Graphics programming Books

97 products


  • Springer Distributed Video Sensor Networks

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £123.49

  • Springer Rotation Transforms for Computer Graphics

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £54.99

  • Beginning WebGL for HTML5 Experts Voice in Web Development

    Apress Beginning WebGL for HTML5 Experts Voice in Web Development

    15 in stock

    Book SynopsisBeginning WebGL for HTML5 gets you rapidly up to speed with WebGL, a powerful new graphics language within the browser. Quickly get up to speed with WebGL Render realistic scenes Work faster with frameworks Improve rendering performance Table of Contents Setting The Scene Shaders 101 Textures and Lighting Increasing Realism Physics Fractals, Height Maps, and Particle Systems Three.js Framework Productivity Tools Debugging and Performance Effects, Tips and Tricks Afterword: The Future of WebGL Appendix A: Essential HTML5 and JavaScript Appendix B: Graphics Refresher Appendix C: WebGL Spec. Odds and Ends Appendix D: Additional Resources

    15 in stock

    £40.49

  • An Introduction to Computer Graphics for Artists

    Springer An Introduction to Computer Graphics for Artists

    15 in stock

    Book SynopsisPreface.- Acknowledgements.- List of Figures.- List of Tables.- Introduction.- CG Basics.- Observation Skills.- Measurements.- Modeling 1: Polygons.- Resolution.- Optimization.- Validation.- Texture Coordinates (UVs).- Shaders and Texturing.- Rendering.- Animation.- Modeling 2: NURBS.- Modeling 3: Advanced.- Industry Standards.- Appendix.- Glossary.- Index.Trade ReviewFrom the reviews of the second edition:“This book presents basic CG topics in a novel, skill-related way that better reflects real-world, entertainment-related industry expectations and standards. … this attractive full-color book is an excellent resource for study topics and curricula. I recommend it to professionals in the entertainment industry … and to any other readers interested in state-of-the-art innovations and improvements and new modeling technologies as applied to artistic design.” (Athanasios D. Styliadis, Computing Reviews, November, 2013)Table of ContentsPreface.- Acknowledgements.- List of Figures.- List of Tables.- Introduction.- CG Basics.- Observation Skills.- Measurements.- Modeling 1: Polygons.- Resolution.- Optimization.- Validation.- Texture Coordinates (UVs).- Shaders and Texturing.- Rendering.- Animation.- Modeling 2: NURBS.- Modeling 3: Advanced.- Industry Standards.- Appendix.- Glossary.- Index.

    15 in stock

    £62.99

  • Beginning Pixlr Editor

    Apress Beginning Pixlr Editor

    15 in stock

    Book SynopsisPixlr Editor is a great program, but there has been a lack of coherent documentation. This book is a comprehensive guide for the beginner and for art or photography instructors and schools that can't afford to subscribe to an online editor. Pixlr Editor is a free, web-based image editing solution that work on virtually any computer platform.Table of ContentsPart I Getting to Know Pixlr Editor.- Chapter 1: An Overview of the Pixlr Workspace.- Chapter 2: Pixlr Editor Tools.- Chapter 3: The Pixlr Editor Menu Bar.- Part II Working With Images.- Chapter 4: Composing Images.- Chapter 5: Improving Image Tonality.- Chapter 6: Color Adjustments.- Chapter 7: Photo Touch-up and Repair.- Chapter 8: Removing Objects and Replacing Backgrounds.- Chapter 9: Using Adjustments and Filters.- Chapter 10 title: Using the Drawing and Type Tools.- Appendix: Additional Resources.

    15 in stock

    £29.99

  • Mastering Graphics Programming with Vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques

    Packt Publishing Limited Mastering Graphics Programming with Vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques

    15 in stock

    Book SynopsisDevelop a rendering framework by implementing next-generation 3D graphics, leveraging advanced Vulkan features, and getting familiar with efficient real-time ray tracing techniques uncovered by leading industry experts Key Features Develop high-performance rendering techniques in Vulkan Automate some of the more tedious aspects like pipeline layouts and resource barriers Understand how to take advantage of mesh shaders and ray tracing Book DescriptionVulkan is now an established and flexible multi-platform graphics API. It has been adopted in many industries, including game development, medical imaging, movie productions, and media playback. Learning Vulkan is a foundational step to understanding how a modern graphics API works, both on desktop and mobile. In Mastering Graphics Programming with Vulkan, you’ll begin by developing the foundations of a rendering framework. You’ll learn how to leverage advanced Vulkan features to write a modern rendering engine. The chapters will cover how to automate resource binding and dependencies. You’ll then take advantage of GPU-driven rendering to scale the size of your scenes and finally, you’ll get familiar with ray tracing techniques that will improve the visual quality of your rendered image. By the end of this book, you’ll have a thorough understanding of the inner workings of a modern rendering engine and the graphics techniques employed to achieve state-of-the-art results. The framework developed in this book will be the starting point for all your future experiments.What you will learn Understand resources management and modern bindless techniques Get comfortable with how a frame graph works and know its advantages Explore how to render efficiently with many light sources Discover how to integrate variable rate shading Understand the benefits and limitations of temporal anti-aliasing Get to grips with how GPU-driven rendering works Explore and leverage ray tracing to improve render quality Who this book is forThis book is for professional graphics and game developers who want to gain in-depth knowledge about how to write a modern and performant rendering engine in Vulkan. Familiarity with basic concepts of graphics programming (i.e. matrices, vectors, etc.) and fundamental knowledge of Vulkan are required.Table of ContentsTable of Contents Introducing the Raptor Engine and Hydra Improving Resources Management Unlocking Multi-Threading Implementing a Frame Graph Unlocking Async Compute GPU-Driven Rendering Rendering Many Lights with Clustered Deferred Rendering Adding Shadows Using Mesh Shaders Implementing Variable Rate Shading Adding Volumetric Fog Temporal Anti-Aliasing Getting Started with Ray Tracing Revisiting Shadows with Ray Tracing Adding Dynamic Diffuse Global Illumination with Ray Tracing Adding Reflections with Ray Tracing

    15 in stock

    £39.33

  • Computer Graphics and Imaging

    IntechOpen Computer Graphics and Imaging

    15 in stock

    Book SynopsisComputer graphics development is so quick that it has expanded from devices designed for military and top industrial applications to equipment for schools and households as common information media for education and entertainment. Computer graphics helps to mass expand computers and remove the barriers that ordinary people experience when working with them. In this book, modern approaches, procedures, algorithms, as well as devices in the area of light and colors, shading and lighting, realistic and photorealistic imaging, definition of graphical scenes or objects, and security based on graphical objects are presented. Graphical transformations and projections, spatial imaging, curves and surfaces, filling and texturing, image filtering, and virtual reality are also covered.

    15 in stock

    £113.05

  • Geometric Algebra for Computer Graphics

    Springer London Ltd Geometric Algebra for Computer Graphics

    15 in stock

    Book SynopsisGeometric algebra (a Clifford Algebra) has been applied to different branches of physics for a long time but is now being adopted by the computer graphics community and is providing exciting new ways of solving 3D geometric problems. The author tackles this complex subject with inimitable style, and provides an accessible and very readable introduction. The book is filled with lots of clear examples and is very well illustrated. Introductory chapters look at algebraic axioms, vector algebra and geometric conventions and the book closes with a chapter on how the algebra is applied to computer graphics.Table of ContentsElementary Algebra.- Complex Algebra.- Vector Algebra.- Quaternion Algebra.- Geometric Conventions.- Geometric Algebra.- The Geometric Product.- Reflections and Rotations.- Geometric Algebra and Geometry.- Conformal Geometry.- Applications of Geometric Algebra.- Programming Tools for Geometric Algebra.- Conclusion.

    15 in stock

    £45.00

  • Treewidth, Kernels, and Algorithms: Essays Dedicated to Hans L. Bodlaender on the Occasion of His 60th Birthday

    Springer Nature Switzerland AG Treewidth, Kernels, and Algorithms: Essays Dedicated to Hans L. Bodlaender on the Occasion of His 60th Birthday

    15 in stock

    Book SynopsisThis Festschrift was published in honor of Hans L. Bodlaender on the occasion of his 60th birthday. The 14 full and 5 short contributions included in this volume show the many transformative discoveries made by H.L. Bodlaender in the areas of graph algorithms, parameterized complexity, kernelization and combinatorial games. The papers are written by his former Ph.D. students and colleagues as well as by his former Ph.D. advisor, Jan van Leeuwen.Chapter “Crossing Paths with Hans Bodlaender: A Personal View on Cross-Composition for Sparsification Lower Bounds” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.Table of ContentsSeeing Arboretum for the (partial k) Trees.- Collaborating With Hans: Some Remaining Wonderments.- Hans Bodlaender and the Theory of Kernelization Lower Bounds.- Algorithms, Complexity, and Hans.- Lower Bounds for Dominating Set in Ball Graphs and for Weighted Dominating Set in Unit-Ball Graphs.- As Time Goes By: Reflections on Treewidth for Temporal Graphs.- Possible and Impossible Attempts to Solve the Treewidth Problem via ILPs.- Crossing Paths with Hans Bodlaender: A Personal View on Cross-Composition for Sparsification Lower Bounds.- Efficient Graph Minors Theory and Parameterized Algorithms for (Planar) Disjoint Paths.- Four shorts stories on surprising algorithmic uses of treewidth.- Algorithms for NP-Hard Problems via Rank-related Parameters of Matrices.- A Survey on Spanning Tree Congestion.- Surprising Applications of Treewidth Bounds for Planar Graphs.- Computing tree decompositions.- Experimental analysis of treewidth.- A Retrospective on (Meta) Kernelization.- Games, Puzzles and Treewidth.- Fast Algorithms for Join Operations on Tree Decompositions.

    15 in stock

    £54.99

  • Algorithms  and Complexity: 12th International Conference, CIAC 2021, Virtual Event, May 10–12, 2021, Proceedings

    Springer Nature Switzerland AG Algorithms and Complexity: 12th International Conference, CIAC 2021, Virtual Event, May 10–12, 2021, Proceedings

    15 in stock

    Book SynopsisThis book constitutes the refereed conference proceedings of the 12th International Conference on Algorithms and Complexity, CIAC 2019, held as a virtual event, in May 2021. The 28 full papers presented together with one invited lecture and 2 two abstracts of invited lectures were carefully reviewed and selected from 78 submissions. The International Conference on Algorithms and Complexity is intended to provide a forum for researchers working in all aspects of computational complexity and the use, design, analysis and experimentation of efficient algorithms and data structures. The papers present original research in the theory and applications of algorithms and computational complexity.Due to the Corona pandemic the conference was held virtually.Table of ContentsAbundant Extensions.- Three Problems on Well-Partitioned Chordal Graphs.- Distributed Distance-r Covering Problems on Sparse High-Girth Graphs.- Reconfiguration of Connected Graph Partitions via Recombination.- Algorithms for Energy Conservation in Heterogeneous Data Centers.- On Vertex-Weighted Graph Realizations.- On the Role of 3's for the 1-2-3 Conjecture.- Upper Tail Analysis of Bucket Sort and Random Tries.- Throughput Scheduling with Equal Additive Laxity.- Fragile Complexity of Adaptive Algorithms.- FPT and Kernelization Algorithms for the Induced Tree Problem.- A Tight Lower Bound for Edge-Disjoint Paths on Planar DAGs.- Upper Dominating Set: Tight Algorithms for Pathwidth and Sub-Exponential Approximation.- A Multistage View on 2-Satisfiability.- The Weisfeiler-Leman Algorithm and Recognition of Graph Properties.- The Parameterized Suffix Tray.- Exploring the Gap Between Treedepth and Vertex Cover Through Vertex Integrity.- Covering a Set of Line Segments with a Few Squares.- Circumventing Connectivity for Kernelization.- Online and Approximate Network Construction from Bounded Connectivity Constraints.- Globally Rigid Augmentation of Minimally Rigid Graphs in \(R^2\).- Extending Partial Representations of Rectangular Duals with Given Contact Orientations.- Can Local Optimality be Used for Efficient Data Reduction.- Colouring Graphs of Bounded Diameter in the Absence of Small Cycles.- Online Two-Dimensional Vector Packing with Advice.- Temporal Matching on Geometric Graph Data.

