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These are the proceedings of the tenth event of the Industrial Conference on Data Mining ICDM held in Berlin (www.data-mining-forum.de). For this edition the Program Committee received 175 submissions. After the pe- review process, we accepted 49 high-quality papers for oral presentation that are included in this book. The topics range from theoretical aspects of data mining to app- cations of data mining such as on multimedia data, in marketing, finance and telec- munication, in medicine and agriculture, and in process control, industry and society. Extended versions of selected papers will appear in the international journal Trans- tions on Machine Learning and Data Mining (www.ibai-publishing.org/journal/mldm). Ten papers were selected for poster presentations and are published in the ICDM Poster Proceeding Volume by ibai-publishing (www.ibai-publishing.org). In conjunction with ICDM four workshops were held on special hot applicati- oriented topics in data mining: Data Mining in Marketing DMM, Data Mining in LifeScience DMLS, the Workshop on Case-Based Reasoning for Multimedia Data CBR-MD, and the Workshop on Data Mining in Agriculture DMA. The Workshop on Data Mining in Agriculture ran for the first time this year. All workshop papers will be published in the workshop proceedings by ibai-publishing (www.ibai-publishing.org). Selected papers of CBR-MD will be published in a special issue of the international journal Transactions on Case-Based Reasoning (www.ibai-publishing.org/journal/cbr).
Practical implementations of HDR rendering have been available in imaging techniques for more than 500 years, and the book begins with an introduction to the history of the discipline. This covers painting, photography, and electronic imaging that all successfully reproduce scenes with a greater dynamic range of light than available in the reproduction medium. These early chapters also explain how human vision is more interested in the relationship of image pixel values than a pixel's absolute value, and the importance of spatial image processing. The second part focuses on optics and psychophysics, describing experiments that measure the physical ranges of light that can be recorded by cameras, and detected by humans, and the importance of light distribution in the scene being captured. The third part on vision science describes human responses to HDR images, looking at how the two spatial mechanisms, optical glare and visual contrast, tend to counteract each other. It describes the correlation of appearance and calculated retinal images, explains why image-dependent glare sets the dynamic range of usable HDR information, evaluates whether HDR displays require a new definition of uniform colour spaces, and explores how HDR affects colour appearances. The final part looks at digital imaging, discussing current technological practices. Whilst silver-halide, pixel-based photography presented a challenge to HDR techniques, the development of digital photography and electronic imaging allowed an image to achieve the same effect as human vision. Spatial algorithms can automatically mimic vision and automatically process all images, and these processes are discussed in digital cameras printers, displays, and image processing software and hardware. This book brings together the relevant thinking on the topic, learning from the disparate experiences of artists (painters and photographers), scientists (optics and vision science), imaging engine
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.
Handbook of Medical Image Computing and Computer Assisted Intervention presents important advanced methods and state-of-the art research in medical image computing and computer assisted intervention, providing a comprehensive reference on current technical approaches and solutions, while also offering proven algorithms for a variety of essential medical imaging applications. This book is written primarily for university researchers, graduate students and professional practitioners (assuming an elementary level of linear algebra, probability and statistics, and signal processing) working on medical image computing and computer assisted intervention.
This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs. What You'll Learn: The latest ray tracing techniques for developing real-time applications in multiple domains Case studies from developers and studios who have shipped products that use real-time ray tracing. Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing) High performance graphics for 3D graphics, virtual reality, animation, and more Who This Book Is For:Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines.
