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This book systematically analyses the latest insights into night vision imaging processing and perceptual understanding as well as related theories and methods. The algorithm model and hardware system provided can be used as the reference basis for the general design, algorithm design and hardware design of photoelectric systems. Focusing on the differences in the imaging environment, target characteristics, and imaging methods, this book discusses multi-spectral and video data, and investigates a variety of information mining and perceptual understanding algorithms. It also assesses different processing methods for multiple types of scenes and targets.Taking into account the needs of scientists and technicians engaged in night vision optoelectronic imaging detection research, the book incorporates the latest international technical methods. The content fully reflects the technical significance and dynamics of the new field of night vision. The eight chapters cover topics including multispectral imaging, Hadamard transform spectrometry; dimensionality reduction, data mining, data analysis, feature classification, feature learning; computer vision, image understanding, target recognition, object detection and colorization algorithms, which reflect the main areas of research in artificial intelligence in night vision. The book enables readers to grasp the novelty and practicality of the field and to develop their ability to connect theory with real-world applications. It also provides the necessary foundation to allow them to conduct research in the field and adapt to new technological developments in the future.
Adobe Photoshop Lightroom Classic CC is one of the most powerful tools a digital photographer has in their toolset, offering powerful editing features in streamlined interface that lets photographers import, sort, and organize images. In this completely updated bestseller, author Martin Evening describes Lightroom Classic CC features in detail, covering library organization, develop image processing, output modules, and an introduction to the features in the new Adobe Photoshop Lightroom CC across desktop, web, and mobile. As an established commercial and landscape photographer, Martin knows first-hand what photographers need for an efficient work flow. He has been working with Lightroom from the beginning, and as a result, knows the software inside and out. In this book, he'll teach you how to: Work efficiently with images shot in raw or non-raw formats Import photographs with ease and sort them according to your workflow Create and manage a personal image and video library Integrate Lightroom with Adobe Photoshop Prepare images for print, slideshows, or to create a book Make the most of new features, such as the ability to migrate and sync photos via the cloud Photographers will find Lightroom Classic CC--and Th e Adobe Photoshop Lightroom Classic CC Book--indispensable tools in their digital darkrooms.
The two-volume set LNCS 9242 + 9243 constitutes the proceedings of the 5th International Conference on Intelligence Science and Big Data Engineering, IScIDE 2015, held in Suzhou, China, in June 2015. The total of 126 papers presented in the proceedings was carefully reviewed and selected from 416 submissions. They deal with big data, neural networks, image processing, computer vision, pattern recognition and graphics, object detection, dimensionality reduction and manifold learning, unsupervised learning and clustering, anomaly detection, semi-supervised learning.
3D Animation for the Raw Beginner Using Autodesk Maya is a hands-on academic textbook as well as a do-it-yourself training manual for the individual animator. This second edition has been completely rewritten to take into account updates to Autodesk Maya, including Autodesk's renderer, Arnold. It contains entirely new examples and tutorial lessons. All 612 images are in full color. The book directs the reader to the parts of Maya that must be mastered in order to create complete 3D projects, and thus it simplifies the process of taking on Maya's vast and intricate interface, while giving the reader a firm foundation on which to build future knowledge of Maya. It also presents brief examples of other popular 3D applications and rendering engines. This principles-based, yet pragmatic book: Introduces the basic steps of the 3D modeling, materials, animation, lighting, and rendering processes. Presents clear and concise tutorials that link key concepts to practical techniques. Includes access to a webpage for the book: https://buzzking.com/AnimationTextbook/AnimationTextbook.html. On this webpage are videos that cover many of the lessons in the book, as well as video tutorials that present bonus material not included in the book. Frees instructors from the painstaking task of developing step-by-step examples to present Maya's complex interface and basic capabilities. Boasts an easy-to-follow, tutorial-based learning style ideal for individual study by aspiring animators and do-it yourselfers. Roger "Buzz" King is a Professor Emeritus at the University of Colorado at Boulder, where he teaches 3D Animation for the Computer Science Department and the Alliance for Technology, Learning, and Society (ATLAS), an institute dedicated to the application of technology to the arts. Buzz is an independent 3D animator who serves on the board of directors of a 3D animation startup. Buzz has a B.A. in Mathematics from Occidental College, an M.S. and Ph.D. in Computer Science from the University of Southern California, and an M.Div. from the Iliff School of Theology. Key Features Introduces critical aspects of the 3D animation process Presents clear and concise tutorials that link key concepts to practical techniques Includes access to a dedicated Web site, http://3dbybuzz.com, featuring useful videos, lessons, and updates Frees instructors from developing step-by-step examples to present Maya's complex interface and basic Boasts an easy-to-follow, hands-on learning style ideal for individual study by aspiring animators and do-ityourselfers
This book constitutes the refereed proceedings of the 33rd Symposium of the German Association for Pattern Recognition, DAGM 2011, held in Frankfurt/Main, Germany, in August/September 2011. The 20 revised full papers and 22 revised poster papers were carefully reviewed and selected from 98 submissions. The papers are organized in topical sections on object recognition, adverse vision conditions challenge, shape and matching, segmentation and early vision, robot vision, machine learning, and motion. The volume also includes the young researcher's forum, a section where a carefully jury-selected ensemble of young researchers present their Master thesis work.
