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This revised and expanded new edition of an internationally successful classic presents an accessible introduction to the key methods in digital image processing for both practitioners and teachers. Emphasis is placed on practical application, presenting precise algorithmic descriptions in an unusually high level of detail, while highlighting direct connections between the mathematical foundations and concrete implementation. The text is supported by practical examples and carefully constructed chapter-ending exercises drawn from the authors' years of teaching experience, including easily adaptable Java code and completely worked out examples. Source code, test images and additional instructor materials are also provided at an associated website. Digital Image Processing is the definitive textbook for students, researchers, and professionals in search of critical analysis and modern implementations of the most important algorithms in the field, and is also eminently suitable for self-study.
Blender (TM) is a free Open Source 3D Creation Suite supporting the entire modeling and animation pipeline - modeling, rigging, animation, simulation, rendering, compositing and motion tracking. The program also includes Video Editing and Grease Pencil 2D Animation. The program is free to download and use by anyone for anything. The Complete Guide to Blender Graphics: Modeling and Animation, 5th Edition is a unified manual describing the operation of Blender version 2.80 with its New Improved Interface, New Workspaces and New Eevee Render System. This book introduces the program's Graphical User Interface and shows how to implement tools for modeling and animating characters and creating scenes with the application of color, texture and special lighting effects. Key Features: The book is designed to lead new users into the world of computer graphics using Blender 2.80 and to be a reference for established Blender artists. The book presents instruction in a series of short chapters with visual references and practical examples. Instructions are structured in a building-block fashion using contents in earlier chapters to explain more complex operations in later chapters.
The newest book in Michael Mattesi's Force Drawing series takes movement to the next level. Force: Drawing Human Anatomy, explores the different facets of motion and the human body. As opposed to the memorization technique, Mattesi stresses the function of each body part and how gravity relative to different poses affects the aesthetics and form of muscle. The chapters are divided by the different parts of the body, thus allowing the reader to concentrate on mastery one body part at a time. Color coded images detail each muscle and their different angles. Special consideration is given to anatomy for animation, allowing the reader to create a character that is anatomically accurate in both stillness and motion. Key Features Detailed visual instruction includes colourful, step-by-step diagrams that allow you to easily follow the construction of an anatomically correct figure. Clearly organized and color coded per regions of the body's anatomy, a clarity of design for better reader understanding. Learn how anatomy is drawn and defined by the function of a pose. Visit the companion website for drawing demonstrations and further resources on anatomy.
This book proposes a new approach to colour in digital images, based on the standard sRGB colour space and Python scripting. It covers creating, storing, processing, displaying, printing, and viewing colour images. The fundamental ideas presented include systematic reduction of colour resolution to manageable sRGB sub-spaces, analysis of any image as a tabular colour scheme, general transformation and specific substitution of colours, and revival of the traditional notion of a neutral balance by adjusting all colours or by adjoining a colour frame. The text includes Python scripts for the processes discussed, downloadable in the e-book. It is of interest to artists, designers, and anyone who works with sRGB colour images.
This, the 32nd issue of the Transactions on Computational Science, focusses on cybersecurity and biometrics. The eight detailed papers cover the following topics: Multimodal Warnings for Distracted Smartphone Users on the Move; EEG-Based Mental Workload and Stress Monitoring of Crew Members in a Maritime Virtual Simulator; Detecting Web Defacement and Enabling Web-Content Regeneration; Software as a Weapon in the Context of (Inter)national Security; Multi-user Architecture and Multi-player Games; An Adaptive Discrete Wavelet Transform Based Face Recognition Approach; Synthesizing Images of Imagined Faces Based on Relevance Feedback; and Neurofeedback Training to Enhance the Focused Attention of Elite Rifle Shooters.
Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.
DIGITAL IMAGE PROCESSING is rapidly gaining applications in various fields of earth resource management, preparation of cadastral maps, biomedical application and other diverse fields of material science, robotics etc. This book deals primarily with analysis of digital images acquired by satellite. The first four chapters of the book deals with concepts of image formation, its characteristics, file formats and the possible softwares for analysis of digital data or images. The next six chapters are devoted to outlining the various processes and techniques as required to undertake the analysis of digital satellite data in generally. The book has been written with the sole aim to provide a simple understanding to the various concepts of image processing to beginners in this area.