AN AMAZING NEW VERSION OF THE PHOTOSHOP BOOK THAT BREAKS ALL THE RULES! Scott Kelby, Editor and Publisher of Photoshop User magazine-and the best-selling photography techniques author in the world today-once again takes this book to a whole new level as he uncovers more of the latest, most important, and most useful Adobe Photoshop techniques for photographers. This update to his award-winning, record-breaking book does something for digital photographers that's never been done before-it cuts through the bull and shows you exactly "how to do it." It's not a bunch of theory; it doesn't challenge you to come up with your own settings or figure it out on your own. Instead, Scott shows you step by step the exact techniques used by today's cutting-edge digital photographers, and best of all, he shows you flat-out exactly which settings to use, when to use them, and why. LEARN HOW THE PROS DO IT The photographer's workflow in Photoshop has evolved greatly over time, and in this current version of book you'll wind up doing a lot of your processing and editing in Photoshop's Adobe Camera Raw feature (whether you shoot in RAW, JPEG or TIFF-it works for all three). That's because for years now, Adobe has been adding most of Photoshop's new features for photography directly into Camera Raw itself. Since today's photography workflow in Photoshop is based around Camera Raw, about one third of this book is about mastering Camera Raw like a pro. Plus, you'll learn: * The sharpening techniques the pros really use. * The pros' tricks for fixing the most common digital photo problems fast! * The most useful retouching techniques for photographers, and how to make "impossible" selections like wind-blown hair (it's easy, once you know the secrets), and how to use Layers like a pro. * How to seamlessly remove distracting junk from your images. * How to stitch panoramas, how to process HDR for a realistic look, and tricks for pulling way more out of your images than you ever dreamed possible. * The latest Photoshop special effects for photographers (there's a whole chapter just on these!). * A host of shortcuts, workarounds, and slick "insider" tricks to send your productivity through the roof! Scott includes a special chapter with his own workflow, from start to finish, plus, each chapter ends with a Photoshop Killer Tips section, packed with time-saving, job-saving tips that make all the difference. He also provides four bonus chapters, along with the images used in the book for download so you can follow right along. If you're ready to learn all the "tricks of the trade"-the same ones that today's leading pros use to correct, edit, retouch, and sharpen their work-then you're holding the book that will do just that.
The 11th International Conference on Medical Imaging and Computer Assisted Intervention, MICCAI 2008, was held at the Helen and Martin Kimmel Center of New York University, New York City, USA on September 6-10, 2008. MICCAI is the premier international conference in this domain, with - depth papers on the multidisciplinary ?elds of biomedical image computing and analysis, computer assisted intervention and medical robotics. The conference brings together biological scientists, clinicians, computer scientists, engineers, mathematicians, physicists and other interested researchers and o?ers them a forum to exchange ideas in these exciting and rapidly growing ?elds. The conference is both very selective and very attractive: this year we - ceived a record number of 700 submissions from 34 countries and 6 continents, fromwhich258papers were selectedfor publication,whichcorrespondsto a s- cess rate of approximately 36%. Some interesting facts about the distribution of submitted and accepted papers are shown graphically at the end of this preface. The paper selection process this year was based on the following procedure, which included the introduction of several novelties over previous years. 1. A ProgramCommittee (PC) of 49 members was recruited by the Program Chairs,to getthenecessarybody ofexpertiseandgeographicalcoverage.All PC members agreed in advance to participate in the ?nal paper selection process. 2. Key words grouped in 7 categories were used to describe the content of the submissions and the expertise of the reviewers.
This book constitutes the refereed proceedings of the 4th International Conference on Smart Computing and Communications, SmartCom 2019, held in Birmingham, UK, in October 2019. The 40 papers presented in this volume were carefully reviewed and selected from 286 submissions. They focus on both smart computing and communications fields and aimed to collect recent academic work to improve the research and practical application in the field.
Students studying different branches of computer graphics have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces and as computer graphics software becomes increasingly sophisticated, calculus is also being used to resolve its associated problems. In this 2nd edition, the author extends the scope of the original book to include applications of calculus in the areas of arc-length parameterisation of curves, geometric continuity, tangent and normal vectors, and curvature. The author draws upon his experience in teaching mathematics to undergraduates to make calculus appear no more challenging than any other branch of mathematics. He introduces the subject by examining how functions depend upon their independent variables, and then derives the appropriate mathematical underpinning and definitions. This gives rise to a function's derivative and its antiderivative, or integral. Using the idea of limits, the reader is introduced to derivatives and integrals of many common functions. Other chapters address higher-order derivatives, partial derivatives, Jacobians, vector-based functions, single, double and triple integrals, with numerous worked examples, and over a hundred and seventy colour illustrations. This book complements the author's other books on mathematics for computer graphics, and assumes that the reader is familiar with everyday algebra, trigonometry, vectors and determinants. After studying this book, the reader should understand calculus and its application within the world of computer graphics, games and animation.
This volume constitutes the proceedings of the 18th Mexican Conference on Artificial Intelligence, MICAI 2019, held in Xalapa, Mexico, in October/November 2019. The 59 full papers presented in this volume were carefully reviewed and selected from 148 submissions. They cover topics such as: machine learning; optimization and planning; fuzzy systems, reasoning and intelligent applications; and vision and robotics.
