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Books > Computing & IT > Computer software packages > Computer graphics software
"Multi-finger Haptic Interaction "presents a panorama of technologies and methods for multi-finger haptic interaction, together with an analysis of the benefits and implications of adding multiple-fingers to haptic applications. Research topics covered include: design and control of advanced haptic devices;multi-contact point simulation algorithms;interaction techniques and implications in human perception when interacting with multiple fingers. These multi-disciplinary results are integrated into applications such as medical simulators for training manual skills, simulators for virtual prototyping and precise manipulations in remote environments. "Multi-finger Haptic Interaction "presents the current and potential applications that can be developed with these systems, and details the systems' complexity. The research is focused on enhancing haptic interaction by providing multiple contact points to the user. This state-of-the-art volume is oriented towards researchers who are involved in haptic device design, rendering methods and perception studies, as well as readers from different disciplines who are interested in applying multi-finger haptic technologies and methods to their field of interest.
Implicit objects have gained increasing importance in geometric modeling, visualisation, animation, and computer graphics, because their geometric properties provide a good alternative to traditional parametric objects. This book presents the mathematics, computational methods and data structures, as well as the algorithms needed to render implicit curves and surfaces, and shows how implicit objects can easily describe smooth, intricate, and articulatable shapes, and hence why they are being increasingly used in graphical applications. Divided into two parts, the first introduces the mathematics of implicit curves and surfaces, as well as the data structures suited to store their sampled or discrete approximations, and the second deals with different computational methods for sampling implicit curves and surfaces, with particular reference to how these are applied to functions in 2D and 3D spaces.
Growth in the pharmaceutical market has slowed down - almost to a standstill. One reason is that governments and other payers are cutting costs in a faltering world economy. But a more fundamental problem is the failure of major companies to discover, develop and market new drugs. Major drugs losing patent protection or being withdrawn from the market are simply not being replaced by new therapies - the pharmaceutical market model is no longer functioning effectively and most pharmaceutical companies are failing to produce the innovation needed for success. This multi-authored new book looks at a vital strategy which can bring innovation to a market in need of new ideas and new products: Systems Biology (SB). Modeling is a significant task of systems biology. SB aims to develop and use efficient algorithms, data structures, visualization and communication tools to orchestrate the integration of large quantities of biological data with the goal of computer modeling. It involves the use of computer simulations of biological systems, such as the networks of metabolites comprise signal transduction pathways and gene regulatory networks to both analyze and visualize the complex connections of these cellular processes. SB involves a series of operational protocols used for performing research, namely a cycle composed of theoretical, analytic or computational modeling to propose specific testable hypotheses about a biological system, experimental validation, and then using the newly acquired quantitative description of cells or cell processes to refine the computational model or theory.
Computational molecular and materials modeling has emerged to
deliver solid technological impacts in the chemical,
pharmaceutical, and materials industries. It is not the
all-predictive science fiction that discouraged early adopters in
the 1980s. Rather, it is proving a valuable aid to designing and
developing new products and processes. People create, not
computers, and these tools give them qualitative relations and
quantitative properties that they need to make creative decisions.
Computational Creativity, Concept Invention, and General Intelligence in their own right all are flourishing research disciplines producing surprising and captivating results that continuously influence and change our view on where the limits of intelligent machines lie, each day pushing the boundaries a bit further. By 2014, all three fields also have left their marks on everyday life - machine-composed music has been performed in concert halls, automated theorem provers are accepted tools in enterprises' R&D departments, and cognitive architectures are being integrated in pilot assistance systems for next generation airplanes. Still, although the corresponding aims and goals are clearly similar (as are the common methods and approaches), the developments in each of these areas have happened mostly individually within the respective community and without closer relationships to the goings-on in the other two disciplines. In order to overcome this gap and to provide a common platform for interaction and exchange between the different directions, the International Workshops on "Computational Creativity, Concept Invention, and General Intelligence" (C3GI) have been started. At ECAI-2012 and IJCAI-2013, the first and second edition of C3GI each gathered researchers from all three fields, presenting recent developments and results from their research and in dialogue and joint debates bridging the disciplinary boundaries. The chapters contained in this book are based on expanded versions of accepted contributions to the workshops and additional selected contributions by renowned researchers in the relevant fields. Individually, they give an account of the state-of-the-art in their respective area, discussing both, theoretical approaches as well as implemented systems. When taken together and looked at from an integrative perspective, the book in its totality offers a starting point for a (re)integration of Computational Creativity, Concept Invention, and General Intelligence, making visible common lines of work and theoretical underpinnings, and pointing at chances and opportunities arising from the interplay of the three fields.
