3RD INTERNATIONAL CONFERENCE ON BIG DATA AND MACHINE LEARNING (BML'22) : 23-24 May, 2022 Istanbul, Turkey (Hybrid)
| 3RD INTERNATIONAL CONFERENCE ON BIG DATA AND MACHINE LEARNING (BML'22) : 23-24 May, 2022 Istanbul, Turkey (Hybrid) |
| Pubbl/distr/stampa | Warsaw ; ; Berlin : , : Sciendo, , [2023] |
| Descrizione fisica | 1 online resource (153 p.) |
| Soggetto topico | COMPUTERS / Computer Science |
| ISBN | 83-67405-23-4 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Frontmatter -- Contents -- Automatic Filtering of LiDAR Building Point Cloud Using Multilayer Perceptron Neuron Network -- The Profitable Gates Location on the Highway of the Dynamic Wireless Charging Transmitter for the Electric Vehicles -- Metadata modeling for data lakes based on dynamic ontologies -- A Novel hybrid model for the detection of drivers' drowsiness based on EEG signals and personalized extra-trees classification -- Optimal power flow using Machine Learning: A survey -- Cartography for the training of Deep Learning algorithms on fire forest risk areas in the TAZEKKA park of MOROCCO: Geostatistical approach -- Waste collection by compartmentalized vehicles in smart cities -- Brain Tumor Semantic Segmentation Using Convolutional Neural Networks in 2D MRI Images -- The Truncated M-Fractional Ordinary Differential Equations: Lie Symmetry Analysis -- A Hybrid Machine Learning-Based Malware Detection Model -- High efficacy of handling imbalanced data to predict bankruptcy -- Objective weighting methods combined with TOPSIS and their effects on ranking nodes in social networks -- Big Data: Concept and Security and Privacy Challenges -- Big Data in Precision Agriculture: A comprehensive Review -- Assessment in e-learning systems Feedback on the adoption of peer assessment for the correction of continuous control in algorithmic and programming -- Exploring Big Data Analytics: Challenges and Infrastructures -- LSTM Recurrent Neural Network for Daily Forecast of PM10 Concentrations in Tangier -- Metadata modeling for data lakes based on dynamic ontologies -- Optimal power flow using Machine Learning: A survey -- Waste collection by compartmentalized vehicles in smart cities |
| Record Nr. | UNISA-996543168203316 |
| Warsaw ; ; Berlin : , : Sciendo, , [2023] | ||
| Lo trovi qui: Univ. di Salerno | ||
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Advanced Technologies for Realizing Sustainable Development Goals 5G, AI, Big Data, Blockchain and Industry 4.0 Applications / Ashutosh Bhatt, Pooja Joshi, Kapil Joshi, Anchit Bijalwan
| Advanced Technologies for Realizing Sustainable Development Goals 5G, AI, Big Data, Blockchain and Industry 4.0 Applications / Ashutosh Bhatt, Pooja Joshi, Kapil Joshi, Anchit Bijalwan |
| Autore | Bhaṭṭa Āśutosha |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Sharjah : , : Bentham Science Publishers, , 2024 |
| Descrizione fisica | 1 online resource (343 pages) |
| Altri autori (Persone) |
JoshiPooja
JoshiKapil |
| Soggetto topico | COMPUTERS / Computer Science |
| ISBN |
9789815256680
9815256688 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Advanced Technologies for Realizing Sustainable Development Goals 5G, AI, Big Data, Blockchain and Industry 4.0 Applications |
| Record Nr. | UNINA-9911102364603321 |
Bhaṭṭa Āśutosha
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| Sharjah : , : Bentham Science Publishers, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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Advanced Technologies for Realizing Sustainable Development Goals 5G, AI, Big Data, Blockchain and Industry 4.0 Applications / Ashutosh Bhatt, Pooja Joshi, Kapil Joshi, Anchit Bijalwan
| Advanced Technologies for Realizing Sustainable Development Goals 5G, AI, Big Data, Blockchain and Industry 4.0 Applications / Ashutosh Bhatt, Pooja Joshi, Kapil Joshi, Anchit Bijalwan |
| Autore | Bhaṭṭa Āśutosha |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Sharjah : , : Bentham Science Publishers, , 2024 |