Since Lightroom first launched 11 years ago, Scott Kelby's The Adobe Photoshop Lightroom Book for Digital Photographers has been the world's #1 top-selling Lightroom book (it has been translated into dozens of different languages), and in this latest version for Lightroom Classic CC, Scott did his biggest update ever, sharing all his latest techniques, insights, and invaluable tips using his award-winning, step-by-step, plain-English style that makes learning Lightroom easy and fun. Scott doesn't just show you which sliders do what (every Lightroom book does that, right?). Instead, he shares his own personal settings, his time-tested techniques, and his proven step-by-step method of learning Lightroom, so you can begin using it like a pro from the start. Each year, he trains thousands of Lightroom users at his live seminars and through his blog at LightroomKillerTips.com, and he has learned first-hand what really works and what doesn't. He tells you flat-out which techniques work best, which ones to avoid, and why. You'll learn: His now famous SLIM (Simplified Lightroom Image Management) system that will teach you, step by step, how to organize your images, back them up, and be able to find them quickly and easily. Scott's SLIM system is used by photographers all over the world and is taught at colleges and universities, because it's so simple, straightforward, and it works. How to make your images look like the pros and how to take advantage of the new RAW camera, creative, and B&W profiles-you'll finally "get" the whole image-editing thing, and you'll know exactly what to do, in what order, and why. How to use Lightroom along with Photoshop, and how to make the two work together absolutely seamlessly. You'll be surprised at what you'll be able to do, even if you've never used Photoshop before. There's a full chapter on how to use Lightroom on your mobile device to expand Lightroom's power. The last chapter really sets this book apart because this is where Scott answers his #1 most-asked Lightroom question, which is "Exactly what order am I supposed to do things in?" You'll see his entire start-to-finish Lightroom workflow and learn how to incorporate it into your own workflow. You can also download most of the same images used in the book to follow right along with. And, you'll get a killer collection of custom Lightroom Develop and Print presets to give you some of the most sought-after looks and effects, all with just one click. This is the first and only book to bring the whole process together in such a clear, concise, and visual way. There is no faster, more straight-to-the-point, or more fun way to learn Lightroom than with this ground- and record-breaking book.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers presented in this issue were organized in topical sections named: e-learning and on-line apps; image and graphics; VR/AR; CV and AI; and animation and miscellaneous.
This O'Reilly cookbook provides more than 150 recipes to help scientists, engineers, programmers, and data analysts generate high-quality graphs quickly-without having to comb through all the details of R's graphing systems. Each recipe tackles a specific problem with a solution you can apply to your own project and includes a discussion of how and why the recipe works. Most of the recipes in this second edition use the updated version of the ggplot2 package, a powerful and flexible way to make graphs in R. You'll also find expanded content about the visual design of graphics. If you have at least a basic understanding of the R language, you're ready to get started with this easy-to-use reference. Use R's default graphics for quick exploration of data Create a variety of bar graphs, line graphs, and scatter plots Summarize data distributions with histograms, density curves, box plots, and more Provide annotations to help viewers interpret data Control the overall appearance of graphics Explore options for using colors in plots Create network graphs, heat maps, and 3D scatter plots Get your data into shape using packages from the tidyverse
This book gathers selected papers presented at the conference "Advances in 3D Image and Graphics Representation, Analysis, Computing and Information Technology," one of the first initiatives devoted to the problems of 3D imaging in all contemporary scientific and application areas. The aim of the conference was to establish a platform for experts to combine their efforts and share their ideas in the related areas in order to promote and accelerate future development. This second volume discusses algorithms and applications, focusing mainly on the following topics: 3D printing technologies; naked, dynamic and auxiliary 3D displays; VR/AR/MR devices; VR camera technologies; microprocessors for 3D data processing; advanced 3D computing systems; 3D data-storage technologies; 3D data networks and technologies; 3D data intelligent processing; 3D data cryptography and security; 3D visual quality estimation and measurement; and 3D decision support and information systems.
Architecture for the Commons dives into an analysis of how the tectonics of a building is fundamentally linked to the economic organizations that allow them to exist. By tracing the origins and promises of current technological practices in design, the book provides an alternative path, one that reconsiders the means of achieving complexity through combinatorial strategies. This move requires reconsidering serial production with crowdsourcing and user content in mind. The ideas presented will be explored through the design research developed within Plethora Project, a design practice that explores the use of video game interfaces as a mechanism for participation and user design. The research work presented throughout the book seeks to align with a larger project that is currently taking place in many different fields: The Construction of the Commons. By developing both the ideological and physical infrastructure, the project of the Commons has become an antidote to current economic practices that perpetuate inequality. The mechanisms of the production and governance of the Commons are discussed, inviting the reader to get involved and participate in the discussion. The current political and economic landscape calls for a reformulation of our current economic practices and alternative value systems that challenge the current market monopolies. This book will be of great interest not only to architects and designers studying the impact of digital technologies in the field of design but also to researchers studying novel techniques for social participation and cooperating of communities through digital networks. The book connects principles of architecture, economics and social sciences to provide alternatives to the current production trends.
