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

Nonlinear Editing (Hardcover): Patrick Morris Nonlinear Editing (Hardcover)
Patrick Morris
R4,130 Discovery Miles 41 300 Ships in 12 - 17 working days

Nonlinear is a buzzword for every broadcaster and facility house worldwide. Systems range from the humble to the exotic, and despite the growing acceptance of the technology, many users, both new and experienced, find the complexity of the operation and the time spent loading the material and rendering effects difficult to manage at first. Non-linear editing also comes with its own specialist language, requiring each editor to be conversant with a new range of skills from day one. As desktop systems improve the role of the traditional editor is constantly evolving and expanding. This is an operational manual for professional trainees and students in the post-production industry. It will also serve as a useful reference tool for producers and directors. Written in a concise and clear manner, the book serves as a practical guide to the efficient management and operation of non-linear editing systems. It describes the technology involved, the essential techniques to be mastered including on-line and off-line editing, project management, rendering effects, working with graphics and audio, and adding third party applications. Designed for quick and easy reference, this is a practical user guide to non-linear editing that comes complete with an extensive jargon buster that will get you fully conversant with the technology in a short space of time. Patrick Morris is a Trainer in Post-Production for the Television Corporation of Singapore and the Singapore Broadcasting Authority as well as Chairman of the South East Asia User Group. He is an AVID Certified Trainer with a working knowledge of Lightworks, Media 100, Quantel, D Vision and other systems. Formerly a consultant and Senior Editor for BBC, ITV and SKY TV, he also spent many years a Training Manager for BBC Wood Norton and as Senior Video-Tape Editor for Television South West.

The Pyramid of Game Design - Designing, Producing and Launching Service Games (Hardcover): Simon Nicholas Crawford Lovell The Pyramid of Game Design - Designing, Producing and Launching Service Games (Hardcover)
Simon Nicholas Crawford Lovell
R4,310 Discovery Miles 43 100 Ships in 12 - 17 working days

Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers. Key Features Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly. Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era. Consider the ethics of game design in a rapidly changing world.

High Performance CMOS Range Imaging - Device Technology and Systems Considerations (Hardcover): Andreas Suss High Performance CMOS Range Imaging - Device Technology and Systems Considerations (Hardcover)
Andreas Suss
R4,769 Discovery Miles 47 690 Ships in 12 - 17 working days

This work is dedicated to CMOS based imaging with the emphasis on the noise modeling, characterization and optimization in order to contribute to the design of high performance imagers in general and range imagers in particular. CMOS is known to be superior to CCD due to its flexibility in terms of integration capabilities, but typically has to be enhanced to compete at parameters as for instance noise, dynamic range or spectral response. Temporal noise is an important topic, since it is one of the most crucial parameters that ultimately limits the performance and cannot be corrected. This work gathers the widespread theory on noise and extends the theory by a non-rigorous but potentially computing efficient algorithm to estimate noise in time sampled systems. This work contributed to two generations of LDPD based ToF range image sensors and proposed a new approach to implement the MSI PM ToF principle. This was verified to yield a significantly faster charge transfer, better linearity, dark current and matching performance. A non-linear and time-variant model is provided that takes into account undesired phenomena such as finite charge transfer speed and a parasitic sensitivity to light when the shutters should remain OFF, to allow for investigations of largesignal characteristics, sensitivity and precision. It was demonstrated that the model converges to a standard photodetector model and properly resembles the measurements. Finally the impact of these undesired phenomena on the range measurement performance is demonstrated.

Game AI Pro 2 - Collected Wisdom of Game AI Professionals (Hardcover): Steven Rabin Game AI Pro 2 - Collected Wisdom of Game AI Professionals (Hardcover)
Steven Rabin
R3,747 Discovery Miles 37 470 Ships in 12 - 17 working days

Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games, with topics applicable to almost any game Touches on most, if not all, of the topics necessary to get started in game AI Provides real-life case studies of game AI in published commercial games Gives in-depth, technical solutions from some of the industry's best-known games Includes downloadable demos and/or source code, available at http://www.gameaipro.com

Binaural and Spatial Hearing in Real and Virtual Environments (Paperback): Robert Gilkey, Timothy R. Anderson Binaural and Spatial Hearing in Real and Virtual Environments (Paperback)
Robert Gilkey, Timothy R. Anderson
R1,619 Discovery Miles 16 190 Ships in 12 - 17 working days

