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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).
Still Image Compression on Parallel Computer Architectures investigates the application of parallel-processing techniques to digital image compression. Digital image compression is used to reduce the number of bits required to store an image in computer memory and/or transmit it over a communication link. Over the past decade advancements in technology have spawned many applications of digital imaging, such as photo videotex, desktop publishing, graphics arts, color facsimile, newspaper wire phototransmission and medical imaging. For many other contemporary applications, such as distributed multimedia systems, rapid transmission of images is necessary. Dollar cost as well as time cost of transmission and storage tend to be directly proportional to the volume of data. Therefore, application of digital image compression techniques becomes necessary to minimize costs. A number of digital image compression algorithms have been developed and standardized. With the success of these algorithms, research effort is now directed towards improving implementation techniques. The Joint Photographic Experts Group (JPEG) and Motion Photographic Experts Group(MPEG) are international organizations which have developed digital image compression standards. Hardware (VLSI chips) which implement the JPEG image compression algorithm are available. Such hardware is specific to image compression only and cannot be used for other image processing applications. A flexible means of implementing digital image compression algorithms is still required. An obvious method of processing different imaging applications on general purpose hardware platforms is to develop software implementations. JPEG uses an 8 A- 8 blockof image samples as the basic element for compression. These blocks are processed sequentially. There is always the possibility of having similar blocks in a given image. If similar blocks in an image are located, then repeated compression of these blocks is not necessary. By locating similar blocks in the image, the speed of compression can be increased and the size of the compressed image can be reduced. Based on this concept an enhancement to the JPEG algorithm is proposed, called Bock Comparator Technique (BCT). Still Image Compression on Parallel Computer Architectures is designed for advanced students and practitioners of computer science. This comprehensive reference provides a foundation for understanding digital image compression techniques and parallel computer architectures.
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.
Adobe Photoshop Elements Advanced Editing Techniques and Tricks: The Essential Guide to Going Beyond Guided Edits is a must for those who want to go beyond automated features and Guided Edits and delve into the many advanced techniques that are possible using Adobe Photoshop Elements. LEARN HOW TO Perfect editing portrait images by performing techniques such as skin tone correction, frequency separations, skin smoothing, and enhancing facial features Properly edit and enhance a subject's eyes, lips, eyebrows, and facial lighting Apply advanced photo compositing techniques, utilizing rules for controlling perspective Use color grading techniques similar to those used by professional motion picture film editors Delve into advanced tools not included in Photoshop Elements such as curves, color range, selective color, working with color LUTs, and more With detailed step-by-step instructions, this book is targeted to intermediate and advanced users who want to take their photography to the next level. Additional tips using Photoshop Elements can be found on Ted's YouTube channel at www.YouTube/tedpadova.
The idea for this text emerged over several years as the authors participated in research projects related to analysis of data from NASA's RHESSI Small Explorer mission. The data produced over the operational lifetime of this mission inspired many investigations related to a specific science question: the when, where, and how of electron acceleration during solar flares in the stressed magnetic environment of the active Sun. A vital key to unlocking this science problem is the ability to produce high-quality images of hard X-rays produced by bremsstrahlung radiation from electrons accelerated during a solar flare. The only practical way to do this within the technological and budgetary limitations of the RHESSI era was to opt for indirect modalities in which imaging information is encoded as a set of two-dimensional spatial Fourier components. Radio astronomers had employed Fourier imaging for many years. However, differently than for radio astronomy, X-ray images produced by RHESSI had to be constructed from a very limited number of sparsely distributed and very noisy Fourier components. Further, Fourier imaging is hardly intuitive, and extensive validation of the methods was necessary to ensure that they produced images with sufficient accuracy and fidelity for scientific applications. This book summarizes the results of this development of imaging techniques specifically designed for this form of data. It covers a set of published works that span over two decades, during which various imaging methods were introduced, validated, and applied to observations. Also considering that a new Fourier-based telescope, STIX, is now entering its nominal phase on-board the ESA Solar Orbiter, it became more and more apparent to the authors that it would be a good idea to put together a compendium of these imaging methods and their applications. Hence the book you are now reading.
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."
This book provides the tools to enhance the precision, automation and intelligence of modern CNC machining systems. Based on a detailed description of the technical foundations of the machining monitoring system, it develops the general idea of design and implementation of smart machining monitoring systems, focusing on the tool condition monitoring system. The book is structured in two parts. Part I discusses the fundamentals of machining systems, including modeling of machining processes, mathematical basics of condition monitoring and the framework of TCM from a machine learning perspective. Part II is then focused on the applications of these theories. It explains sensory signal processing and feature extraction, as well as the cyber-physical system of the smart machining system. Its utilisation of numerous illustrations and diagrams explain the ideas presented in a clear way, making this book a valuable reference for researchers, graduate students and engineers alike.