Master the art of computer animation and visual effects production with the latest edition of this cutting-edge guide This remarkable edition of "The Art of 3D Computer Animation and Effects" offers clear, step-by-step guidelines for the entire process of creating a fully rendered 3D computer animation. With up-to-date coverage of the latest computer animation styles and techniques, this versatile guide provides insightful information for creating animations and visual effects--from creative development and preproduction to finished animation. Designed to work with any computer platform, this "Fourth Edition" cuts through technical jargon and presents numerous easy-to-understand instructive diagrams. Full-color examples are presented--including VFX and animated feature movies, games, and TV commercials--by such leading companies as Blue Sky, Blur, BUF, Disney, DreamWorks, Electronic Arts, Framestore, ILM, Imagi, Microsoft, Mac Guff, The Mill, Menfond, Pixar, Polygon, Rhythm & Hues, Sony Imageworks, Tippett, Ubisoft, and Weta, and many other studios and groundbreaking independent artists from around the world. This fully revised edition features new material on the latest visual effects techniques, a useful update of the traditional principles of animation, practical information on creative development, multiple production pipeline ideas for shorts and visual effects, plus updated information on current production trends and techniques in animation, rendering, modeling, rigging, and compositing. Whether you are a student, an independent artist or creator, or a production company team member, "The Art of 3D Computer Animation and Effects, Fourth Edition" gives you a broad palette of tips and techniques for bringing your visions to life through 3D computer animation.Unique focus on creative development and production issuesNon-platform specific, with multiple examples illustrated in a practical, step-by-step approachThe newest computer animation techniques, including facial animation, image-based and non-photorealistic rendering, model rigging, real-time models, and 2D/3D integrationOver 700 full-color imagesEncyclopedic timeline and production pipeline
Colloids are ubiquitous in the food, medical, cosmetics, polymers, water purification, and pharmaceutical industries. The thermal, mechanical, and storage properties of colloids are highly dependent on their interface morphology and their rheological behavior. Numerical methods provide a convenient and reliable tool for the study of colloids. "Accelerated Lattice Boltzmann Model for Colloidal Suspensions" introduce the main building-blocks for an improved lattice Boltzmann based numerical tool designed for the study of colloidal rheology and interface morphology. This book also covers the migrating multi-block used to simulate single component, multi-component, multiphase, and single component multiphase flows and their validation by experimental, numerical, and analytical solutions. Among other topics discussed are the hybrid lattice Boltzmann method (LBM) for surfactant-covered droplets; biological suspensions such as blood; used in conjunction with the suppression of coalescence for investigating the rheology of colloids and microvasculature blood flow. The presented LBM model provides a flexible numerical platform consisting of various modules that could be used separately or in combination for the study of a variety of colloids and biological flow deformation problems."
3D rotation analysis is widely encountered in everyday problems thanks to the development of computers. Sensing 3D using cameras and sensors, analyzing and modeling 3D for computer vision and computer graphics, and controlling and simulating robot motion all require 3D rotation computation. This book focuses on the computational analysis of 3D rotation, rather than classical motion analysis. It regards noise as random variables and models their probability distributions. It also pursues statistically optimal computation for maximizing the expected accuracy, as is typical of nonlinear optimization. All concepts are illustrated using computer vision applications as examples. Mathematically, the set of all 3D rotations forms a group denoted by SO(3). Exploiting this group property, we obtain an optimal solution analytical or numerically, depending on the problem. Our numerical scheme, which we call the "Lie algebra method," is based on the Lie group structure of SO(3). This book also proposes computing projects for readers who want to code the theories presented in this book, describing necessary 3D simulation setting as well as providing real GPS 3D measurement data. To help readers not very familiar with abstract mathematics, a brief overview of quaternion algebra, matrix analysis, Lie groups, and Lie algebras is provided as Appendix at the end of the volume.
In this self-consistent monograph, the author gathers and describes different mathematical techniques and combines all together to form practical procedures for the inverse analyses. It puts together topics coming from mathematical programming, with soft computing and Proper Orthogonal Decomposition, in order to show, in the context of structural analyses, how the things work and what are the main problems one needs to tackle. Throughout the book a number of examples and exercises are worked out in order to make reader practically familiar with discussed topics.