The current popular and scientific interest in virtual environments has provided a new impetus for investigating binaural and spatial hearing. However, the many intriguing phenomena of spatial hearing have long made it an exciting area of scientific inquiry. Psychophysical and physiological investigations of spatial hearing seem to be converging on common explanations of underlying mechanisms. These understandings have in turn been incorporated into sophisticated yet mathematically tractable models of binaural interaction. Thus, binaural and spatial hearing is one of the few areas in which professionals are soon likely to find adequate physiological explanations of complex psychological phenomena that can be reasonably and usefully approximated by mathematical and physical models. This volume grew out of the Conference on Binaural and Spatial Hearing, a four-day event held at Wright-Patterson Air Force Base in response to rapid developments in binaural and spatial hearing research and technology. Meant to be more than just a proceedings, it presents chapters that are longer than typical proceedings papers and contain considerably more review material, including extensive bibliographies in many cases. Arranged into topical sections, the chapters represent major thrusts in the recent literature. The authors of the first chapter in each section have been encouraged to take a broad perspective and review the current state of literature. Subsequent chapters in each section tend to be somewhat more narrowly focused, and often emphasize the authors' own work. Thus, each section provides overview, background, and current research on a particular topic. This book is significant in that it reviews the important work during the past 10 to 15 years, and provides greater breadth and depth than most of the previous works.

The Uncanny Valley in Games and Animation (Hardcover): Angela Tinwell The Uncanny Valley in Games and Animation (Hardcover)
Angela Tinwell
R2,973 Discovery Miles 29 730 Ships in 12 - 17 working days

Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human likeness of a character increases. This phenomenon, known as the Uncanny Valley, has become a benchmark for measuring if a character is believably realistic and authentically human like. This book is an essential guide on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications. In this book, the author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design. The Uncanny Valley in Games and Animation presents a novel theory that goes beyond previous research in that the cause of the Uncanny Valley is based on a perceived lack of empathy in a character. This book makes an original, scholarly contribution to our current understanding of the Uncanny Valley phenomenon and fills a gap in the literature by assessing the biological and social roots of the Uncanny Valley and its implications for computer-graphics animation.

Photoshop Elements 4 One-on-One +DVD (Paperback): Deke McClelland Photoshop Elements 4 One-on-One +DVD (Paperback)
Deke McClelland
R911 R689 Discovery Miles 6 890 Save R222 (24%) Out of stock

"Photoshop Elements 4 One-on-One" marks a landmark in computer publishing. In addition to offering 12 lessons of project-based tutorials with all sample files included, each lesson starts with a video introduction, hosted by the author himself, Deke McClelland. And these are no ordinary videos. Produced by Adobe's official video training partner, Total Training, each video measures 960 by 540 pixels and plays at 30 frames per second, with no interlacing. That's a play rate of 15.5 million pixels per second, making this the first computer publication to include high-definition video, playable on any modern PC with a DVD-ROM drive. The picture is so crystal clear, it's like watching the world-reknowned expert work right along with you.

In addition to the video -- all new recordings created exclusively for this title -- the book has been completely revamped for Photoshop Elements 4. Inside the full-color pages are new exercises devoted to color-correcting skin tones, auto-tagging images with faces, isolating foreground subjects, extracting people and objects from their backgrounds, creating custom slide shows, correcting red-eye, and sharing images online. Every bit as wildly ambitious and brass-tacks practical as the best-selling image editor itself, "Photoshop Elements 4 One-on-One" will have you gasping with amazement at your own creations. Deke puts the magic of digital imaging squarely where it belongs -- in your hands.

Hybrid Animation - Integrating 2D and 3D Assets (Hardcover, 2nd edition): Tina O'Hailey Hybrid Animation - Integrating 2D and 3D Assets (Hardcover, 2nd edition)
Tina O'Hailey
R3,549 Discovery Miles 35 490 Ships in 12 - 17 working days