The widespread use of image fusion methods (eg: in military applications, surveillance or medical diagnostics), has increased the need for pertinent performance or quality assessment tools to compare results obtained with different algorithms or to obtain an optimal setting of parameters for a given fusion algorithm. This book discusses principles, different technologies and applications of image fusion.
Scores of examples and problems allow students to hone their skills.
Song lyrics fly across the screen in time to music. A globe spins and zooms into a war-torn country. Money rises from a screen to explain an economic situation. Now, more than ever, we are surrounded by these motion graphics on our TV and cinema screens, on our smartphones, computers, and tablets, on Main Street and in our galleries. Motion Graphics: Principles and Processes from the Ground Up is your introduction to the core principles of the discipline, whether your background or ambitions lie in animation, graphic design, film production, or visual effects. Ian Crook and Peter Beare provide you with a wide understanding of the key concepts and techniques that will help you plan, develop and produce your own creative projects.
This thesis proposes machine learning methods for understanding scenes via behaviour analysis and online anomaly detection in video. The book introduces novel Bayesian topic models for detection of events that are different from typical activities and a novel framework for change point detection for identifying sudden behavioural changes. Behaviour analysis and anomaly detection are key components of intelligent vision systems. Anomaly detection can be considered from two perspectives: abnormal events can be defined as those that violate typical activities or as a sudden change in behaviour. Topic modelling and change-point detection methodologies, respectively, are employed to achieve these objectives. The thesis starts with the development of learning algorithms for a dynamic topic model, which extract topics that represent typical activities of a scene. These typical activities are used in a normality measure in anomaly detection decision-making. The book also proposes a novel anomaly localisation procedure. In the first topic model presented, a number of topics should be specified in advance. A novel dynamic nonparametric hierarchical Dirichlet process topic model is then developed where the number of topics is determined from data. Batch and online inference algorithms are developed. The latter part of the thesis considers behaviour analysis and anomaly detection within the change-point detection methodology. A novel general framework for change-point detection is introduced. Gaussian process time series data is considered. Statistical hypothesis tests are proposed for both offline and online data processing and multiple change point detection are proposed and theoretical properties of the tests are derived. The thesis is accompanied by open-source toolboxes that can be used by researchers and engineers.
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
Blender is a free and open source graphics program for computer modeling and animation incorporating Photorealstic Rendering, Realistic Materials, Character Rigging, Sculpting, UV Unwrapping, Compositing, Simulation, Camera and Object Tracking, Game Creation and Video Editing. The program is comprehensive. The interface is extensive. The creative experience is fantastic. The Complete Guide to Blender Graphics: Computer Modeling and Animation is a unified learning manual for beginners and a reference for advanced users. The manual introduces the basic components of the Blender program with reference to the interface using written instruction in conjunction with illustrations and examples. In this fourth edition of The Complete Guide to Blender Graphics the author has included changes to the program which eventuate as Blender is developed and improved. New subject matter has been added with examples. Key Features: Contents are structured in a building-block fashion, using content covered in early chapters to explain more complex content in later chapters. Describes the basic operations of the interface and the majority of its functions with visual references and practical examples Significantly expands discussion of advanced features providing the reader with a guide to the full potential of the program.
A comprehensive, practical and up-to-date exposition on digital signal processing. Both mathematical and useful, this book uses a rigorous approach to help readers learn the theory and practice of DSP. It discusses practical spectral analysis, including the use of windows for spectral analysis, sinusoidal signal analysis, and the effect of noise. It also covers FIR and IIR filters, including detailed design procedures and MATLAB tools.
Motion graphics -- a digital technique that combines the language of traditional graphic design with the creative visual language of film and animation -- has become a fast growing area within the practice of graphic design. With the function of storytelling, it evokes a strong emotion and creates a connection between the message and the watcher.
