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

Restricted Congruences in Computing (Paperback): Khodakhast Bibak Restricted Congruences in Computing (Paperback)
Khodakhast Bibak
R774 Discovery Miles 7 740 Ships in 10 - 15 working days

Congruences are ubiquitous in computer science, engineering, mathematics, and related areas. Developing techniques for finding (the number of) solutions of congruences is an important problem. But there are many scenarios in which we are interested in only a subset of the solutions; in other words, there are some restrictions. What do we know about these restricted congruences, their solutions, and applications? This book introduces the tools that are needed when working on restricted congruences and then systematically studies a variety of restricted congruences. Restricted Congruences in Computing defines several types of restricted congruence, obtains explicit formulae for the number of their solutions using a wide range of tools and techniques, and discusses their applications in cryptography, information security, information theory, coding theory, string theory, quantum field theory, parallel computing, artificial intelligence, computational biology, discrete mathematics, number theory, and more. This is the first book devoted to restricted congruences and their applications. It will be of interest to graduate students and researchers across computer science, electrical engineering, and mathematics.

3D Modeling & Animation - A Primer (Hardcover): Magesh Chandramouli 3D Modeling & Animation - A Primer (Hardcover)
Magesh Chandramouli
R3,811 Discovery Miles 38 110 Ships in 10 - 15 working days

Provides the reader with clear, concise, instructions that help build on the fundamentals of graphics, 3D modeling, and animation With nearly two hundred, vibrant images to help the reader understand the designing process Review questions at the end of each chapter that will help readers hone their understanding of the content

Mapping Deathscapes - Digital Geographies of Racial and Border Violence (Hardcover): Suvendrini Perera, Joseph Pugliese Mapping Deathscapes - Digital Geographies of Racial and Border Violence (Hardcover)
Suvendrini Perera, Joseph Pugliese
R4,505 Discovery Miles 45 050 Ships in 10 - 15 working days

This interdisciplinary volume will be an important resource for scholars, students and activists working in the areas of Cultural Studies, Media and Visual Studies, Indigenous Studies, Refugee Studies and Law An international team of authors take a multidisciplinary approach to questions of race, geographies of state violence and countermaps of resistance across North America, Australia and Europe The book establishes rich lines of dialogic connection between digital and other media by incorporating both traditional scholarly resources and digital archives, databases, social media

Understanding Reddit (Hardcover): Elliot T. Panek Understanding Reddit (Hardcover)
Elliot T. Panek
R1,652 Discovery Miles 16 520 Ships in 10 - 15 working days

This book offers a comprehensive scholarly overview of Reddit, one of the most popular and least studied social platforms of the early 21st century. The book inspires new ways of thinking about Reddit, considering it from multiple perspectives: through a historical lens, as a site where identity is forged, as a democracy, as a community, and as a news aggregator and distributor. By bringing theories from computer-mediated communication, communication studies, and sociology to bear on original, large-scale observational analyses of Reddit's communities, this book provides a uniquely comprehensive overview of the platform's first 15 years. Understanding Reddit will help us make sense of how rapidly growing communities function in an era of mass online anonymity. Serving both as a primer on how social behavior on Reddit plays out, and as a way of locating it within multiple theoretical traditions, the book will offer important insights to scholars and students in the disciplines of communication, media studies, information science, internet and emerging media studies, and sociology.

Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development... Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development (Paperback)
Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi
R1,600 Discovery Miles 16 000 Ships in 10 - 15 working days

In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date.

Mythopoeic Narrative in The Legend of Zelda (Paperback): Anthony Cirilla, Vincent Rone Mythopoeic Narrative in The Legend of Zelda (Paperback)
Anthony Cirilla, Vincent Rone
R1,425 Discovery Miles 14 250 Ships in 10 - 15 working days

The Legend of Zelda series is one of the most popular and recognizable examples in videogames of what Tolkien referred to as mythopoeia, or myth-making. In his essay On Fairy Stories and a short poem entitled Mythopoeia, Tolkien makes the case that the fairy tale aesthetic is simply a more intimate version of the same principle underlying the great myths: the human desire to make meaning out of the world. By using mythopoeia as a touchstone concept, the essays in this volume explore how The Legend of Zelda series turns the avatar, through which the player interacts with the in-game world, into a player-character symbiote wherein the individual both enacts and observes the process of integrating worldbuilding with storytelling. Twelve essays explore Zelda's mythmaking from the standpoints of literary criticism, videogame theory, musicology, ecocriticism, pedagogy, and more.