Expand your imagination by letting go of the limitations of traditional animation mediums, software packages, or workflows and integrating 2D and 3D assets. With the updated and expanded second edition of Hybrid Animation you'll learn how to choose the techniques that best express the artistic and narrative direction of your project and get the technical support you need to bring your ideas to life. Learn how different pipelines of hybrid animation can be broken down and rethought in different packages. Does the 3D character lead a 2D character? Or, does the 2D character have 3D parts? Perhaps a 3D prop is interacting with a 2D character? All of these hybrid patterns are explored from high end to open source software. By the end of the book you'll be able to see how to apply these techniques to the software you have now. Insight and inspiration are at your fingertips with exercises, step-by-step tutorials and featured interviews with Todd Render of Floyd County Productions and Marty Altman, former CGI Technical Director at Walt Disney Feature Animation. Features: Now with updated software methodologies, new tricks, and expanded sections on Toon Boom Animate Pro, Toon Boom Harmony and more. Produce high-quality 2D and 3D narratives in a variety of software workflows, including Photoshop, Corel, Flash, After Effects and Maya, Nuke, Houdini, Smoke, and Toon Boom workflows. Think critically about visual styles, the effects of 2D/3D overlaying and the entire pipeline from start to finish. Explore additional chapters and over 6 gigs of sample files available in the companion data found at www.hybridanimation.com Tina O'Hailey is Dean of Digital Media at the Savannah College of Art and Design with locations in: Atlanta, Savannah and Hong Kong. Having worked for Electronic Arts, Walt Disney Feature Animation, she has extensive experience in feature animation and game development. O'Hailey has served as an Artist Development Trainer for Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998).

Computational Vision and Medical Image Processing V - Proceedings of the 5th Eccomas Thematic Conference on Computational... Computational Vision and Medical Image Processing V - Proceedings of the 5th Eccomas Thematic Conference on Computational Vision and Medical Image Processing (VipIMAGE 2015, Tenerife, Spain, October 19-21, 2015) (Hardcover)
Joao Tavares, R.M. Natal Jorge
R5,661 Discovery Miles 56 610 Ships in 12 - 17 working days

VipIMAGE 2015 contains invited lectures and full papers presented at VIPIMAGE 2015 - V ECCOMAS Thematic Conference on Computational Vision and Medical Image Processing (Tenerife, Canary Islands, Spain, 19-21 October, 2015). International contributions from 19 countries provide a comprehensive coverage of the current state-of-the-art in the fields of: 3D Vision; Computational Bio-Imaging and Visualization; Computational Vision; Computer Aided Diagnosis, Surgery, Therapy and Treatment; Data Interpolation, Registration, Acquisition and Compression; Industrial Inspection; Image Enhancement; Image Processing and Analysis; Image Segmentation; Medical Imaging; Medical Rehabilitation; Physics of Medical Imaging; Shape Reconstruction; Signal Processing; Simulation and Modelling; Software Development for Image Processing and Analysis; Telemedicine Systems and their Applications; Tracking and Analysis of Movement and Deformation; Virtual Reality. Computational Vision and Medical Image Processing. VipIMAGE 2015 will be useful to academics, researchers and professionals in Biomechanics, Biomedical Engineering, Computational Vision (image processing and analysis), Computer Sciences, Computational Mechanics, Signal Processing, Medicine and Rehabilitation.

How to Draw Digital Manga and Anime (Paperback): Tim Seelig How to Draw Digital Manga and Anime (Paperback)
Tim Seelig
R269 R207 Discovery Miles 2 070 Save R62 (23%) Ships in 12 - 17 working days

A comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.

Image and Video Compression - Fundamentals, Techniques, and Applications (Hardcover): Madhuri A. Joshi, Mehul S Raval, Yogesh... Image and Video Compression - Fundamentals, Techniques, and Applications (Hardcover)
Madhuri A. Joshi, Mehul S Raval, Yogesh H. Dandawate, Kalyani R. Joshi, Shilpa P Metkar
R2,949 Discovery Miles 29 490 Ships in 12 - 17 working days

Image and video signals require large transmission bandwidth and storage, leading to high costs. The data must be compressed without a loss or with a small loss of quality. Thus, efficient image and video compression algorithms play a significant role in the storage and transmission of data. Image and Video Compression: Fundamentals, Techniques, and Applications explains the major techniques for image and video compression and demonstrates their practical implementation using MATLAB (R) programs. Designed for students, researchers, and practicing engineers, the book presents both basic principles and real practical applications. In an accessible way, the book covers basic schemes for image and video compression, including lossless techniques and wavelet- and vector quantization-based image compression and digital video compression. The MATLAB programs enable readers to gain hands-on experience with the techniques. The authors provide quality metrics used to evaluate the performance of the compression algorithms. They also introduce the modern technique of compressed sensing, which retains the most important part of the signal while it is being sensed.