    15 in stock

    £64.99

  • Springer International Publishing AG Algorithms and Complexity

    Out of stock

    Out of stock

    £66.49

  • Springer Discrete and Computational Geometry Graphs and Games

    15 in stock

    Book SynopsisMemorial for Mari-Jo P. Ruiz ---A Colleague and Friend in Art and Math.- Mari-Jo P. Ruiz: Mathematician, Mentor, Leader.- Mari-Jo P. Ruiz and Graph Theory.- This Game Is Not Going To Analyze Itself.- Unveil the secret hidden in the Haberdasher's puzzle -Survey on Reversibility.- Multipartite Ramsey Numbers of Double Stars.- Counting $2$-factors of $4$-regular bipartite graphs is $#P$-complete.- The Two-Squirrel Problem and Its Relatives.- A Subquadratic Time Algorithm for the Weighted k-Center Problem on Cactus Graphs.- Complexity of Solo Chess with Unlimited Moves.- Stars in Forbidden Triples Generating a Finite Set of 4-connected Graphs.- Geodesic Paths Passing Through All Faces on A Polyhedron.- Partitions of complete twisted graphs into plane spanning trees.- The Edge-Intersection Graph of Induced Paths in a Graph.- All Paths Lead to Rome.- Numerically balanced dice on convex isohedra.- Nonrealizable Planar and Spherical Occlusion Diagrams.- Maximum numbers of rigid faces and edges in continuous flattening of regular polyhedra.- Find Routes on a Doughnut.- Previous Player's Positions in Impartial Three-Dimensional Chocolate-Bar Games with Constrained Chocolate Size.- Algorithms for Burning Schedule Reconfiguration Problem on Path Forests.- Continuous Folding of the Surface of a Hypercube onto one of its Facets.- Weights of Convex Quadrilaterals and Empty Triangles in Weighted Point Sets.- New Formulation for Coloring Circle Graphs.- On the Computational Complexity of Pushing Machine.

    15 in stock

    £75.99

  • Springer-Verlag GmbH Exploring Data Visualization Accessibility

    Out of stock

    Out of stock

    £170.99

  • Fundamental Algorithms for Computer Graphics: NATO Advanced Study Institute directed by J.E. Bresenham, R.A. Earnshaw, M.L.V. Pitteway

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Fundamental Algorithms for Computer Graphics: NATO Advanced Study Institute directed by J.E. Bresenham, R.A. Earnshaw, M.L.V. Pitteway

    15 in stock

    Book SynopsisAlgorithms provide the basic foundation for all computational processes. This volume presents algorithms at the foundational level and also at the various levels between this level and the user application. Some of these algorithms are classical and have become well established in the field. This material is therefore a rich source of information and is still relevant and up to date. The basic primitives of computer graphics have remained unchanged: lines, circles, conics, curves and characters. This volume contains reference material in all these areas. The higher levelsof contouring and surface drawing are also well covered. Developments in hardware architectures have continued since the first printing, but the basic principles of hardware/software trade-offs remain valid. This reprint is being published as a Study Edition to make the material more accessible to students and researchers in the field of computer graphics andits applications. The continuing popularity of the original book demonstrates the value and timeliness of its contents.Table of ContentsSection 1. Line and Area Algorithms.- Invited Papers.- “Theoretical and Linguistic Methods for Describing Straight Lines”.- “Run Length Slice Algorithm for Incremental Lines”.- “The Relationship between Euclid’s Algorithm and Run-Length Encoding”.- “Antialiasing in Practice”.- Submitted Papers.- “An Application of Euclid’s Algorithm to Drawing Straight Lines”.- “The Accuracy of the Digital Representation of a Straight Line”.- “Experience in Practical Implementation of Boundary-Defined Area Fill”.- “The Implementation of Fill Area for GKS”.- “A Simple Algorithm for Determining whether a Point Resides within an Arbitrarily Shaped Polygon”.- Section 2. Arcs, Circles and Conics.- Invited Papers.- “Algorithms for Circular Arc Generation”.- “Algorithms of Conic Generation”.- Submitted Papers.- “A High-Precision Digital Differential Analyzer for Circle Generation”.- “An Ellipse-Drawing Algorithm for Raster Displays”.- “An Algorithm for Determining the Draw Start Point of a Hyperbola given the System Direction of Draw and the Coordinates of the Video Window”.- Section 3. Curves and Curve Drawing.- Invited Papers.- “A Review of Curve Drawing Algorithms”.- “Methods for Drawing Curves”.- Submitted Paper.- “Generation of ?-Spline Curves using a Recurrence Relation”.- Section 4. Character Generation and Display.- Invited Papers.- “Character Generation and Display”.- “Font Information and Device-Independent Output”.- Section 5. Contouring and Surface Drawing.- Invited Papers.- “Contouring — the State of the Art”.- “A Review of Geostatistical Techniques for Contouring”.- “Algorithms for Three-Dimensional Interpolation between Planar Slices”.- Submitted Papers.- “GENSURF: A System for General Surface Definition and Manipulation”.- “An Interesting Modification to the Bresenham Algorithm for Hidden-Line Solution”.- “Efficient Hidden Line Removal for Surface Plots Utilising Raster Graphics”.- Section 6. Hardware Architectures and Algorithms.- Invited papers.- “Graphics Software Standards and their Evolution with Hardware Algorithms”.- “Hardware Enhancements for Raster Graphics”.- “Systolic Array Architectures for High Performance CAD/CAM Workstations”.- “Parallel Architectures for High Performance Graphics Systems”.- Section 7. Computational Geometry and CAD.- Invited Paper.- “Computational Geometry in Practice”.- Submitted Papers.- “An Algorithm for Direct Display of CSG Objects by Spatial Subdivision”.- “Computational Geometry and Prolog”.- “Subdivision Techniques for Processing Geometric Objects”.- Section 8. Theoretical Aspects and Models.- Invited Papers.- “Random Fractal Forgeries”.- “The Algebra of Algorithms”.- “Theoretical Considerations in Algorithm Design”.- “Technology for the Protection of Graphics Algorithms”.- “Spatial Concepts in 3D”.- Submitted Papers.- “Shortest Paths in 3-Space, Voronoi Diagrams with Barriers, and Related Complexity and Algebraic Issues”.- “Geometric Data Structures for Computer Graphics”.- “A Model for Raster Graphics Language Primitives”.- “Theoretical Framework for Shape Representation and Analysis”.- Section 9. Human-Computer Interface Issues.- Invited Papers.- “Aspects of Human Machine Interface”.- “Visual Perception and Computer Graphics”.- Section 10. Computer Animation.- Invited Paper.- “Object and Movement Description Techniques for Animation — An Informal Review”.- Scientific Organising Committee.- Lecturers.- Participants.

    15 in stock

    £44.99

  • Curves and Surfaces in Computer Aided Geometric Design

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Curves and Surfaces in Computer Aided Geometric Design

    15 in stock

    Book SynopsisThIS IS an English verSIOn of the book m two volumes, entitled "KeiJo Shon Kogaku (1), (2)" (Nikkan Kogyo Shinbun Co.) written in Japanese. The purpose of the book is a umfied and systematic exposition of the wealth of research results m the field of mathematical representation of curves and surfaces for computer aided geometric design that have appeared in the last thirty years. The material for the book started hfe as a set of notes for computer aided geometnc design courses which I had at the graduate schools of both computer SCIence, the umversity of Utah m U.S.A. and Kyushu Institute of Design in Japan. The book has been used extensively as a standard text book of curves and surfaces for students, practtcal engmeers and researchers. With the aim of systematic expositIOn, the author has arranged the book in 8 chapters: Chapter 0: The sIgmficance of mathemattcal representations of curves and surfaces is explained and histoncal research developments in this field are revIewed. Chapter 1: BasIc mathematical theones of curves and surfaces are reviewed and summanzed. Chapter 2: A classical mterpolation method, the Lagrange interpolation, is discussed. Although its use is uncommon in practice, this chapter is helpful in understanding Chaps. 4 and 6. Chapter 3: This chapter dIscusses the Coons surface in detail, which is one of the most important contributions in this field. Chapter 4: The fundamentals of spline functions, spline curves and surfaces are discussed in some detail.Table of Contents0. Mathematical Description of Shape Information.- 0.1 Description and Transmission of Shape Information.- 0.2 Processing and Analysis of Shapes.- 0.3 Mathematical Description of Free Form Shapes.- 0.4 The Development of Mathematical Descriptions of Free Form Curves and Surfaces.- References.- 1. Basic Theory of Curves and Surfaces.- 1.1 General.- 1.1.1 Properties of Object Shapes and Their Mathematical Representation.- 1.1.2 Design and Mathematical Representations.- 1.1.3 Invariance of a Shape Under Coordinate Transformation.- 1.2 Curve Theory.- 1.2.1 Parametric Representation of Curves; Tangent Lines and Osculating Planes.- 1.2.2 Curvature and Torsion.- 1.2.3 Frenet Frames and the Frenet-Serret Equations.- 1.2.4 Calculation of a Point on a Curve.- 1.2.5 Connection of Curve Segments.- 1.2.6 Parameter Transformation.- 1.2.7 Partitioning of a Curve Segment.- 1.2.8 Parametric Cubic Curves.- 1.2.9 Length and Area of a Curve.- 1.2.10 Intersection of a Curve with a Plane.- 1.2.11 Intersection of Two Curves.- 1.3 Theory of Surfaces.- 1.3.1 Parametric Representation of Surfaces.- 1.3.2 The First Fundamental Matrix of a Surface.- 1.3.3 Determining Conditions for a Tangent Vector to a Curve on a Surface.- 1.3.4 Curvature of a Surface.- 1.3.5 Calculation of a Point on a Surface.- 1.3.6 Subdivision of Surface Patches.- 1.3.7 Connection of Surface Patches.- 1.3.8 Degeneration of a Surface Patch.- 1.3.9 Calculation of a Normal Vector on a Surface.- 1.3.10 Calculation of Surface Area and Volume of a Surface.- 1.3.11 Offset Surfaces.- References.- 2. Lagrange Interpolation.- 2.1 Lagrange Interpolation Curves.- 2.2 Expression in Terms of Divided Differences.- References.- 3. Hermite Interpolation.- 3.1 Hermite Interpolation.- 3.2 Curves.- 3.2.1 Derivation of a Ferguson Curve Segment.- 3.2.2 Approximate Representation of a Circular Arc by a Ferguson Curve Segment.- 3.2.3 Hermite Interpolation Curves.- 3.2.4 Partitioning of Ferguson Curve Segments.- 3.2.5 Increase of Degree of a Ferguson Curve Segment.- 3.3 Surfaces.- 3.3.1 Ferguson Surface Patch.- 3.3.2 The Coons Surface Patches (1964).- 3.3.3 The Coons Surface Patches (1967).- 3.3.4 Twist Vectors and Surface Shapes.- 3.3.5 Methods of Determining Twist Vectors.- 3.3.6 Partial Surface Representation of the Coons Bi-cubic Surface Patch.- 3.3.7 Connection of the Coons Bi-cubic Surface Patches.- 3.3.8 Shape Control of the Coons Bi-cubic Surface Patch.- 3.3.9 Triangular Patches Formed by Degeneration.- 3.3.10 Decomposition of Coons Surface Patches and 3 Types in Constructing Surfaces.- 3.3.11 Some Considerations on Hermite Interpolation Curves and Surfaces.- References.- 4. Spline Interpolation.- 4.1 Splines.- 4.2 Spline Functions.- 4.3 Mathematical Representation of Spline Functions.- 4.4 Natural Splines.- 4.5 Natural Splines and the Minimum Interpolation Property.- 4.6 Smoothing Splines.- 4.7 Parametric Spline Curves.- 4.8 End Conditions on a Spline Curve.- 4.9 Cubic Spline Curves Using Circular Arc Length.- 4.10 B-Splines.- 4.11 Generation of Spline Surfaces.- References.- 5. The Bernstein Approximation.- 5.1 Curves.- 5.1.1 Modification of Ferguson Curve Segments.- 5.1.2 Cubic Bézier Curve Segments.- 5.1.3 Bézier Curve Segments.- 5.1.4 Properties of the Bernstein Basis Function and Bernstein Polynomial.- 5.1.5 Various Representations for Bézier Curve Segments.- 5.1.6 Derivative Vectors of Bézier Curve Segments.- 5.1.7 Determination of a Point on a Curve Segment by Linear Operations.- 5.1.8 Increase of the Degree of a Bézier Curve Segment.- 5.1.9 Partitioning of a Bézier Curve Segment.- 5.1.10 Connection of Bézier Curve Segments.- 5.1.11 Creation of a Spline Curve with Cubic Bézier Curve Segments.- 5.2 Surfaces.- 5.2.1 Bézier Surface Patches.- 5.2.2 The Relation Between a Bi-cubic Bézier Surface Patch and a Bi-cubic Coons Surface Patch.- 5.2.3 Connection of Bézier Surface Patches.- 5.2.4 Triangular Patches Formed by Degeneration.- 5.2.5 Triangular Patches.- 5.2.6 Some Considerations on Bézier Curves and Surfaces.- References.- 6. The B-Spline Approximation.- 6.1 Uniform Cubic B-Spline Curves.- 6.1.1 Derivation of the Curve Formula.- 6.1.2 Properties of Curves.- 6.1.3 Determination of a Point on a Curve by Finite Difference Operations.- 6.1.4 Inverse Transformation of a Curve.- 6.1.5 Change of Polygon Vertices.- 6.2 Uniform Bi-cubic B-Spline Surfaces.- 6.2.1 Surface Patch Formulas.- 6.2.2 Determination of a Point on a Surface by Finite Difference Operations.- 6.2.3 Inverse Transformation of a Surface.- 6.2.4 Surfaces of Revolution.- 6.3 B-Spline Functions and Their Properties (1).- 6.4 B-Spline Functions and Their Properties (2).- 6.5 Derivation of B-Spline Functions.- 6.6 B-Spline Curve Type (1).- 6.7 B-Spline Curve Type (2).- 6.8 Recursive Calculation of B-Spline Functions.- 6.9 B-Spline Functions and Their Properties (3).- 6.10 B-Spline Curve Type (3).- 6.11 Differentiation of B-Spline Curves.- 6.12 Geometrical Properties of B-Spline Curves.- 6.13 Determination of a Point on a Curve by Linear Operations.- 6.14 Insertion of Knots.- 6.15 Curve Generation by Geometrical Processing.- 6.16 Interpolation of a Sequence of Points with a B-Spline Curve.- 6.17 Matrix Expression of B-Spline Curves.- 6.18 Expression of the Functions C0,0(t), C0,1(t), C1,0(t) and C1,1(t) by B-Spline Functions.- 6.19 General B-Spline Surfaces.- References.- 7. The Rational Polynomial Curves.- 7.1 Derivation of Parametric Conic Section Curves.- 7.2 Classification of Conic Section Curves.- 7.3 Parabolas.- 7.4 Circular Arc Formulas.- 7.5 Cubic/Cubic Rational Polynomial Curves.- 7.6 T-Conic Curves.- References.- Appendix A: Vector Expression of Simple Geometrical Relations.