Image Content Retargeting - Maintaining Color, Tone, and Spatial Consistency (Paperback): Alessandro Artusi, Francesco... Image Content Retargeting - Maintaining Color, Tone, and Spatial Consistency (Paperback)
Alessandro Artusi, Francesco Banterle, Tunc Ozan Aydin, Daniele Panozzo, Olga Sorkine-Hornung
R1,524 Discovery Miles 15 240 Ships in 10 - 15 working days

In recent years visual devices have proliferated, from the massive high-resolution, high-contrast screens to the tiny ones on mobile phones, with their limited dynamic range and color gamut. The wide variety of screens on which content may be viewed creates a challenge for developers. Adapting visual content for optimized viewing on all devices is called retargeting. This is the first book to provide a holistic view of the subject, thoroughly reviewing and analyzing the many techniques that have been developed for retargeting along dimensions such as color gamut, dynamic range, and spatial resolution.

A Selection of Image Processing Techniques - From Fundamentals to Research Front (Hardcover): Yu-jin Zhang A Selection of Image Processing Techniques - From Fundamentals to Research Front (Hardcover)
Yu-jin Zhang
R3,949 Discovery Miles 39 490 Ships in 10 - 15 working days

A Selection of Image Processing Techniques: From Fundamentals to Research Front focuses on seven commonly used image-processing techniques. These are de-noising, de-blurring, repairing, de-fogging, reconstruction from projection, watermarking, and super-resolution. This book is suitable for readers who do not have a complete foundation in the principles of image technology but need to use image techniques to solve specific tasks in particular applications. Hence, elementary knowledge for further study is provided, allowing the reader to discover suitable techniques for solving practical problems and to learn the latest developments in a specific domain. This book offers readers a three-step strategy toward problem solving: first, essential principles, then, a detailed explanation, and finally, a discussion of practical and working techniques for specific tasks. Throughout, the author highlights materials pertaining to the newest developments and trends of the technologies.

The Ethics of Virtual and Augmented Reality - Building Worlds (Hardcover): Erick Jose Ramirez The Ethics of Virtual and Augmented Reality - Building Worlds (Hardcover)
Erick Jose Ramirez
R4,496 Discovery Miles 44 960 Ships in 10 - 15 working days

This book offers new ways of thinking about and assessing the impact of virtual reality on its users. It argues that we must go beyond traditional psychological concepts of VR "presence" to better understand the many varieties of virtual experiences. The author provides compelling evidence that VR simulations are capable of producing "virtually real" experiences in people. He also provides a framework for understanding when and how simulations induce virtually real experiences. From these insights, the book shows that virtually real experiences are responsible for several unaddressed ethical issues in VR research and design. Experimental philosophers, moral psychologists, and institutional review boards must become sensitive to the ethical issues involved between designing "realistic" virtual dilemmas, for good data collection, and avoiding virtually real trauma. Ethicists and game designers must do more to ensure that their simulations don't inculcate harmful character traits. Virtually real experiences, the author claims, can make virtual relationships meaningful, productive, and conducive to welfare but they can also be used to systematically mislead and manipulate users about the nature of their experiences. The Ethics of Virtual and Augmented Reality will appeal to philosophers working in applied ethics, philosophy of technology, and aesthetics, as well as researchers and students interested in game studies and game design.

What UX is Really About - Introducing a Mindset for Great Experiences (Hardcover): Celia Hodent What UX is Really About - Introducing a Mindset for Great Experiences (Hardcover)
Celia Hodent
R4,053 Discovery Miles 40 530 Ships in 10 - 15 working days

Key Features: This work aims to be the most approachable book about UX. Many books on the topic are highly specialized and are not easy to read for people who just want to understand it better. This book is easy to read and aims to popularize the UX mindset while debunking its main misconceptions. Small format size makes it easy to carry around. Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. It tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services. Includes a glossary.

Touchless Palmprint Recognition Systems (Hardcover, 2014 ed.): Angelo Genovese, Vincenzo Piuri, Fabio Scotti Touchless Palmprint Recognition Systems (Hardcover, 2014 ed.)
Angelo Genovese, Vincenzo Piuri, Fabio Scotti
R3,634 R1,881 Discovery Miles 18 810 Save R1,753 (48%) Ships in 10 - 15 working days

This book examines the context, motivation and current status of biometric systems based on the palmprint, with a specific focus on touchless and less-constrained systems. It covers new technologies in this rapidly evolving field and is one of the first comprehensive books on palmprint recognition systems. It discusses the research literature and the most relevant industrial applications of palmprint biometrics, including the low-cost solutions based on webcams. The steps of biometric recognition are described in detail, including acquisition setups, algorithms, and evaluation procedures. Constraints and limitations of current palmprint recognition systems are analyzed and discussed. The authors also introduce innovative methods for touchless and less-constrained palmprint recognition, with the aim to make palmprint biometrics easier to use in practical, daily-life applications, and overcome the typical constraints and limitations described. Touchless Palmprint Recognition Systems targets professionals and researchers working in biometrics, image processing and three-dimensional reconstruction. Advanced-level students studying biometrics and computer science will also find this material valuable as a secondary text book or reference.