Timing for Animation has been one of the pillars of animation since it was first published in 1981. Now this 40th anniversary edition captures the focus of the original and enhances this new edition with fresh images, techniques, and advice from world-renowned animators. Not only does the text explore timing in traditional animation, but also timing in digital works. Vibrant illustrations and clear directions line the pages to help depict the various methods and procedures to bring your animation to life. Examples include timing for digital production, digital storyboarding in 2D, digital storyboarding in 3D, and the use of After Effects, as well as interactive games, television, animals, and more. Learn how animated scenes should be arranged in relation to each other, how much space should be used, and how long each drawing should be shown for maximum dramatic effect. All you need to breathe life into your animation is at your fingertips with Timing for Animation. Key Features: Fully revised and updated with modern examples and techniques Explores the fundamentals of timing, physics, and animation Perfect for the animation novice and the expert Get straight to the good stuff with simple, no-nonsense instruction on the key techniques like stretch and squash, animated cycles, overlapping, and anticipation. Trying to time weight, mood, and power can make or break an animation-get it right the first time with these tried and tested techniques. Authors Harold Whitaker was a BAFTA-nominated professional animator and educator for 40 years; many of his students number among today's most outstanding animation artists. John Halas, known as "The father of British animation" and formerly of Halas & Batchelor Animation Studio, produced more than 2,000 animation films, including the legendary Animal Farm (1954) and the award-winning Dilemma (1981). He was also the founder and president of the International Animated Film Association (ASIFA) and former Chairman of the British Federation of Film Societies. Tom Sito is Professor of Animation at the University of Southern California and has written numerous books and articles on animation. Tom's screen credits include Shrek (2001) and the Disney classics Who Framed Roger Rabbit (1988), The Little Mermaid (1989), Beauty and the Beast (1991), Aladdin (1992), and The Lion King (1994). In 1998, Tom was named by Animation Magazine as one of the 100 Most Important People in Animation.
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
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.
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
The many intriguing examples on the application of mechatronics reinforce the excitement of this creative field of technology. As a collection they present a stimulating resource to developers of future mechatronics technology, and to educators searching for interesting examples. From structured-light measurement of the build-up of detritus on railway bogies and detection of uncracked spores of Chinese medicine to a practical tractor vision guidance system embedded in a smart-phone application, the practical applications of mechatronics and machine vision abound. Fruits are counted on the tree, pasture biomass is measured and a robot collects camel dung as a resource. 3D printing is in vogue, but papers here discuss the construction and strategy of the printer itself. The measurement and analysis of myoelectric muscle signals enable a prosthesis to be controlled and a feeding robot is used for patient care. An exoskeleton has both soft and rigid links and an optical sensor analyses the tissue into which a surgical needle is being inserted. These are some of the papers in this collection from the 26th annual conference on Mechatronics and Machine Vision in Practice, carefully selected to exclude papers that are merely theoretical and to highlight those that show practical verification. Papers have been contributed from China, New Zealand, the Philippines, Emirates, Germany and of course Australia.
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.
The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.
Neutrosophic Set in Medical Image Analysis gives an understanding of the concepts of NS, along with knowledge on how to gather, interpret, analyze and handle medical images using NS methods. It presents the latest cutting-edge research that gives insight into neutrosophic set's novel techniques, strategies and challenges, showing how it can be used in biomedical diagnoses systems. The neutrosophic set (NS), which is a generalization of fuzzy set, offers the prospect of overcoming the restrictions of fuzzy-based approaches to medical image analysis.
This is the third edition of the first ever book to explore the exciting field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, with 9 new chapters included. As well as investigating augmented reality as a novel artistic medium, the book covers cultural, social, spatial and cognitive facets of augmented reality art. It has been written by a virtual team of 33 researchers and artists from 11 countries who are pioneering in the new form of art, and contains numerous colour illustrations showing both classic and recent augmented reality artworks. Intended as a starting point for exploring this new fascinating area of research and creative practice, it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
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.
This book covers virtually all aspects of image formation in medical imaging, including systems based on ionizing radiation (x-rays, gamma rays) and non-ionizing techniques (ultrasound, optical, thermal, magnetic resonance, and magnetic particle imaging) alike. In addition, it discusses the development and application of computer-aided detection and diagnosis (CAD) systems in medical imaging. Also there will be a special track on computer-aided diagnosis on COVID-19 by CT and X-rays images. Given its coverage, the book provides both a forum and valuable resource for researchers involved in image formation, experimental methods, image performance, segmentation, pattern recognition, feature extraction, classifier design, machine learning / deep learning, radiomics, CAD workstation design, human-computer interaction, databases, and performance evaluation.
Cardiovascular and Coronary Artery Imaging, Volume One covers state-of-the-art approaches for automated non-invasive systems in early cardiovascular disease diagnosis. The book includes several prominent imaging modalities, such as MRI, CT and PET technologies. A special emphasis is placed on automated imaging analysis techniques, which are important to biomedical imaging analysis of the cardiovascular system. This is a comprehensive, multi-contributed reference work that details the latest developments in spatial, temporal and functional cardiac imaging.
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 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 addresses and disseminates research and development in the applications of intelligent techniques for computer vision, the field that works on enabling computers to see, identify, and process images in the same way that human vision does, and then providing appropriate output. The book provides contributions which include theory, case studies, and intelligent techniques pertaining to computer vision applications. The book helps readers grasp the essence of the recent advances in this complex field. The audience includes researchers, professionals, practitioners, and students from academia and industry who work in this interdisciplinary field. The authors aim to inspire future research both from theoretical and practical viewpoints to spur further advances in the field.
fMRI Neurofeedback provides a perspective on how the field of functional magnetic resonance imaging (fMRI) neurofeedback has evolved, an introduction to state-of-the-art methods used for fMRI neurofeedback, a review of published neuroscientific and clinical applications, and a discussion of relevant ethical considerations. It gives a view of the ongoing research challenges throughout and provides guidance for researchers new to the field on the practical implementation and design of fMRI neurofeedback protocols. This book is designed to be accessible to all scientists and clinicians interested in conducting fMRI neurofeedback research, addressing the variety of different knowledge gaps that readers may have given their varied backgrounds and avoiding field-specific jargon. The book, therefore, will be suitable for engineers, computer scientists, neuroscientists, psychologists, and physicians working in fMRI neurofeedback.
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.
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