Virtual Character Design for Games and Interactive Media (Paperback): Robin James Stuart Sloan Virtual Character Design for Games and Interactive Media (Paperback)
Robin James Stuart Sloan
R2,102 Discovery Miles 21 020 Ships in 12 - 17 working days

While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.

Multithreading for Visual Effects (Hardcover): Martin Watt, Erwin Coumans, George ElKoura, Ronald Henderson, Manuel Kraemer,... Multithreading for Visual Effects (Hardcover)
Martin Watt, Erwin Coumans, George ElKoura, Ronald Henderson, Manuel Kraemer, …
R2,206 Discovery Miles 22 060 Ships in 12 - 17 working days

Tackle the Challenges of Parallel Programming in the Visual Effects Industry In Multithreading for Visual Effects, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and visual effects used in popular visual effects libraries (such as Bullet, OpenVDB, and OpenSubdiv), one of the industry's leading visual effects packages (Houdini), and proprietary animation systems. This information is valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code. Diverse Solutions to Solve Performance Problems After an introductory chapter, each subsequent chapter presents a case study that illustrates how the authors used multithreading techniques to achieve better performance. The authors discuss the problems that occurred and explain how they solved them. The case studies encompass solutions for shaving milliseconds, solutions for optimizing longer running tasks, multithreading techniques for modern CPU architectures, and massive parallelism using GPUs. Some of the case studies include open source projects so you can try out these techniques for yourself and see how well they work.

Remote Sensing Image Fusion (Hardcover): Luciano Alparone, Bruno Aiazzi, Stefano Baronti, Andrea Garzelli Remote Sensing Image Fusion (Hardcover)
Luciano Alparone, Bruno Aiazzi, Stefano Baronti, Andrea Garzelli
R4,160 Discovery Miles 41 600 Ships in 12 - 17 working days

A synthesis of more than ten years of experience, Remote Sensing Image Fusion covers methods specifically designed for remote sensing imagery. The authors supply a comprehensive classification system and rigorous mathematical description of advanced and state-of-the-art methods for pansharpening of multispectral images, fusion of hyperspectral and panchromatic images, and fusion of data from heterogeneous sensors such as optical and synthetic aperture radar (SAR) images and integration of thermal and visible/near-infrared images. They also explore new trends of signal/image processing, such as compressive sensing and sparse signal representations. The book brings a new perspective to a multidisciplinary research field that is becoming increasingly articulate and comprehensive. It fosters signal/image processing methodologies toward the goal of information extraction, either by humans or by machines, from remotely sensed images. The authors explain how relatively simple processing methods tailored to the specific features of the images may be winning in terms of reliable performance over more complex algorithms based on mathematical theories and models unconstrained from the physical behaviors of the instruments. Ultimately, the book covers the births and developments of three generations of RS image fusion. Established textbooks are mainly concerned with the earliest generation of methods. This book focuses on second generation methods you can use now and new trends that may become third generation methods. Only the lessons learned with second generation methods will be capable of fostering the excellence among the myriad of methods that are proposed almost every day by the scientific literature.

The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Paperback): Thorsten... The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Paperback)
Thorsten Quandt, Rachel Kowert
R1,165 Discovery Miles 11 650 Ships in 9 - 15 working days

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Hybrid Animation - Integrating 2D and 3D Assets (Paperback, 2nd edition): Tina O'Hailey Hybrid Animation - Integrating 2D and 3D Assets (Paperback, 2nd edition)
Tina O'Hailey
R1,516 Discovery Miles 15 160 Ships in 12 - 17 working days

Expand your imagination by letting go of the limitations of traditional animation mediums, software packages, or workflows and integrating 2D and 3D assets. With the updated and expanded second edition of Hybrid Animation you'll learn how to choose the techniques that best express the artistic and narrative direction of your project and get the technical support you need to bring your ideas to life. Learn how different pipelines of hybrid animation can be broken down and rethought in different packages. Does the 3D character lead a 2D character? Or, does the 2D character have 3D parts? Perhaps a 3D prop is interacting with a 2D character? All of these hybrid patterns are explored from high end to open source software. By the end of the book you'll be able to see how to apply these techniques to the software you have now. Insight and inspiration are at your fingertips with exercises, step-by-step tutorials and featured interviews with Todd Render of Floyd County Productions and Marty Altman, former CGI Technical Director at Walt Disney Feature Animation. Features: Now with updated software methodologies, new tricks, and expanded sections on Toon Boom Animate Pro, Toon Boom Harmony and more. Produce high-quality 2D and 3D narratives in a variety of software workflows, including Photoshop, Corel, Flash, After Effects and Maya, Nuke, Houdini, Smoke, and Toon Boom workflows. Think critically about visual styles, the effects of 2D/3D overlaying and the entire pipeline from start to finish. Explore additional chapters and over 6 gigs of sample files available in the companion data found at www.hybridanimation.com Tina O'Hailey is Dean of Digital Media at the Savannah College of Art and Design with locations in: Atlanta, Savannah and Hong Kong. Having worked for Electronic Arts, Walt Disney Feature Animation, she has extensive experience in feature animation and game development. O'Hailey has served as an Artist Development Trainer for Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998).

