![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Computer software packages > Multimedia
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
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 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.
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.
Proceedings of the International Conference on Human-centric Computing and Embedded and Multimedia Computing (HumanCom & EMC 2011) will cover topics of HumanCom and EMC, the current hot topics satisfying the world-wide ever-changing needs. Human-centric computing is to create novel solutions so that the humans are always connected, portable, and available. As with pervasive-computing, human-centric computing requires a variety of devices; however, such devices exist simply to obtain inputs from the human and are embedded in objects that humans interact with on a daily basis. Moreover, during the past couple of decades, Information Science technologies influenced and changed every aspect of our lives and our cultures. Without various Information Science technology-based applications, it would be difficult to keep information stored securely, to process information efficiently, and to communicate conveniently. Embedded computing ranges from portable devices such as digital watches and MP3 players, to large stationary installations like traffic lights, factory controllers, or the systems controlling nuclear power plants. Complexity varies from low, with a single microcontroller chip, to very high with multiple units, peripherals and networks mounted inside a large chassis or enclosure. Multimedia computing covers multimedia I/O devices, OS, storage systems, streaming media middleware, continuous media representations, media coding, media processing, etc., and also includes multimedia communications; real-time protocols, end-to-end streaming media, resource allocation, multicast protocols, and multimedia applications; databases, distributed collaboration, video conferencing, 3D virtual environments.
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.
This book presents the outcomes of recent endeavors that will contribute to significant advances in the areas of communication design, fashion design, interior design and product design, music and musicology, as well as overlapping areas. Gathering the proceedings of the 7th EIMAD conference, held on May 14-15, 2020, and organized by the School of Applied Arts, Campus da Talagueira, in Castelo Branco, Portugal, it proposes new theoretical perspectives and practical research directions in design and music, while also discussing teaching practices and some areas of intersection. It addresses strategies for communication and culture in a global, digital world, that take into account key individual and societal needs.
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.
* Learn the end-to-end process, starting with capture from a video
or audio source through to the consumer's media player
Shading, as part of the creation of realistic computer-generated images, is currently bringing major advances to computer graphics, with important practical applications in computer game design and animation. Shaders are a more sophisticated way of making 3D objects look more realistic. While most shaders are created using proprietary shading languages, Sh, a new open-source system, simplifies the shader programming process by making it part of the C++ language. This book introduces Sh and describes how to program a GPU using C++ to implement both basic and advanced shading techniques. Readers of this book will be able to start writing advanced, modular shaders using Sh within a day
Boris plug-in applications, including Graffiti, FX, and Red, permit
video editors to add titling, effects, compositing, and 3D
capabilities to their nonlinear editing (NLE) systems.
Documentation and training materials have been notoriously lacking
for these applications. Instant Boris Effects is a complete guide
for novice and intermediate users of Boris Graffiti, FX, and Red
applications. Beginning with an orientation to the user interface,
readers learn how masks, splines, containers, and filters work.
They'll learn how to apply Boris effects through their NLE, and the
benefits of using them as stand-alone applications. The second
section provides detailed, step-by-step instructions on building
example effects that readers can incorporate into their own work -
including rotoscoping effects, animating still images, text on a
path, 3D extruded objects with media mapping, and clean chroma-key
effects.
The heart of any system that simulates the physical interaction
between objects is collision detection-the ability to detect when
two objects have come into contact. This system is also one of the
most difficult aspects of a physical simulation to implement
correctly, and invariably it is the main consumer of CPU cycles.
Practitioners, new to the field or otherwise, quickly discover that
the attempt to build a fast, accurate, and robust collision
detection system takes them down a long path fraught with perils
and pitfalls unlike most they have ever encountered. Without
in-depth knowledge and understanding of the issues associated with
engineering a collision detection system, the end of that path is
an abyss that has swallowed many a good programmer!
Since its introduction in 1984, MATLAB's ever-growing popularity and functionality have secured its position as an industry-standard software package. The user-friendly, interactive environment of MATLAB 6.x, which includes a high-level programming language, versatile graphics capabilities, and abundance of intrinsic functions, helps users focus on their applications rather than on programming errors. MATLAB has now leapt far ahead of FORTRAN as the software of choice for engineering applications.
Do you have some experience and a reasonable knowledge of C++ and
want to write your own computer games? Have you ever looked at a PC
or Playstation (R) game with characters running and leaping through
an exciting landscape and wondered how it was done? If so then this
book will give you all the information you need to achieve this
goal, whether you are a hobby programmer, student or even a
professional wanting to add that third dimension to your website.
Written by researchers who have helped to found and shape the field, this book provides an introduction to geometric modelling. The authors present a broad base of fundamentally important techniques for curve and surface representations in computer-aided modelling with a focus on how the techniques can be used in design. In achieving a balance between mathematical rigour and broad applicability, they show how theoretical properties can be harnessed to practical algorithms, how a somewhat more abstract treatment can occasionally provide unifying elegance and implement a rational advantage.