Pandemic Performance - Resilience, Liveness, and Protest in Quarantine Times (Hardcover): Kendra Capece, Patrick Scorese Pandemic Performance - Resilience, Liveness, and Protest in Quarantine Times (Hardcover)
Kendra Capece, Patrick Scorese
R4,492 Discovery Miles 44 920 Ships in 10 - 15 working days

performance theory, art and public policy, art and social justice, global catastrophes and local actions

Deep Learning in Gaming and Animations - Principles and Applications (Hardcover): Vikas Chaudhary, Mool Chand Sharma, Prerna... Deep Learning in Gaming and Animations - Principles and Applications (Hardcover)
Vikas Chaudhary, Mool Chand Sharma, Prerna Sharma, Deevyankar Agarwal
R3,643 Discovery Miles 36 430 Ships in 10 - 15 working days

Discusses core concepts and principles of deep learning in gaming and animation with applications. Covers application of neural networks for intelligent video game character. Discusses automated video generation and real time animation. Covers technological advancements in virtual reality (VR), and augmented reality (AR).

CMOS Analog and Mixed-Signal Circuit Design - Practices and Innovations (Paperback): Arjuna Marzuki CMOS Analog and Mixed-Signal Circuit Design - Practices and Innovations (Paperback)
Arjuna Marzuki
R1,607 Discovery Miles 16 070 Ships in 10 - 15 working days

The purpose of this book is to provide a complete working knowledge of the Complementary Metal-Oxide Semiconductor (CMOS) analog and mixed-signal circuit design, which can be applied for System on Chip (SOC) or Application-Specific Standard Product (ASSP) development. It begins with an introduction to the CMOS analog and mixed-signal circuit design with further coverage of basic devices, such as the Metal-Oxide Semiconductor Field-Effect Transistor (MOSFET) with both long- and short-channel operations, photo devices, fitting ratio, etc. Seven chapters focus on the CMOS analog and mixed-signal circuit design of amplifiers, low power amplifiers, voltage regulator-reference, data converters, dynamic analog circuits, color and image sensors, and peripheral (oscillators and Input/Output [I/O]) circuits, and Integrated Circuit (IC) layout and packaging. Features: Provides practical knowledge of CMOS analog and mixed-signal circuit design Includes recent research in CMOS color and image sensor technology Discusses sub-blocks of typical analog and mixed-signal IC products Illustrates several design examples of analog circuits together with layout Describes integrating based CMOS color circuit

Level Design - Processes and Experiences (Paperback): Christopher W. Totten Level Design - Processes and Experiences (Paperback)
Christopher W. Totten
R1,603 Discovery Miles 16 030 Ships in 10 - 15 working days

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

The Foley Grail - The Art of Performing Sound for Film, Games, and Animation (Hardcover, 3rd edition): Vanessa Theme Ament The Foley Grail - The Art of Performing Sound for Film, Games, and Animation (Hardcover, 3rd edition)
Vanessa Theme Ament
R4,505 Discovery Miles 45 050 Ships in 10 - 15 working days

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.

Building Blocks of Tabletop Game Design - An Encyclopedia of Mechanisms (Paperback, 2nd edition): Geoffrey Engelstein, Isaac... Building Blocks of Tabletop Game Design - An Encyclopedia of Mechanisms (Paperback, 2nd edition)
Geoffrey Engelstein, Isaac Shalev
R2,018 Discovery Miles 20 180 Ships in 10 - 15 working days

Each Game Mechanisms Entry Contains: The definition of the mechanism An explanatory diagram of the mechanism Discussion of how the mechanism is used in successful games Considerations for implementing the mechanism in new designs

Advances in Biometrics - Modern Methods and Implementation Strategies (Hardcover, 1st ed. 2019): G. R. Sinha Advances in Biometrics - Modern Methods and Implementation Strategies (Hardcover, 1st ed. 2019)
G. R. Sinha
R2,702 Discovery Miles 27 020 Ships in 18 - 22 working days