    15 in stock

    £44.99

  • Handbuch digitaler Bild- und Filtereffekte: 1500

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Handbuch digitaler Bild- und Filtereffekte: 1500

    15 in stock

    Book SynopsisWerbegrafiker, DTPler, Fotografen und alle, die Abbildungen und Illustrationen mit dem Computer herstellen, benutzen Mal- und Retuscheprogramme. Diese Programme enthalten eine große Zahl von Werkzeugen (Filter), mit deren Hilfe es möglich ist, Bilder und Fotos in unterschiedlichster Weise zu erzeugen, zu bearbeiten und zu verfremden, deren Anwendung jedoch umfangreiche Spezialkenntnisse voraussetzt. Das Buch erklärt anhand zahlreicher Illustrationen (teilweise farbig), wie diese Werkzeuge effektiv benutzt werden und welche Ergebnisse man mit welchen Einstellungen erhalten kann. Die Darstellung ist programmübergreifend. Dadurch ist es möglich, gezielt die gewünschten Effekte und Programme zu finden und anzuwenden. Für Macintosh und Windows!Trade Review"Mit viel Fleiß und Erfahrung hat Hans D. Baumann eines der ersten Nachschlagewerke für die tägliche Praxis der Bildbearbeitung geschaffen." (PAGE) "Muß-man-haben-Faktor: 95%" (Layout)Table of ContentsZum Gebrauch des Buches.- Auswahlen.- Auswahlrechteck, Auswahlquadrat.- Auswahlellipse, Lasso.- Auswahlpolygon, Alles auswählen.- Farbauswahl (Zauberstab).- Kantenunschärfe, Ausfransung.- Auswahl ohne Binnenbereiche.- Auswahlgrenzen und -konturen.- Auswahlen verändern, erweitern.- Schwebende Auswahlen.- Bewegen von Auswahlen.- Montagekontrollen.- Alphakanal, Maskierung.- Kanäle berechnen.- Freistellen.- Dynamische Effekte.- Interpolation neuer Bereiche.- Skalieren.- Spiegeln, Umklappen.- Neigen, Scheren.- Drehen, Rotieren.- Freies Verzerren.- Perspektive (simuliert).- Biegen.- Bézierverzerrung.- Verdrehen.- Echte Perspektive.- Verzerrungsnetz.- Zusammendrücken.- Zusammendrücken (negativ).- Polarkoordinaten.- Wellenkräuselung.- Kugelumwandlung.- Turbulenz.- Wirbeleffekt.- Welleneffekt.- Welleneffekt, konzentrisch.- Dunkelkammertechniken.- Konvolutionsfilter.- Bewegungsunschärfe.- Bewegungsunschärfe radial.- Bildbereiche akzentuieren.- cMulti.- Blendenflecken.- Fischaugenobjektiv.- Gitterfilter.- Gradations-und Effektkurven.- Helligkeit (abdunkeln).- Helligkeit (aufhellen).- Helligkeit (Grauschleier).- Invertieren.- Kontrast.- Konturen.- Konturen akzentuieren.- Pillowshading.- Pseudosolarisation, Sabatier-Effekt.- Runzelkorn und Bitmap-Umwandlung.- Bitmap-Umwandlung.- Scharfzeichnen.- Konturen scharfzeichnen.- Konturen leuchtender.- Shine, Starshine, Black Star.- Tontrennung.- Tonwertkorrektur.- Tonwertangleichung.- Unscharfeffekt.- Verwacklungseffekt.- Verschiebungseffekt.- Weichzeichnen.- Weichzeichnen (Störungen entfernen).- Gaulßscher Weichzeichner.- Weichzeichnen (Super blur).- Weichzeichnen (Unschärfe).- Farbeffekte.- Falschfarben, Farbaustausch.- Farbton, Farbsättigung.- Farbbalance.- Farbfilter (Kolorieren).- Farbtiefe (Bit-Tiefe).- Farbverläufe.- Farbverläufe mit Transparenzpositionen.- Gradations- und Effektkurven.- Tontrennung.- Struktur- und Gemäldeeffekte.- Farbbeispiele für Struktur- und Gemaldeeffekte.- Beispiele für Filter- und Effektreihen.- Weitere Farbbeispiele für Struktur- und Gemäldeeffekte.- Weitere Beispiele für Filter- und Effektreihen.- Weitere Farbbeispiele für Struktur- und Gemäldeeffekte.- Weitere Beispiele für Filter- und Effektreihen.- Weitere Farbbeispiele für Struktur- und Gemäldeeffekte.- Airbrush-Effekt.- Airbrush-spuren.- Bleistiftzeichnung.- Buntstiftzeichnung.- Chromeffekt (automatisch).- Chromeffekt (Filterkombination).- Clonen.- Diffusionsfilter.- Facetteneffekt.- Fraktale Verzerrung.- Frescomalerei.- Gemäldeeffekt.- Helligkeit interpolieren.- Helligkeit (Dunkle Bereiche vergrößern).- Helligkeit (Helle Bereiche vergrößern).- Impressionismus-Effekt.- Kacheleffekt.- Klecksverteilung.- Kohlestift.- Konturverlauf.- Konturüberstrahlung.- Körnung (Film Grain).- Körnung (Grain).- Kreide.- Kristallisieren.- Lasuren.- Malgrundsimulation.- Malgrundsimulation, Untermalung.- Malspuren.- Maskenstrukturgenerator.- Mosaikeffekt (Quadrate).- Mosaikeffekt (unregelmaigig).- Mosaikeffekt (Hexagone).- Mosaikeffekt (Patchwork).- Pastellkreide, grob.- Photocopy.- Posterkonturen.- Prägung in Papier.- Punktieren.- Reliefeffekt.- Reliefeffekt (Flachrelief).- Rißbildung.- Schmierstift.- Spritzer.- Stempelabdruck.- Spachtelmalerei.- Störungen hinzufügen.- Striche, dunkle.- Strukturen (Texture Explorer).- Strukturen (Versetzen).- Trockener Pinsel.- Überstrahlung.- Wasserfarben.- Zeichenfeder.- Windeffekt.- Sonstige Bildeffekte.- AilGon.- Fraktale.- EPS-Pfade nachzeichnen.- Mehrfach zeichnen.- Muster verzerren.- Symmetrische Figuren.- Umrisse vereinigen, subtrahieren.- Verzerrungen.- Register.

