Read Books Online and Download eBooks, EPub, PDF, Mobi, Kindle, Text Full Free.
Programming Cameras And Pan Tilts With Directx And Java
Download Programming Cameras And Pan Tilts With Directx And Java full books in PDF, epub, and Kindle. Read online Programming Cameras And Pan Tilts With Directx And Java ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Book Synopsis Programming Cameras and Pan-tilts with DirectX and Java by : Ioannis Pavlidis
Download or read book Programming Cameras and Pan-tilts with DirectX and Java written by Ioannis Pavlidis and published by Morgan Kaufmann. This book was released on 2003 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rapid rise of PC-based cameras has lead to the enormous growth of software applications that use real-time video programming. These applications include video conferencing, computer games, scientific research, automated security and surveillance, industrial inspection, and Web cameras. Previously, developers had to search through manufacturer manuals or research papers in computer vision or image processing to learn how to program devices for these applications. Programming Cameras and Pan-Tilts with DirectX and Java is the first book to offer practical tools and techniques for those struggling to gain an in-depth understanding of programming computer vision applications with live camera streams and pan-tilt devices. It shows how to build DirectShow filters from scratch and introduces computer vision concepts as needed to understand the code. Special emphasis is devoted to DirectShow programming and popular computer vision applications such as segmentation and tracking. *Shows step-by-step how to program cameras for a variety of applications in both Visual C++ .NET and the Java Media Framework (JMF). *Describes programming methods proven in industrial and research settings that can be used with any camera that connects to a PC through a DirectShow-compliant frame grabber. *Provides easy-to-understand explanations of the underlying concepts of the code examples suitable for those studying computer vision, image processing, or multimedia. *Includes a CD-ROM with all the source code from the book and a companion Web site with additional code and application examples.
Book Synopsis Developing Games in Java by : David Brackeen
Download or read book Developing Games in Java written by David Brackeen and published by New Riders. This book was released on 2004 with total page 1012 pages. Available in PDF, EPUB and Kindle. Book excerpt: Companion web site available.
Book Synopsis Fundamentals of Multimedia by : Ze-Nian Li
Download or read book Fundamentals of Multimedia written by Ze-Nian Li and published by Springer Science & Business Media. This book was released on 2014-04-09 with total page 741 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook introduces the “Fundamentals of Multimedia”, addressing real issues commonly faced in the workplace. The essential concepts are explained in a practical way to enable students to apply their existing skills to address problems in multimedia. Fully revised and updated, this new edition now includes coverage of such topics as 3D TV, social networks, high-efficiency video compression and conferencing, wireless and mobile networks, and their attendant technologies. Features: presents an overview of the key concepts in multimedia, including color science; reviews lossless and lossy compression methods for image, video and audio data; examines the demands placed by multimedia communications on wired and wireless networks; discusses the impact of social media and cloud computing on information sharing and on multimedia content search and retrieval; includes study exercises at the end of each chapter; provides supplementary resources for both students and instructors at an associated website.
Book Synopsis Computational Photography by : Ramesh Raskar
Download or read book Computational Photography written by Ramesh Raskar and published by A K Peters/CRC Press. This book was released on 2016-05-15 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computational Photography combines plentiful computing, digital sensors, modern optics, actuators, probes, and smart lights to escape the limitations of traditional film cameras and enables novel imaging applications. This book provides a practical guide to topics in image capture and manipulation methods for generating compelling pictures for graphics, special effects, scene comprehension, and art. The computational techniques discussed cover topics in exploiting new ideas in manipulating optics, illumination, and sensors at time of capture. In addition, the authors describe sophisticated reconstruction procedures from direct and indirect pixel measurements that go well beyond the traditional digital darkroom experience.