This book provides a framework for robust and novel biometric techniques, along with implementation and design strategies. The theory, principles, pragmatic and modern methods, and future directions of biometrics are presented, along with in-depth coverage of biometric applications in driverless cars, automated and AI-based systems, IoT, and wearable devices. Additional coverage includes computer vision and pattern recognition, cybersecurity, cognitive computing, soft biometrics, and the social impact of biometric technology. The book will be a valuable reference for researchers, faculty, and practicing professionals working in biometrics and related fields, such as image processing, computer vision, and artificial intelligence. Highlights robust and novel biometrics techniques Provides implementation strategies and future research directions in the field of biometrics Includes case studies and emerging applications

EEG Signal Analysis and Classification - Techniques and Applications (Hardcover, 1st ed. 2016): Siuly Siuly, Yan Li, Yanchun... EEG Signal Analysis and Classification - Techniques and Applications (Hardcover, 1st ed. 2016)
Siuly Siuly, Yan Li, Yanchun Zhang
R4,339 Discovery Miles 43 390 Ships in 10 - 15 working days

This book presents advanced methodologies in two areas related to electroencephalogram (EEG) signals: detection of epileptic seizures and identification of mental states in brain computer interface (BCI) systems. The proposed methods enable the extraction of this vital information from EEG signals in order to accurately detect abnormalities revealed by the EEG. New methods will relieve the time-consuming and error-prone practices that are currently in use. Common signal processing methodologies include wavelet transformation and Fourier transformation, but these methods are not capable of managing the size of EEG data. Addressing the issue, this book examines new EEG signal analysis approaches with a combination of statistical techniques (e.g. random sampling, optimum allocation) and machine learning methods. The developed methods provide better results than the existing methods. The book also offers applications of the developed methodologies that have been tested on several real-time benchmark databases. This book concludes with thoughts on the future of the field and anticipated research challenges. It gives new direction to the field of analysis and classification of EEG signals through these more efficient methodologies. Researchers and experts will benefit from its suggested improvements to the current computer-aided based diagnostic systems for the precise analysis and management of EEG signals.

Create Stunning Renders Using V-Ray in 3ds Max - Guiding the Next Generation of 3D Renderers (Hardcover): Margarita Nikita Create Stunning Renders Using V-Ray in 3ds Max - Guiding the Next Generation of 3D Renderers (Hardcover)
Margarita Nikita
R3,933 Discovery Miles 39 330 Ships in 10 - 15 working days

Create Stunning Renders using V-Ray in 3ds Max: Guiding the Next Generation of 3D Renderers is a step-by-step guide on how to create realistic renderings using V-Ray in 3ds Max. The potentials of V-Ray are detailed using a bedroom scene as an example. The book introduces the 3ds Max interface and the basic commands, allowing readers to familiarize themselves with the work environment from the very beginning. This book is intended for architects, interior designers, and anyone else wanting to create photorealistic renderings using V-Ray in 3ds Max. The reader does not need experience to follow this book, but any prior knowledge of working in 3ds Max will help the reader jump right in. Margarita Nikita is the co-founder of High Q Renders LLC, an award-winning creative company based in San Francisco, CA, with offices in Greece. Nikita has published several design books on 2D and 3D graphic design, some of which are used in university courses, actively contributing to the formation of the new generation of 3D modelers in her native country, Greece. She shares her knowledge, advice, and tips and tricks on her YouTube channel, Margarita Nikita. More of her work is available at her Instagram account, @margarita.nikita.

Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Paperback): David L Craddock Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Paperback)
David L Craddock
R1,295 Discovery Miles 12 950 Ships in 10 - 15 working days

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

Modelling Human Motion - From Human Perception to Robot Design (Hardcover, 1st ed. 2020): Nicoletta Noceti, Alessandra Sciutti,... Modelling Human Motion - From Human Perception to Robot Design (Hardcover, 1st ed. 2020)
Nicoletta Noceti, Alessandra Sciutti, Francesco Rea
R3,831 Discovery Miles 38 310 Ships in 18 - 22 working days

