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Morgan Kaufmann

    • The Art and Science of Digital Compositing

      • 1st Edition
      • June 2, 1999
      • Ron Brinkmann
      • English
      • Hardback
        9 7 8 0 1 2 1 3 3 9 6 0 9
      • eBook
        9 7 8 0 0 8 0 4 9 9 3 2 1
      Computer-generated visual effects are now used extensively in feature films, commercials, music videos, and multimedia. The backbone of this process, the final and most important step, is known as digital compositing. The Art and Science of Digital Compositing is a comprehensive reference that provides a complete overview of the technical and the artistic nature of this process. This book covers a wide range of topics from basic image creation, representation, and manipulation, to a look at the visual cues that are necessary to create a believable composite. Designed as both an introduction to the field as well as a valuable technical reference, this book should be of interest to both novices and professionals alike. Written by a working professional in the visual effects industry, the book provides over 250 different images and illustrations (including a 40-page color insert) as well as a complete glossary of compositing and visual-effects terminology. Also included are in-depth case studies from well-known films such as Speed, Independence Day, and Titanic.
    • Managing Gigabytes

      • 1st Edition
      • May 3, 1999
      • Ian H. Witten + 2 more
      • English
      • Hardback
        9 7 8 1 5 5 8 6 0 5 7 0 1
      • eBook
        9 7 8 0 0 8 0 5 1 0 8 8 0
      In this fully updated second edition of the highly acclaimed Managing Gigabytes, authors Witten, Moffat, and Bell continue to provide unparalleled coverage of state-of-the-art techniques for compressing and indexing data. Whatever your field, if you work with large quantities of information, this book is essential reading--an authoritative theoretical resource and a practical guide to meeting the toughest storage and access challenges. It covers the latest developments in compression and indexing and their application on the Web and in digital libraries. It also details dozens of powerful techniques supported by mg, the authors' own system for compressing, storing, and retrieving text, images, and textual images. mg's source code is freely available on the Web.
    • The Usability Engineering Lifecycle

      • 1st Edition
      • March 22, 1999
      • Deborah J. Mayhew
      • English
      • Paperback
        9 7 8 1 5 5 8 6 0 5 6 1 9
      • eBook
        9 7 8 0 0 8 0 5 2 0 2 8 5
      A commitment to usability in user interface design and development offers enormous benefits, including greater user productivity, more competitive products, lower support costs, and a more efficient development process. But what does it mean to be committed to usability? Inside, a twenty-year expert answers this question in full, presenting the techniques of Usability Engineering as a series of product lifecycle tasks that result directly in easier-to-learn, easier-to-use software.You'll learn to perform a complete requirements analysis and then incorporate the resulting goals and constraints in a highly structured, iterative design and development process. This process doesn't end with installation but instead begins anew with the collection of user feedback that will guide further development. Also covered are organizational issues related to the implementation of Usability Engineering, including cost justification, project planning, and organizational structures.
    • Logical Effort

      • 1st Edition
      • February 2, 1999
      • Ivan Sutherland + 2 more
      • English
      • Paperback
        9 7 8 1 5 5 8 6 0 5 5 7 2
      • eBook
        9 7 8 0 0 8 0 5 1 0 4 3 9
      Designers of high-speed integrated circuits face a bewildering array of choices and too often spend frustrating days tweaking gates to meet speed targets. Logical Effort: Designing Fast CMOS Circuits makes high speed design easier and more methodical, providing a simple and broadly applicable method for estimating the delay resulting from factors such as topology, capacitance, and gate sizes.The brainchild of circuit and computer graphics pioneers Ivan Sutherland and Bob Sproull, "logical effort" will change the way you approach design challenges. This book begins by equipping you with a sound understanding of the method's essential procedures and concepts-so you can start using it immediately. Later chapters explore the theory and finer points of the method and detail its specialized applications.
    • Management of Heterogeneous and Autonomous Database Systems

      • 1st Edition
      • October 13, 1998
      • Ahmed K. Elmagarmid + 2 more
      • English
      • Hardback
        9 7 8 1 5 5 8 6 0 2 1 6 8
      • eBook
        9 7 8 0 0 8 0 5 1 1 5 1 1
      "As organizations have become more sophisticated, pressure to provide information sharing across dissimilar platforms has mounted. In addition, advances in distributed computing and networking combined with the affordable high level of connectivity, are making information sharing across databases closer to being accomplished...With the advent of the internet, intranets, and affordable network connectivity, business reengineering has become a necessity for modern corporations to stay competitive in the global market...An end-user in a heterogeneous computing environment should be able to not only invoke multiple exiting software systems and hardware devices, but also coordinate their interactions."--From the IntroductionSeventee... leaders in the field contributed chapters specifically for this unique book, together providing the most comprehensive resource on managing multidatabase systems involving heterogeneous and autonomous databases available today. The book covers virtually all fundamental issues, concepts, and major research topics.
    • Insights into Mobile Multimedia Communications

