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Books > Computing & IT > Computer software packages > Multimedia
This book gathers new empirical findings fostering advances in the areas of digital and communication design, web, multimedia and motion design, graphic design, branding, and related ones. It includes original contributions by authoritative authors based on the best papers presented at the 4th International Conference on Digital Design and Communication, Digicom 2020, together with some invited chapters written by leading international researchers. They report on innovative design strategies supporting communication in a global, digital world, and addressing, at the same time, key individual and societal needs. This book is intended to offer a timely snapshot of technologies, trends and challenges in the area of design, communication and branding, and a bridge connecting researchers and professionals of different disciplines, such as graphic design, digital communication, corporate, UI Design and UX design. Chapter "Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
This comprehensive work provides the fundamentals of computer facial animation and brings into sharper focus techniques that are becoming mainstream in the industry. Over the past decade, since the publication of the first edition, there have been significant developments by academic research groups and in the film and games industries leading to the development of morphable face models, performance driven animation, as well as increasingly detailed lip-synchronization and hair modeling techniques. These topics are described in the context of existing facial animation principles. The second edition provides an up-to-date source for professionals and academic researchers working in the field of facial animation.
The late 1980s, revolutionary advances in digital halftoning enabled inkjet printers to achieve much higher image fidelity. The rapid rate of progress has resulted in numerous breakthroughs scattered throughout the literature, rendering old technologies obsolete and renewing the need for a centralized source on the current state of the art. Entirely revised and updated, Modern Digital Halftoning, Second Edition provides an integrated and up-to-date treatment of stochastic halftoning and digital printing. Using full-color illustrations to enhance the text, this edition incorporates new topics as well as updated models, algorithms, and methods used to construct and improve the quality of green-noise, blue-noise, and multitone images. Following a review of various halftoning techniques, this edition now covers amplitude modulated dither arrays, adapting to human visual models, direct binary search, and handling stochastic moire problems. It also presents a new chapter on lenticular printing, a means for printing color holographic images. An accompanying CD-ROM contains MATLAB(R) software files and illustrated examples employing algorithms, statistics, and other key concepts from the book. Documenting the development of digital printing since the first edition, Modern Digital Halftoning, Second Edition offers a well-rounded and accurate perspective on the technological capabilities of digital printing and provides all the necessary tools for continuing research in the field.
Create believable CG character models with this unique book and downloadable resource package. The stunning color images show just what you can achieve, and the detailed step-by-step tutorials show exactly how to achieve them. Every technique and tip is backed up with practical tutorials, using the models, textures and video on the downloadable resources to offer a crash course to this vital skill. Jason Patnode takes you from low to high-resolution modeling - helping you span the gap between game and film industry skills. Based on Maya 2008 and ZBrush 3.0. You'll learn: Pipeline and modeling guidelines . Overview of Maya . Introduction to ZBrush modeling . Concept art . Anatomy . Creating a video game character . Creating a hyper-real character . Creating a photo-real character . UVs and texturing . How to create a demo reel
This book presents selected papers from the Sixteenth International Conference on Intelligent Information Hiding and Multimedia Signal Processing, in conjunction with the Thirteenth International Conference on Frontiers of Information Technology, Applications and Tools, held on November 5-7, 2020, in Ho Chi Minh City, Vietnam. It is divided into two volumes and discusses the latest research outcomes in the field of Information Technology (IT) including information hiding, multimedia signal processing, big data, data mining, bioinformatics, database, industrial and Internet of things, and their applications.