Book Synopsis Google Earth For Dummies by : David A. Crowder
Download or read book Google Earth For Dummies written by David A. Crowder and published by John Wiley & Sons. This book was released on 2011-02-09 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explore the world from your computer! This interesting guide covers all aspects of Google Earth, the freely downloadable application from Google that allows users to view satellite images from all points of the globe Aimed at a diverse audience, including casual users who enjoy air shots of locales as well as geographers, real estate professionals, and GPS developers Includes valuable tips on various customizations that users can add, advice on setting up scavenger hunts, and guidance on using Google Earth to benefit a business Explains modifying general options, managing the layer and placemark systems, and tackling some of the more technical aspects, such as interfacing with GPS There are more than 400,000 registered users of Google Earth and the number is still growing
Book Synopsis Game Engine Architecture by : Jason Gregory
Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Book Synopsis Beginning Java 8 Games Development by : Wallace Jackson
Download or read book Beginning Java 8 Games Development written by Wallace Jackson and published by Apress. This book was released on 2014-12-04 with total page 475 pages. Available in PDF, EPUB and Kindle. Book excerpt: Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll learn how to utilize vector and bit-wise graphics; create sprites and sprite animations; handle events; process inputs; create and insert multimedia and audio files; and more. Furthermore, you'll learn about JavaFX 8, now integrated into Java 8 and which gives you additional APIs that will make your game application more fun and dynamic as well as give it a smaller foot-print; so, your game application can run on your PC, mobile and embedded devices. After reading and using this tutorial, you'll come away with a cool Java-based 2D game application template that you can re-use and apply to your own game making ambitions or for fun.
Book Synopsis From Guinea Pig to Computer Mouse by : Ursula Zinko
Download or read book From Guinea Pig to Computer Mouse written by Ursula Zinko and published by . This book was released on 1997 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Professional Mobile Application Development by : Jeff McWherter
Download or read book Professional Mobile Application Development written by Jeff McWherter and published by John Wiley & Sons. This book was released on 2012-08-16 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create applications for all major smartphone platforms Creating applications for the myriad versions and varieties of mobile phone platforms on the market can be daunting to even the most seasoned developer. This authoritative guide is written in such as way that it takes your existing skills and experience and uses that background as a solid foundation for developing applications that cross over between platforms, thereby freeing you from having to learn a new platform from scratch each time. Concise explanations walk you through the tools and patterns for developing for all the mobile platforms while detailed steps walk you through setting up your development environment for each platform. Covers all the major options from native development to web application development Discusses major third party platform development acceleration tools, such as Appcelerator and PhoneGap Zeroes in on topics such as developing applications for Android, IOS, Windows Phone 7, and Blackberry Professional Mobile Cross Platform Development shows you how to best exploit the growth in mobile platforms, with a minimum of hassle.
Download or read book Digital Cities written by Toru Ishida and published by Springer. This book was released on 2003-06-26 with total page 452 pages. Available in PDF, EPUB and Kindle. Book excerpt: On the way towards the Information Society, global networks such as the Internet, together with mobile computing, have made wide-area computing over virtual communities a reality. Digital city projects, with the goal of building platforms to support community networking, are going on worldwide. This is the first book devoted to digital cities. It is based on an international symposium held in Kyoto, Japan, in September 1999. The 34 revised full papers presented were carefully selected for inclusion in the book; they reflect the state of the art in this exciting new field of interdisciplinary research and development. The book is divided into parts on design and analysis, digital city experiments, community network experiments, applications, visualization technologies, mobile technologies, and social interaction and communityware.