Prostatic adenocarcinoma (CAP) is the second most common malignancy with an estimated 190,000 new cases in the USA in 2010 (Source: American Cancer Society), and is the most frequently diagnosed cancer among men. If CAP is caught early, men have a high, five-year survival rate. Unfortunately there is no standardized ima- based screening protocol for early detection of CAP (unlike for breast cancers). In the USA high levels of prostate-specific antigen (PSA) warrant a trans-rectal ultrasound (TRUS) biopsy to enable histologic confirmation of presence or absence of CAP. With recent rapid developments in multi-parametric radiological imaging te- niques (spectroscopy, dynamic contrast enhanced MR imaging, PET, RF ultrasound), some of these functional and metabolic imaging modalities are allowing for definition of high resolution, multi-modal signatures for prostate cancer in vivo. Distinct com- tational and technological challenges for multi-modal data registration and classifi- tion still remain in leveraging this multi-parametric data for directing therapy and optimizing biopsy. Additionally, with the recent advent of whole slide digital sc- ners, digitized histopathology has become amenable to computerized image analysis. While it is known that outcome of prostate cancer (prognosis) is highly correlated with Gleason grade, pathologists often have difficulty in distinguishing between interme- ate Gleason grades from histopathology. Development of computerized image analysis methods for automated Gleason grading and predicting outcome on histopathology have to confront the significant computational challenges associated with working these very large digitized images.
This self-contained, systematic treatment of multivariate approximation begins with classical linear approximation, and moves on to contemporary nonlinear approximation. It covers substantial new developments in the linear approximation theory of classes with mixed smoothness, and shows how it is directly related to deep problems in other areas of mathematics. For example, numerical integration of these classes is closely related to discrepancy theory and to nonlinear approximation with respect to special redundant dictionaries, and estimates of the entropy numbers of classes with mixed smoothness are closely related to (in some cases equivalent to) the Small Ball Problem from probability theory. The useful background material included in the book makes it accessible to graduate students. Researchers will find that the many open problems in the theory outlined in the book provide helpful directions and guidance for their own research in this exciting and active area.
DSP Integrated Circuits establishes the essential interface between
theory of digital signal processing algorithms and their
implementation in full-custom CMOS technology. With an emphasis on
techniques for co-design of DSP algorithms and hardware in order to
achieve high performance in terms of throughput, low power
consumption, and design effort, this book provides the professional
engineer, researcher, and student with a firm foundation in the
theoretical as well as the practical aspects of designing high
performance DSP integrated circuits.
The fastest, easiest, most comprehensive way to learn Adobe Photoshop Lightroom Classic! Classroom in a Book (R), the best-selling series of hands-on software training workbooks, offers what no other book or training program does-an official training series from Adobe, developed with the support of Adobe product experts. Adobe Photoshop Lightroom Classic Classroom in a Book (2020 release) contains 12 lessons that cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. You can follow the book from start to finish or choose only those lessons that interest you. Purchase of this book includes valuable online features. Follow the instructions in the book's Getting Started section to unlock access to: Downloadable lesson files you need to work through the projects in the book Web Edition containing the complete text of the book, interactive quizzes, and videos that walk you through the lessons step by step
This book introduces the point cloud; its applications in industry, and the most frequently used datasets. It mainly focuses on three computer vision tasks -- point cloud classification, segmentation, and registration -- which are fundamental to any point cloud-based system. An overview of traditional point cloud processing methods helps readers build background knowledge quickly, while the deep learning on point clouds methods include comprehensive analysis of the breakthroughs from the past few years. Brand-new explainable machine learning methods for point cloud learning, which are lightweight and easy to train, are then thoroughly introduced. Quantitative and qualitative performance evaluations are provided. The comparison and analysis between the three types of methods are given to help readers have a deeper understanding. With the rich deep learning literature in 2D vision, a natural inclination for 3D vision researchers is to develop deep learning methods for point cloud processing. Deep learning on point clouds has gained popularity since 2017, and the number of conference papers in this area continue to increase. Unlike 2D images, point clouds do not have a specific order, which makes point cloud processing by deep learning quite challenging. In addition, due to the geometric nature of point clouds, traditional methods are still widely used in industry. Therefore, this book aims to make readers familiar with this area by providing comprehensive overview of the traditional methods and the state-of-the-art deep learning methods. A major portion of this book focuses on explainable machine learning as a different approach to deep learning. The explainable machine learning methods offer a series of advantages over traditional methods and deep learning methods. This is a main highlight and novelty of the book. By tackling three research tasks -- 3D object recognition, segmentation, and registration using our methodology -- readers will have a sense of how to solve problems in a different way and can apply the frameworks to other 3D computer vision tasks, thus give them inspiration for their own future research. Numerous experiments, analysis and comparisons on three 3D computer vision tasks (object recognition, segmentation, detection and registration) are provided so that readers can learn how to solve difficult Computer Vision problems.