Features software workshops for 3ds Max, Maya, CINEMA 4D, Lightwave, and Softimage XSI. Hot, hotter, hottest. See how today's leading modeling artists create 3D characters that sizzle and get the techniques you'll need to create your own virtual vixens. Steven Stahlberg, Liam Kemp, Marco Patrito, and Sze Jones from Blur Studio are just a few of the 3D artists who share their secrets for making the fantasy females you wish were real. You'll get their personal stories, insights into the profession, and new ways to conceive and construct your own 3D characters. Then, seven hands-on workshops demonstrate the complete work cycle of modeling 3D characters to bring your own fantasies to life-from making the first sketch and preparing the template to modeling and texturing characters and lighting and rendering. You can use the techniques with any of the major software tools including 3ds Max, Lightwave, Softimage XSI, Maya, or Cinema 4D. Since the workshops don't use any previously made objects, you'll get to start from scratch with your imagination as the only limit. Participants: Andrea Bertaccini Max Edwin Wahyudi Sze Jones Liam Kemp Arndt von Koenigsmarck K. C. Lee Daniel Moreno Diaz Marco Patrito Steven Stahlberg Francois de Swardt
This book presents selected papers from the Sixteenth International Conference on Intelligent Information Hiding and Multimedia Signal Processing, in conjunction with the Thirteenth International Conference on Frontiers of Information Technology, Applications and Tools, held on November 5-7, 2020, in Ho Chi Minh City, Vietnam. It is divided into two volumes and discusses the latest research outcomes in the field of Information Technology (IT) including information hiding, multimedia signal processing, big data, data mining, bioinformatics, database, industrial and Internet of things, and their applications.
Master the art and technique of blue and greenscreen compositing with this comprehensive how-to course in creating effective and realistic composited scenes in video formats. You get clear, understandable explanations of the different types of keying techniques and how they work, including real-world examples and tutorials. Topics include setting up a greenscreen studio, how to light the screen effectively, how to light the talent or foreground material, and matching lighting to the composited background plate. Complete tutorials of each of the major software keyers walk you through the process for creating a clean and accurate composite.
This book will allow you to travel through time and space. To facilitate your journey, the editor has scoured the four corners of the earth in a quest for unusual people and their fascinating patterns. From Mozambique, to Asia, to many European countries, the contributors to The Pattern Book include world-famous cancer researchers, little-known artists and eclectirc computer programmers. Some of the patterns are ultramodern, while others are centuries old. Many of the patterns are drawn from the universe of mathematics. Computer recipes are scattered throughout.Although the emphasis is on computer-generated patterns, the book is informal and the intended audience spans several fields. The emphasis is on the fun that the true pattern lover finds in doing, rather than in reading about the doing! The book is organized into three main parts: Representing Nature (for those patterns which describe or show real physical phenomena, e.g., visualizations of protein motion, sea lilies, etc.), Mathematics and Symmetry (for those patterns which describe or show mathematical behavior, e.g. fractals), and Human Art (for those patterns which are artistic works of humans and made without the aid of a computer, e.g. Moslem tiling patterns.)
This timely text/reference presents the latest advances in various aspects of social media modeling and social media computing research. Gathering together superb research from a range of established international conferences and workshops, the editors coherently organize and present each of the topics in relation to the basic principles and practices of social media modeling and computing. Individual chapters can be also be used as self-contained references on the material covered. Topics and features: presents contributions from an international selection of preeminent experts in the field; discusses topics on social-media content analysis; examines social-media system design and analysis, and visual analytic tools for event analysis; investigates access control for privacy and security issues in social networks; describes emerging applications of social media, for music recommendation, automatic image annotation, and the analysis and improvement of photo-books.
Whether seeking deeper knowledge of LabVIEW(R)'s capabilities or striving to build enhanced VIs, professionals know they will find everything they need in LabVIEW: Advanced Programming Techniques. Updated to reflect the functionalities and changes made to LabVIEW Version 8.0, this second edition delves deeply into the enhancements that continue to make LabVIEW one of the most popular and widely used graphical programming environments across the engineering community. LabVIEW's new features are by no means trivial and neither are the updates made to the new edition of this popular bestseller. The authors introduce the changes to the front panel controls, the Standard State Machine template, new drivers, the instrument I/O assistant, new error handling functions, hyperthreading, and Express VIs. A new chapter mirrors the introduction of the Shared Variables function in LabVIEW 8.0 and a new section explores the LabVIEW project view. The chapter on ActiveX was revised to include discussion of the Microsoft(TM) .NET(R) framework and new examples of programming in LabVIEW using .NET. Numerous illustrations and step-by-step explanations provide hands-on guidance. Reflecting not only changes to LabVIEW but also to the programming environment in general, LabVIEW: Advanced Programming Techniques, Second Edition remains an indispensable resource to help programmers take their LabVIEW knowledge to the next level.