Book Synopsis Human-Computer Interaction - INTERACT 2009 by : Tom Gross
Download or read book Human-Computer Interaction - INTERACT 2009 written by Tom Gross and published by Springer Science & Business Media. This book was released on 2009-08-06 with total page 1036 pages. Available in PDF, EPUB and Kindle. Book excerpt: INTERACT 2009 was the 12th of a series of INTERACT international c- ferences supported by the IFIP Technical Committee 13 on Human–Computer Interaction. This year,INTERACT washeld in Uppsala (Sweden), organizedby the Swedish Interdisciplinary Interest Group for Human–Computer Interaction (STIMDI) in cooperation with the Department of Information Technology at Uppsala University. Like its predecessors, INTERACT 2009 highlighted, both to the academic and to the industrial world, the importance of the human–computer interaction (HCI) area and its most recent breakthroughs on current applications. Both - perienced HCI researchers and professionals, as well as newcomers to the HCI ?eld, interested in designing or evaluating interactive software, developing new interaction technologies, or investigating overarching theories of HCI, found in INTERACT 2009 a great forum for communication with people of similar int- ests, to encourage collaboration and to learn. INTERACT 2009 had Research and Practice as its special theme. The r- son we selected this theme is that the research within the ?eld has drifted away from the practicalapplicability of its results and that the HCI practice has come to disregard the knowledge and development within the academic community.
Download or read book Car PC Hacks written by Damien Stolarz and published by "O'Reilly Media, Inc.". This book was released on 2005-07-27 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: A car PC or carputer is a car tricked-out with electronics for playing radio, music and DVD movies, connecting to the Internet, navigating and tracking with satellite, taking photos, and any electronic gadget a person wants in a car. All these devices are managed and controlled through a single screen or interface. The only place car PC enthusiasts can go for advice, tips and tools is a handful of hard-to-find Web sites--until now. Car PC Hacks is your guide into the car PC revolution.Packing MP3 players, handheld devices, computers and video-on-demand systems gives you a pile too heavy to carry. But add a car and put them together, you've got a powerful and mobile multimedia center requiring no lifting. The next time you give kids a lift, you won't hear, "Are we there yet?" Instead, expect "We're there already?" as they won't want to leave the car while playing video games from multiple consoles.Car PC Hacks is the first book available to introduce and entrench you into this hot new market. You can count on the book because it hails from O'Reilly, a trusted resource for technical books. Expect innovation, useful tools, and fun experiments that you've come to expect from O'Reilly's Hacks Series.Maybe you've hacked computers and gadgets, and now you're ready to take it to your car. If hacking is new and you would like to mix cars and computers, this book gets you started with its introduction to the basics of car electrical systems. Even when you're unclear on the difference between amps and watts, expect a clear explanation along with real-life examples to get on track. Whether you're venturing into car PC for the first time or an experienced hobbyist, hop in the book for a joy ride.
Book Synopsis Digital Content Creation by : Rae Earnshaw
Download or read book Digital Content Creation written by Rae Earnshaw and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: The very word "digital" has acquired a status that far exceeds its humble dictionary definition. Even the prefix digital, when associ ated with familiar sectors such as radio, television, photography and telecommunications, has reinvented these industries, and provided a unique opportunity to refresh them with new start-up companies, equipment, personnel, training and working practices - all of which are vital to modern national and international economies. The last century was a period in which new media stimulated new job opportunities, and in many cases created totally new sectors: video competed with film, CDs transformed LPs, and computer graphics threatened traditional graphic design sectors. Today, even the need for a physical medium is in question. The virtual digital domain allows the capture, processing, transmission, storage, retrieval and display of text, images, audio and animation without familiar materials such as paper, celluloid, magnetic tape and plastic. But moving from these media to the digital domain intro duces all sorts of problems, such as the conversion of analog archives, multimedia databases, content-based retrieval and the design of new content that exploits the benefits offered by digital systems. It is this issue of digital content creation that we address in this book. Authors from around the world were invited to comment on different aspects of digital content creation, and their contributions form the 23 chapters of this volume.
Book Synopsis The Pencil of Nature by : William Henry Fox Talbot
Download or read book The Pencil of Nature written by William Henry Fox Talbot and published by DigiCat. This book was released on 2022-09-16 with total page 66 pages. Available in PDF, EPUB and Kindle. Book excerpt: DigiCat Publishing presents to you this special edition of "The Pencil of Nature" by William Henry Fox Talbot. DigiCat Publishing considers every written word to be a legacy of humankind. Every DigiCat book has been carefully reproduced for republishing in a new modern format. The books are available in print, as well as ebooks. DigiCat hopes you will treat this work with the acknowledgment and passion it deserves as a classic of world literature.