    15 in stock

    £45.99

  • GKS in der Praxis

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG GKS in der Praxis

    15 in stock

    Book SynopsisDieses Buch richtet sich an Leser, die Anwendungsprogramme mit zweidimensionaler Graphik auf Basis der GKS-Norm entwickeln wollen. GKS hat spatere Graphik-Standards stark beeinflusst und ist als zweidimensionale Programmschnittstelle nach wie vor aktuell. Viele graphische Anwendungsprogramme verdanken ihre Langlebigkeit und Portierbarkeit GKS. Sie wurden haufig auf speziellen Graphik-Terminals entwickelt und laufen heute - mit Hilfe aktualisierter GKS-Implementierungen - auf Workstations und X-Terminals. Die zweite Auflage wurde vollstandig uberarbeitet. Zusatzlich zur FORTRAN-Sprachschale wurde die C-Sprachschale aufgenommen. Die mehrjahrigen Erfahrungen, die aus dem Zusammenspiel von neuen GKS-Anwendungsprogrammen und der Weiterentwicklung der GKS-Implementierung "newGKS" stammen, machen das Buch zu einem aktuellen Ratgeber fur die Praxis.Table of ContentsI : Einleitung.- 1. Grundkonzepte von GKS.- Worum geht es in diesem Buch? — Klärung der wichtigsten GKS-Begriffe und der Level-Struktur.- 2. Sprachanbindungen FORTRAN und C.- Abbildung der GKS-Datentypen auf real existierende Datentypen in FORTRAN und C — Baukastenprinzip für die Namen der GKS-Funktionen in FORTRAN.- 3. Für ganz Eilige.- Was man mindestens braucht, um mit GKS arbeiten zu können — Ein paar „Kochrezepte“ im Vorgriff auf spätere Kapitel.- II : Level 0a.- 4. Polyline-Ausgabe.- Am Anfang war der Strich — Liniengraphiken mit GKS — Normalisierungstransformation, NDC Space und Clipping — Attributkonzept von GKS: Bundles, Individual Attributes und Aspect Source Flags—Attribute des Polyline.- 5. Workstations.- Workstation als Abstraktion eines graphischen Ein-/Ausgabegerätes — Benutzung der Erfragefunktionen — Workstation-Attribute: Workstation-Transformation, Bundles, Farbe.- 6. Kontextregeln und Fehlerbehandlung.- Was beliebt, muß nicht erlaubt sein — Definition des Operating State — Fehlervermeidung — Standard-Fehlerbehandlung — Definition eigener Fehlerroutinen — Die „Notbremse“ in GKS.- 7. Polymarker-Ausgabe.- Von Sternchen, Bäumen und Kraftwerken— Das zweite Ausgabe-Primitiv in GKS und seine Attribute.- 8. Textausgabe.- Bilder mit tausend Worten — Komfortable Beschriftungen: von Schriftarten, Winkeln und Ausrichtungen — Wie man Beschriftungen und Legenden sauber positioniert, umrandet oder hinterlegt.- 9. Fill-Area-Ausgabe.- Vom Innenleben der Flächen — Umrandungen, ausgewählte Schraffuren und selbstgemachte Muster.- 10. Cell-Array-Ausgabe.- Von Schachbrettern bis zur Ausgabe von Photos oder „synthetischen Bildern“ — Das Rastergraphik-Primitiv in GKS.- 11. Pixel-Rückgabe.- Einmal Bildschirm und zurück — Funktionen zum Lesen von Rasterbildern — Pattern-Generierung aus anderen GKS-Primitiven.- 12. Zwei „Hintertüren“: GDP und Escape.- Grauzone des Standards: Kreise, Ellipsen und Interpolationskurven — Definition des Data Record und seiner Hilfsroutinen — Ansteuerung nicht genormter Kontrollfunktionen.- 13. Portabilität von GKS-Anwendungen.- Grenzen der Portabilität — Abhängigkeit von der GKS-Implementierung — Abhängigkeit von der Workstation: z.B. Probleme der Farbmischung, Unterschiede zwischen Rastergeräten und anderen Geräten.- 14. Bilddateien.- Handhabung von GKS-Metafiles und Programmierung eines Interpreters — Portabilität von GKS—Metafiles — Zusammenspiel GKS und CGM.- III : Level 1a.- 15. Segmente.- Der Teil und das Ganze — anwendungsspezifische Bildstrukturierung — graphische Objekte.- 16. Dynamische Bildänderungen.- Vermeidung ungewollter Bildänderungen — Kontrolle der Bildregenerierungen — Realisierung von Bildregenerierungen.- 17. Segment-Attribute.- Segmenttransformation: Wie die Bilder laufen lernen — Vorder- und Hintergründiges besorgt die Segmentpriorität— Spannend: Realisierung der Segmentmanipulationen in GKS.- IV : Level 2a.- 18. Kopieren von Segmenten.- Vom Baum zum Wald — Der Workstation-unabhängige Segmentspeicher — „Hardcopy“ auf verschiedene Typen von Bilddateien — Segmente als selbstdefinierte Symbole.- V : Level 0b.- 19. Eingabe für Einsteiger.- Keine Angst vor der Eingabe — Wie programmiert man eine Ausschnittsvergrößerung mit fünf Programmzeilen?.- 20. Eingabemodell.- Von Mäusen und Menschen — Ein bißchen Theorie muß manchmal sein — Trigger, Measure, Prompt und Echo — Die Eingabebetriebsarten in GKS.- 21. Locator-Request-Eingabe.- Im Zeichen des Fadenkreuzes — Endlich wieder Praxis — Noch einmal Koordinatensysteme — Gummibänder und Rändelschrauben.- 22. Stroke-Request-Eingabe.- Eine durchaus notwendige GKS-Funktion — Sieben auf einen Streich.- 23. Valuator-Request-Eingabe.- „Werte“ von Schiebereglern und Drehknöpfen — Simuliert oder echt.- 24. Choice-Request-Eingabe.- Wer die Wahl hat, hat die Qual — Funktionstasten und Menüeingabe: alphanumerisch oder graphisch.- 25. String-Request-Eingabe.- Zwiegespräch mit dem Rechner — Manchmal muß man auch schlichten Text eingeben — Vorbelegte Texte und wie man sie editieren kann.- VI : Level 1b.- 26. Pick-Request-Eingabe.- Erkenne Dein Segment: Grundlage interaktiver Bildmanipulationen — Segmente und Pick Identifier—Auswahlkriterien.- VII : Levels 0c, 1c und 2c.- 27. Sample-Eingabe.- Heimliche Lauscher — Programmabfragen ohne Benutzereingriff.- 28. Event-Eingabe.- Ziehe eine Ereigniskarte! — Parallel laufende Ein-/Ausgabe — Die Input Queue und wie man sie verwaltet.- VIII : Anhang.- A. Die C-Sprachanbindung zu GKS.- „Include“-Dateien und eine Liste aller GKS-Funktionen.- B. Die FORTRAN-Subset-Sprachanbindung zu GKS.- GKS für unsere „alten Kleinen“ — Eine Liste aller GKS-Funktionen, deren Name und Parameterliste geändert werden muß.- C. Begriffserklärungen.- Das GKS-Wörterbuch — Kurzerklärungen der wichtigsten GKS-Begriffe.- D. Nützliche Hilfen.- Wie man sich mit wenig Aufwand das Leben mit GKS erleichtern kann.- E. Voreinstellungen.- F. Fehlermeldungen.- Verzeichnis der GKS-Funktionen.

    15 in stock

    £44.99

  • Springer 3D Scene Modeling and Robotics Interaction

    15 in stock

    Book Synopsis3D Reconstruction.- Scene Exploration.- Scene Understanding.- Robot Navigation and Obstacle Avoidance.- Robot Grasping.- Integrated Project Practice: 3D Scene Modelling and Understanding for Robotic Tasks.

    15 in stock

    £151.99

  • Pro Processing for Images and Computer Vision

    Apress Pro Processing for Images and Computer Vision

    Out of stock

    Book SynopsisTagline: Teaching your computer to seeTable of Contents1. Getting Started with Processing and OpenCV2. Image Sources and Representations3. Pixel-Based Manipulation4. Geometry and Transformation5. Identification of Structure6. Understanding Motion7. Feature Detection and Matching8. Application Deployment and Conclusion

