The complete listing of books by J.R. Parker, Some published as Jim Parker and some as James Parker. Just to be confusing.
Practical Conputer Vision Using C
A straightforward, practical examination of the fundamentals of computer vision using a minimum of mathematics. Concentrates on explanation, illustration, implementation and the various types of vision imaging problems including grey-level images, recognizing objects, computer readable codes, scientific images, etc. Contains authentic examples in C from a variety of disciplines as well as immediate access to images with which users can test ideas and software.
Algorithms for Image Processing and Computer Vision
Programmers and software engineers are always in need of newer techniques and algorithms to manipulate and interpret images, whether they are working with MRI data, computer animation or satellite images. During the last several years, advances in the computer hardware and software have lead to algorithms and programming languages that allow for relatively sophisticated image processing among non-mathematicians. This book is an accessible cookbook of algorithms for some of today's most wanted image processing applications including morphing, Optical Character Recognition (OCR), and Symbol Recognition, that will save graphics programmers from many hours of lengthy mathematical solutions. Includes CD-ROM with... * Complete code for examples in the book * A gallery of images illustrating the results of advanced techniques * Free GNU C compiler-- allows readers to run source code regardless of platform.
Start Your Engines
This was the first hands-on programming guide that shows you how to build and customize driving and racing games. It features graphics, physics, AI, user interface, collision detection and 3D techniques needed to create this popular genre of computer game. It walks you through the design and construction of a dune buggy race on the surface of Mars. https://www.kobo.com/us/en/ebook/start-your-engines-1
Guide to Computer Simulations and Games
What do simulations and games have in common? Surprisingly, just about everything. The methods used to create both are much the same; the underlying technology is identical.
But games are fun. That makes them an excellent learning tool. If you're a professional trainer, educator, development team leader, or corporate decision-maker, this book will help you understand and use games and simulations to educate and explain. Filled with examples, it shows you how to create and maintain different types of simulations using computerized techniques—without becoming a programmer.
Algorithms for Image Processing and Computer Vision (2nd Edition)
Thanks to advances in computer hardware and software, algorithms have been developed that support sophisticated image processing without requiring an extensive background in mathematics. This bestselling book has been fully updated with the newest of these, including 2D vision methods in content-based searches and the use of graphics cards as image processing computational aids. It’s an ideal reference for software engineers and developers, advanced programmers, graphics programmers, scientists, and other specialists who require highly specialized image processing.
- Algorithms now exist for a wide variety of sophisticated image processing applications required by software engineers and developers, advanced programmers, graphics programmers, scientists, and related specialists - This bestselling book has been completely updated to include the latest algorithms, including 2D vision methods in content-based searches, details on modern classifier methods, and graphics cards used as image processing computational aids - Saves hours of mathematical calculating by using distributed processing and GPU programming, and gives non-mathematicians the shortcuts needed to program relatively sophisticated applications.
Game Development Using Processing
This book will guide you through the basic game development process, covering topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Real games will be created, and significant parts of a game engine will be built and made available for download. The companion DVD will contain example code, games, and color figures. Processing is a free, graphics-oriented language that provides the basic functionality needed for building games and runs on all major platforms. Moreover, it allows games to be built for desktop computers, HTML5, and Android.
Python - An Introduction to Programming
This book is an introduction to programming concepts that uses Python 3 as the target language. It follows a practical just-in-time presentation - material is given to the student when it is needed. Many examples will be based on games, because Python has become the language of choice for basic game development. Designed as a Year One textbook for introduction to programming classes or for the hobbyist who wants to learn the fundamentals of programming, the text assumes no programming experience.
Python 3 Pocket primer
This book is an effort to give programmers sufficient knowledge of Python 3 to be able to work on their own projects. Although it covers all of the basic concepts, the book features a chapter on PyGame, which allows a programmer to handle graphics, mouse and keyboard interaction, and play sounds and videos. The demonstration example for that chapter is a Lunar Lander game. Another feature is the chapter on communication, which makes use of one of Python's best features: a collection of modules for sending and receiving Email, communicating between computers, and working with Twitter and Web pages. Companion files that accompany this book contain all of the code examples as complete working programs. This means that there is no need to key them in, so they can be executed and perhaps modified or expanded.
RumbleSat - Art from the Edge of Space
RumbleSat: Art from the Edge of Space celebrates the two RumbleSat Art in Space missions; the Canadian Space Agency AUSTRAL 2017 campaign, and the JP Aerospace AWAY 123 launch. Featured in the book is the work of over a hundred artists who created original art for the voyages to space, along with a selection of poetry, stories, and comics by the artists and curators.
Game Development Using Python
This book will guide you through the basic game development process using Python, covering game topics including graphics, sound, artificial intelligence, animation, game engines, etc. Real games are created as you work through the text and significant parts of a game engine are built and made available for download. The companion disc contains all of the resources described in the book, e.g. example code, game assets, video/sound editing software, and color figures. Instructor resources are available for use as a textbook.
Generative Art - Algorithms as Artistic Tool
Generative Art: Randomness as Artistic Tool presents both simple programming concepts and generative art principles in the same book. Generative Art, a relatively new form of art, is the art of the algorithm where an artist must carefully design the nature of the work and then implement it as a computer program. This book presents a set of novel approaches to this subject. Existing books confront the topic through the lens of programming. This book does that, but also presents approaches to creating art using art and design best practices. Content is arranged according to the problem that is to be solved. Readers will have access to code used in the book through the book’s web site and video tutorials are also available for each chapter.
A Graphical introduction to Programming
100 graduated Processing sketches designed to help teach programming by creating visual works and effects. Coming in 2019.