| Descrizione fisica | 1 online resource (343 pages) |
| Altri autori (Persone) |
JoshiPooja
JoshiKapil |
| Soggetto topico | COMPUTERS / Computer Science |
| ISBN |
9789815256680
9815256688 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Advanced Technologies for Realizing Sustainable Development Goals 5G, AI, Big Data, Blockchain and Industry 4.0 Applications |
| Record Nr. | UNINA-9911154132103321 |
| Bhaṭṭa Āśutosha | ||
| Sharjah : , : Bentham Science Publishers, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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Artificial Intelligence - COMIA 2025 : 17th Mexican Congress, Mexico City, Mexico, May 12-16, 2025, Proceedings, Part III
| Artificial Intelligence - COMIA 2025 : 17th Mexican Congress, Mexico City, Mexico, May 12-16, 2025, Proceedings, Part III |
| Autore | Martínez-Villaseñor María de Lourdes |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Cham : , : Springer, , 2025 |
| Descrizione fisica | 1 online resource (575 pages) |
| Disciplina | 006.3 |
| Altri autori (Persone) |
Martínez-SeisBella
PichardoObdulia |
| Collana | Communications in Computer and Information Science Series |
| Soggetto topico |
COMPUTERS / Artificial Intelligence / General
COMPUTERS / Computer Science TECHNOLOGY & ENGINEERING / Engineering (General) |
| ISBN | 3-031-97913-3 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9911028652403321 |
Martínez-Villaseñor María de Lourdes
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| Cham : , : Springer, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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Artificial Intelligence - COMIA 2025 : 17th Mexican Congress, Mexico City, Mexico, May 12-16, 2025, Proceedings, Part I
| Artificial Intelligence - COMIA 2025 : 17th Mexican Congress, Mexico City, Mexico, May 12-16, 2025, Proceedings, Part I |
| Autore | Martínez-Villaseñor María de Lourdes |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Cham : , : Springer, , 2025 |
| Descrizione fisica | 1 online resource (535 pages) |
| Disciplina | 006.3 |
| Altri autori (Persone) |
Martínez-SeisBella
PichardoObdulia |
| Collana | Communications in Computer and Information Science Series |
| Soggetto topico |
COMPUTERS / Artificial Intelligence / General
COMPUTERS / Computer Science TECHNOLOGY & ENGINEERING / Engineering (General) |
| ISBN | 3-031-97907-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9911028663103321 |
Martínez-Villaseñor María de Lourdes
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||
| Cham : , : Springer, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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Artificial Intelligence - COMIA 2025 : 17th Mexican Congress, Mexico City, Mexico, May 12-16, 2025, Proceedings, Part II
| Artificial Intelligence - COMIA 2025 : 17th Mexican Congress, Mexico City, Mexico, May 12-16, 2025, Proceedings, Part II |
| Autore | Martínez-Villaseñor María de Lourdes |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Cham : , : Springer, , 2025 |
| Descrizione fisica | 1 online resource (534 pages) |
| Disciplina | 006.3 |
| Altri autori (Persone) |
Martínez-SeisBella
PichardoObdulia |
| Collana | Communications in Computer and Information Science Series |
| Soggetto topico |
COMPUTERS / Artificial Intelligence / General
COMPUTERS / Computer Science TECHNOLOGY & ENGINEERING / Engineering (General) |
| ISBN | 3-031-97910-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9911028658503321 |
Martínez-Villaseñor María de Lourdes
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| Cham : , : Springer, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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Artificial Intelligence in Action : Real-World Applications and Innovations
| Artificial Intelligence in Action : Real-World Applications and Innovations |
| Autore | Banafa Ahmed |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Milton : , : River Publishers, , 2025 |