Essential Skills for 3D Modeling, Rendering, and Animation (Paperback): Nicholas Bernhardt Zeman Essential Skills for 3D Modeling, Rendering, and Animation (Paperback)
Nicholas Bernhardt Zeman
R1,803 Discovery Miles 18 030 Ships in 12 - 17 working days

The Key to Fully Understanding the Basics of a 3D World Prominently used in games, movies, and on television, 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind, Essential Skills for 3D Modeling, Rendering, and Animation examines the complexities of 3D computer-generated art, and outlines the basics of how things work and are used in 3D. This text describes the three cornerstones of 3D-modeling, rendering, and animation; focuses on common elements; and provides a full understanding of the foundational concepts involved. Detailing the skills and knowledge needed to become an accomplished 3D artist, it includes step-by-step instruction with ample examples, and allows absolute beginners to move at their own pace. Master Anything You Are Tasked to Model The author incorporates historical information-presenting a contextual understanding of the various techniques and methodologies in their historical place. Each chapter builds on the fundamentals of 3D computer graphics and augments skills based on the concepts, enabling the student to learn both theory and application simultaneously. The book highlights two basic geometry types, polygons and NURBS surfaces, showing the student basic modeling techniques with both. While more techniques are available, an artist can cover any model by grasping these basic techniques. Supplies examples that are specifically taken from Autodesk Maya Contains exercises that are meant to be used in conjunction with the training videos on the website Includes a documented history of computer graphics Essential Skills for 3D Modeling, Rendering, and Animation offers a fundamental understanding of the mechanics of 3D graphics to modelers, animators, texture artists, render artists, game developers, and production artists, as well as educators teaching an undergrad or tech course in 3D animation.

Introduction to Imaging from Scattered Fields (Hardcover): Michael A. Fiddy, R. Shane Ritter Introduction to Imaging from Scattered Fields (Hardcover)
Michael A. Fiddy, R. Shane Ritter
R4,745 Discovery Miles 47 450 Ships in 12 - 17 working days

Obtain the Best Estimate of a Strongly Scattering Object from Limited Scattered Field Data Introduction to Imaging from Scattered Fields presents an overview of the challenging problem of determining information about an object from measurements of the field scattered from that object. It covers widely used approaches to recover information about the objects and examines the assumptions made a priori about the object and the consequences of recovering object information from limited numbers of noisy measurements of the scattered fields. The book explores the strengths and weaknesses of using inverse methods for weak scattering. These methods, including Fourier-based signal and image processing techniques, allow more straightforward inverse algorithms to be exploited based on a simple mapping of scattered field data. The authors also discuss their recent approach based on a nonlinear filtering step in the inverse algorithm. They illustrate how to use this algorithm through numerous two-dimensional electromagnetic scattering examples. MATLAB (R) code is provided to help readers quickly apply the approach to a wide variety of inverse scattering problems. In later chapters of the book, the authors focus on important and often forgotten overarching constraints associated with exploiting inverse scattering algorithms. They explain how the number of degrees of freedom associated with any given scattering experiment can be found and how this allows one to specify a minimum number of data that should be measured. They also describe how the prior discrete Fourier transform (PDFT) algorithm helps in estimating the properties of an object from scattered field measurements. The PDFT restores stability and improves estimates of the object even with severely limited data (provided it is sufficient to meet a criterion based on the number of degrees of freedom). Suitable for graduate students and researchers working on medical, geophysical, defense, and industrial inspection inverse problems, this self-contained book provides the necessary details for readers to design improved experiments and process measured data more effectively. It shows how to obtain the best estimate of a strongly scattering object from limited scattered field data.