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.
This book constitutes the refereed proceedings of the 10th International Workshop on Augmented Environments for Computer-Assisted Interventions, held in conjunction with MICCAI 2015, in Munich, Germany in October 2015. The 15 revised full papers presented were carefully reviewed and selected from 21 submissions. The objective of the AE-CAI workshop was to attract scientific contributions that offer solutions to the technical problems in the area of augmented and virtual environments for computer-assisted interventions, and to provide a venue for dissemination of papers describing both complete systems and clinical applications.
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 24 papers presented in this 11th issue were organized in four parts dealing with: object reconstruction and management; graphics; VR/AR; and applications.
This book contains the refereed proceedings of the 10th
International Symposium on Mathematical Morphology, ISMM 2011 held
in Verbania-Intra, Italy in July 2011. It is a collection of 39
revised full papers, from which 27 were selected for oral and 12
for poster presentation, from a total of 49 submissions. Moreover,
the book features two invited contributions in the fields of remote
sensing, image analysis and scientific visualization. The papers
are organized in thematic sections on theory, lattices and order,
connectivity, image analysis, processing and segmentation, adaptive
morphology, algorithms, remote sensing, visualization, and
This book constitutes the refereed proceedings of the Third International Conference on Digital Human Modeling, ICDHM 2011, held in Orlando, FL, USA in July 2011. The 58 revised papers presented were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the thematic area of anthropometry applications, posture and motion modeling, digital human modeling and design, cognitive modeling, and driver modeling.
Part of the highly successful Shelly Cashman series, ADOBE (R) PHOTOSHOP (R) CREATIVE CLOUD: COMPREHENSIVE follows the proven Shelly Cashman step-by-step, screen-by-screen approach to learning the Photoshop Creative Cloud software.
Well-designed graphics are frequently the best way to understand data sets and to communicate results. Gnuplot, the most popular open-source tool to plot and visualize data, has long been the preferred choice for scientists and data analysts for creating publication-quality graphs. The latest version, gnuplot 5, adds further capabilities, including new plot types, improved text and color handling, and support for interactive, web-based display formats. Although gnuplot includes comprehensive reference documentation, it can be difficult to fully master this tool. Gnuplot in Action, Second Edition is a major revision of this popular and authoritative guide for developers, engineers, and scientists who want to learn and use gnuplot effectively. The book starts with a tutorial introduction for readers new to gnuplot. Next it provides a systematic overview of gnuplot's core features, and full coverage of gnuplot's advanced capabilities, such as 3D graphics and false-color plots. Experienced readers will appreciate the discussion of gnuplot's new features for working with color and customized plotting styles, as well as the hints for improved workflow and user configurations. The book concludes with chapters on graphical effects and general techniques for understanding data with graphs.