The new frontiers of robotics research foresee future scenarios where artificial agents will leave the laboratory to progressively take part in the activities of our daily life. This will require robots to have very sophisticated perceptual and action skills in many intelligence-demanding applications, with particular reference to the ability to seamlessly interact with humans. It will be crucial for the next generation of robots to understand their human partners and at the same time to be intuitively understood by them. In this context, a deep understanding of human motion is essential for robotics applications, where the ability to detect, represent and recognize human dynamics and the capability for generating appropriate movements in response sets the scene for higher-level tasks. This book provides a comprehensive overview of this challenging research field, closing the loop between perception and action, and between human-studies and robotics. The book is organized in three main parts. The first part focuses on human motion perception, with contributions analyzing the neural substrates of human action understanding, how perception is influenced by motor control, and how it develops over time and is exploited in social contexts. The second part considers motion perception from the computational perspective, providing perspectives on cutting-edge solutions available from the Computer Vision and Machine Learning research fields, addressing higher-level perceptual tasks. Finally, the third part takes into account the implications for robotics, with chapters on how motor control is achieved in the latest generation of artificial agents and how such technologies have been exploited to favor human-robot interaction. This book considers the complete human-robot cycle, from an examination of how humans perceive motion and act in the world, to models for motion perception and control in artificial agents. In this respect, the book will provide insights into the perception and action loop in humans and machines, joining together aspects that are often addressed in independent investigations. As a consequence, this book positions itself in a field at the intersection of such different disciplines as Robotics, Neuroscience, Cognitive Science, Psychology, Computer Vision, and Machine Learning. By bridging these different research domains, the book offers a common reference point for researchers interested in human motion for different applications and from different standpoints, spanning Neuroscience, Human Motor Control, Robotics, Human-Robot Interaction, Computer Vision and Machine Learning. Chapter 'The Importance of the Affective Component of Movement in Action Understanding' of this book is available open access under a CC BY 4.0 license at link.springer.com.

A Biologically Inspired CMOS Image Sensor (Hardcover, 2013 ed.): Mukul Sarkar, Albert Theuwissen A Biologically Inspired CMOS Image Sensor (Hardcover, 2013 ed.)
Mukul Sarkar, Albert Theuwissen
R4,658 Discovery Miles 46 580 Ships in 10 - 15 working days

Biological systems are a source of inspiration in the development of small autonomous sensor nodes. The two major types of optical vision systems found in nature are the single aperture human eye and the compound eye of insects. The latter are among the most compact and smallest vision sensors. The eye is a compound of individual lenses with their own photoreceptor arrays. The visual system of insects allows them to fly with a limited intelligence and brain processing power. A CMOS image sensor replicating the perception of vision in insects is discussed and designed in this book for industrial (machine vision) and medical applications.

The CMOS metal layer is used to create an embedded micro-polarizer able to sense polarization information. This polarization information is shown to be useful in applications like real time material classification and autonomous agent navigation. Further the sensor is equipped with in pixel analog and digital memories which allow variation of the dynamic range and in-pixel binarization in real time. The binary output of the pixel tries to replicate the flickering effect of the insect s eye to detect smallest possible motion based on the change in state. An inbuilt counter counts the changes in states for each row to estimate the direction of the motion. The chip consists of an array of 128x128 pixels, it occupies an area of 5 x 4 mm2 and it has been designed and fabricated in an 180nm CMOS CIS process from UMC.

Image-Based Modeling (Hardcover, 2010 Ed.): Long Quan Image-Based Modeling (Hardcover, 2010 Ed.)
Long Quan
R2,696 Discovery Miles 26 960 Ships in 18 - 22 working days

"This book guides you in the journey of 3D modeling from the theory with elegant mathematics to applications with beautiful 3D model pictures. Written in a simple, straightforward, and concise manner, readers will learn the state of the art of 3D reconstruction and modeling." -Professor Takeo Kanade, Carnegie Mellon University The computer vision and graphics communities use different terminologies for the same ideas. This book provides a translation, enabling graphics researchers to apply vision concepts, and vice-versa, independence of chapters allows readers to directly jump into a specific chapter of interest, compared to other texts, gives more succinct treatment overall, and focuses primarily on vision geometry. Image-Based Modeling is for graduate students, researchers, and engineers working in the areas of computer vision, computer graphics, image processing, robotics, virtual reality, and photogrammetry.

Environment Art in the Game Industry - A Guide to Rich and Realistic Environments Using Substance Designer (Hardcover): Henry... Environment Art in the Game Industry - A Guide to Rich and Realistic Environments Using Substance Designer (Hardcover)
Henry Kelly
R3,787 Discovery Miles 37 870 Ships in 10 - 15 working days

Provides a new perspective on Environment Art by covering the latest and most creative industry techniques in Substance Designer Follows a step-by-step process for using Substance Designer to help readers create realistic, state-of-the-art environments Explains the fundamentals of being a talented games environment artist, outlining the key considerations that most environment artists tend to forget

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