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This book constitutes the thoroughly refereed post workshop proceedings of the 8th International Workshop on Approximation and Online Algorithms, WAOA 2010, held in Liverpool, UK, in September 2010 as part of the ALGO 2010 conference event.
The 23 revised full papers presented were carefully reviewed
This book provides a modern, algorithmic introduction to digital image p- cessing, designed to be used both by learners desiring a ?rm foundation on which to build and practitioners in search of critical analysis and modern - plementations of the most important techniques. This updated and enhanced paperbackedition ofourcomprehensivetextbookDigital Image Processing: An Algorithmic Approach Using Java packages the original material into a series of compactvolumes, therebysupporting a ?exiblesequenceofcoursesindigital image processing. Tailoring the contents to the scope of individual semester courses is also an attempt to provide a?ordable (and "backpack-compatible") textbooks without comprimising the quality and depth of content. Oneapproachtolearninganewlanguageistobecomeconversantinthecore vocabulary and to start using it right away. At ?rst, you may only know how to ask for directions, order co?ee, and so on, but once you become con?dent with the core, you will start engaging others in "conversations" and rapidly learn how to get things done. This step-by-step approach works equally well in many areas of science and engineering. In this ?rst volume, ostentatiously titled Fundamental Techniques,wehave attemptedtocompilethecore"vocabulary" ofdigitalimageprocessing,starting from the basic concepts and elementary properties of digital images through simple statistics and point operations, fundamental ? ltering techniques, loc- ization of edges and contours, and basic operations on color images. Mastering these most commonly used techniques and algorithms will enable you to start being productive right away.
Blender is a vast and customizable 3D-modeling application used by many artists across creative industries, from television to games. This newest book, in Alan Thorn's How to Cheat series, offers insightful and bite-sized power-tips to help you develop Blender mastery. More than five hundred figures illustrate interesting shortcuts and clever ways to improve your Blender workflow. A companion website at http://www.alanthorn.net provides bonus content, including videos and resources to help sharpen your skills further. How to Cheat in Blender 2.7x is for Blender users of all levels, offering time-saving tips and powerful techniques to increase your productivity. Key Features Bite-sized tips and tricks that can be read in any order Illustrated examples and step-by-step guides for improving your workflow Explores practical applications and real-world contexts Demonstrates "lesser-known" and unconventional tips Improves your efficiency and workflow
All professional animators know a handful of secrets that give them an edge in a production environment. "How to Cheat in Maya" puts these secrets in your hands! Learn time and energy-saving techniques tested in real Hollywood productions in this book, jam-packed with screenshots and scene files designed to get you up to speed quickly. From menus to modeling, lipsync to lighting, How to Cheat in Maya 2014 covers all of the methods available in the latest version of Maya. Get up to speed quickly and produce stellar results with these insider workflows. With new, updated cheats for the latest version of Maya, How to Cheat in Maya 2014 is an essential guide for amateur and professional 3D animators alike. Fully updated with gold-mine coverage including: expanded sections on production workflow, all new chapters covering rigging cheats and Maya's referencing tools, and brand new project files demonstrating production-proven techniques. The companion website includes complete scene files for exercises and techniques, extra rigs, Quicktime movies of full projects, and video tutorials.
Punk Playthings Provocations for 21st Century Game Makers "Punk was an attitude. It was never about having a Mohican haircut or wearing a ripped T-shirt. It was all about destruction, and the creative potential within that." Malcolm Mclaren Warning: If you want a silver bullet solution for efficient game making or a step-by-step guide to receiving Indie Game Dev hero worship, you're in the wrong place. Put the book back on the shelf. Punk Playthings is an antidote to complacency and orthodoxy. Packed with probes and provocations that explore game making through fresh lenses for uncertain times, it challenges gaming monoculture by constructing a trading space for ideas and learning from across domains and cultures. Punk Playthings has zero respect for boundaries between mediums, industries, sectors, specialisms or disciplines. Instead, it challenges you to expand your cultural capital, think laterally and make new connections. Punk Playthings advocates a truly independent mindset and DIY approach for creating playful experiences with cultural resonance. It proclaims creative entrepreneurship as the true legacy of punk. Punk Playthings is not for everyone. But it might be for you.