| Descrizione fisica | 1 online resource (362 pages) |
| Disciplina | 006.3 |
| Collana | River Publishers Series in Computing and Information Science and Technology Series |
| Soggetto topico |
COMPUTERS / Artificial Intelligence / Generative AI
COMPUTERS / Computer Science |
| ISBN |
87-7004-622-0
1-04-039596-1 87-7004-621-2 87-7004-619-0 9788770046213 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9911021671903321 |
Banafa Ahmed
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| Milton : , : River Publishers, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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Blockchain and the Water Supply Chain : Opportunities, Challenges and Innovations
| Blockchain and the Water Supply Chain : Opportunities, Challenges and Innovations |
| Autore | Kumar Abhishek |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Newark : , : John Wiley & Sons, Incorporated, , 2025 |
| Descrizione fisica | 1 online resource (0 pages) |
| Disciplina | 005.7588 |
| Altri autori (Persone) |
BattaPriya
ManojS. Oswalt ChinnathambiDhaya RaviSrivel |
| Collana | ISTE Invoiced Series |
| Soggetto topico |
COMPUTERS / Computer Science
TECHNOLOGY & ENGINEERING / Environmental / Water Supply |
| ISBN |
1-394-41780-2
1-394-41778-0 9781394417780 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9911034867403321 |
Kumar Abhishek
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| Newark : , : John Wiley & Sons, Incorporated, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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Calculated Imagery : A History of Computer Graphics in Hollywood Cinema
| Calculated Imagery : A History of Computer Graphics in Hollywood Cinema |
| Autore | Wolf Mark J. P |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | New York : , : Morgan & Claypool Publishers, , 2025 |
| Descrizione fisica | 1 online resource (1042 pages) |
| Collana | ACM Bks. |
| Soggetto topico |
COMPUTERS / Design, Graphics & Media / General
COMPUTERS / Design, Graphics & Media / Graphics Tools COMPUTERS / Computer Science |
| ISBN | 9798400712685 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Advance Praise for Calculated Imagery -- Calculated Imagery -- Contents -- List of Figures -- List of Acronyms -- Foreword by Gary Demos -- Acknowledgments -- Introduction -- Calculating Imagery -- Early Computer Output and Graphics -- The Spread of Computer-generated Imagery -- Photorealistic Imagery versus Photostylized Imagery -- 1 Simulating Computers and Computer Graphics -- 1.1 Screens On-screen -- 1.2 Computers On-screen -- 1.3 Simulating Computer Graphics -- 1.4 Faking Computer Graphics into the 1970s and 1980s -- 2 Computer Graphics as Diegetic Computer Graphics -- 2.1 Computer Graphics Introduced to the Public -- 2.2 Lissajous Figures, Vertigo, and John Whitney Sr. -- 2.3 Early Film Recorders -- 2.4 Vector versus Raster Graphics -- 2.5 Wireframe Imagery -- 2.6 Computer Animation Applications and Languages -- 2.7 Mathematical Visualization and Modeling -- 2.8 The Public Face of Computer Graphics in the 1960s -- 2.9 The Andromeda Strain … and the First Digital Film System? -- 2.10 The Key Frame Animation System -- 2.11 Computer Graphics' First Oscar Nominations -- 2.12 Alan Kitching and ANTICS -- 2.13 Westworld and Computer Vision -- 2.14 UFO Target Earth and Alien Revelation -- 2.15 The Scanimate System -- 2.16 HICAMP, HICAMPER, and Compufilms -- 2.17 The Frame Buffer -- 2.18 Smooth Shading: Gouraud, Phong, and More -- 2.19 Catmull and Parke Lend a Hand to Futureworld -- 2.20 The Z-buffer -- 2.21 Mapping, Fractals, and Other Innovations -- 2.22 The Film versus Video Debate -- 2.23 The Making of Star Wars -- 2.24 Logos and Title Sequences -- 2.25 The Computer Graphics Industry of the 1970s -- 2.26 Imagining Computer Graphics of the Future -- 3 Early Photostylized Computer Graphics -- 3.1 The Earliest Computer-generated Diegetic Objects -- 3.2 CG Spaceship Tests -- 3.3 Blinn's JPL Flyby Simulations and Other Projects.