Real-World commercial projects presented in full color feature the work of renowned artists, Chris and Trish Meyer, Jayse Hansen, Mark Coleran, Ken Locsmandi and others. The tutorials are commercial projects that the artists created for a client budget of $10,000 or less, using only the plug-ins that come with the software. Special focus is given to the fundamental techniques that are important to novice motion graphic artists. The companion DVD contains the source files required for the reader to replicate the techniques as well as Apple QuickTime presentations of the final projects. The projects cover a wide range of practical applications including broadcast animation, big-screen film trailers, music video compositing, trade show presentations, DVD menu graphics, and cel animation with Flash.
This book describes various new computer based approaches which can be exploited for the (digital) reconstruction, recognition, restoration, presentation and classification of digital heritage. They are based on applications of virtual reality, augmented reality and artificial intelligence, to be used for storing and retrieving of historical artifacts, digital reconstruction, or virtual viewing. The book is divided into three sections: "Classification of Heritage Data" presents chapters covering various domains and aspects including text categorization, image retrieval and classification, and object spotting in historical documents. Next, in "Detection and Recognition of Digital Heritage Artifacts", techniques like neural networks or deep learning are used for the restoration of degraded heritage documents, Tamil Palm Leaf Characters recognition, the reconstruction of heritage images, and the selection of suitable images for 3D reconstruction and classification of Indian land mark heritage images. Lastly, "Applications of Modern Tools in Digital Heritage" highlights some example applications for dance transcription, architectural geometry of early temples by digital reconstruction, and computer vision based techniques for collecting and integrating knowledge on flora. This book is mainly written for researchers and graduate students in digital preservation and heritage, or computer scientists looking for applications of virtual reality, computer vision, and artificial intelligence techniques.
This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so.
With crystal clarity, this book conveys the most current principles
in digital image processing, providing both the background theory
and the practical applications to various industries, such as
digital cinema, video compression, and streaming media.
In "Hands-On Guide to Webcasting," industry experts address the
fastest-growing application for streaming media - broadcasting live
audio and video on the Internet. Used in all industry verticals
from corporate to entertainment, this book provides an end-to-end
technical overview of the webcasting process. Providing you with
step-by-step instructions from audio/video production, encoding and
authoring to delivery and business issues, this guide provides both
the depth and breadth necessary for mastery of the subject.
Packed with more than 350 techniques, this book delivers what you need to know - on the spot. If you create graphics for television, this book is for you. 'Broadcast Graphics on the Spot' show you how to produce more compelling TV graphics. From gathering images for use in broadcast graphics to working with fonts, mastering keying and rotoscoping, or working with logo motion, this book includes step-by-step procedures for creating over-the-shoulder graphics for news anchors, lower thirds, titles, and full-screens that can be used in everyday news productions.
Intellectual property owners who exploit new ways of reproducing, distributing, and marketing their creations digitally must also protect them from piracy. Multimedia Security Handbook addresses multiple issues related to the protection of digital media, including audio, image, and video content. This volume examines leading-edge multimedia security concepts including protection architectures, encryption, watermarking, fingerprinting, authentication, and various applications. Comprinsing 26 chapters, the Handbook begins by introducing security fundamentals and discussing the vulnerabilities of individual protection schemes. Part II focuses on multimedia encryption, detailing audio, image, and video encryption techniques. Part III examines watermarking techniques, reviewing current and future trends and discussing multidimensional, fragile, and robust watermarks. Part IV covers multimedia data hiding, fingerprinting, and authentication. The text concludes with chapters describing applications of multimedia protection schemes, presenting topics such as application taxonomy, digital rights management, and techniques for adult image filtering. The Handbook offers comprehensive reference material on advanced topics in the field. It delivers invaluable insight for researchers, practitioners, and engineers involved in designing and developing systems that protect digital multimedia content.
* Learn the end-to-end process, starting with capture from a video
or audio source through to the consumer's media player
This book presents applications of machine learning techniques in processing multimedia large-scale data. Multimedia such as text, image, audio, video, and graphics stands as one of the most demanding and exciting aspects of the information era. The book discusses new challenges faced by researchers in dealing with these large-scale data and also presents innovative solutions to address several potential research problems, e.g., enabling comprehensive visual classification to fill the semantic gap by exploring large-scale data, offering a promising frontier for detailed multimedia understanding, as well as extract patterns and making effective decisions by analyzing the large collection of data.
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