This revised text is designed to demonstrate the process of converting static images to an effective animation of characters and effects. Unlike many of its competitors, Storyboarding uses the accompanying DVD to show the storyboards in conjunction with a final short film and script. Material on game scripting, Motion Graphics, and Web comics has been added. The text and tutorial disc take an in-depth view on the step-by- step process for developing characters, scenes, and camera angles through the full production of a finished project. The book includes numerous techniques for analyzing scripts, provides a comprehensive look at the various types of storyboards, and covers methods used in both film-making and video game storyboards.
In this update to his best-selling character modeling book, professional modeler and animator Paul Steed shares a number of tips, tricks, and techniques that have made him one of the industry's most recognized 3D artists. Modeling a Character in 3ds max, Second Edition provides readers a professional-level skill set as it chronicles the creation of a single low-poly real-time character from concept to texture mapping, and gives insight into the process of creating a high-resolution character. Learn how to: * Model with primitives * Use extrusions and Booleans * Mirror and reuse models * Optimize the mesh * Create and apply textures * Loft shapes
Learn concepts central to visual special effects using the free Black Magic Design Fusion 8.0 software package. This book also provides foundational background information regarding concepts central to digital image compositing, digital video editing, digital illustration, digital painting, 3D, and digital audio in the first six chapters on new media theory, concepts and terminology. This book builds on the foundational concepts of digital image compositing, digital audio, digital video, digital illustration and digital painting. VFX Fundamentals introduces more advanced VFX concepts and pipelines as the chapters progress, covering topics such as flow node compositing, timeline animation, animated polyline masking, bluescreen and greenscreen matte pulling (generation), using Primatte and Fusion 8 Ultra Keyer, motion tracking, 3D rendering and compositing, auxiliary channels, and particle systems and particle physics dynamics, among other topics. < What You'll Learn See the new media components (raster, vector, audio, video, rendering) needed for VFX Discover the concepts behind the VFX content production workflow Install and utilize Black Magic Design Fusion 8 and its Visual Programming Language Master the concepts behind resolution, aspect ratio, bit-rate, color depth, layers, alpha, and masking Work with 2D VFX concepts such as animated masking, matte pulling (Primatte V) and motion tracking Harness 3D VFX concepts such as 3D geometry, materials, lighting, animation and auxiliary channels Use advanced VFX concepts such as particle systems animation using real-world physics (forces) Who This Book Is For SFX artists, VFX artists, video editors, website developers, filmmakers, 2D and 3D animators, digital signage producers, e-learning content creators, game developers, multimedia producers.
This two volume set (CCIS 727 and 728) constitutes the refereed proceedings of the Third International Conference of Pioneering Computer Scientists, Engineers and Educators, ICPCSEE 2017 (originally ICYCSEE) held in Changsha, China, in September 2017. The 112 revised full papers presented in these two volumes were carefully reviewed and selected from 987 submissions. The papers cover a wide range of topics related to Basic Theory and Techniques for Data Science including Mathematical Issues in Data Science, Computational Theory for Data Science, Big Data Management and Applications, Data Quality and Data Preparation, Evaluation and Measurement in Data Science, Data Visualization, Big Data Mining and Knowledge Management, Infrastructure for Data Science, Machine Learning for Data Science, Data Security and Privacy, Applications of Data Science, Case Study of Data Science, Multimedia Data Management and Analysis, Data-driven Scientific Research, Data-driven Bioinformatics, D ata-driven Healthcare, Data-driven Management, Data-driven eGovernment, Data-driven Smart City/Planet, Data Marketing and Economics, Social Media and Recommendation Systems, Data-driven Security, Data-driven Business Model Innovation, Social and/or organizational impacts of Data Science.
This two volume set (CCIS 727 and 728) constitutes the refereed proceedings of the Third International Conference of Pioneering Computer Scientists, Engineers and Educators, ICPCSEE 2017 (originally ICYCSEE) held in Changsha, China, in September 2017. The 112 revised full papers presented in these two volumes were carefully reviewed and selected from 987 submissions. The papers cover a wide range of topics related to Basic Theory and Techniques for Data Science including Mathematical Issues in Data Science, Computational Theory for Data Science, Big Data Management and Applications, Data Quality and Data Preparation, Evaluation and Measurement in Data Science, Data Visualization, Big Data Mining and Knowledge Management, Infrastructure for Data Science, Machine Learning for Data Science, Data Security and Privacy, Applications of Data Science, Case Study of Data Science, Multimedia Data Management and Analysis, Data-driven Scientific Research, Data-driven Bioinformatics, Data-driven Healthcare, Data-driven Management, Data-driven eGovernment, Data-driven Smart City/Planet, Data Marketing and Economics, Social Media and Recommendation Systems, Data-driven Security, Data-driven Business Model Innovation, Social and/or organizational impacts of Data Science.