    Out of stock

    £37.99

  • Prompt Engineering Using ChatGPT

    Mercury Learning and Information Prompt Engineering Using ChatGPT

    1 in stock

    Book Synopsis

    1 in stock

    £38.62

  • Advanced Algorithmic Approaches to Medical Image

    Springer London Ltd Advanced Algorithmic Approaches to Medical Image

    1 in stock

    Book SynopsisMedical imaging is an important topic and plays a key role in robust diagnosis and patient care. It has experienced an explosive growth over the last few years due to imaging modalities such as X-rays, computed tomography (CT), magnetic resonance (MR) imaging, and ultrasound. This book focuses primarily on model-based segmentation techniques, which are applied to cardiac, brain, breast and microscopic cancer cell imaging. It includes contributions from authors working in industry and academia, and presents new material.Table of Contents1. Principles of Image Generation.- 1.1 Introduction.- 1.2 Ultrasound Image Generation.- 1.2.1 The Principle of Pulse-Echo Ultrasound Imaging.- 1.2.2 B-Scan Quality and the Ultimate Limits.- 1.2.3 Propagation-Related Artifacts and Resolution Limits.- 1.2.3 Attenuation-Related Artifacts.- 1.3 X-Ray Cardiac Image Generation.- 1.3.1 LV Data Acquisition System Using X-Rays.- 1.3.2 Drawbacks of Cardiac Catheterization.- 1.4 Magnetic Resonance Image Generation.- 1.4.1 Physical Principles of Nuclear Magnetic Resonance.- 1.4.2 Basics of Magnetic Resonance Imaging.- 1.4.3 Gradient-Echo (GRE).- 1.4.4 The Latest Techniques for MR Image Generation.- 1.4.5 3-D Turbo FLASH (MP-RAGE) Technique.- 1.4.6 Non-Rectilinear k-Space Trajectory: Spiral.- 1.4.7 Fat Suppression.- 1.4.8 High Speed MRI: Perfusion-Weighted.- 1.4.9 Time of Flight (TOF) MR Angiography.- 1.4.10 Fast Spectroscopic Imaging.- 1.4.11 Recent MR Imaging Techniques.- 1.5 Computer Tomography Image Generation.- 1.5.1 Fourier Reconstruction Method.- 1.6 Positron-Emission Tomography Image Generation.- 1.6.1 Underlying Principles of.- 1.6.2 Usage of PET in Diagnosis.- 1.6.3 Fourier Slice Theorem.- 1.6.4 The Reconstruction Algorithm in PET.- 1.6.5 Image Reconstruction Using Filtered Back-Projection.- 1.7 Comparison of Imaging Modalities: A Summary.- 1.7.1 Acknowledgements.- 2. Segmentation in Echocardiographic Images.- 2.1 Introduction.- 2.2 Heart Physiology and Anatomy.- 2.2.1 Cardiac Function.- 2.2.2 Standard LV Views in 2-DEs.- 2.2.3 LV Function Assessment Using 2-DEs.- 2.3 Review of LV Boundary Extraction Techniques Applied to Echocardiographic Data.- 2.3.1 Acoustic Quantification Techniques.- 2.3.2 Image-Based Techniques.- 2.3.3 2-DE Image Processing Techniques.- 2.4Automatic Fuzzy Reasoning-Based Left Ventricular Center Point Extraction.- 2.4.1 LVCP Extraction System Overview.- 2.4.2 Stage 1: Pre-Processing.- 2.4.3 Stage 2: LVCP Features Fuzzification.- 2.4.4 Template Matching.- 2.4.5 Experimental Results.- 2.4.6 Conclusion.- 2.5 A New Edge Detection in the Wavelet Transform Domain.- 2.5.1 Multiscale Edge Detection and the Wavelet Transform.- 2.5.2 Edge Detection Based on the Global Maximum of Wavelet Transform (GMWT).- 2.5.3 GMWT Performance Analysis and Comparison.- 2.6 LV Segmentation System.- 2.6.1 Overall Reference.- 2.6.2 3D Non-Uniform Radial Intensity Sampling.- 2.6.3 LV Boundary Edge Detection on 3D Radial Intensity Matrix.- 2.6.4 Post-Processing of the Edges and Closed LVE Approximation.- 2.6.5 Automatic LV Volume Assessment.- 2.7 Conclusions.- 2.8 Acknowledgments.- 3. Cardiac Boundary Segmentation.- 3.1 Introduction.- 3.2 Cardiac Anatomy and Data Acquisitions for MR, CT, Ul-trasound and X-Rays.- 3.2.1 Cardiac Anatomy.- 3.2.2 Cardiac MR, CT, Ultrasound and X-Ray Acquisitions.- 3.3 Low- and Medium-Level LV Segmentation Techniques.- 3.3.1 Smoothing Image Data.- 3.3.2 Manual and Semi-Automatic LV Thresholding.- 3.3.3 LV Dynamic Thresholding.- 3.3.4 Edge-Based Techniques.- 3.3.5 Mathematical Morphology-Based Techniques.- 3.3.6 Drawbacks of Low-Level LV Segmentation Techniques.- 3.4 Model-Based Pattern Recognition Methods for LV Modeling.- 3.4.1 LV Active Contour Models in the Spatial and Temporal Domains.- 3.4.2 Model-Based Pattern Recognition Learning Methods.- 3.4.3 Polyline Distance Measure and Performance Terms.- 3.4.4 Data Analysis Using IdCM, InCM and the Greedy Method.- 3.5 Left Ventricle Apex Modeling: A Model-Based Approach.- 3.5.1 Longitudinal Axis and Apex Modeling.- 3.5.2 Ruled Surface Model.- 3.5.3 Ruled Surface sr and its Coefficients.- 3.5.4 Estimation of Robust Coefficients and Coordinates of the Ruled Surface.- 3.5.5 Experiment Design.- 3.5.6 Analytical Error Measure, AQin for Inlier Data.- 3.5.7 Experiments, Results and Discussions.- 3.5.8 Conclusions on LV Apex Modeling.- 3.6 Integration of Low-Level Features in LV Model-Based Cardiac Imaging: Fusion of Two Computer Vision Systems.- 3.7 General Purpose LV Validation Technique.- 3.8 LV Convex Hulling: Quadratic Training-Based Point Modeling.- 3.8.1 Quadratic Vs. Linear Optimization for Convex Hulling.- 3.9 LV Eigen Shape Modeling.- 3.9.1 Procrustes Superposition.- 3.9.2 Dimensionality Reduction Using Constraints for Joint.- 3.10 LV Neural Network Models.- 3.11 Comparative Study and Summary of the Characteristics of Model-Based Techniques.- 3.11.1 Characteristics of Model-Based LV Imaging.- 3.12 LV Quantification: Wall Motion and Tracking.- 3.12.1 LV Wall Motion Measurements.- 3.12.2 LV Volume Measurements.- 3.12.3 LV Wall Motion Tracking.- 3.13 Conclusions.- 3.13.1 Cardiac Hardware.- 3.13.2 Cardiac Software.- 3.13.3 Summary.- 3.13.4 Acknowledgments.- 4. Brain Segmentation Techniques.- 4.1 Introduction.- 4.1.1 Human Brain Anatomy and the MRI System.- 4.1.2 Applications of Brain Segmentation.- 4.2 Brain Scanning and its Clinical Significance.- 4.3 Region-Based 2-D and 3-D Cortical Segmentation Techniques.- 4.3.1 Atlas-Based and Threshold-Based Techniques.- 4.3.2 Cortical Segmentation Using Probability-Based Techniques.- 4.3.3 Clustering-Based Cortical Segmentation Techniques.- 4.3.4 Mathematical Morphology-Based Cortical Segmentation Techniques.- 4.3.5 Prior Knowledge-Based Techniques.- 4.3.6 Texture-Based Techniques.- 4.3.7 Neural Network-Based Techniques.- 4.3.8 Regional Hyperstack: Fusion of Edge-Diffusion with Region-Linking.- 4.3.9 Fusion of Probability-Based with Edge Detectors, Connectivity and Region-Growing.- 4.3.10 Summary of Region-Based Techniques: Pros and Cons.- 4.4 Boundary/Surface-Based 2-D and 3-D Cortical Segmentation Techniques: Edge, Reconstruction, Parametric and Geometric Snakes/Surfaces.- 4.4.1 Edge-Based Cortical-Boundary Estimation Techniques.- 4.4.2 3-D Cortical Reconstruction From 2-D Serial Cross-Sections (Bourke/Victoria).- 4.4.3 2-D and 3-D Parametric Deformable Models for Cortical Boundary Estimation: Snakes, Fitting, Constrained, Ribbon, T-Surface, Connectedness.- 4.4.4 2-D and 3-D Geometric Deformable Models.- 4.4.5 A Note on Isosurface Extraction (Lorensen/GE).- 4.4.6 Summary of Boundary/Surface-Based Techniques: Pros and Cons.- 4.5 Fusion of Boundary/Surface with Region-Based 2-D and 3-D Cortical Segmentation Techniques.- 4.5.1 2-D/3-D Regional Parametric Boundary: Fusion of Boundary with Classification (Kapur/MIT).- 4.5.2 Regional Parametric Surfaces: Fusion of Surface with Clustering (Xu/JHU).- 4.5.3 2-D Regional Geometric Boundary: Fusion of Boundary with Clustering for Cortical Boundary Estimation (Suri/Marconi).- 4.5.34 3-D Regional Geometric Surfaces: Fusion of Geometric Surface with Probability-Based Voxel Classification (Zeng/Yale).- 4.5.5 2-D/3-D Regional Geometric Surface: Fusion of Geometric Boundary/Surface with Global Shape Information (Leventon/MIT).- 4.5.6 2-D/3-D Regional Geometric Surface: Fusion of Boundary/Surface with Bayesian-Based Pixel Classification (Barillot/IRISA).- 4.5.7 Similarities/Differences Between Different Cortical Segmentation Techniques.- 4.6 3-D Visualization Using Volume Rendering and Texture Mapping.- 4.6.1 Volume Rendering Algorithm for Brain Segmentation.- 4.6.2 Texture Mapping Algorithm for Segmented Brain Visualization.- 4.7 A Note on fMRI: Algorithmic Approach for Establishing the Relationship Between Cognitive Functions and Brain Cortical Anatomy.- 4.7.1 Superiority of fMRI over PET/SPECT Imaging.- 4.7.2 Applications of fMRI.- 4.7.3 Algorithm for Superimposition of Functional and Anatomical Cortex.- 4.7.4 A Short Note on fMRI Time Course Data Analysis.- 4.7.5 Measure of Cortex Geometry.- 4.8 Discussions: Advantages, Validation and New Challenges i 2-D.- 4.8.1 Advantages of Regional Geometric Boundary/Surfaces.- 4.8.2 Validation of 2-D and 3-D Cortical Segmentation Algorithms.- 4.8.3 Challenges in 2-D and 3-D Cortical Segmentation Algorithms.- 4.8.4 Challenges in fMRI.- 4.9 Conclusions and the Future.- 4.9.1 Acknowledgements.- 5. Segmentation for Multiple Sclerosis Lesion.- 5.1 Introduction.- 5.2 Segmentation Techniques.- 5.2.1 Multi-Spectral Techniques.- 5.2.2 Feature Space Classification.- 5.2.3 Supervised Segmentation.- 5.2.4 Unsupervised Segmentation.- 5.2.5 Automatic Segmentation.- 5.3 AFFIRMATIVE Images.- 5.4 Image Pre-Processing.- 5.4.1 RF Inhomogeneity Correction.- 5.4.2 Image Stripping.- 5.4.3 Three Dimensional MR Image Registration.- 5.4.4 Segmentation.- 5.4.5 Flow Correction.- 5.4.6 Evaluation and Validation.- 5.5 Quantification of Enhancing Multiple Sclerosis Lesions.- 5.6 Quadruple Contrast Imaging.- 5.7 Discussion.- 5.7.1 Acknowledgements.- 6. Finite Mixture Models.- 6.1 Introduction.- 6.2 Pixel Labeling Using the Classical Mixture Model.- 6.3 Pixel Labeling Using the Spatially Variant Mixture Model.- 6.4 Comparison of CMM and SVMM for Pixel Labeling.- 6.5 Bayesian Pixel Labeling Using the SVMM.- 6.6 Segmentation Results.- 6.6.1 Computer Simulations.- 6.6.2 Application to Magnetic Resonance Images.- 6.7 Practical Aspects.- 6.8 Summary.- 6.9 Acknowledgements.- 7. MR Spectroscopy.- 7.1 Introduction.- 7.2 A Short History of Neurospectroscopic Imaging and Segmentation in Alzheimer’s Disease and Multiple Sclerosis.- 7.2.1 Alzheimer’s Disease.- 7.2.2 Multiple Sclerosis.- 7.3 Data Acquisition and Image Segmentation.- 7.3.1 Image Pre-Processing for Segmentation.- 7.3.2 Image Post-Processing for Segmentation.- 7.4 Proton Magnetic Resonance Spectroscopic Imaging and Segmentation in Multiple Sclerosis.- 7.4.1 Automatic MRSI Segmentation and Image Processing Algorithm.- 7.4.2 Relative Metabolite Concentrations and Contribution of Gray Matter and White Matter in the Normal Human Brain.- 7.4.3 MRSI and Gadolinium-Enhanced (Gd).- 7.4.4 Lesion Load and Metabolite Concentrations by Segmentation and MRSI.- 7.4.5 MR Spectroscopic Imaging and Localization for Segmentation.- 7.4.6 Lesion Segmentation and Quantification.- 7.4.7 Magnetic Resonance Spectroscopic Imaging and Segmentation Data Processing.- 7.4.8 Statistical Analysis.- 7.5 Proton Magnetic Resonance Spectroscopic Imaging and Segmentation of Alzheimer’s Disease.- 7.5.1 MRSI Data Acquisition Methods.- 7.5.2 H-1 MR Spectra Analysis.- 7.6 Applications of Magnetic Resonance Spectroscopic Imaging and Segmentation.- 7.6.1 Multiple Sclerosis Lesion Metabolite Characteristics and Serial Changes.- 7.6.2 zheimer’s Disease Plaque Metabolite Characteristics.- 7.7 Discussion.- 7.8 Conclusion.- 7.8.1 Acknowledgements.- 8. Fast WM/GM Boundary Estimation.- 8.1 Introduction.- 8.2 Derivation of the Regional Geometric Active Contour Model from the Classical Parametric Deformable Model.- 8.3 Numerical Implementation of the Three Speed Functions in the Level Set Framework for Geometric Snake Propagation.- 8.3.1 Regional Speed Term Expressed in Terms of the Level Set Function (ø).- 8.3.2 Gradient Speed Term Expressed in Terms of the Level Set Function (ø).- 8.3.3 Curvature Speed Term Expressed in Terms of the Level Set Function (ø).- 8.4 Fast Brain Segmentation System Based on Regional Level Sets.- 8.4.1 Overall System and Its Components.- 8.4.2 Fuzzy Membership Computation/Pixel Classification.- 8.4.3 Eikonal Equation and its Mathematical Solution.- 8.4.4 Fast Marching Method for Solving the Eikonal Equation.- 8.4.5 A Note on the Heap Sorting Algorithm.- 8.4.6 Segmentation Engine: Running the Level Set Method in the Narrow Band.- 8.5 MR Segmentation Results on Synthetic and Real Data.- 8.5.1 Input Data Set and Input Level Set Parameters.- 8.5.2 Results: Synthetic and Real.- 8.5.3 Numerical Stability, Signed Distance Transformation Computation, Sensitivity of Parameters and Speed Issues.- 8.6 Advantages of the Regional Level Set Technique.- 8.7 Discussions: Comparison with Previous Techniques.- 8.8 Conclusions and Further Directions.- 8.8.1 Acknowledgements.- 9. Digital Mammography Segmentation.- 9.1 Introduction.- 9.2 Image Segmentation in Mammography.- 9.3 Anatomy of the Breast.- 9.4 Image Acquisition and Formats.- 9.4.1 Digitization of X-Ray Mammograms.- 9.4.2 Image Formats.- 9.4.3 Image Quantization and Tree-Pyramids.- 9.5 Mammogram Enhancement Methods.- 9.6 Quantifying Mammogram Enhancement.- 9.7 Segmentation of Breast Profile.- 9.8 Segmentation of Microcalcifications.- 9.9 Segmentation of Masses.- 9.9.1 Global Methods.- 9.9.2 Edge-Based Methods.- 9.9.3 Region-Based Segmentation.- 9.9.4 ROI Detection Techniques Using a Single Breast.- 9.9.5 ROI Detection Techniques Using Breast Symmetry.- 9.9.6 Detection of Spicules.- 9.9.7 Breast Alignment for Segmentation.- 9.10 Measures of Segmentation and Abnormality Detection.- 9.11 Feature Extraction From Segmented Regions.- 9.11.1 Morphological Features.- 9.11.2 Texture Features.- 9.11.3 Other Features.- 9.12 Public Domain Databases in Mammography.- 9.12.1 The Digital Database for Screening Mammography (DDSM).- 9.12.2 LLNL/UCSF Database.- 9.12.3 Washington University Digital Mammography Database.- 9.12.4 The Mammographic Image Analysis Society (MIAS) Database.- 9.13 Classification and Measures of Performance.- 9.13.1 Classification Techniques.- 9.13.2 The Receiver Operating Characteristic Curve.- 9.14 Conclusions.- 9.15 Acknowledgements.- 10. Cell Image Segmentation for Diagnostic Pathology.- 10.1 Introduction.- 10.2 Segmentation.- 10.2.1 Feature Space Analysis.- 10.2.2 Mean Shift Procedure.- 10.2.3 Cell Segmentation.- 10.2.4 Segmentation Examples.- 10.3 Decision Support System for Pathology.- 10.3.1 Problem Domain.- 10.3.2 System Overview.- 10.3.3 Current Database.- 10.3.4 Analysis of Visual Attributes.- 10.3.5 Overall Dissimilarity Metric.- 10.3.6 Performance Evaluation and Comparisons.- 10.4 Conclusion.- 11. The Future in Segmentation.- 11.1 Future Research in Medical Image Segmentation.- 11.1.1 The Future of MR Image Generation and Physical Principles.- 11.1.2 The Future of Cardiac Imaging.- 11.2.3 The Future of Neurological Segmentation.- 11.2.4 The Future in Digital Mammography.- 11.2.5 The Future of Pathology Image Segmentation.