Book Synopsis Expert One-on-One J2EE Design and Development by : Rod Johnson
Download or read book Expert One-on-One J2EE Design and Development written by Rod Johnson and published by John Wiley & Sons. This book was released on 2004-08-04 with total page 766 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is this book about? The results of using J2EE in practice are often disappointing: applications are often slow, unduly complex, and take too long to develop. Rod Johnson believes that the problem lies not in J2EE itself, but in that it is often used badly. Many J2EE publications advocate approaches that, while fine in theory, often fail in reality, or deliver no real business value. Expert One-on-One: J2EE Design and Development aims to demystify J2EE development. Using a practical focus, it shows how to use J2EE technologies to reduce, rather than increase, complexity. Rod draws on his experience of designing successful high-volume J2EE applications and salvaging failing projects, as well as intimate knowledge of the J2EE specifications, to offer a real-world, how-to guide on how you too can make J2EE work in practice. It will help you to solve common problems with J2EE and avoid the expensive mistakes often made in J2EE projects. It will guide you through the complexity of the J2EE services and APIs to enable you to build the simplest possible solution, on time and on budget. Rod takes a practical, pragmatic approach, questioning J2EE orthodoxy where it has failed to deliver results in practice and instead suggesting effective, proven approaches. What does this book cover? In this book, you will learn When to use a distributed architecture When and how to use EJB How to develop an efficient data access strategy How to design a clean and maintainable web interface How to design J2EE applications for performance Who is this book for? This book would be of value to most enterprise developers. Although some of the discussion (for example, on performance and scalability) would be most relevant to architects and lead developers, the practical focus would make it useful to anyone with some familiarity with J2EE. Because of the complete design-deployment coverage, a less advanced developer could work through the book along with a more introductory text, and successfully build and understand the sample application. This comprehensive coverage would also be useful to developers in smaller organisations, who might be called upon to fill several normally distinct roles. What is special about this book? Wondering what differentiates this book from others like it in the market? Take a look: It does not just discuss technology, but stress its practical application. The book is driven from the need to solve common tasks, rather than by the elements of J2EE. It discuss risks in J2EE development It takes the reader through the entire design, development and build process of a non-trivial application. This wouldn't be compressed into one or two chapters, like the Java Pet Store, but would be a realistic example comparable to the complexity of applications readers would need to build. At each point in the design, alternative choices would be discussed. This would be important both where there's a real problem with the obvious alternative, and where the obvious alternatives are perhaps equally valid. It emphasizes the use of OO design and design patterns in J2EE, without becoming a theoretical book
Book Synopsis Building a 3D Game with LibGDX by : Sebastian Di Giuseppe
Download or read book Building a 3D Game with LibGDX written by Sebastian Di Giuseppe and published by Packt Publishing Ltd. This book was released on 2016-08-29 with total page 227 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn how to build an exciting 3D game with LibGDX from scratch About This Book Implement an exhaustive list of features that LibGDX unleashes to build your 3D game. Write, test, and debug your application on your desktop and deploy them on multiple platforms. Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX. Who This Book Is For If you are a game developer or enthusiasts who want to build 3D games with LibGDX, then this book is for you. A basic knowledge of LibGDX and Java programming is appreciated. What You Will Learn Learn the potential of LibGDX in game development Understand the LibGDX architecture and explore platform limitation and variations Explore the various approaches for game development using LibGDX Learn about the common mistakes and possible solutions of development Discover the 3D workflow with Blender and how it works with LibGDX Implement 3D models along with textures and animations into your games Familiarize yourself with Scene2D and its potential to boost your game's design In Detail LibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will teach readers how the LibGDX framework uses its 3D rendering API with the OpenGL wrapper, in combination with Bullet Physics, 3D Particles, and Shaders to develop and deploy a game application to different platforms You will