Photojournalism Disrupted addresses the unprecedented disruptions in photojournalism over the last decade, with a particular focus on the Australian news media context. Using a mixed methods approach, the book assesses the situation facing press photographers and their employers in the supply of professional imagery for news storytelling. Detailed qualitative case studies looking at special events and crisis reporting complement a longitudinal study of sourcing practices around everyday events. Additionally, interviews with industry professionals offer insights into how news organizations are managing significant structural change. Ultimately, the book argues that photojournalism is being reshaped in line with wider industrial disruptions that have led to the emergence of a highly casualized workforce. As a comprehensive study of contemporary photojournalism practices, Photojournalism Disrupted is ideal for scholars and students internationally, as well as (photo)journalists and media professionals.
Learn the basic principles of modular design, and then put them into action to create sites that are easy to use, look great, and can be adapted within the context of your business needs. With author James Cabrera-one of the thought leaders in the modular-design movement-you'll create a single, scalable project for a sample nameplate site and then adapt that same project to work successfully as a portfolio site, an e-commerce site, and finally as a news/publishing content site. Along the way, you'll learn the scientific approach to devising a sound and scalable design strategy, followed by establishing a basic foundation using various criteria relevant to that type of site. As each chapter progresses, you'll add new concepts appropriate for the project type. Modular web and app design isn't just for so-called "creatives." It's a teachable science with principles that can be replicated in a creative manner. This approach makes the design decision making process for businesses much easier (and easier to live with). And modular design is a powerful tool for software designers to replicate effective successful designs across a spectrum of needs. What You'll Learn Examine the design process in a modular way Adapt your HTML code to create different types of applications Establish your own modular framework for your specific site's goals Design for scale Develop a strong foundation skeleton for design Who This Book Is For User experience designers, user interface designers, information architects, developers with an interest in design, developers who want to create their own design frameworks.
Designed to trick the eye and stimulate the imagination, special effects have changed the way we look at films and the worlds created in them. Computer-generated imagery (CGI), as seen in Hollywood blockbusters like Star Wars, Terminator 2, Jurassic Park, Independence Day, Men in Black, and The Matrix, is just the latest advance in the evolution of special effects. Even as special effects have been marveled at by millions, this is the first investigation of their broader cultural reception. Moving from an exploration of nineteenth-century popular science and magic to the Hollywood science fiction cinema of our time, Special Effects examines the history, advancements, and connoisseurship of special effects, asking what makes certain types of cinematic effects special, why this matters, and for whom. Michele Pierson shows how popular science magazines, genre filmzines, and computer lifestyle magazines have articulated an aesthetic criticism of this emerging art form and have helped shape how these hugely popular on-screen technological wonders have been viewed by moviegoers.
Transform your photographs into stunning works of art with this fully updated, authoritative guide to the all-new Painter 12. Whether you are new to Painter or a seasoned pro wanting to go further with your digital art, Painter 12 for Photographers will show you how to get the most of Corel's powerful painting software. Starting with the basics and moving on to cover brushes, textures, cloning, toning, and other effects, Martin Addison will help you master the techniques needed to transform photographs into beautiful painterly images. Packed with vivid images to illustrate what can be achieved with the right skills and know-how, Painter 12 for Photographers will inspire you to get creative with your photographs.
This text follows the animation production by concentrating on the documentation necessary to accurately and professionally organize each step of the process. Examples of each piece of paperwork needed to complete the project will be shown. Many newcomers to the field are not experienced in the basic processes to organize their project in an orderly manner. The result is a chaotic, inefficient, and incomplete product. Readers are presented with a step-by-step guide to organizing the process by following professional standards in creating needed and useful documentation for all animators, whether creating in cells, stop-motion, experimental, or computer graphic productions. Key Features Provides simplified but intense coverage of animation production. Written to be easily read by newcomers to the field, ranging from students to professionals. Each chapter contains objectives, summaries, examples of forms, key terms, and examples of how professionals use the same techniques. This book provides both students and instructors an easily understandable explanation of the system and the directions on how to prepare documentation.