    1 in stock

    £179.99

  • Springer London Ltd Computer Graphics and Geometric Modelling: Implementation & Algorithms

    1 in stock

    Book SynopsisPossibly the most comprehensive overview of computer graphics as seen in the context of geometric modelling, this two volume work covers implementation and theory in a thorough and systematic fashion. Computer Graphics and Geometric Modelling: Implementation and Algorithms, covers the computer graphics part of the field of geometric modelling and includes all the standard computer graphics topics. The first part deals with basic concepts and algorithms and the main steps involved in displaying photorealistic images on a computer. The second part covers curves and surfaces and a number of more advanced geometric modelling topics including intersection algorithms, distance algorithms, polygonizing curves and surfaces, trimmed surfaces, implicit curves and surfaces, offset curves and surfaces, curvature, geodesics, blending etc. The third part touches on some aspects of computational geometry and a few special topics such as interval analysis and finite element methods. The volume includes two companion programs.Table of ContentsIntroduction Raster Algorithms Clipping Transformations and the Graphics Pipeline Approaches to Geometric Modelling Basic Geometric Modeling Tools Visible Surface Algorithms Colour Illumination and Shading Rendering Techniques Curves in Computer Graphics Surfaces in Computer Graphics Intersection Algorithms Global Geometric Modelling Topics Local Geometric Modelling Topics Intrinsic Geometric Modelling Computational Geometry Topics Interval Analysis The Finite Element Method Quaternions Digital Image Processing Topics Chaos and Fractals Appendices: Notation Abstract Program Syntax IGES GM - AS Geometric Modelling Program - available at http://extras.springer.com (search 978-1-85233-818-3) SPACE - A Manifold Exploration Program - available at http://extras.springer.com (search 978-1-85233-818-3)

    1 in stock

    £98.99

  • Algorithms and Complexity

    Springer International Publishing AG Algorithms and Complexity

    1 in stock

    1 in stock

    £61.74

  • CAD-Handbuch: Auswahl und Einführung von CAD-Systemen

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG CAD-Handbuch: Auswahl und Einführung von CAD-Systemen

    1 in stock

    Table of Contents1: Zur Einführung.- 1.1 Ziel des CAD-Handbuchs.- 1.2 Der Begriff CAD.- 1.3 Anwendungsgebiete von CAD-Systemen.- 1.4 Konzeption und Gliederung des Handbuchs.- 1.5 Literatur.- 2: Einfluß organisationsbezogener Randbedingungen.- 2.1 Vorbemerkungen.- 2.2 Organisationsbezogene Randbedingungen.- 2.2.1 Auflistung.- 2.2.2 Auswirkungen.- 2.3 Tätigkeiten bei der Planung, Anwendung und Erweiterung von CAD-Systemen.- 2.3.1 Voruntersuchung.- 2.3.2 Systemanalyse.- 2.3.3 CAD-System-Auswahl.- 2.3.4 Systemvorbereitung.- 2.3.5 CAD-System-Einführung.- 2.3.6 CAD-System-Betrieb.- 2.4 Fallbeispiele.- 2.5 Zusammenfassung.- 2.6 Literatur.- 3: Integration von CAD-Systemen in die DV-Umgebung.- 3.1 Vorbemerkungen.- 3.1.1 Voraussetzungen für die CAD-Integration.- 3.1.2 Ziel der Integrationsbetrachtungen.- 3.1.3 Grundlegende Aussagen zur Integrationsdiskussion.- 3.1.4 Charakteristika der CAD-Konfiguration.- 3.1.5 Kapitelaufbau und -gliederung.- 3.2 CAE.- 3.2.1 Wirkungsfeld des CAE.- 3.2.2 CAE-Schwerpunkte.- 3.3. CAD in einer CAE-Umgebung.- 3.3.1 Innerbetriebliche Integration.- 3.3.2 Außerbetriebliche Integration.- 3.3.3 Auswirkungen der Integration.- 3.3.4 CAD-Datenbank.- 3.3.5 Schnittstellen in CAD-Systemen.- 3.3.5.1 Datenschnittstelle IGES.- 3.3.5.2 Datenschnittstelle zur NC-Programmierung.- 3.3.5.3 Datenschnittstelle VDAFS.- 3.3.5.4 Datenschnittstelle zu Berechnungsprogrammen.- 3.3.5.5 Graphikschnittsteile GKS.- 3.3.5.6 Eingabeschnittstellen.- 3.3.5.7 Schnittstelle zur rechnerinternen Objektdarstellung.- 3.3.5.8 Geometrieorientierte FORTRAN-Schnittstelle.- 3.4 Konfigurationen für CAD.- 3.4.1 Datenflußbetrachtungen.- 3.4.2 CAD-Systemkonfiguration.- 3.5 Kompatibilität und Portabilität der Software.- 3.5.1. Funktionale Komponenten.- 3.5.1.1 Datenmodelle.- 3.5.1.2 Datenverwaltungssystem.- 3.5.1.3 Modellierungsfunktionen.- 3.5.1.4 Graphik- und Interaktionssystem.- 3.5.2 Hardwarekomponenten und -funktionen.- 3.5.2.1 Gestaltung.- 3.5.2.2 Funktionen.- 3.5.2.3 Einschränkungen durch bestehende CAD-Software.- 3.5.3 Regeln für ein offenes System.- 3.5.3.1 Offenheit zum Produktionsprozeß.- 3.5.3.2 Offenheit zum Benutzer.- 3.5.3.3 Offenheit für die Weiterentwicklung der Hardware.- 3.5.4 Folgerung.- 3.6 Zusammenfassung.- 3.7 Literatur.- 4 Klassifizierung von CAD-Systemen.- 4.1 Vorbemerkungen.- 4.2 Beziehungen zwischen CAD-Systemen und Unternehmen.- 4.2.2 Systematik zum Vergleich angebotener CAD-Systeme.- 4.2.2.1 Die Integrationsfähigkeit als Bestandteil der Systematik.- 4.2.2.1.1 Modellverarbeitung als Voraussetzung.- 4.2.2.1.2 Kriterien der Integrationsfähigkeit.- 4.2.2.1.3 Vorteile der integrierten CAD-Verarbeitung.- 4.2.2.2 Prozeßleistungsfähigkeit des In-Systems.- 4.2.2.3 Prozeßleistungseigenschaften.- 4.2.2.4 Archivierung.- 4.3 Das CAD-System.- 4.3.1 Das Modell (Verarbeitung in CPU).- 4.3.1.1 CAD-Software.- 4.3.1.1.1 Geometrierepräsentation.- 4.3.1.1.2 Geometriemodell (rechnerinterne Darstellung).- 4.3.1.1.3 Formulierung der Topologiestruktur (der Gestalt).- 4.3.1.1.4 Manipulationszugriff auf Objekte.- 4.3.1.1.5 Generierungsprinzipien.- 4.3.1.1.6 Lage- und Größenbestimmung.- 4.3.1.1.7 Verknüpfungsoperatoren (Integration der Kommunikation).- 4.3.1.1.8 Definition der Geometrieelemente (Form).- 4.3.1.1.9 Durchdringungslogik zwischen Flächen.- 4.3.1.1.10 Abrundungen.- 4.3.1.1.11 Transformationen.- 4.3.1.1.12 Zusatzfunktionen.- 4.3.1.1.13 Interaktionsmethoden (Handhabungsdynamik).- 4.3.1.2 Host-System.- 4.3.1.2.1 Host-System-Hardware.- 4.3.1.2.2 Host-System-Software.- 4.3.2 Die Abbildung (Verarbeitung im Graphik-Controller).- 4.3.2.1 Lokale Systemsoftware.- 4.3.2.2 Lokale Systemhardware.- 4.4 Zusammenfassung.- 4.5 Literatur.- 5 Ermittlung der Wirtschaftlichkeit von CAD-Systemen.- 5.1 Vorbemerkungen.- 5.1.1 Kapitelaufbau und -gliederung.- 5.1.2 Begriffe.- 5.1.3 Abgrenzungen.- 5.1.4 Kriterien der Wirtschaftlichkeit.- 5.2 Methoden zur Ermittlung der Wirtschaftlichkeit.- 5.2.1 Methoden mit eindimensionaler Zielsetzung.- 5.2.1.1 Statische Methoden.- 5.2.1.2 Dynamische Methoden.- 5.2.2 Methoden mit mehrdimensionaler Zielsetzung.- 5.2.3 Zeitpunkte für Wirtschaftlichkeitsbetrachtungen und -rechnungen.- 5.2.3.1 Wirtschaftlichkeitsbetrachtungen und -rechnungen vor Einführung eines CAD-Systems.- 5.2.3.2 Wirtschaftlichkeitsbetrachtungen und -rechnungen nach Einführung eines CAD-Systems.- 5.3 Nutzenermittlung.- 5.3.1 Abgrenzung der Nutzenkomponenten.- 5.3.2 Zeitliche Entwicklung der Nutzenkomponenten.- 5.3.3 Bewertung der Nutzenkomponenten.- 5.3.3.1 Produktivitätssteigerung.- 5.3.3.2 Qualitäts- und Flexibilitätssteigerung.- 5.4 Kostenermittlung.- 5.4.1 Einmalige Ausgaben bzw. Kosten.- 5.4.1.1 Systemkosten.- 5.4.1.2 Raumkosten.- 5.4.1.3 Leitungskosten.- 5.4.1.4 Kosten für die organisatorische Vorbereitung.- 5.4.1.5 Kosten für die Schulung.- 5.4.1.6 Kosten für die Installation und Integration.- 5.4.1.7 Kosten, die sich aus der Minderleistung bis zur Erreichung der erwarteten Beschleunigung ergeben.- 5.4.1.8 Kosten für die Dateneingabe und Umstellung.- 5.4.1.9 Sonstige Einmalkosten.- 5.4.2 Laufende Ausgaben bzw. Kosten.- 5.4.2.1 Personal kosten.- 5.4.2.2 Kosten für die Schulung.- 5.4.2.3 Kosten für die Datensicherung.- 5.4.2.4 Kosten für Verbrauchsmaterial und Energie.- 5.4.2.5 Kosten für die Hardwarewartung und -instandhaltung sowie für die Softwarepflege.- 5.4.2.6 Kosten für die Versicherung.- 5.4.2.7 Verzinsung des gebundenen Kapitals.- 5.4.2.8 Mieten.- 5.4.2.9 Abschreibungen.- 5.5 Zusammenfassung.- 5.6 Literatur.- 6 Beispiele für die Nutzen- und Kostenermittlung.- 6.1 Erweitertes Verfahren der Nutzenermittlung.- 6.1.1 Beschreibung des Verfahrens.- 6.1.2 Erweiterung des Verfahrens.- 6.1.2.1 Verwendete Größen und deren Ermittlung.- 6.1.2.2 Ermittlung der jährlichen Einsparungen.- 6.1.2.3 Kostenvergleich Kauf/Leasing.- 6.1.2.4 Beispiel.- 6.1.2.5 Zusammenfassung und Ergebnisbewertung.- 6.1.2.6 Nutzendarstellung.- 6.2 Verfahren zur Ermittlung der Amortisationszeit.- 6.3 Beispiele.- 6.3.1 Beispiele für die Nutzenermittlung.- 6.3.1.1 Quantifizierbarer Nutzen.- 6.3.1.2 Schwer quantifizierbarer Nutzen.- 6.3.2 Beispiele für die Kostenermittlung.- 6.3.3 Beispiele für die Wirtschaftlichkeitsrechnung.- 6.3.4 Beispiele für die Kosten/Nutzen-Berechnung.- 6.3.4.1 Kennzahlen und Investitionsstufen.- 6.3.4.2 Produktivitätssteigerung.- 6.3.4.3 Auslastung der Bildschirmarbeitsplätze.- 6.3.4.4 Bruttonutzen.- 6.3.4.5 Kosten.- 6.3.4.6 Berechnungsansatz für Kosten und Nutzen.- 6.3.4.7 Verbesserung des Nutzens.- 6.4 Literatur.- Literatur.- Adressen.