3.4 Developing Global Illumination -- 3.5 The NYIT Computer Graphics Lab -- 3.6 Lucasfilm's Computer Graphics Division -- 3.7 Scanned Images and Altered States -- 3.8 Scanned Humans and Looker -- 3.9 Rendering Nature -- 3.10 Fractals, Particle Systems, and the Genesis Sequence -- 3.11 The Making and Marketing of Tron -- 3.12 CGL's Work on The Works Continues -- 3.13 Music Videos -- 3.14 Computer Graphics and Traditional Animation -- 3.15 Creating Digital Scenes and Landscapes -- 3.16 Digital Compositing -- 3.17 Entering the Live-action Diegesis: The Last Starfighter and 2010 -- 3.18 New Hardware and Software -- 3.19 Advances in Character Animation -- 3.20 Apollo Computer's Midnight Movie Group -- 3.21 Radiosity -- 3.22 The Computer Graphics Industry of the 1980s -- 3.23 The Start of Pixar -- 3.24 The DOA Fiasco -- 3.25 New Companies of the Late 1980s -- 4 Photostylized Computer Graphics as an Artistic Choice -- 4.1 Choosing Photostylization -- 4.2 Pixar's Short Films -- 4.3 The Late 1980s and Early 1990s -- 4.4 Refining and Combining Techniques -- 4.5 Photostylized Imagery for Film and Television -- 4.6 Early Computer-animated Television Shows -- 4.7 Digital Ink-and-Paint Systems -- 4.8 Disney's Computer Animation Production System -- 4.9 The Making of Toy Story -- 4.10 Computer Animation as a Mode of Production -- 4.11 The Early Years of All-CG Feature Films -- 4.12 Shorter-format Film and Video -- 4.13 Television Animation -- 4.14 The Computer-animated Feature Film Industry -- 5 Photorealistic Computer Graphics -- 5.1 Realism, Perceptual Realism, and Photorealism -- 5.2 Appearance, Behavior, and Context -- 5.3 Early Photorealistic Computer Graphics -- 5.4 Procedural Textures, Solid Textures, and Perlin Noise -- 5.5 The Knight and the Navigator -- 5.6 ILM's Computer Graphics Department -- 5.7 Invisible Effects -- 5.8 Morphing Effects. 5.9 New Software: RenderMan and Photoshop -- 5.10 The Water Pseudopod and The Abyss -- 5.11 The Digital Effects Industry of the 1990s -- 5.12 Liquid Metal and Terminator 2 -- 5.13 Skin, Bones, and Muscles -- 5.14 Cloth, Fur, and Hair -- 5.15 Character Animation Systems -- 5.16 Further Advances in Invisible Effects -- 5.17 Small-screen Science Fiction -- 5.18 Fluids, Fire, and Smoke -- 5.19 Herds, Crowds, and Armies -- 5.20 Simulating Eye and Camera -- 5.21 The Digital Effects Industry of the 21st Century -- 5.22 Photorealistic Environments -- 5.23 Simulations of Human Beings -- 6 Computer Graphics Behind the Scenes -- 6.1 Computer Usage Behind the Scenes -- 6.2 Digital Editing Systems -- 6.3 Pixel-pushing: Paint Programs and 2D Image Manipulation -- 6.4 Advances in Film Scanners and Recorders -- 6.5 Image Repair, Restoration, and Preservation -- 6.6 Digital Intermediates -- 6.7 Previsualization -- 6.8 Digital Puppeteering and Motion Capture -- 6.9 Motion Tracking, Matchmoving, and Optical Flow -- 6.10 Advanced Digital Compositing -- 6.11 Digital Cameras -- 6.12 Combining Digital and Virtual Cameras -- 6.13 Virtual Production -- 6.14 Digital Distribution and Projection -- 7 Computer Graphics as Automated Imagery -- 7.1 A Car Stunt Simulation -- 7.2 Early Forms of Simulation -- 7.3 Kinematic and Dynamic Methods -- 7.4 Procedural Generation -- 7.5 Complex Physics Simulations -- 7.6 Agents and Artificial Intelligence -- 7.7 The Future of Computer Graphics in Cinema -- Epilogue: The Cinematic Image as a Computer Graphic -- The Initial Resistance to Digital Imaging -- The Ontology of Computer-generated Imagery -- Author's Biography -- Index. |