Perspective Warps and Distorts with Adobe Tools: Volume 1 - Putting a New Twist on Photoshop (Paperback, 1st ed.): Jennifer... Perspective Warps and Distorts with Adobe Tools: Volume 1 - Putting a New Twist on Photoshop (Paperback, 1st ed.)
Jennifer Harder
R2,063 R1,661 Discovery Miles 16 610 Save R402 (19%) Ships in 10 - 15 working days

Gain skills in image and logo manipulation that will enhance your designs and make them more appealing--either in your portfolio or for your client's next graphic project. As Adobe's Photoshop and Illustrator have evolved, new and unique features have been added to these programs that offer different options for warping and distorting graphics and shapes. For the beginner and intermediate student or graphic artist, choosing or knowing which distort or warp tool to use among so many available can become overwhelming and confusing. This book primarily focuses on teaching how to work with various warping tools and filters in Photoshop, though you will also be using graphics acquired from Adobe Illustrator. Knowing how to work between these two applications is a crucial part of understanding how to successfully manipulate your designs. In Photoshop, you'll see how to alter both raster images and vector graphics, and learn how to do this with layers in various non-destructive ways. Some of the filters mentioned in this book will be familiar to you, as you may have used them frequently. However, others are well hidden, are new, or perhaps you have never considered that you could use that tool, dialog box, or filter to warp or distort. What You Will Learn Become proficient in using the warping and distorting tools and filters in Photoshop, as well as how to correct basic distortions in photos and add perspective Grasp transferring illustrations from Illustrator for use in Photoshop Discover how to warp and distort type Generate unique patterns Work with Smart Object Layers and Smart Filters Work in combination with older tools and newer, enhanced ones Who This Book Is ForBeginner- and Intermediate-level readers interested in pursuing careers as graphic artists, photographers, or video artists/animators.

Television News - The Heart and How-To of Video Storytelling (Hardcover): Teresa Keller Television News - The Heart and How-To of Video Storytelling (Hardcover)
Teresa Keller
R3,897 R2,289 Discovery Miles 22 890 Save R1,608 (41%) Ships in 9 - 15 working days

Television News is a comprehensive resource for newswriting, reporting, shooting and editing video, and producing a newscast. This book provides instruction in the basic steps of telling video stories, and is perfectly suited for preparing young professionals for entry-level positions as television or multimedia journalists. Moreover, the text goes to the heart of storytelling with guidance appropriate for advancement in an industry that is challenged more than ever to retain the public trust. The reporting and video storytelling skills found in this book can also be applied in non-traditional video communication jobs in both businesses and nonprofits. Conversational and easy to understand, this book grounds readers in the ethical and legal consideration necessary to do the job right. New to the fourth edition is coverage of social media, shooting and broadcasting with cell phones, and a discussion of "fake news." This book can be used in standalone introductory broadcast courses or across multiple, specialized modules. It features a website with ancillary material that helps students learn to write, shoot, and edit video with practical activities.

Applied Medical Image Processing - A Basic Course (Hardcover, 2nd edition): Wolfgang Birkfellner Applied Medical Image Processing - A Basic Course (Hardcover, 2nd edition)
Wolfgang Birkfellner
R2,293 Discovery Miles 22 930 Ships in 12 - 17 working days

A widely used, classroom-tested text, Applied Medical Image Processing: A Basic Course delivers an ideal introduction to image processing in medicine, emphasizing the clinical relevance and special requirements of the field. Avoiding excessive mathematical formalisms, the book presents key principles by implementing algorithms from scratch and using simple MATLAB (R)/Octave scripts with image data and illustrations on downloadable resources or companion website. Organized as a complete textbook, it provides an overview of the physics of medical image processing and discusses image formats and data storage, intensity transforms, filtering of images and applications of the Fourier transform, three-dimensional spatial transforms, volume rendering, image registration, and tomographic reconstruction. This Second Edition of the bestseller: Contains two brand-new chapters on clinical applications and image-guided therapy Devotes more attention to the subject of color space Includes additional examples from radiology, internal medicine, surgery, and radiation therapy Incorporates freely available programs in the public domain (e.g., GIMP, 3DSlicer, and ImageJ) when applicable Beneficial to students of medical physics, biomedical engineering, computer science, applied mathematics, and related fields, as well as medical physicists, radiographers, radiologists, and other professionals, Applied Medical Image Processing: A Basic Course, Second Edition is fully updated and expanded to ensure a perfect blend of theory and practice.