Animate the world around you! Follow along with veteran Disney effects artist Mauro Maressa as he teaches you how to create and animate natural phenomena like water, fire, smoke, lightning, lava, mud, and wind. Essential Effects will help you plan, draw, design, and animate traditional 2D effects, taking your ideas all the way from rough sketch to finished product. Using a series of full-color visual breakdowns and diagrams, this book gives you a clear, concise understanding of what it takes to create credible, compelling effects in your own projects. Key Features Build a strong foundation of observation and drawing skills that you can rely on for the rest of your career Tips and tricks for applying classic effects principles to computer-animated and CG projects Over 400 full-color images and diagrams for clear step-by-step learning
"Digital Preservation Technology for Cultural Heritage" discusses the technology and processes in digital preservation of cultural heritage. It covers topics in five major areas: Digitization of cultural heritage; Digital management in the cultural heritage preservation; Restoration techniques for rigid solid relics; Restoration techniques for paintings; Digital museum. It also includes application examples for digital preservation of cultural heritage.
The book is intended for researchers, advanced undergraduate and graduate students in Computer Graphics and Image Processing as well as Cultural heritage preservation.
Mingquan Zhou is a professor at the College of Information Science and Technology, Beijing Normal University, China. Guohua Geng is a professor at the College of Information Science and Technology, Northwest University, Xi'an, China. Zhongke Wu is a professor at the College of Information Science and Technology, Beijing Normal University, China.
This book provides an introduction to image processing, an overview of the transforms which are most widely used in the field of image processing, and an introduction to the application of multiscale transforms in image processing. The book is divided into three parts, with the first part offering the reader a basic introduction to image processing. The second part of the book starts with a chapter on Fourier analysis and Fourier transforms, wavelet analysis, and ends with a chapter on new multiscale transforms. The final part of the book deals with all of the most important applications of multiscale transforms in image processing. The chapters consist of both tutorial and highly advanced material, and as such the book is intended to be a reference text for graduate students and researchers to obtain state-of-the-art knowledge on specific applications. The technique of solving problems in the transform domain is common in applied mathematics and widely used in research and industry, but is a somewhat neglected subject within the undergraduate curriculum. It is hoped that faculty can use this book to create a course that can be offered early in the curriculum and fill this void. Also, the book is intended to be used as a reference manual for scientists who are engaged in image processing research, developers of image processing hardware and software systems, and practising engineers and scientists who use image processing as a tool in their applications.
Providing a wealth of information on fundamental topics in the areas of linear air and underwater acoustics, as well as space-time signal processing, this book provides real-world design and analysis equations. As a consequence of the interdisciplinary nature of air and underwater acoustics, the book is divided into two parts: Acoustic Field Theory and Space-Time Signal Processing. It covers the fundamentals of acoustic wave propagation as well as the fundamentals of aperture theory, array theory, and signal processing. Starting with principles and using a consistent, mainly standard notation, this book develops, in detail, basic results that are useful in a variety of air and underwater acoustic applications. Numerous figures, examples, and problems are included.
This book provides a deep analysis and wide coverage of the very strong trend in computer vision and visual indexing and retrieval, covering such topics as incorporation of models of Human Visual attention into analysis and retrieval tasks. It makes the bridge between psycho-visual modelling of Human Visual System and the classical and most recent models in visual content indexing and retrieval. The large spectrum of visual tasks, such as recognition of textures in static images, of actions in video content, image retrieval, different methods of visualization of images and multimedia content based on visual saliency are presented by the authors. Furthermore, the interest in visual content is modelled with the means of the latest classification models such as Deep Neural Networks is also covered in this book. This book is an exceptional resource as a secondary text for researchers and advanced level students, who are involved in the very wide research in computer vision, visual information indexing and retrieval. Professionals working in this field will also be interested in this book as a reference.