| Record Nr. | UNINA-9911117634503321 |
Wolf Mark J. P
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| New York : , : Morgan & Claypool Publishers, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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Calculated Imagery : A History of Computer Graphics in Hollywood Cinema
| Calculated Imagery : A History of Computer Graphics in Hollywood Cinema |
| Autore | Wolf Mark J. P |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | New York : , : Morgan & Claypool Publishers, , 2025 |
| Descrizione fisica | 1 online resource (1042 pages) |
| Collana | ACM Bks. |
| Soggetto topico |
COMPUTERS / Design, Graphics & Media / General
COMPUTERS / Design, Graphics & Media / Graphics Tools COMPUTERS / Computer Science |
| ISBN | 9798400712685 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Advance Praise for Calculated Imagery -- Calculated Imagery -- Contents -- List of Figures -- List of Acronyms -- Foreword by Gary Demos -- Acknowledgments -- Introduction -- Calculating Imagery -- Early Computer Output and Graphics -- The Spread of Computer-generated Imagery -- Photorealistic Imagery versus Photostylized Imagery -- 1 Simulating Computers and Computer Graphics -- 1.1 Screens On-screen -- 1.2 Computers On-screen -- 1.3 Simulating Computer Graphics -- 1.4 Faking Computer Graphics into the 1970s and 1980s -- 2 Computer Graphics as Diegetic Computer Graphics -- 2.1 Computer Graphics Introduced to the Public -- 2.2 Lissajous Figures, Vertigo, and John Whitney Sr. -- 2.3 Early Film Recorders -- 2.4 Vector versus Raster Graphics -- 2.5 Wireframe Imagery -- 2.6 Computer Animation Applications and Languages -- 2.7 Mathematical Visualization and Modeling -- 2.8 The Public Face of Computer Graphics in the 1960s -- 2.9 The Andromeda Strain … and the First Digital Film System? -- 2.10 The Key Frame Animation System -- 2.11 Computer Graphics' First Oscar Nominations -- 2.12 Alan Kitching and ANTICS -- 2.13 Westworld and Computer Vision -- 2.14 UFO Target Earth and Alien Revelation -- 2.15 The Scanimate System -- 2.16 HICAMP, HICAMPER, and Compufilms -- 2.17 The Frame Buffer -- 2.18 Smooth Shading: Gouraud, Phong, and More -- 2.19 Catmull and Parke Lend a Hand to Futureworld -- 2.20 The Z-buffer -- 2.21 Mapping, Fractals, and Other Innovations -- 2.22 The Film versus Video Debate -- 2.23 The Making of Star Wars -- 2.24 Logos and Title Sequences -- 2.25 The Computer Graphics Industry of the 1970s -- 2.26 Imagining Computer Graphics of the Future -- 3 Early Photostylized Computer Graphics -- 3.1 The Earliest Computer-generated Diegetic Objects -- 3.2 CG Spaceship Tests -- 3.3 Blinn's JPL Flyby Simulations and Other Projects.
