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Books > Computing & IT > Applications of computing > Image processing
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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).
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
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
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.
This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games. Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage. Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.
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
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 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: 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.
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.
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.
"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.
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
a collection of interviews from renowned author, David L. Craddock
The latest edition provides a comprehensive foundation for image and video compression. It covers HEVC/H.265 and future video coding activities, in addition to Internet Video Coding. The book features updated chapters and content, along with several new chapters and sections. It adheres to the current international standards, including the JPEG standard.
This book explores the methods needed for creating and manipulating HDR content. HDR is a step change from traditional imaging; more closely matching what we see with our eyes. In the years since the first edition of this book appeared, HDR has become much more widespread, moving from a research concept to a standard imaging method. This new edition incorporates all the many developments in HDR since the first edition and once again emphasizes practical tips, including the authors' popular HDR Toolbox (available on the authors' website) for MATLAB and gives readers the tools they need to develop and experiment with new techniques for creating compelling HDR content. Key Features: Contains the HDR Toolbox for readers' experimentation on authors' website Offers an up-to-date, detailed guide to the theory and practice of high dynamic range imaging Covers all aspects of the field, from capture to display Provides benchmarks for evaluating HDR imagery
This book is open access. Media forensics has never been more relevant to societal life. Not only media content represents an ever-increasing share of the data traveling on the net and the preferred communications means for most users, it has also become integral part of most innovative applications in the digital information ecosystem that serves various sectors of society, from the entertainment, to journalism, to politics. Undoubtedly, the advances in deep learning and computational imaging contributed significantly to this outcome. The underlying technologies that drive this trend, however, also pose a profound challenge in establishing trust in what we see, hear, and read, and make media content the preferred target of malicious attacks. In this new threat landscape powered by innovative imaging technologies and sophisticated tools, based on autoencoders and generative adversarial networks, this book fills an important gap. It presents a comprehensive review of state-of-the-art forensics capabilities that relate to media attribution, integrity and authenticity verification, and counter forensics. Its content is developed to provide practitioners, researchers, photo and video enthusiasts, and students a holistic view of the field.
A timely volume on a much-needed topic, given the rise of hate speech alongside the rise of social media use over the past decade Offers a comprehensive and rigorous overview of the role of communication in the construction of hate speech and polarization The book uses focused case studies to understand how we can overcome the risks and threats stemming from the past decade's defining communicative phenomena The book brings together an international team of experts, enabling a broad, multidisciplinary approach to the topic of hate speech and polarization The book suggests an academic frame of reference for examining this emerging phenomenon within the field of communication studies This collection will be of great interest to scholars and students working in communication studies, media studies, journalism, sociology, political science, political communication, and cultural industries
Audience and media analytics is more important now than ever, and this latest volume in the cutting-edge BEA Electronic Media Research Series collects some of the top scholars working with big data and analytics today. These chapters describe the development and help define media analytics as an academic discipline and professional practice. Understanding audiences is integral to creating and distributing media messages and the study of media analytics requires knowing a range of skills including research methods, the necessary tools available, familiarity with statistical procedures, and a mindset to provide insights and apply findings. This book summarizes the insights of analytics practitioners regarding the current state of legacy media analysis and social media analytics. Topics covered include the evolution of media technologies, the teaching of media measurement and analytics, the transition taking place in media research, and the use of media analytics to answer meaningful questions, drive content creation, and engage with audiences.
Digital Ethics delves into the shifting legal and ethical landscape in digital spaces and explores productive approaches for theorizing, understanding, and navigating through difficult ethical issues online. Contributions from leading scholars address how changing technologies and media over the last decade have both created new ethical quandaries and reinforced old ones in rhetoric and writing studies. Through discussions of rhetorical theory, case studies and examples, research methods and methodologies, and pedagogical approaches and practical applications, this collection will further digital rhetoric scholars' inquiry into digital ethics and writing instructors' approaches to teaching ethics in the current technological moment. A key contribution to the literature on ethical practices in digital spaces, this book will be of interest to researchers and teachers in the fields of digital rhetoric, composition, and writing studies.
K.C. Chang presents an integrated approach to digital design principles, processes, and implementations to help the reader design increasingly complex systems within shorter design cycles. Chang introduces digital design concepts, VHDL coding, VHDL simulation, synthesis commands, and strategies together. "Digital Systems Design with VHDL and Synthesis" focuses on the ultimate product of the design cycle: the implementation of a digital design. Many of the design techniques and considerations illustrated in the text are examples of actual real-world designs. Unique features of the book include the following:
This book offers a unique multidisciplinary integration of the physics of turbulence and remote sensing technology. Remote Sensing of Turbulence provides a new vision on the research of turbulence and summarizes the current and future challenges of monitoring turbulence remotely. The book emphasizes sophisticated geophysical applications, detection, and recognition of complex turbulent flows in oceans and the atmosphere. Through several techniques based on microwave and optical/IR observations, the text explores the technological capabilities and tools for the detection of turbulence, their signatures, and variability. FEATURES Covers the fundamental aspects of turbulence problems with a broad geophysical scope for a wide audience of readers Provides a complete description of remote-sensing capabilities for observing turbulence in the earth's environment Establishes the state-of-the-art remote-sensing techniques and methods of data analysis for turbulence detection Investigates and evaluates turbulence detection signatures, their properties, and variability Provides cutting-edge remote-sensing applications for space-based monitoring and forecasts of turbulence in oceans and the atmosphere This book is a great resource for applied physicists, the professional remote sensing community, ecologists, geophysicists, and earth scientists.
- Explores how mixed, virtual and augmented reality technologies can enable designers to create immersive experiences and expand the aesthetic potential of the medium - Curated selection of projects and essays by leading international architects and designers, including those from Zaha Hadid Architects and MVRDV- Illustrated with over 150 images |
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