Find inspiration in observation, and explore the artistic connection between between your zealous dog or dictatorial cat and your animations. Armed with Muybridge and Hultgren but are unsure how to bridge the gap between the many basic 'how to draw' books and the more advanced ones dealing with the esoteric details of composition, perspective and anatomy, Force: Animal Drawing is the comprehensive guide to developing artistic animals that are creative, dynamic and anatomical. Reach new heights of dramatic and visual impact by applying locomotive animal anatomy as it relates to an animating and drawing with a specific focus on force, form and shape. Gorgeously illustrated with both traditional and exaggerated observational life-drawing models, you will learn how to animate animals with vitality and movement while applying the abstract ideas of force including how gravity affects the subject you are observing. Artists and animators alike all find animal inspiration when animating characters both human and inhuman. For a unique 'larger than life' character, readers will learn to apply the unique facets of animal movement, locomotion, expressions, facial features, physical build and personality. Adapt key industry tricks and techniques to personify your animal animations with key characteristics of a specific person's face. Explore the practical application of force theories and learn from today's leading character designers with the included artist interviews and included author video tutorial, available from focalpress.com.
"Photoshop Elements 4 One-on-One" marks a landmark in computer publishing. In addition to offering 12 lessons of project-based tutorials with all sample files included, each lesson starts with a video introduction, hosted by the author himself, Deke McClelland. And these are no ordinary videos. Produced by Adobe's official video training partner, Total Training, each video measures 960 by 540 pixels and plays at 30 frames per second, with no interlacing. That's a play rate of 15.5 million pixels per second, making this the first computer publication to include high-definition video, playable on any modern PC with a DVD-ROM drive. The picture is so crystal clear, it's like watching the world-reknowned expert work right along with you.
In addition to the video -- all new recordings created exclusively for this title -- the book has been completely revamped for Photoshop Elements 4. Inside the full-color pages are new exercises devoted to color-correcting skin tones, auto-tagging images with faces, isolating foreground subjects, extracting people and objects from their backgrounds, creating custom slide shows, correcting red-eye, and sharing images online. Every bit as wildly ambitious and brass-tacks practical as the best-selling image editor itself, "Photoshop Elements 4 One-on-One" will have you gasping with amazement at your own creations. Deke puts the magic of digital imaging squarely where it belongs -- in your hands.
Discover how to create professional-quality digital videos--faster than you can say "lights, camera, action"
Digital video cameras are everywhere--even on our phones But cameras don't make great movies; filmmakers do. Written by a seasoned pro with 40 years of teaching experience, "Digital Filmmaking for Beginners" is your fully illustrated introduction to all technical aspects of digital filmmaking.
Featuring clear, concise instruction--accompanied by online video demonstrations--this comprehensive guide covers the best methods and techniques to plan and script projects; set up lighting, microphones, and cameras; and shoot, edit, and apply postproduction effects and other finishing touches. Whether you're an amateur film buff or an aspiring professional videographer, this is the source for everything you need to bring your ideas from the page to the screen.
Coverage includes: Best practices to ensure smooth operations in all project phases, from planning to post production Recommendations on selecting and purchasing cameras, filming gear, and the best editing and effects software to fit your budget and needs Advice on planning, shooting, editing, and other technical elements Fully illustrated tutorials on composition, framing, and other visual storytelling techniques Exclusive bonus online content, including finished video demonstrations of key filmmaking techniques and informative articles
Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept. The author will get you up and rigging with step-by-step tutorials covering multiple animation control types, connection methods, interactive skinning, BlendShapes, edgeloops, and joint placement, to name a few. The concept of a bi-ped is explored as a human compared to a bird character allowing you to see that a bi-ped is a bi-ped and how to problem solve for the limbs at hand. Rig it Right! will take you to a more advanced level where you will learn how to create stretchy rigs with invisible control systems and use that to create your own types of rigs. Key Features Hone your skills every step of the way with short tutorials and editable rigs that accompany each chapter. (17+ rigs!!). Read "Tina's 10 Rules of Rigging" and build the foundational knowledge needed to successfully rig your characters. Visit the companion website and expand your newfound knowledge with editable rigs, exercises, and videos that elaborate on techniques covered in the book. Companion data filled with example files at http://routledgetextbooks.com/textbooks/_author/ohailey/ AR(Augmented Reality) enabled images throughout the book! Coffee is not required - but encouraged.
