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How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standard, a programming paradigm, and a hardware platform--arguing that computer graphics transformed the computer from a calculating machine into an interactive medium. Gaboury explores early efforts to produce an algorithmic solution for the calculation of object visibility; considers the history of the computer screen and the random-access memory that first made interactive images possible; examines the standardization of graphical objects through the Utah teapot, the most famous graphical model in the history of the field; reviews the graphical origins of the object-oriented programming paradigm; and, finally, considers the development of the graphics processing unit as the catalyst that enabled an explosion in graphical computing at the end of the twentieth century. The development of computer graphics, Gaboury argues, signals a change not only in the way we make images but also in the way we mediate our world through the computer--and how we have come to reimagine that world as computational.
The focus of this book is on providing a thorough treatment of image processing with an emphasis on those aspects most used in computer graphics. Throughout, the authors concentrate on describing and analysing the underlying concepts rather than on presenting algorithms or pseudocode. As befits a modern introduction to this topic, a healthy balance is struck between discussing the underlying mathematics of the subject and the main topics covered: signal processing, data discretization, the theory of colour and different colour systems, operations in images, dithering and half-toning, warping and morphing, and image processing.
Information Theory (IT) tools, widely used in many scientific fields such as engineering, physics, genetics, neuroscience, and many others, are also useful transversal tools in image processing. In this book, we present the basic concepts of IT and how they have been used in the image processing areas of registration, segmentation, video processing, and computational aesthetics. Some of the approaches presented, such as the application of mutual information to registration, are the state of the art in the field. All techniques presented in this book have been previously published in peer-reviewed conference proceedings or international journals. We have stressed here their common aspects, and presented them in an unified way, so to make clear to the reader which problems IT tools can help to solve, which specific tools to use, and how to apply them. The IT basics are presented so as to be self-contained in the book. The intended audiences are students and practitioners of image processing and related areas such as computer graphics and visualization. In addition, students and practitioners of IT will be interested in knowing about these applications.
This book is the "Hello, World" tutorial for building products, technologies, and teams in a startup environment. It's based on the experiences of the author, Yevgeniy (Jim) Brikman, as well as interviews with programmers from some of the most successful startups of the last decade, including Google, Facebook, LinkedIn, Twitter, GitHub, Stripe, Instagram, AdMob, Pinterest, and many others. Hello, Startup is a practical, how-to guide that consists of three parts: Products, Technologies, and Teams. Although at its core, this is a book for programmers, by programmers, only Part II (Technologies) is significantly technical, while the rest should be accessible to technical and non-technical audiences alike. If you’re at all interested in startups—whether you’re a programmer at the beginning of your career, a seasoned developer bored with large company politics, or a manager looking to motivate your engineers—this book is for you.
A highly illustrated and practical mannual, it covers not just the how, but also the why of vector art by detailing the thought processes and the choices made by experienced artists at every creative stage. The work reflects the vibrant creative world of vector graphics, its implementation in fileds as diverse as illustration, character design, information graphics, type design, animation and interactive design.
Adobe InDesign is the clear software of choice for designers in desktop publishing and typesetting. With it, designers create professional, eye-catching posters, flyers, brochures, magazines, newspapers, presentations, books, and ebooks. Because it has so much power and depth, sometimes the things you need are…well…kinda hidden or not really obvious. There will be a lot of times when you need to get something done in InDesign, but you have no idea where Adobe hid that feature, or what the “secret handshake” is to do that thing you need now so you can get back to working. That’s why this book was created: to get you to the technique, the shortcut, or exactly the right setting, right now. Here's how it works: When you need to know how to do a particular thing, you turn to the chapter where it would be found, find the thing you need to do (it’s easy—each page covers just one single topic), and designer and author Dave Clayton tells you exactly how to do it just like he was sitting there beside you, using the same casual style as if he were telling a friend. That way, you get back to working in InDesign fast.< This isn’t a book of theory, full of confusing jargon and detailed multi-step concepts. This is a book on which button to click, which setting to use, and exactly how and when to use it, so you’re never “stuck” in InDesign again. This will be your “go to” book that sits within reach any time you’re working in InDesign, and you are going to love having this type of help right at your fingertips.
Computing Methodologies -- Computer Graphics.
A study of photo-journalism, that offers a complete analysis of how photographs are taken, selected and edited for newspapers and magazines. It also features interviews with many celebrated photographers such as: Henri Cartier-Bresson, Snowdon, Bert Hardy, Bill Brandt, Don McCullin, and Eugene Smith.