start off with the basic Intellij environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX's 3D rendering API main features and talk about the camera used for 3D. Our next step is to put everything together to build a basic 3D game with Shapes, including basic gameplay mechanics and basic UI. Next you will go through modeling, rigging, and animation in Blender. We will then talk about refining mechanics, new input implementations, implementing enemy 3D models, mechanics, and gameplay balancing. The later part of this title will help you to manage secondary resources like audio, music and add 3D particles in the game to make the game more realistic. You will finally test and deploy the app on a multitude of different platforms, ready to start developing your own titles how you want! Style and approach A step by step guide on building a 3D game with LibGDX and implementing an exhaustive list of features that you would wish to incorporate into your 3D game
Book Synopsis OpenCV 3 Blueprints by : Joseph Howse
Download or read book OpenCV 3 Blueprints written by Joseph Howse and published by Packt Publishing Ltd. This book was released on 2015-11-10 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: Expand your knowledge of computer vision by building amazing projects with OpenCV 3 About This Book Build computer vision projects to capture high-quality image data, detect and track objects, process the actions of humans or animals, and much more Discover practical and interesting innovations in computer vision while building atop a mature open-source library, OpenCV 3 Familiarize yourself with multiple approaches and theories wherever critical decisions need to be made Who This Book Is For This book is ideal for you if you aspire to build computer vision systems that are smarter, faster, more complex, and more practical than the competition. This is an advanced book intended for those who already have some experience in setting up an OpenCV development environment and building applications with OpenCV. You should be comfortable with computer vision concepts, object-oriented programming, graphics programming, IDEs, and the command line. What You Will Learn Select and configure camera systems to see invisible light, fast motion, and distant objects Build a “camera trap”, as used by nature photographers, and process photos to create beautiful effects Develop a facial expression recognition system with various feature extraction techniques and machine learning methods Build a panorama Android application using the OpenCV stitching module in C++ with NDK support Optimize your object detection model, make it rotation invariant, and apply scene-specific constraints to make it faster and more robust Create a person identification and registration system based on biometric properties of that person, such as their fingerprint, iris, and face Fuse data from videos and gyroscopes to stabilize videos shot from your mobile phone and create hyperlapse style videos In Detail Computer vision is becoming accessible to a large audience of software developers who can leverage mature libraries such as OpenCV. However, as they move beyond their first experiments in computer vision, developers may struggle to ensure that their solutions are sufficiently well optimized, well trained, robust, and adaptive in real-world conditions. With sufficient knowledge of OpenCV, these developers will have enough confidence to go about creating projects in the field of computer vision. This book will help you tackle increasingly challenging computer vision problems that you may face in your careers. It makes use of OpenCV 3 to work around some interesting projects. Inside these pages, you will find practical and innovative approaches that are battle-tested in the authors' industry experience and research. Each chapter covers the theory and practice of multiple complementary approaches so that you will be able to choose wisely in your future projects. You will also gain insights into the architecture and algorithms that underpin OpenCV's functionality. We begin by taking a critical look at inputs in order to decide which kinds of light, cameras, lenses, and image formats are best suited to a given purpose. We proceed to consider the finer aspects of computational photography as we build an automated camera to assist nature photographers. You will gain a deep understanding of some of the most widely applicable and reliable techniques in object detection, feature selection, tracking, and even biometric recognition. We will also build Android projects in which we explore the complexities of camera motion: first in panoramic image stitching and then in video stabilization. By the end of the book, you will have a much richer understanding of imaging, motion, machine learning, and the architecture of computer vision libraries and applications! Style and approach This book covers a combination of theory and practice. We examine blueprints for specific projects and discuss the principles behind these blueprints, in detail.