and Nanotechnology and VLSI and Image Processing.
This book proposes a complete pipeline for monocular (single camera) based 3D mapping of terrestrial and underwater environments. The aim is to provide a solution to large-scale scene modeling that is both accurate and efficient. To this end, we have developed a novel Structure from Motion algorithm that increases mapping accuracy by registering camera views directly with the maps. The camera registration uses a dual approach that adapts to the type of environment being mapped. In order to further increase the accuracy of the resulting maps, a new method is presented, allowing detection of images corresponding to the same scene region (crossovers). Crossovers then used in conjunction with global alignment methods in order to highly reduce estimation errors, especially when mapping large areas. Our method is based on Visual Bag of Words paradigm (BoW), offering a more efficient and simpler solution by eliminating the training stage, generally required by state of the art BoW algorithms. Also, towards developing methods for efficient mapping of large areas (especially with costs related to map storage, transmission and rendering in mind), an online 3D model simplification algorithm is proposed. This new algorithm presents the advantage of selecting only those vertices that are geometrically representative for the scene.
This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding
The Architectural Imagination at the Digital Turn asks what it means to speak of a "digital turn" in architecture. It examines how architects at the time engaged with the digital and imagined future modes of practice, and looks at the technological, conceptual and economic phenomena behind this engagement. It argues that the adoption of digital technology in architecture was far from linear but depended on complex factors, from the operative logic of the technology itself to the context in which it was used and the people who interacted with it. Creating a mosaic-like account, the book presents debates, projects and publications that changed how architecture was visualized, fabricated and experienced using digital technology. Spanning the university, new media art institutes, ecologies, architectural bodies, fabrication and the city, it re-evaluates familiar narratives that emphasized formal explorations; instead, the book aims to complicate the "myth" of the digital by presenting a nuanced analysis of the material and social context behind each case study. During the 1990s, architects repurposed software and technological concepts from other disciplines and tested them in a design environment. Some architects were fascinated by its effects, others were more critical. Through its discussion on case studies, places and themes that fundamentally influenced discourse formation in the era, this book offers scholars, researchers and students fresh insights into how architecture can engage with the digital realm today.
Multimodal Video Characterization and Summarization is a valuable research tool for both professionals and academicians working in the video field. This book describes the methodology for using multimodal audio, image, and text technology to characterize video content. This new and groundbreaking science has led to many advances in video understanding, such as the development of a video summary. Applications and methodology for creating video summaries are described, as well as user-studies for evaluation and testing.
This book presents important research findings and recent innovations in the field of machine learning and signal processing. A wide range of topics relating to machine learning and signal processing techniques and their applications are addressed in order to provide both researchers and practitioners with a valuable resource documenting the latest advances and trends. The book comprises a careful selection of the papers submitted to the 2015 International Conference on Machine Learning and Signal Processing (MALSIP 2015), which was held on 15-17 December 2015 in Ho Chi Minh City, Vietnam with the aim of offering researchers, academicians, and practitioners an ideal opportunity to disseminate their findings and achievements. All of the included contributions were chosen by expert peer reviewers from across the world on the basis of their interest to the community. In addition to presenting the latest in design, development, and research, the book provides access to numerous new algorithms for machine learning and signal processing for engineering problems.
At long last, film and video editors are using the same systems to edi t their projects, and Editing Digital Film is the guide to show them h ow to do it. This concise reference provides video and film editors fa miliar with the Avid, Media 100, and Final Cut Pro systems with crucia l information they will need to edit on all three of these systems. In addition to showing film editors and directors working on DV projects how to edit for this new format, this text also clarifies the NLE pro cess to those familiar with traditional film editing.
Mathematical morphology (MM) is a powerful methodology for the quantitative analysis of geometrical structures. It consists of a broad and coherent collection of theoretical concepts, nonlinear signal operators, and algorithms aiming at extracting, from images or other geometrical objects, information related to their shape and size. Its mathematical origins stem from set theory, lattice algebra, and integral and stochastic geometry. MM was initiated in the late 1960s by G. Matheron and J. Serra at the Fontainebleau School of Mines in France. Originally it was applied to analyzing images from geological or biological specimens. However, its rich theoretical framework, algorithmic efficiency, easy implementability on special hardware, and suitability for many shape- oriented problems have propelled its widespread diffusion and adoption by many academic and industry groups in many countries as one among the dominant image analysis methodologies. The purpose of Mathematical Morphology and its Applications to Image and Signal Processing is to provide the image analysis community with a sampling from the current developments in the theoretical (deterministic and stochastic) and computational aspects of MM and its applications to image and signal processing. The book consists of the papers presented at the ISMM'96 grouped into the following themes: Theory Connectivity Filtering Nonlinear System Related to Morphology Algorithms/Architectures Granulometries, Texture Segmentation Image Sequence Analysis Learning Document Analysis Applications
Thisbookpresentsmaterialwhichismorealgorithmicallyorientedthanmost alternatives.Italsodealswithtopicsthatareatorbeyondthestateoftheart. Examples include practical and applicable wavelet and other multiresolution transform analysis. New areas are broached like the ridgelet and curvelet transforms. The reader will ?nd in this book an engineering approach to the interpretation of scienti?c data. Compared to the 1st Edition, various additions have been made throu- out, and the topics covered have been updated. The background or en- ronment of this book's topics include continuing interest in e-science and the virtual observatory, which are based on web based and increasingly web service based science and engineering. Additional colleagues whom we would like to acknowledge in this 2nd edition include: Bedros Afeyan, Nabila Aghanim, Emmanuel Cand' es, David Donoho, Jalal Fadili, and Sandrine Pires, We would like to particularly - knowledge Olivier Forni who contributed to the discussion on compression of hyperspectral data, Yassir Moudden on multiwavelength data analysis and Vicent Mart' ?nez on the genus function. The cover image to this 2nd edition is from the Deep Impact project. It was taken approximately 8 minutes after impact on 4 July 2005 with the CLEAR6 ?lter and deconvolved using the Richardson-Lucy method. We thank Don Lindler, Ivo Busko, Mike A'Hearn and the Deep Impact team for the processing of this image and for providing it to us.