      • 1st Edition
      • October 8, 1998
      • English
      • Hardback
        9 7 8 0 1 2 1 4 0 3 1 0 2
      • eBook
        9 7 8 0 0 8 0 5 0 8 8 4 9
      Personal multimedia communication is the major growth area in engineering today with many people across the world in industry and academia working on the design of future generations of mobile radio systems and source coding methods. Before multimedia applications can be truly successful in mobile environments, many technologically demanding problems must be resolved. In order to provide the user with a suitable end-to-end service for multimedia applications, complex systems, interfaces and coding schemes need to be developed. In mobile multimedia, the air interface bandwidth requirements are likely to be dominated by the needs of one key service: video. Even with today's most aggressive compression algorithms, the needs of video exceed the bandwidth available with existing mobile connections. Although available bandwidth will increase, with the introduction of UMTS and local services based on wireless LANs (such as HiperLan), it is clear that advances in radio technology and air interface design must go hand in hand with innovations in source and channel coding. The purpose of this book is to present an integrated view of advanced radio systems, network architectures and source coding that demonstrates the state-of-the-art as well as future directions in this rapidly developing field. The book acts as a repository of ideas, design examples, and advanced techniques for research staff, practicing engineers, and technical managers alike. Since the contributions are drawn from international experts in both academia and industry, the book should be attractive to both practicing professional engineers and researchers worldwide.
    • BeOS

      • 1st Edition
      • August 10, 1998
      • Martin C. Brown
      • English
      • Paperback
        9 7 8 1 5 5 8 6 0 5 3 2 9
      • eBook
        9 7 8 0 0 8 0 5 0 0 0 0 3
      The BeOS is the exciting new operating system designed natively for the Internet and digital media. Programmers are drawn to the BeOS by its many state-of-the-art features, including pervasive multithreading, a symmetric multiprocessing architecture, and an integrated multithreaded graphics system. The Be engineering team also built in many UNIX-like capabilities as part of a POSIX toolkit. Best of all, the BeOS runs on a variety of Intel architectures and PowerPC platforms and uses off-the-shelf hardware.This book explores the BeOS from a POSIX programmer's point of view, providing a comprehensive and practical guide to porting UNIX and other POSIX-based software to the BeOS. BeOS: Porting UNIX Applications will help you move your favorite UNIX software to an environment designed from the ground up for high-performance applications.
    • Parallel Computer Architecture

      • 1st Edition
      • August 1, 1998
      • David Culler + 2 more
      • English
      • Hardback
        9 7 8 1 5 5 8 6 0 3 4 3 1
      • Paperback
        9 7 8 0 1 2 3 9 5 4 5 8 9
      • eBook
        9 7 8 0 0 8 0 5 7 3 0 7 6
      The most exciting development in parallel computer architecture is the convergence of traditionally disparate approaches on a common machine structure. This book explains the forces behind this convergence of shared-memory, message-passing, data parallel, and data-driven computing architectures. It then examines the design issues that are critical to all parallel architecture across the full range of modern design, covering data access, communication performance, coordination of cooperative work, and correct implementation of useful semantics. It not only describes the hardware and software techniques for addressing each of these issues but also explores how these techniques interact in the same system. Examining architecture from an application-driven perspective, it provides comprehensive discussions of parallel programming for high performance and of workload-driven evaluation, based on understanding hardware-software interactions.
    • Building Intelligent Agents

      • 1st Edition
      • June 12, 1998
      • Gheorghe Tecuci
      • English
      • Paperback
        9 7 8 0 1 2 6 8 5 1 2 5 0
      • eBook
        9 7 8 0 0 8 0 5 0 0 4 2 3
      Building Intelligent Agents is unique in its comprehensive coverage of the subject. The first part of the book presents an original theory for building intelligent agents and a methodology and tool that implement the theory. The second part of the book presents complex and detailed case studies of building different types of agents: an educational assessment agent, a statistical analysis assessment and support agent, an engineering design assistant, and a virtual military commander. Also featured in this book is Disciple, a toolkit for building interactive agents which function in much the same way as a human apprentice. Disciple-based agents can reason both with incomplete information, but also with information that is potentially incorrect. This approach, in which the agent learns its behavior from its teacher, integrates many machine learning and knowledge acquisition techniques, taking advantage of their complementary strengths to compensate for each others weakness. As a consequence, it significantly reduces (or even eliminates) the involvement of a knowledge engineer in the process of building an intelligent agent.
    • Jim Blinn's Corner: Dixty Pixels

      • 1st Edition
      • May 1, 1998
      • Jim Blinn
      • English
      • Paperback
        9 7 8 1 5 5 8 6 0 4 5 5 1
      • eBook
        9 7 8 0 0 8 0 5 0 9 6 1 7
      "All problems in computer graphics can be solved with a matrix inversion."—Jim BlinnJim Blinn is Back!Dirty Pixels is Jim's second compendium of articles selected from his award-winning column, "Jim Blinn's Corner," in IEEE Computer Graphics and Applications. Here he addresses topics in image processing and pixel arithmetic and shares the tricks he's uncovered through years of experimentation.Writ... in the inimitable, engaging style for which he's famous, Jim's easy-to-understadn explanations and solutions make abstract concepts accessible to a broad audience. Dirty Pixels is an invaluable resource for anyone in the computer graphics field.Teapots and MoreJim's contributions to computer graphics include the Voyager Fly-by animations of space missions to Jupiter, Saturn, and Uranus; The Mechanical Universe, a 52-part telecourse of animated physics; and the computer animation of Carl Sagan's PBS series Cosmos. Jim developed many graphics techniques now in widespread use, among them bump mapping, environment mapping, and blobby modeling.