In the opening chapter of Gesture Recognition: Performance, Applications and Features, the authors discuss gesture recognition and its role in the developing world of technology. The possibility of implementing a gesture detection application that works with people with special needs is examined, such as recognition of sign language for the hearing-impaired. Following this, the authors present their approach for face detection and tracking, user identification, facial feature extraction and head pose estimation as the low-level representation of facial gesture atomics. Additionally, an approach for a movement-based facial gestures recognition is presented, with results demonstrated through practical approaches. A later work explores spectral features from algebraic graph theory in static hand gesture recognition. Specifically, we apply a technique that uses the elements of the spectral matrix of the Laplacian to construct symmetric polynomials that are permutation invariants. The values of these polynomials can be used as graph features in a statistical learning pipeline that has the ability of distinguishing between distinct graphs and can reveal graph clusters. In the closing study, the authors developed two algorithms for the detection of pointing gestures and one approach for waving on this technological base and studied their functionality. The goal was to determine whether a combination of both strategies improves and stabilizes detection rates.
This book constitutes the proceedings of the 6th International Conference on Functional Imaging and Modeling of the Heart, held in New York City, NY, USA in May 2011. The 24 revised full papers presented together with 29 revised poster papers were carefully reviewed and selected from about 120 initial submissions. The contributions feature current research and development efforts in the fields of cardiovascular modeling, physiology, and image-based analysis, at a range of scales and imaging methods. Topics addresses are such as imaging, signal and image processing, applied mathematics, biomedical engineering and computer science; biologically oriented fields such as cardiac physiology and biology; as well as clinical issues such as cardiology, radiology and surgery, with a common interest in the heart.
This book constitutes the refereed proceedings of the International Conference on the Applications of Evolutionary Computation, EvoApplications 2011, held in Torino, Italy, in April 2011 colocated with the Evo* 2011 events. Thanks to the large number of submissions received, the proceedings for EvoApplications 2011 are divided across two volumes (LNCS 6624 and 6625). The present volume contains contributions for EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC. The 36 revised full papers presented were carefully reviewed and selected from numerous submissions. This volume presents an overview about the latest research in EC. Areas where evolutionary computation techniques have been applied range from telecommunication networks to complex systems, finance and economics, games, image analysis, evolutionary music and art, parameter optimization, scheduling, and logistics. These papers may provide guidelines to help new researchers tackling their own problem using EC.
This book constitutes the refereed proceedings of the 16th Annual Conference on Towards Autonomous Robotics, TAROS 2015, held in Liverpool UK, in September 2015. The 16 revised full papers presented together with 18 short papers were carefully reviewed and selected from 59 submissions. The overall program covers various aspects of robotics, including navigation, planning, sensing and perception, flying and swarm robots, ethics, humanoid robotics, human-robot interaction, and social robotics.
WHY YOU NEED CONFIDENCE ON CAMERA...Video has become the fastest growing marketing tool of our age. Whether for business or personal promotion, smartphones and webcams now enable anyone to connect face-to-face across the world. But how well do you present on screen? It's time to overcome your fears, learn what works for you, what not to do and get your message across with Confidence, Credibility and Charisma. Whether you are the expert in your field, the face of your team or attending an online interview, you need to be `real' for your viewer. Now you can learn how. Confidence on Camera is the ultimate guide for you the online presenter. Plan, present and project your power on any size screen.
Develop AI-powered apps and games for HoloLens and mixed reality headsets This is a complete guide to programming AI-powered mixed reality apps with the Windows Mixed Reality platform. Step by step, Dawid Borycki guides you through every type of mixed reality development, from simple 2D to cutting-edge apps for Microsoft HoloLens and immersive headsets. First, you'll learn to write UWP 2D apps that adapt for any Windows 10 device, transfer camera images to machine learning services, and use mobile sensor readings to control headset content. Then, building on these skills, you'll master every facet of building cross-platform 3D apps that link augmented reality content to real objects. Advanced Microsoft technology expert Dawid Borycki shows how to: Set up a mixed reality development environment with all the tools you'll need, including HoloLens and Mixed Reality simulators Write Universal Windows 2D apps for all Windows 10 devices, and adjust their views and capabilities to specific hardware Render media streams, acquire video from world-facing cameras, and detect human faces in those images Generate descriptions of what the user sees, and present them via text or speech Build AI-powered voice-controlled apps with Microsoft Cognitive Services (MCS) Master core concepts and techniques for building 3D mixed reality apps with Unity Format 3D objects with materials to create holograms Add interactions to holograms based on user input Integrate HoloLens capabilities, including air gestures, spatial sound, and mapping
Do you find yourself wondering what the fuss is about a delta 3D printer? Perhaps you've decided to buy one but all of your 3D printing friends are busily perfecting their Cartesian printers. Maybe you find yourself stymied by the fact that your delta printer has very different needs for setup, configuration, calibration, and maintenance than Cartesian printers. 3D Printing with Delta Printers contains detailed descriptions of the innovative delta design including unique hardware, software, and maintenance requirements. The book also covers tips for building your own delta printer as well as examples of common enhancements. This book will enable you to build, configure, and enhance your delta printer. The topics covered will reveal the often-mysterious nuances of the delta design that will enable your printer to compete with the best of what your 3D printer friends can build.