    1 in stock

    £42.74

  • Lehmanns Media GmbH The LATEX Graphics Companion: Tools and

    2 in stock

    Book Synopsis

    2 in stock

    £42.01

  • Modern Geometric Computing for Visualization

    Springer Verlag, Japan Modern Geometric Computing for Visualization

    1 in stock

    Book SynopsisThis volume is on "modem geometric computing for visualization" which is at the forefront of multi-disciplinary advanced research areas. This area is attracting intensive research interest across many application fields: singularity in cosmology, turbulence in ocean engineering, high energy physics, molecular dynamics, environmental problems, modem mathe­ matics, computer graphics, and pattern recognition. Visualization re­ quires the computation of displayable shapes which are becoming more and more complex in proportion to the complexity of the objects and phenomena visualized. Fast computation requires information locality. Attaining information locality is achieved through characterizing the shapes in geometry and topology, and the large amount of computation required through the use of supercomputers. This volume contains the initial results of our efforts to satisfy these re­ quirements by inviting experts and selecting new research works through review processes. To be more specific, this book presents the proceedings of the International Workshop on Modem Geometric Computing for Visualization held at Kogakuin University, Tokyo, Japan, June 29-30, 1992 organized by the Computer Graphics Society, Japan Personal Com­ puter Software Association, Kogakuin University, and the Department of Information Science, Faculty of Science, The University of Tokyo. We received extremely high-quality papers for review from five different countries, one from Australia, one from Italy, four from Japan, one from Singapore and three from the United States, and we accepted eight papers and rejected two.Table of Contents1: Basic Tools for Modern Geometrie Computing.- Computer Geometry and Topological Classification of Integrable Hamiltonian Differential Equations: Visualization of Concrete Physical Examples.- Interdisciplinary Techniques, Toolkits and Models for Scientific Visualization.- Topology and Visualization: From Generic Singularities to Combinatorial Shape Modelling.- 2: Analyses of Visual Information.- Polyhedral Surface Decomposition Based on Curvature Analysis.- The Conjugate Classification of the Kernel Form of the Hexagonal Grid.- Motions of Flexible Objects.- Shape Description and Classification Based on Extremal Points and Their Relations.- Visualisation of Hyperobjects in Hgram-Space by Computers.- 3: Applications of Modern Geometry.- Computation of Singularities for Engineering Design.- A Geographical Database System Based on the Homotopy Model.- A Case Study for Building a DataBase and 3-D Visualization in Geomorphology.- Using Surface Coding to Detect Errors in Surface Reconstruction.- 4: Supercomputing for Modern Geometry.- The Development of the Supercomputer System Electrónica SS BIS.- Automatic Parallelization of Programs for MIMD Computers.- Workshop Organization.- Author Index.- Citation Index.- Keyword Index.

    1 in stock

    £42.74

  • Apress Generative Art and Computer Vision

    3 in stock

    Book SynopsisChapter 1:  Introduction: Vision and Art.- Chapter 2:  Line.- Chapter 3: Value.- Chapter 4: Color.- Chapter 5: Shape.- Chapter 6: Texture.- Chapter 7: Form.- Chapter 8: Space.- Chapter 9: Motion.- Appendix I   – Math for graphics and vision.- Appendix II – Basic programming.

    3 in stock

    £49.49

  • Computer Vision Metrics

    Apress Computer Vision Metrics

    1 in stock

    Book SynopsisComputer Vision Metrics provides an extensive survey and analysis of over 100 current and historical feature description and machine vision methods, with a detailed taxonomy for local, regional and global features.Table of ContentsChapter 1. Image Capture and RepresentationChapter 2. Image Pre-ProcessingChapter 3. Global and Regional FeaturesChapter 4. Local Feature Design Concepts, Classification, and LearningChapter 5. Taxonomy Of Feature Description AttributesChapter 6. Interest Point Detector and Feature Descriptor SurveyChapter 7. Ground Truth Data, Data, Metrics, and AnalysisChapter 8. Vision Pipelines and OptimizationsAppendix A. Synthetic Feature AnalysisAppendix B. Survey of Ground Truth DatasetsAppendix C. Imaging and Computer Vision ResourcesAppendix D. Extended SDM Metrics

    1 in stock

    £22.32

  • Programming Interactivity

    O'Reilly Media Programming Interactivity

    2 in stock

    Book SynopsisProgramming Interactivity helps you explore common themes using Arduino, Processing, and openFrameworks in interactive art and design, including 2D and 3D graphics, sound, physical interaction, computer vision, geolocation, and more. No programming experience is required to get started.

    2 in stock

    £29.99

  • Learning ActionScript 3.0

    O'Reilly Media Learning ActionScript 3.0

    5 in stock

    Book SynopsisIf you're new to ActionScript 3.0, this is the ideal introductory guide. You'll learn the language and how it works through hands-on exercises that build skills as the book progresses. Learn how to animate graphics, load assets, draw with code, build navigation systems, control sound and video, move assets in 3D, and much more.

    5 in stock

    £29.99

  • Coding Art

    APress Coding Art

    1 in stock

    Book SynopsisFinally, a book on creative programming, written directly for artists and designers! This second edition offers expanded and updated content incorporating the latest advancements and trends in the field of creative programming, also for creatives who want to work directly with P5.js and online. It delves deeper into the intricacies of computational art. Itincludes fresh case studies that explore real-world applications of coding art, inspiring readers to think beyond traditional boundaries. Rather than following a computer science curriculum, this book is aimed at creatives who are working in the intersection of design, art, and education. Following a real-world use case of computation art, you'll see how it relates back to the four key pillars, and addresses potential pitfalls and challenges in the creative process. All code examples are presented in a fully integrated Processing example library, making it easy for readers to get started.This unique and finely balanced approach betwTable of ContentsIntroductionPart I: Creative CodingIn the first main part of this book, we present a four-step working process when code is involved in art practice.Chapter 1: Idea to VisualsIn this chapter we show how creatives can translate their ideas into simple visual elements, and then work with these elements creatively, by animating them in motions and interaction. In this part, we move quickly from shaping up visual elements in static to animate and scale them in variants and complexity. We also make the comparatively large step to interaction as input for animating visual elements already in this first step. This allows creatives to directly experience the power and expressivity of a computational creative tool like Processing. We don’t hold back in this first step, because we see interaction (and ultimately data) as the important differentiator and driver behind the power of computational in creative practice. Even the raw understanding of interaction in code can help creatives ideate with minimal computation at an early stage of a project.Chapter 2: Composition and StructureIn this chapter, we align the structure of code and the visual structure to reinforce the initial momentum with transparent concepts in code. In this step, we list different code examples that are related to repetition and variation. These are all features related to the creation and manipulation of a Gestalt, introduced as the “many things as one” concept in the book. The reader learns about the shift from an individual element in repetition to many things in layers and alignment. While we introduce fewer new elements from Processing, we maintain the momentum for the reader in showing how they can, with a few lines of code, amplify the expressivity of their first tryouts. The divergence from traditional creative programming books is most visible in the second step, we leave the path of explaining Processing and let the creative process take charge.Chapter 3: Refinement and DepthIn this chapter, we use randomness and noise as sources for depth and entropy and explain how to refine and deepen the idea regarding controlling, selecting, and making choices. In this part, we specifically introduce new data structures as means to simplify and extend the design of aesthetics, rhythms and smoothness. We also return to interactivity at this developed stage and use interactivity as input to bring creative concepts closer to refinement and depth. Chapter 4: Completion and ProductionIn this chapter, we look at the backstage of coding an art piece for presentation and “show-time”. We show how to leverage the diversity of art code on other platforms like the web or in mobile applications. In this step, we also specify how to backstage, test and control the creative work in a less risky way on the final production stage.Part II: An Example: MOUNTROTHKOIn the second part of this book, we present a large example for computational art, MOUNTROTHKO (2018). This part shows how we applied many aspects of the first part of the book in a real project. We emphasize that what we write about in this book is what we also practice: we unfold MOUNTROTHKO from the very beginning by showing the conceptual and visual starting points. Then we walk through the four steps of the whole creative process in close relation to this example. In MOUNTROTHKO, certain steps were taken going back and forth, or in iteration, which underlines how the book is practically meaningful as a process reference.Chapter 5: InspirationChapter 6: From idea to completionPart III: Coding PracticeIn the last part of this book, we address common pitfalls and challenges of the creative process and formulate suggestions and tips for creatives based on our experience over the years. We indicate main problems that creatives might have in practice: how to help yourself, how to get help from others, and how to find and work with experts from other fields. Finally, we outline a continuation of the learning path for creatives alongside reading and making: this book ideally represents the starting of a personal creative journey working with both art and code.Chapter 7: Dealing with Problems Chapter 8: Learning PathChapter 9: Creative ProcessesConclusionEpilogue

    1 in stock

    £35.99

  • Data Visualisation with R: 111 Examples

    Springer Nature Switzerland AG Data Visualisation with R: 111 Examples

    3 in stock

    Book SynopsisThis book introduces readers to the fundamentals of creating presentation graphics using R, based on 111 detailed and complete scripts. It shows how bar and column charts, population pyramids, Lorenz curves, box plots, scatter plots, time series, radial polygons, Gantt charts, heat maps, bump charts, mosaic and balloon charts, and a series of different thematic map types can be created using R’s Base Graphics System. Every example uses real data and includes step-by-step explanations of the figures and their programming. This second edition contains additional examples for cartograms, chord-diagrams and networks, and interactive visualizations with Javascript.The open source software R is an established standard and a powerful tool for various visualizing applications, integrating nearly all technologies relevant for data visualization. The basic software, enhanced by more than 14000 extension packs currently freely available, is intensively used by organizations including Google, Facebook and the CIA. The book serves as a comprehensive reference guide to a broad variety of applications in various fields.This book is intended for all kinds of R users, ranging from experts, for whom especially the example codes are particularly useful, to beginners, who will find the finished graphics most helpful in learning what R can actually deliver.Trade Review“The book can be one of the favourites of a wide range of users from beginners with basic R knowledge to experts. It is especially recommended for students and researchers from social, environmental, and economic fields requiring a consistent and thorough reference always within reach.” (Márta Ladányi, ISCB News, iscb.info, Issue 69, July, 2020)Table of ContentsData for Everybody.- Structure and Technical Requirements.- Implementation in R.- Beyond R.- Regarding the Examples.- Categorical Data.- Distributions.- Time Series.- Scatter Plots.- Maps.- Illustrative Examples.- Interactive Visualisation with JavaScript: Highcharts and Mapael.- Appendix

    3 in stock

    £44.99

  • 3D Mesh Processing and Character Animation: With

    Springer Nature Switzerland AG 3D Mesh Processing and Character Animation: With

    1 in stock

    Book Synopsis3D Mesh Processing and Character Animation focusses specifically on topics that are important in three-dimensional modelling, surface design and real-time character animation. It provides an in-depth coverage of data structures and popular methods used in geometry processing, keyframe and inverse kinematics animations and shader based processing of mesh objects. It also introduces two powerful and versatile libraries, OpenMesh and Assimp, and demonstrates their usefulness through implementations of a wide range of algorithms in mesh processing and character animation respectively. This Textbook is written for students at an advanced undergraduate or postgraduate level who are interested in the study and development of graphics algorithms for three-dimensional mesh modeling and analysis, and animations of rigged character models. The key topics covered in the book are mesh data structures for processing adjacency queries, simplification and subdivision algorithms, mesh parameterization methods, 3D mesh morphing, skeletal animation, motion capture data, scene graphs, quaternions, inverse kinematics algorithms, OpenGL-4 tessellation and geometry shaders, geometry processing and terrain rendering. Table of Contents1 Introduction.- 2 Mesh Processing Basic.- 3 Mesh Processing Algorithms.- 4 The Geometry Shader.- 5 Mesh Tessellation.- 6 Quaternions.- 7 Character Animation.- 8 Kinematics.

    1 in stock

    £49.49

  • Metaverse: Concept, Content and Context

    Springer International Publishing AG Metaverse: Concept, Content and Context

    1 in stock

    Book SynopsisThe metaverse, a hybrid society of the real and the virtual is attracting significant attention from academia to industry and is starting to change the world. Composed of ten chapters, this book introduces the metaverse from three aspects – concept, content and context. It starts with numerous concepts related to the metaverse, such as virtual reality, augmented reality, Web 3.0 and NFTs and describes the background, features, advantages and disadvantages. It then presents the content or key techniques around the metaverse, Artificial Intelligence, big data, edge computing, 3D modeling and blockchain. For each technique, it depicts how it performs to advance the development of the metaverse. Finally, it gives the context of the metaverse and illustrates the new society in the virtual world, consisting of economic systems, assets, social activities, security, law, etcetera. Overall, Metaverse: Concept, Content and Context provides a panoramic view of the metaverse, a key feature of which is the intuitive visualizations with numerous figures that clearly address the main aspects. This book is well-designed and well-written and will appeal to beginners and students as well as professionals, welcome to the metaverse community! Table of ContentsPreface.- About the Author.- Acknowledgments.- List of Figures.- Acronyms.- 1. Metaverse.- 2 Metaverse,Web 3.0,Big Data and AI.- 3 Metaverse and Immersive Interaction Technology.- 4 Metaverse and Blockchain.- 5 Metaverse and Social View.- 6 Asset View of the Metaverse.- 7 Metaverse Security.- 8 Metaverse and Law.- 9 Metaverse and Investing.- 10 The Future of the Metaverse.- Index.

