![]() |
![]() |
Your cart is empty |
||
Books > Computing & IT > Applications of computing > Image processing
One service mathematics has rendered the tEL moi, .... si j'avait su comment en revenir. je n'y serais point alle'.' human race. It has put common sense back Jules Verne where it belongs, on the topmost shelf next to the dusty canister labelled 'discarded non sense', The series is divergent; therefore we may be Eric T. Bell able to do something with it. O. Heaviside Mathematics is a tool for thought. A highly necessary tool in a world where both feedback and non linearities abound. Similarly, all kinds of parts of mathematics serve as tools for other parts and for other sciences. Applying a simple rewriting rule to the quote on the right above one finds such statements as: 'One service topology has rendered mathematical physics ...'; 'One service logic has rendered com puter science ...'; 'One service category theory has rendered mathematics, ..'. All arguably true. And all statements obtainable this way form part of the raison d'elre of this series."
Nordic Animation examines the state of the animation industry within the Nordic countries. It looks at the success of popular brands such as the Moomins and Angry Birds, studios such as Anima Vitae and Qvisten, and individuals from the Nordics that have made their mark on the global animation industry. The book begins with some historical findings before moving to look at the stories of some of the most well-known Nordic animation brands. A section on Nordic animation studios looks at the international success and impact on the global animation industry that has been made by these companies. The book is forward thinking in scope and places these stories within the context of what the future holds for the Nordic animation industry. This book will be of great interest to those in the fields of animation and film studies, as well as those with a general interest in Nordic animation.
Suitable for those new to nonlinear editing as well as experienced
editors new to Final Cut Express, this book is an introduction to
Apple's editing software package and the digital video format in
general. You will come away with not only an in-depth knowledge of
how to use Final Cut Express, but also a deeper understanding of
the craft of editing and the underlying technical processes that
will serve you well in future projects.
In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels - experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans
Human action analyses and recognition are challenging problems due to large variations in human motion and appearance, camera viewpoint and environment settings. The field of action and activity representation and recognition is relatively old, yet not well-understood by the students and research community. Some important but common motion recognition problems are even now unsolved properly by the computer vision community. However, in the last decade, a number of good approaches are proposed and evaluated subsequently by many researchers. Among those methods, some methods get significant attention from many researchers in the computer vision field due to their better robustness and performance. This book will cover gap of information and materials on comprehensive outlook - through various strategies from the scratch to the state-of-the-art on computer vision regarding action recognition approaches. This book will target the students and researchers who have knowledge on image processing at a basic level and would like to explore more on this area and do research. The step by step methodologies will encourage one to move forward for a comprehensive knowledge on computer vision for recognizing various human actions.
Image Acquisition and Processing With LabVIEWä combines the general theory of image acquisition and processing, the underpinnings of LabVIEW and the NI Vision toolkit, examples of their applications, and real-world case studies in a clear, systematic, and richly illustrated presentation. Designed for LabVIEW programmers, it fills a significant gap in the technical literature by providing a general training manual for those new to National Instruments (NI) Vision application development and a reference for more experienced vision programmers.
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.
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.
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.
This book teaches you how to master classic and cutting edge Foley techniques in order to create rich and convincing sound for any medium, be it film, television, radio, podcasts, animation, or games. Award-winning Foley artist Vanessa Theme Ament demonstrates how Foley is designed, crafted, and edited for any project, down to the nuts and bolts of spotting, cueing, and performing sounds. Various renowned sound artists provide a treasure trove of indispensable shortcuts, hot tips, and other valuable tricks of the trade. This updated third edition features the following: New chapters dedicated to Foley in games, television, broadcasting, and animation, as well as what is new in sound for media education A multitude of sound "recipes" that include proven Foley methods you can immediately use on your own projects A diverse range of case studies from well-known films, shows, games, and animation Interviews with current sound artists from around the world By exploring the entire audio post-production process, this book provides you with an excellent understanding of where Foley fits in the business of filmmaking and is a perfect guide for both newcomers and experienced sound designers wanting to learn more about this art. Accompanying the book are online resources featuring video demonstrations of Foley artists at work, video tutorials of specific Foley techniques, lectures from the author and more.
Diagnostic Biomedical Signal and Image Processing Applications: With Deep Learning Methods presents comprehensive research on both medical imaging and medical signals analysis. The book discusses classification, segmentation, detection, tracking and retrieval applications of non-invasive methods such as EEG, ECG, EMG, MRI, fMRI, CT and X-RAY, amongst others. These image and signal modalities include real challenges, which are the main themes that medical imaging and medical signal processing researchers focus on today. The book also emphasizes removing noise and specifying dataset key properties, with each chapter containing details of one of the medical imaging or medical signal modalities. Focusing on solving real medical problems using new deep learning and CNN approaches, this book will appeal to research scholars, graduate students, faculty members, R&D engineers, and biomedical engineers who want to learn how medical signals and images play an important role in the early diagnosis and treatment of diseases.
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.
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.
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.
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 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.
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.
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.
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?"
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. |
![]() ![]() You may like...
Cambridge Lower Secondary Computing 8…
Tristan Kirkpatrick, Pam Jones, …
Paperback
R931
Discovery Miles 9 310
Edexcel GCSE (9-1) Computer Science…
Ann Weidmann, David Waller, …
Paperback
R1,047
Discovery Miles 10 470
Digital Production, Design and…
Sonia Stuart, Maureen Everett
Paperback
R1,280
Discovery Miles 12 800
Pearson REVISE Edexcel GCSE Computer…
Ann Weidmann, Cynthia Selby
Paperback
R280
Discovery Miles 2 800
Cambridge IGCSE and O Level Computer…
David Watson, Helen Williams
Paperback
R424
Discovery Miles 4 240
Heinemann Information Technology for…
Deepak Dinesan, Peter Reid, …
Paperback
R1,134
Discovery Miles 11 340
Interact with Information Technology 3…
Roland Birbal, Michele Taylor
Paperback
R785
Discovery Miles 7 850
|