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
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.
This book offers readers fresh insights on applying Extended Reality to Digital Anatomy, a novel emerging discipline. Indeed, the way professors teach anatomy in classrooms is changing rapidly as novel technology-based approaches become ever more accessible. Recent studies show that Virtual (VR), Augmented (AR), and Mixed-Reality (MR) can improve both retention and learning outcomes. Readers will find relevant tutorials about three-dimensional reconstruction techniques to perform virtual dissections. Several chapters serve as practical manuals for students and trainers in anatomy to refresh or develop their Digital Anatomy skills. We developed this book as a support tool for collaborative efforts around Digital Anatomy, especially in distance learning, international and interdisciplinary contexts. We aim to leverage source material in this book to support new Digital Anatomy courses and syllabi in interdepartmental, interdisciplinary collaborations. Digital Anatomy - Applications of Virtual, Mixed and Augmented Reality provides a valuable tool to foster cross-disciplinary dialogues between anatomists, surgeons, radiologists, clinicians, computer scientists, course designers, and industry practitioners. It is the result of a multidisciplinary exercise and will undoubtedly catalyze new specialties and collaborative Master and Doctoral level courses world-wide. In this perspective, the UNESCO Chair in digital anatomy was created at the Paris Descartes University in 2015 (www.anatomieunesco.org). It aims to federate the education of anatomy around university partners from all over the world, wishing to use these new 3D modeling techniques of the human body.
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.
This book presents 13 peer-reviewed papers as written results from the 2005 workshop "Topology-Based Methods in Visualization" that was initiated to enable additional stimulation in this field. It contains a survey of the state-of-the-art, as well original work by leading experts that has not been published before, spanning both theory and applications. It captures key concepts and novel ideas and serves as an overview of current trends in its subject.
Video text detection provides an efficient approach to the indexing, classification, retrieval and understanding of visual content. This unique text/reference presents a systematic introduction to the latest developments in video text detection. Opening with a discussion of the underlying theory and a brief history of video text detection, the text proceeds to cover pre-processing and post-processing techniques, character segmentation and recognition, identification of non-English scripts, techniques for multi-modal analysis, and performance evaluation. The detection of text from both natural video scenes and artificially inserted captions is examined. Various applications of the technology are also reviewed, from license plate recognition and road navigation assistance, to sports analysis and video advertising systems. Topics and features: explains the fundamental theory in a succinct manner, supplemented with thorough, up-to-date references for further reading; highlights practical techniques to help the reader understand and develop their own detection systems and video text-based applications; discusses the state of the field from historical progress to the latest cutting-edge developments; serves as an easy-to-navigate reference, presenting the material in self-contained chapters; reviews the entire process from pre-processing to post-processing, including non-English script detection and advanced multi-modal techniques. This accessible yet comprehensive overview of video text detection is essential reading for advanced students and researchers in pattern recognition, document analysis, image processing, video retrieval and related fields.
The contributions for this book have been gathered over several years from conferences held in the series of Mechatronics and Machine Vision in Practice, the latest of which was held in Ankara, Turkey. The essential aspect is that they concern practical applications rather than the derivation of mere theory, though simulations and visualization are important components. The topics range from mining, with its heavy engineering, to the delicate machining of holes in the human skull or robots for surgery on human flesh. Mobile robots continue to be a hot topic, both from the need for navigation and for the task of stabilization of unmanned aerial vehicles. The swinging of a spray rig is damped, while machine vision is used for the control of heating in an asphalt-laying machine. Manipulators are featured, both for general tasks and in the form of grasping fingers. A robot arm is proposed for adding to the mobility scooter of the elderly. Can EEG signals be a means to control a robot? Can face recognition be achieved in varying illumination?"
If you want to know how to: * get the most from any image * retouch and edit photographs * prepare photographs for the web or print * quickly access the power of Photoshop * create special effects with text and images then Photoshop Made Simple is for you!
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
This book is an important collection for scholars and students interested in the critical analysis of digital games, and will be of interest across several disciplines including game studies, game design and development, internet studies, visual studies, cultural studies, communication studies, and media studies, as well as disability studies The book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokemon Go The book also asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples
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.
Multimedia surveillance systems is an emerging field that includes signal and image processing, communications, and computer vision. Multimedia Video-Based Surveillance Systems: Requirements, Issues and Solutions, combines the most recent research results from these areas for use by engineers and end-users involved in the design of surveillance systems in the fields of transportation and services. The book covers emerging surveillance requirements, including new digital sensors for real-time acquisition of surveillance data, low-level image processing algorithms, and event detection methods. It also discusses problems related to knowledge representation in surveillance systems, wireless and wired multimedia networks, and a new generation of surveillance communication tools. Timely information is presented on digital watermarking, broadband multimedia transmission, legal use of surveillance systems, performance evaluation criteria, and other new and emerging topics, along with applications for transports and pedestrian monitoring. The information contained in Multimedia Video-Based Surveillance Systems: Requirements, Issues and Solutions, bridges the distance between present practice and research findings, and the book is an indispensable reference tool for professional engineers.
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.
WALKS 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 Walks. Walks are full of personality. Walks reveal the character, they tell the story of the person. In this Mini Richard Williams provides the building blocks of how to construct walks, using stick figures to make it easy to learn, copy and understand. The process will encourage you to invent and entertain.
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. |
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