Visual Sensing and its Applications: Integration of Laser Sensors to Industrial Robots provides comprehensive and up-to-date coverage of research and development on this robotic vision system. A laser-structured light is the main concern in discussions of visual sensing. Also addressed in this book are all components of the robotic vision system and an emphasis on how to increase the accuracy of the system using three levels of calibration. This includes calibration of the vision system (eye calibration), calibration of eye-to-hand configuration and calibration of robot kinematics (hand calibration). With the integration of the laser sensors to industrial robots numerous applications in the field of robotic welding, grinding, machining, inspection, and palletizing are illustrated based on practical engineering projects in order to demonstrate how the visual sensing is performed. The book will serve as a valuable resource for researchers and engineers in the areas of robotics and machine vision.
Dr. Zhongxue Gan is a vice chairman and chief scientist of the ENN Group, China. He serves as a member of the National Energy Expert Consultation Committee of China and member of the National Coal Council of the USA. He is also a co-founder of Intersmart Robotic Systems Co. Ltd., China. He was a research fellow in flexible automation systems at ABB and a founding director of ABB Corporate Research Robot Laboratories, both in the USA and in China. Dr. Qing Tang is a co-founder and CEO of Intersmart Robotic Systems Co. Ltd., China and an adjunct professor in Physics at Sichuan University, China. He was a principle consulting engineer and project manager at the ABB Corporate Research Robot Laboratory in the USA."
Level up your skills with powerful texturing and lighting techniques Advanced Maya Texturing and Lighting, Third Edition leads you through the latest advanced techniques for adding realistic detail to your models. This new edition is up-to-date with the latest Maya texturing, lighting, and rendering features, including an exploration of the Node Editor, new Maya utility nodes and expanded coverage of mental ray shaders, and render settings. The proven tutorials are culled from real-world experience and refined to give you the ultimate in practical skills. You'll learn workflow tips and tricks, the construction of custom shading networks, and the application of time-saving tools that bring your project from concept to reality. The companion website features several gigabytes of Maya scene files, texture bitmaps, and QuickTime movies that support the exercises in the book, giving you everything you need to advance your animation skillset. This book helps you take your rendering skills to the next level with the advanced tools and techniques that take animation from good to great. * Learn the theory behind expert lighting design * Understand shadows, shading components, and texture mapping * Work with node networks, raytracing, and global illumination * Try new approaches to rendering using Maya Software and mental ray If you're ready to take a big step forward and fine-tune your style, Advanced Maya Texturing and Lighting, Third Edition is the practical, hands-on guide you need.
Girls and women as game players and game designers in the new digital landscape of massively multiplayer online games, "second lives," "modding," serious games, and casual games. Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad "booth babes" whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow "modding" (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players. Contributors Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine
This first book in the series is designed to introduce the techniques used in digital filmmaking. It is aimed at anyone who has an interest in telling stories with pictures and sound, and it won't assume any familiarity with equipment or concepts. In addition to the basics of shooting and editing, different story forms will be introduced from documentary and live events through fictional narratives. Each of the topics will be covered in enough depth to allow someone with a camera and a computer to begin creating visual projects they can be proud of. This book is applicable to all novices or as an introduction to digital filmmaking classes. The book should also be a gateway to the series of books designed to impart greater sophistication in all areas of filmmaking. It doesn't assume any familiarity with equipment or concepts on the part of the reader. DVD includes projects and award winning shorts. It includes solutions to projects, Microsoft PP slides for use as a textbook.
This book describes, from a computer science viewpoint the software, methods of simulating and analysing crowds with a particular focus on the effects of panic in emergency situations. The power of modern technology impacts on modern life in multiple ways every day. A variety of scientific models and computational tools have been developed to improve human safety and comfort in built environments. In particular, understanding pedestrian behaviours during egress situations is of considerable importance in such contexts. Moreover, some places are built for large numbers of people (such as train stations and airports and high volume special activities such as sporting events). Simulating Crowds in Egress Scenarios discusses the use of computational crowd simulation to reproduce and evaluate egress performance in specific scenarios. Several case studies are included, evaluating the work and different analyses, and comparisons of simulation data versus data obtained from real-life experiments are given.
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