    1 in stock

    £49.49

  • Metaverse Concept Content and Context

    Springer International Publishing AG Metaverse Concept Content and Context

    1 in stock

    Book SynopsisThe metaverse, a hybrid society of the real and the virtual is attracting significant attention from academia to industry and is starting to change the world.

    1 in stock

    £49.49

  • Empowering Novel Geometric Algebra for Graphics

    Springer International Publishing AG Empowering Novel Geometric Algebra for Graphics

    1 in stock

    Book SynopsisThis book constitutes the proceedings of the Workshop Empowering Novel Geometric Algebra for Graphics and Engineering, ENGAGE 2022, held in conjunction with Computer Graphics International conference, CGI 2022, which took place virtually, in September 2022. The 10 full papers included in this volume were carefully reviewed and selected from 12 submissions. The workshop focused specifically on important aspects of geometric algebra including algebraic foundations, digitized transformations, orientation, conic fitting, protein modelling, digital twinning, and multidimensional signal processing.Table of ContentsFoundations of Geometric Algebra.- Transformations, Orientation and Fitting.- Modelling Proteins and Cities.- Signal Processing with Octonions.

    1 in stock

    £42.74

  • Mathematics and Applications of Computer Graphics

    Springer Mathematics and Applications of Computer Graphics

    15 in stock

    Book SynopsisShape processing by surface mesh.- Rendering.- Character Animation.- Physics Simulation.

    15 in stock

    £49.49

  • Shadow Algorithms Data Miner

    Taylor & Francis Ltd Shadow Algorithms Data Miner

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £56.99

  • Creating Infographics with Adobe Illustrator: Volume 1: Learn the Basics and Design Your First Infographic

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Creating Infographics with Adobe Illustrator: Volume 1: Learn the Basics and Design Your First Infographic

    10 in stock

    Book SynopsisThis full-color book will teach you how to use Adobe Illustrator's various tools to create infographics, as well as basic page layouts for them. This is the first of three volumes which will cover all the fundamentals of Illustrator, an industry standard application used by graphic designers and marketing and communication teams. How is an infographic different from a logo or any other illustration? What additional thought processes, skills, or software tools should be utilized to create an infographic? In this first volume of Illustrator Basics, you will learn the answers to all these questions. Author Jennifer Harder will walk you through creating basic infographics in Illustrator using Basic Shape tools, Pen Tools, Type Tools, and Symbols. Upon completing this volume, you will have an appreciation for how easy it is to design an infographic and discover how rudimentary shapes and colors can affect readability while conveying meaning to your audience. You will be able to use this knowledge to create your own infographics using Illustrator’s wide array of tools. Who This Book Is For Discover the tools within Illustrator that are ideal for creating basic infographics Develop a logo based upon a scanned sketch Gain an understanding of different infographic layouts and the process of reviewing them with your client Who This Book Is For Beginner-level designers and others who are interested in learning the process of creating infographics for their company, the classroom, for a visual resume, an article in a magazine, or a webpage.Table of ContentsChapter 1: What are Infographics? Chapter 2: Preparation for Creating a Logo and Infographics Chapter 3: Scanner Basics Chapter 4: Setting Up Your Workspace Chapter 5: Working with Artboards and Saving Files Chapter 6: A Basic Review of Illustrator’s Shape Tools Chapter 7: A Basic Review of Illustrator’s Pen Tools Chapter 8: Working with Illustrator’s Layers and additional Drawing and Type Tools Chapter 9: Creating your first Infographic Projects

    10 in stock

    £38.24

  • Creating Infographics with Adobe Illustrator: Volume 3: Interactive Infographics and the Creative Cloud

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Creating Infographics with Adobe Illustrator: Volume 3: Interactive Infographics and the Creative Cloud

    10 in stock

    Book SynopsisThis full-color book, the third of three volumes, focuses on Adobe Illustrator’s SVG interactivity tools. How can an infographic be made more interactive for an audience? What additional Illustrator tools and Adobe applications can be used to enhance your infographic layout? In this final volume of Creating Infographics with Adobe Illustrator, you will learn the answers to all these questions. Author Jennifer Harder will walk you through creating basic infographics in Illustrator using Illustrator tools for creating SVG files, known as Scalable Vector Graphics, for basic Interactivity on a web page. Then you will review layouts in other Adobe Applications in relation to their connectivity with Illustrator. Upon completing this volume, you will have a thorough understanding of how to design an infographic with basic interactivity for a web page, and how this can improve visualization and convey meaning to your audience. Moreover, you will be able to use this knowledge to create your own infographics using Illustrator’s wide array of tools. What You Will Learn Discover how to apply interactivity to an infographic Gain insight into different infographic layouts and how to finalize your project with your client Explore other Adobe Creative Cloud applications that may assist you in the future as you create your infographics Who This Book Is For Beginner-level designers and others who are interested in learning the process of creating infographics for their company, the classroom, for, an article in a magazine, or adding interactivity to webpage.Table of ContentsChapter 1: Interactive Infographics with SVG.- Chapter 2: Ideas: Various 2D and 3D Graphic Layouts, Client Review.- Chapter 3: Next Steps with Infographics Using Adobe Creative Cloud.

    10 in stock

    £39.99

  • Creating Infographics with Adobe Illustrator: Volume 2: 2D and 3D Graphics

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Creating Infographics with Adobe Illustrator: Volume 2: 2D and 3D Graphics

    10 in stock

    Book SynopsisThis full-color book will teach you how to use Adobe Illustrator's various tools to create infographics, as well as basic page layouts for them. It focuses on Illustrator’s powerful graphing tools and 2D and 3D effects. How can an infographic or graph be altered and adapted to appear more engaging and still display your data accurately? What additional effects can be used on your infographic to produce the results you envision? In this second volume of Creating Infographics with Adobe Illustrator, you will learn the answers to all these questions. Author Jennifer Harder will walk you through creating basic infographics in Illustrator using Illustrator tools such as Graphing Tools as well as how to create 2D effects and 3D shapes with their related materials, including Symbols. Upon completing this volume, you will have an appreciation for how easy it is to design an infographic or graph to display your data and discover how rudimentary shapes and colors can be altered using patterns, as well as 2D and 3D effects, to enhance readability while conveying meaning to your audience. You will be able to use this knowledge to create your own infographics using Illustrator’s wide array of tools. What You Will Learn Use Illustrator’s Graphing Tools to create and modify basic charts or graphs Work with popular 2D effects to enhance your design in Illustrator Create 3D Shapes using Materials and Symbols and modify your 3D Graphs Explore basic Image Trace and Perspective options in Illustrator Who This Book Is For Beginner-level designers and others who are interested in learning the process of creating infographics for their company, the classroom, for data visualization, an article in a magazine, or a webpage.Table of ContentsChapter 1: Illustrator’s Graphing Tools: Creating a 2D infographic Part 1.- Chapter 2: Illustrator’s Graphing Tools: Creating a 2D infographic Part 2.- Chapter 3: Altering Graphics using the Image Trace Panel and Project Ideas.- Chapter 4: Illustrator’s 2D Effects for Creating Infographics.- Chapter 5: Illustrator’s 3D Effects for Creating Infographics.- Chapter 6: Creating 3D Infographic Projects and Perspective Basics.

    10 in stock

    £39.99

  • Advanced Styles and Insights with Midjourney

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Advanced Styles and Insights with Midjourney

    10 in stock

    Book SynopsisExplore advanced techniques in AI image generation with a focus on enhancing creativity and producing unique styles using the Midjourney platform, an AI image-generating (text-to-image) program unparalleled in the aesthetics of images it can produce. This book is for anyone ready to push their AI art further, with guidance straight from a seasoned AI artist and user of Midjourney. Unlike a basic tutorial, this book focuses on advanced prompt crafting strategies, understanding Midjourney's evolving algorithms, and harnessing these tools to produce art that resonates on personal and communal levels. Author Irina Shamaeva shares insights gained from creating and sharing art that has captivated over 8,000 followers on social media in a year. You'll see how to think out of the box with AI art creation and gain practical tips and techniques for drawing. Expect practical tips on making the most of Midjourney for your art, insights from the author's experience, and stories from the AI art world. This book is not just about how to use Midjourney; it's about creating art that matters to you and others. Advanced Styles and Insights with Midjourney will allow you to channel your creativity with more sophisticated drawing techniques, concepts, and new complementary tools. What You Will LearnCombine the features of two recent Midjourney versions, getting the best qualities of each. Explore a hidden unofficial version of Midjourney that has a wild imagination. Use the Vary(Subtle), Vary(Strong), and Vary(Region) functions to manipulate your images. Work with multimedia - images along with text - as image prompts and style references. Who This Book Is ForGraphic designers, architects, book illustrators, product photographers, game developers, fashion and interior designers, educators, AI researchers using text-to-image software, and any Midjourney user wanting to enhance their prompting skills.

    10 in stock

    £39.99

  • A Beginners Guide to Digital Image Repair in Photoshop Volume 2

    Apress A Beginners Guide to Digital Image Repair in Photoshop Volume 2

    10 in stock

    Book SynopsisChapter 1: Adjustment Layers, Blending Modes with Masks for Photo Restoration: Part 1.- Chapter 2: Adjustment Layers, Blending Modes with Masks for Photo Restoration: Part 2.- Chapter 3: Basic Filters for Photo Restoration.- Chapter 4: Advanced Filters for Photo Restoration: Part 1 .-Chapter 5: Advanced Filters for Photo Restoration: Part 2.- Chapter 6: Creating a Parallax: Bringing Your Vintage or Historical Photos to Life.- Chapter 7: Next Steps in Your Photo Restoration Project.

    10 in stock

    £46.74

  • Master Photo and Video Editing with Metal

    Apress Master Photo and Video Editing with Metal

    10 in stock

    Book SynopsisPart 1: Rasterization.- Chapter 1: Getting Started with Apple Metal.- Chapter 2: Metal Fundamentals Overview. Rendering and Displaying Content.- Chapter 3: Understanding the Rendering Pipeline.- Chapter 4: Vertex Shader Function, Primitive Assembly.- Chapter 5: Transformations.- Chapter 6: Perspective Transformations.- Chapter 7: Working with Textures and Images.- Part 2: Image Editing with Metal.- Chapter 8: Basic color adjustments.- Chapter 9: Vignette.- Chapter 10: Blur.- Chapter 11: Lookup Table.- Chapter 12: Twirl.- Part 3: Multilayer rendering.- Chapter 13: Introduction to layer composition.- Chapter 14: Blend Modes.- Chapter 15: Layer Effects.-Part 4: Video Editing with Metal.- Chapter 16 - Video Editing with Metal.- Chapter 17 - Video Layers.- Appendix: Common Metal functions.

    10 in stock

    £39.99

  • Blender Scripting with Python

    Apress Blender Scripting with Python

    10 in stock

    10 in stock

    £43.99

  • Beginners Guide to Adobe Fresco

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Beginners Guide to Adobe Fresco

    10 in stock

    10 in stock

    £46.74

  • Apress Ray Tracing in CUDA and DXR

    10 in stock

    Book SynopsisChapter 1: Brief History of the Latest Modern GPUs.- Chapter 2: Know Your Hardware: The Streaming Multiprocessor.- Chapter 3: GPGPU Ray Tracing vs DXR Ray Tracing Approaches.- Chapter 4: Enter the Turing Microarchitecture.- Chapter 5: Ray Tracing Techniques.- Chapter 6: Ray and Camera Model Definitions.- Chapter 7: Basic Ray-Primitive Intersection Techniques.- Chapter 8: Rendering Equation and Monte Carlo Integration.- Chapter 9: DirectX 12 and Real-Time Ray Tracing in DXR.- Chapter 10: Path Tracing: Global Illumination.

    10 in stock

    £39.99

  • Modern CSS

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Modern CSS

    10 in stock

    10 in stock

    £43.99

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