3.4 Developing Global Illumination -- 3.5 The NYIT Computer Graphics Lab -- 3.6 Lucasfilm's Computer Graphics Division -- 3.7 Scanned Images and Altered States -- 3.8 Scanned Humans and Looker -- 3.9 Rendering Nature -- 3.10 Fractals, Particle Systems, and the Genesis Sequence -- 3.11 The Making and Marketing of Tron -- 3.12 CGL's Work on The Works Continues -- 3.13 Music Videos -- 3.14 Computer Graphics and Traditional Animation -- 3.15 Creating Digital Scenes and Landscapes -- 3.16 Digital Compositing -- 3.17 Entering the Live-action Diegesis: The Last Starfighter and 2010 -- 3.18 New Hardware and Software -- 3.19 Advances in Character Animation -- 3.20 Apollo Computer's Midnight Movie Group -- 3.21 Radiosity -- 3.22 The Computer Graphics Industry of the 1980s -- 3.23 The Start of Pixar -- 3.24 The DOA Fiasco -- 3.25 New Companies of the Late 1980s -- 4 Photostylized Computer Graphics as an Artistic Choice -- 4.1 Choosing Photostylization -- 4.2 Pixar's Short Films -- 4.3 The Late 1980s and Early 1990s -- 4.4 Refining and Combining Techniques -- 4.5 Photostylized Imagery for Film and Television -- 4.6 Early Computer-animated Television Shows -- 4.7 Digital Ink-and-Paint Systems -- 4.8 Disney's Computer Animation Production System -- 4.9 The Making of Toy Story -- 4.10 Computer Animation as a Mode of Production -- 4.11 The Early Years of All-CG Feature Films -- 4.12 Shorter-format Film and Video -- 4.13 Television Animation -- 4.14 The Computer-animated Feature Film Industry -- 5 Photorealistic Computer Graphics -- 5.1 Realism, Perceptual Realism, and Photorealism -- 5.2 Appearance, Behavior, and Context -- 5.3 Early Photorealistic Computer Graphics -- 5.4 Procedural Textures, Solid Textures, and Perlin Noise -- 5.5 The Knight and the Navigator -- 5.6 ILM's Computer Graphics Department -- 5.7 Invisible Effects -- 5.8 Morphing Effects. 5.9 New Software: RenderMan and Photoshop -- 5.10 The Water Pseudopod and The Abyss -- 5.11 The Digital Effects Industry of the 1990s -- 5.12 Liquid Metal and Terminator 2 -- 5.13 Skin, Bones, and Muscles -- 5.14 Cloth, Fur, and Hair -- 5.15 Character Animation Systems -- 5.16 Further Advances in Invisible Effects -- 5.17 Small-screen Science Fiction -- 5.18 Fluids, Fire, and Smoke -- 5.19 Herds, Crowds, and Armies -- 5.20 Simulating Eye and Camera -- 5.21 The Digital Effects Industry of the 21st Century -- 5.22 Photorealistic Environments -- 5.23 Simulations of Human Beings -- 6 Computer Graphics Behind the Scenes -- 6.1 Computer Usage Behind the Scenes -- 6.2 Digital Editing Systems -- 6.3 Pixel-pushing: Paint Programs and 2D Image Manipulation -- 6.4 Advances in Film Scanners and Recorders -- 6.5 Image Repair, Restoration, and Preservation -- 6.6 Digital Intermediates -- 6.7 Previsualization -- 6.8 Digital Puppeteering and Motion Capture -- 6.9 Motion Tracking, Matchmoving, and Optical Flow -- 6.10 Advanced Digital Compositing -- 6.11 Digital Cameras -- 6.12 Combining Digital and Virtual Cameras -- 6.13 Virtual Production -- 6.14 Digital Distribution and Projection -- 7 Computer Graphics as Automated Imagery -- 7.1 A Car Stunt Simulation -- 7.2 Early Forms of Simulation -- 7.3 Kinematic and Dynamic Methods -- 7.4 Procedural Generation -- 7.5 Complex Physics Simulations -- 7.6 Agents and Artificial Intelligence -- 7.7 The Future of Computer Graphics in Cinema -- Epilogue: The Cinematic Image as a Computer Graphic -- The Initial Resistance to Digital Imaging -- The Ontology of Computer-generated Imagery -- Author's Biography -- Index. |
| Record Nr. | UNINA-9911132918603321 |
Wolf Mark J. P
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| New York : , : Morgan & Claypool Publishers, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
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