This volume comprises six well-versed contributed chapters devoted to report the latest fi ndings on the applications of machine learning for big data analytics. Big data is a term for data sets that are so large or complex that traditional data processing application software is inadequate to deal with them. The possible challenges in this direction include capture, storage, analysis, data curation, search, sharing, transfer, visualization, querying, updating and information privacy. Big data analytics is the process of examining large and varied data sets - i.e., big data - to uncover hidden patterns, unknown correlations, market trends, customer preferences and other useful information that can help organizations make more-informed business decisions. This volume is intended to be used as a reference by undergraduate and post graduate students of the disciplines of computer science, electronics and telecommunication, information science and electrical engineering. THE SERIES: FRONTIERS IN COMPUTATIONAL INTELLIGENCE The series Frontiers In Computational Intelligence is envisioned to provide comprehensive coverage and understanding of cutting edge research in computational intelligence. It intends to augment the scholarly discourse on all topics relating to the advances in artifi cial life and machine learning in the form of metaheuristics, approximate reasoning, and robotics. Latest research fi ndings are coupled with applications to varied domains of engineering and computer sciences. This field is steadily growing especially with the advent of novel machine learning algorithms being applied to different domains of engineering and technology. The series brings together leading researchers that intend to continue to advance the fi eld and create a broad knowledge about the most recent research.
This book summarizes the results of Design Thinking Research carried out at Stanford University in Palo Alto, California, USA, and Hasso Plattner Institute in Potsdam, Germany. The authors offer readers a closer look at Design Thinking with its processes of innovations and methods. The contents of the articles range from how to design ideas, methods, and technologies via creativity experiments and wicked problem solutions, to creative collaboration in the real world and the connectivity of designers and engineers. But the topics go beyond this in their detailed exploration of design thinking and its use in IT systems engineering fields and even from a management perspective. The authors show how these methods and strategies work in companies, introduce new technologies and their functions and demonstrate how Design Thinking can influence as diverse a topic area as marriage. Furthermore, we see how special design thinking use functions in solving wicked problems in complex fields. Thinking and creating innovations are basically and inherently human - so is Design Thinking. Due to this, Design Thinking is not only a factual matter or a result of special courses nor of being gifted or trained: it's a way of dealing with our environment and improving techniques, technologies and life.
Exam Board: Cambridge Level: KS4 Subject: Digital Media First Teaching: September 2016 First Exam: June 2018 Support your teaching of the new Cambridge Technicals 2016 suite with Cambridge Technical Level 3 Digital Media, developed in partnership between OCR and Hodder Education; this textbook covers each specialist pathway and ensures your ability to deliver a flexible course that is both vocationally focused and academically thorough. Cambridge Technical Level 3 Digital Media is matched exactly to the new specification and follows specialist pathways in digital content for interactive media, and moving image and audio production. - Ensures effective teaching of each specialist pathway offered within the qualification. - Focuses learning on the skills, knowledge and understanding demanded from employers and universities. - Provides ideas and exercises for the application of practical skills and knowledge. - Developed in partnership between Hodder Education and OCR, guaranteeing quality resources which match the specification perfectly Hodder Education have worked with OCR to make updates to our Cambridge Technicals textbooks to bring them more closely in line with the model assignment course requirements. We would like to let you know about a recent change to this textbook, updated pages which are now available free of charge as a PDF when you click on the 'Amended Pages' link on the left of this webpage.
This book introduces the reader to the notions, the techniques, and the theory of grammatical picture generation, a research field focusing on formal systems that describe sets of pictures by means of syntactic rules. The book presents important types of picture generators, using a tree-based approach to stress their common algorithmic basis, the treatment influenced by the theory of computation, and the theory of formal languages in particular. It guides the reader through the basics of the tree-based approach on to dedicated chapters on line-drawing languages, collage grammars, iterated function systems, grid picture languages, languages of fractals, and languages of coloured collages, while presenting results about (un)decidable, NP-complete, or efficiently solvable problems, normal forms, hierarchies of language classes, and related phenomena. In support, the book contains detailed exercises throughout, and the software on the enclosed CD allows the reader to experiment with the picture generators explained in the text. The book is of interest to researchers and graduate students in computer science and mathematics who are engaged with the theory and practice of picture-generating systems.
|
You may like...
Recent Advances in 3D Imaging, Modeling…
Athanasios Voulodimos, Anastasios Doulamis
Hardcover
R5,318
Discovery Miles 53 180
Fundamentals of Spatial Information…
Robert Laurini, Derek Thompson
Hardcover
R1,451
Discovery Miles 14 510
Wearable Technologies - Concepts…
Information Reso Management Association
Hardcover
R9,397
Discovery Miles 93 970
Wearable Technologies - Concepts…
Information Reso Management Association
Hardcover
R9,402
Discovery Miles 94 020
The Handbook on Socially Interactive…
Birgit Lugrin, Catherine Pelachaud, …
Hardcover
R2,272
Discovery Miles 22 720
Usability Testing for Survey Research
Emily Geisen, Jennifer Romano Bergstrom
Paperback
Handbook of Research on Advanced…
Ahmed J. Obaid, Ghassan H Abdul-Majeed, …
Hardcover
R7,311
Discovery Miles 73 110
|