While focusing on Photoshop CC 2017, this book offers users of all versions of Photoshop comprehensive projects that will guide them through the process of creating professional restorations and enhancements. Whether you are new to Photoshop or an experienced user, this book and its companion videos and projects will teach you to repair all types of photograph damage, multiple ways to improve discoloured photographs, a variety of ways to digitize photographs too large to scan, create the highest quality images at manageable file sizes, colorize black and white photos, and how to add and remove content from your photographs. This building-block style book is packed with inventive, easy to apply photograph restoration and tonal correction techniques for returning cherished memories back to their original grandeur, and enhancement tips for converting digital and print photographs into treasured favourites.
The success of storytelling in games depends on the entire development team-game designers, artists, writers, programmers and musicians, etc.-working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming's principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art The definitive framework for designing interactive stories
How the S-C 4020-a mainframe peripheral intended to produce scientific visualizations-shaped a series of early computer art projects that emerged from Bell Labs. In 1959, the electronics manufacturer Stromberg-Carlson produced the S-C 4020, a device that allowed mainframe computers to present and preserve images. In the mainframe era, the output of text and image was quite literally peripheral; the S-C 4020-a strange and elaborate apparatus, with a cathode ray screen, a tape deck, a buffer unit, a film camera, and a photo-paper camera-produced most of the computer graphics of the late 1950s and early 1960s. At Bell Laboratories in Murray Hill, New Jersey, the S-C 4020 became a crucial part of ongoing encounters among art, science, and technology. In this book, Zabet Patterson examines the extraordinary uses to which the Bell Labs SC-2040 was put between 1961 and 1972, exploring a series of early computer art projects shaped by the special computational affordances of the S-C 4020. The S-C 4020 produced tabular data, graph plotting and design drawings, grid projections, and drawings of axes and vectors; it made previously impossible visualizations possible. Among the works Patterson describes are E. E. Zajac's short film of an orbiting satellite, which drew on the machine's graphic capacities as well as the mainframe's calculations; a groundbreaking exhibit of "computer generated pictures" by Bela Julesz and Michael Noll, two scientists interested in visualization; animations by Kenneth Knowlton and the Bell Labs artist-in-residence Stan VanDerBeek; and Lillian Schwartz's "cybernetic" film Pixillation. Arguing for the centrality of a peripheral, Patterson makes a case for considering computational systems not simply as machines but in their cultural and historical context.
There are currently thousands of amateur astronomers around the world engaged in astrophotography at a sophisticated level. Their ranks far outnumber professional astronomers doing the same and their contributions both technically and artistically are the dominant drivers of progress in the field today. This book is a unique collaboration of individuals world-renowned in their particular area and covers in detail each of the major sub-disciplines of astrophotography. This approach offers the reader the greatest opportunity to learn the most current information and the latest techniques directly from the foremost innovators in the field today. "Lessons from the Masters" includes a brilliant body of recognized leaders in astronomical imaging, assembled by Robert Gendler, who delivers the most current, sophisticated and useful information on digital enhancement techniques in astrophotography available today. Each chapter focuses on a particular technique, but the book as a whole covers all types of astronomical image processing, including processing of events such as eclipses, using DSLRs, and deep-sky, planetary, widefield, and high resolution astronomical image processing. Recognized contributors include deep-sky experts such as Jay GaBany, Tony Hallas, and Ken Crawford, high-resolution planetary expert Damian Peach, and the founder of TWAN (The World at Night) Babak A. Tafreshi. A large number of illustrations (150, 75 in color) present the challenges and accomplishments involved in the processing of astronomical images by enthusiasts.
From iMovie to Final Cut Pro X offers an accessible, introductory guide to those taking up video editing using Final Cut Pro X, especially users making the transition from iMovie, Apple's free video software, helping aspirational and mobile filmmakers develop the skills needed to take their career to the next stage. Written by award-winning former Apple Education trainer and Final Cut Pro expert Tom Wolsky, this full-color book illuminates the key differences between these two applications and teaches users how to produce first-class results using the professional application. Wolsky also covers best practices for those working with iMovie on an iPhone or iPad and looking to move to a more advanced desktop program. Downloadable Final Cut Pro X project libraries included with the book offer readers hands-on examples of the techniques and practices discussed. Covers Final Cut Pro X 10.3.1.
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