The two volume set LNCS 6443 and LNCS 6444 constitutes the proceedings of the 17th International Conference on Neural Information Processing, ICONIP 2010, held in Sydney, Australia, in November 2010. The 146 regular session papers presented were carefully reviewed and selected from 470 submissions. The papers of part I are organized in topical sections on neurodynamics, computational neuroscience and cognitive science, data and text processing, adaptive algorithms, bio-inspired algorithms, and hierarchical methods. The second volume is structured in topical sections on brain computer interface, kernel methods, computational advance in bioinformatics, self-organizing maps and their applications, machine learning applications to image analysis, and applications.
This book constitutes the refereed proceedings of the 10th Chinese Conference on Advances in Image and Graphics Technologies, IGTA 2015, held in Beijing, China, in June 2015. The 50 papers presented were carefully reviewed and selected from 138 submissions. They provide a forum for sharing new aspects of the progresses in the areas of image processing technology, image analysis und understanding, computer vision and pattern recognition, big data mining, computer graphics and VR, image technology application.
The three volume set LNCS 6453, LNCS 6454, and LNCS 6455 constitutes the refereed proceedings of the 6th International Symposium on Visual Computing, ISVC 2010, held in Las Vegas, NV, USA, in November/December 2010. The 93 revised full papers and 73 poster papers presented together with 44 full and 6 poster papers of 7 special tracks were carefully reviewed and selected from more than 300 submissions. The papers of part I (LNCS 6453) are organized in computational bioimaging, computer graphics, behavior detection and modeling, low-level color image processing, feature extraction and matching, visualization, motion and tracking, unconstrained biometrics: advances and trends, 3D mapping, modeling and surface reconstruction, and virtual reality. Part II (LNCS 6454) comprises topics such as calibration, pose estimation, and reconstruction, segmentation, stereo, registration, medical imaging, low cost virtual reality: expanding horizons, best practices in teaching visual computing, applications, and video analysis and event recognition. Part III (LNCS 6455) mainly contains papers of the poster session and concludes with contributions addressing visualization, as well as motion and tracking.
This is the missing X Window book. While others have shown what the X Window system has available, this book shows how to convert this potential into working tools to fulfil your visualisation needs. It is of the show-me class of books. The majority of the book covers Xlib, although a short coverage of Xcb is also given. Included are: . The relationship between Xlib and the X Window protocol; . All the basic Xlib topics are covered; . Complete working programs with their results; . Exercises to reinforce the material just covered. A 9 part partition to building a complete X program is used throughout. This partitioning fosters the inclusion of all code necessary. All programs are written in C and are one to four pages in length. Open source programs with the occasional Postscript script are shown to provide support as needed. Throughout the examples consideration is given to using colour. The examples produce simple results with the aim of providing building blocks for application oriented codes. The book is directed at graduate students and researchers who create computer code to visualise their data.
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.
The book encompasses the state-of-the-art visual quality assessment (VQA) and learning based visual quality assessment (LB-VQA) by providing a comprehensive overview of the existing relevant methods. It delivers the readers the basic knowledge, systematic overview and new development of VQA. It also encompasses the preliminary knowledge of Machine Learning (ML) to VQA tasks and newly developed ML techniques for the purpose. Hence, firstly, it is particularly helpful to the beginner-readers (including research students) to enter into VQA field in general and LB-VQA one in particular. Secondly, new development in VQA and LB-VQA particularly are detailed in this book, which will give peer researchers and engineers new insights in VQA.
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