Minecraft Bite-Size Builds (Hardcover): Mojang AB, The Official Minecraft Team Minecraft Bite-Size Builds (Hardcover)
Mojang AB, The Official Minecraft Team
bundle available
R375 R310 Discovery Miles 3 100 Save R65 (17%) Ships in 10 - 15 working days
Iris Biometric Model for Secured Network Access (Hardcover): Franjieh El Khoury Iris Biometric Model for Secured Network Access (Hardcover)
Franjieh El Khoury
R4,592 Discovery Miles 45 920 Ships in 12 - 17 working days

In the last few years, biometric techniques have proven their ability to provide secure access to shared resources in various domains. Furthermore, software agents and multi-agent systems (MAS) have shown their efficiency in resolving critical network problems. Iris Biometric Model for Secured Network Access proposes a new model, the IrisCryptoAgentSystem (ICAS), which is based on a biometric method for authentication using the iris of the eyes and an asymmetric cryptography method using "Rivest-Shamir-Adleman" (RSA) in an agent-based architecture. It focuses on the development of new methods in biometric authentication in order to provide greater efficiency in the ICAS model. It also covers the pretopological aspects in the development of the indexed hierarchy to classify DRVA iris templates. The book introduces biometric systems, cryptography, and multi-agent systems (MAS) and explains how they can be used to solve security problems in complex systems. Examining the growing interest to exploit MAS across a range of fields through the integration of various features of agents, it also explains how the intersection of biometric systems, cryptography, and MAS can apply to iris recognition for secure network access. The book presents the various conventional methods for the localization of external and internal edges of the iris of the eye based on five simulations and details the effectiveness of each. It also improves upon existing methods for the localization of the external and internal edges of the iris and for removing the intrusive effects of the eyelids.

Introduction to Digital Image Processing (Hardcover): William K. Pratt Introduction to Digital Image Processing (Hardcover)
William K. Pratt
R3,293 Discovery Miles 32 930 Ships in 12 - 17 working days

The subject of digital image processing has migrated from a graduate to a junior or senior level course as students become more proficient in mathematical background earlier in their college education. With that in mind, Introduction to Digital Image Processing is simpler in terms of mathematical derivations and eliminates derivations of advanced subjects. Most importantly, the textbook contains an extensive set of programming exercises for students.
The textbook examines the basic technologies needed to support image processing applications, including the characterization of continuous images, image sampling and quantization techniques, and two-dimensional signal processing techniques. It then covers the two principle areas of image processing: image enhancement and restoration techniques and extraction of information from an image. It concludes with discussions of image and video compression.

  • Covers the mathematical representation of continuous images and discrete images
  • Discusses the psychophysical properties of human vision
  • Analyzes and compares linear processing techniques implemented by direct convolution and Fourier domain filtering
  • Details restoration models, point and spatial restoration and geometrical image modification
  • Includes morphological image processing, edge detection, image feature extraction, image segmentation, object shape analysis, and object detection
  • Describes coding technique applicable to still image and video coding based upon point and spatial processing
  • Outlines the widely adopted JPEG and MPEG still image and video coding standards

The author s accessible style provides historical background on the development of image processing techniques as well as a theoretical exposition. The inclusion of numerous exercises fully prepares students for further study."

Matchmoving - The Invisible Art of Camera Tracking  2e (Paperback, 2nd Edition): T Dobbert Matchmoving - The Invisible Art of Camera Tracking 2e (Paperback, 2nd Edition)
T Dobbert
R1,168 R841 Discovery Miles 8 410 Save R327 (28%) Out of stock

Get your foot in the studio door by learning the art of matchmoving

Matchmoving is a technique that allows computer graphics to be inserted into live-action footage with correct position, scale, orientation, and motion. Also known as motion tracking, it's what allows movie monsters to run down Main Street and robots to run through crowds--and look real. Now this unique book from a top expert from Industrial Light and Magic teaches you the art of matchmoving.

With step-by-step tutorials and pages of examples, this book first explains the basics and then shows you professional techniques, from 3D calibration and tracking, to stereoscopy, and more.Explains concepts and teaches professional techniques for successful matchmoving Authored by a top matchmove specialist from Industrial Light and Magic, who walks you through step-by-step tutorials and impressive examples Covers matchmoving basics, 2D tracking, 3D calibration and tracking, automatic tracking, cameras, integrating matchmoves, and stereoscopy

Learn how studio visual effects professionals make all the right matchmoves with "Matchmoving: The Invisible Art of Camera Tracking 2nd Edition."

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