Praise for the Series:
Covers advances in the field of computer techniques and algorithms in digital signal processing.
The newly revised third edition of Rick Young's The Focal Easy Guide to Final Cut Pro X is the ultimate mentor for getting up and running with Apple's professional editing software, regardless of your skill level. In this step-by-step, full-color guide, Rick clearly explains the key concepts and essential knowledge needed to edit your project from start to finish, providing clear, time-saving instructions on producing and outputting using Final Cut Pro X. This new edition includes: A thorough introduction to Final Cut Pro X and the philosophy by which the software works Complete coverage of the post production process, including setup, importing and organizing media, editing, audio and output Additional sections on Multicam Editing, working with Proxies, effective Media Management, the Magnetic Timeline, Batch Share and Effects Production New chapters, covering in detail: Roles, Color Correction and the Touch Bar Instructions on encoding, distributing and archiving your completed projects And an accompanying eResource featuring downloadable video footage that you can edit with using the techniques covered in the book Packed with tutorials and real-world examples, The Focal Easy Guide to Final Cut Pro X will take you through the ins and outs of the software and have you editing and outputting your movies in no time! Published July 2019
The rapid advancements in image communication technologies are documented in the book series, Advances in Image Communication. Each publication provides an in-depth exploration of an intrinsic element of the multi-disciplinary field and together they form a comprehensive overview of the whole.
This volume, the fifth in the series, examines the definition, study and use of the wavelet transform in communications for two-dimensional (2-D) digital signals. The transform is used for signal reorganization before compression and the trade-off between these two steps and the whole compression process is discussed.
The five chapters specifically present the theory of wavelets applied to images, then applications of compression of still images and sequences. Chapter 1 introduces biorthogonal bases of compactly supported wavelets: this generalization of orthonormal wavelet theory allows the use of linear phase filters. A non rectangular wavelet representation of 2-D signals is developed in the second chapter: the properties usually used with wavelets, phase, linearity, and regularity are discussed. Chapter 3 is composed of three parts: a description of commonly used biorthogonal wavelets; a presentation of vector quantization algorithms; a consideration of lattice vector quantization followed by a discussion of the bit allocation procedure (with experimental results given). The fourth chapter deals with a region-based discrete wavelet transform for image coding. Chapter 5 investigates the transmission of image sequences: wavelet transforms and motion estimation are detailed in a multiconstraint approach of image sequence coding.
Leverage the photo taking power of your iPhone with desktop and iOS apps to capture, retouch, manipulate, organize, and sell your photography. This book shows you how to edit photos using Adobe mobile apps and other apps, integrate Adobe mobile apps with desktop applications, such as Adobe Photoshop and Lightroom, and finally sell those photos online. Developing Professional iPhone Photography provides a practical guide to creating a professional photography portfolio with your iPhone and features iPhonoegraphy examples from professional photographers to showcase what can be done. You can then share your workflow with your desktop programs, such as Adobe Photoshop Mix, Photoshop Fix, and Lightroom apps iPhone camera and photography capabilities have dramatically improved to a professional level and mobile and desktop software have come right along with them. Now it's not only possible to take worthwhile photos on your phone but also to edit and develop them to a professional level. What You'll Learn Use Adobe Mobile and Apple apps for retouching and photo manipulation Transform your iPhone into a piece of your professional workflow Market and sell photos directly from your iPhone Who This Book Is For Photographers and other iPhone owners who want to make the most of the editing and capturing the power of their iOS devices
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