A practical introduction, the second edition of Fluid Simulation for Computer Graphics shows you how to animate fully three-dimensional incompressible flow. It covers all the aspects of fluid simulation, from the mathematics and algorithms to implementation, while making revisions and updates to reflect changes in the field since the first edition. Highlights of the Second Edition New chapters on level sets and vortex methods Emphasizes hybrid particle-voxel methods, now the industry standard approach Covers the latest algorithms and techniques, including: fluid surface reconstruction from particles; accurate, viscous free surfaces for buckling, coiling, and rotating liquids; and enhanced turbulence for smoke animation Adds new discussions on meshing, particles, and vortex methods The book changes the order of topics as they appeared in the first edition to make more sense when reading the first time through. It also contains several updates by distilling author Robert Bridson's experience in the visual effects industry to highlight the most important points in fluid simulation. It gives you an understanding of how the components of fluid simulation work as well as the tools for creating your own animations.
Developing Graphics Frameworks with Python and OpenGL shows you how to create software for rendering complete three-dimensional scenes. The authors explain the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform API for GPU programming, with the accessibility and versatility of the Python programming language. Topics you will explore include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting your scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework you will develop throughout this book, with the foundational knowledge you will gain, you will be able to adapt and extend the framework to achieve even more spectacular graphical results.
Simulation and molding are efficient techniques that can aid the city and regional planners and engineers in optimizing the operation of urban systems such as traffic light control, highway toll automation, consensus building, public safety, and environmental protection. When modeling transportation systems such as freeway systems, arterial or downtown grid systems, the city planner and engineer is concerned with capturing the varied interactions between drivers, automobiles, and the infrastructure. Modeling and simulation are used to effectively optimize the design and operation of all of these urban systems. It is possible that in an urban simulation community workshop, citizens can work interactively in front of computers and be able using the click of the mouse to walk up to their own front porch, looking at the proposed shopping mall alternatives across the street from virtually any angle and proposed bridge or tunnel and see how it can reduce traffic congestion. Buildings can be scaled down or taken out, their orientation can be changed in order to check the view and orientation in order to have better site with efficient energy-conservation. The stone or brick material on a building can be replaced by colored concrete, or more trees and lampposts can be placed on the site. Such flexibility in simulation and animation allows creative ideas in the design and orientation of urban sites to be demonstrated to citizens and decision makers before final realization.
Increase the photorealism of your 3d visualizations with enhanced toolsets of V-Ray 5 for 3ds Max 2020. The book is filled with colorful illustrations depicting step-by-step tutorials about the process of creating a photorealistic day-and-night exterior scene. Each tutorial includes a 3d project scene to guide users through the production and the post-production processes. The book begins with an overview of the best techniques to approach clients via emails, calls, meetings, and via social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, the pre-production, production, and the post-production, to name but a few. Throughout the book, users are taken through VRayMtl functions such as Diffuse, Roughness, Reflect, Glossiness, Metalness, Refract, Index of Refraction (IOR), Abbe number, Fog color, Translucency, BRDF, Coat, Sheen, and Bump. Also, users will learn how to use procedural maps such as VRayBitmap, VRayTriplanarTex, Bricks, Metals, Carpaint, VRayDisplacementMod, VRayUVWRandomizer, VRayMultiSubTex, VRayPointCloudColor, VRayDirt, VRayAerialPersepective, VRayLightMtl, VRayMtlWrapper, VRayOverrideMtl, VRay2SidedMtl, VRayBlendMtl, and VRayEdgesTex. In addition, there are tips and tricks accompanied with videos highlighting how to create VR interactive apps using Verge 3d; how to create verified views; and how to use plug-ins and scripts such as Project Manager, Auto grid pivot point, GarageFarm, Zmapping, gobotree, and VIShopper. Finally, users will have a rare insight into all functionalities of a VRay camera, VRayLight objects, Render settings, Frame buffer, Global switches, IPR options, Bucket and Progressive image samplers, Image filters, Global DMC, Color mapping, Brute force global illumination, Light cache, Color management, Distributed rendering, Render elements, VRay image file format, VFB History settings, VFB Lens Effects, LightMix, Film tonemap, Hue/Saturation, Lookup Table, and much more. Key Features This book deals with real projects/3d scenes and delivers up-to-date V-Ray 5 functionalities and production workflows using 3ds Max 2020 This book has professional supporting files ready to open and explore This book details the meticulous step-by-step processes of creating jaw-dropping 3d renderings This book includes unrivaled in-depth coverage of V-Ray 5 for 3ds Max 2020 This book includes 3d rendering methodologies currently used by key industry players Author Jamie Cardoso is a renowned author, reviewer, computer artist, and technologist, with years of experience in creating state-of-the-art 3d photomontages, verified views, VR, AR, XR, MR, Stereos, and photorealistic interior and exterior visualizations for architects and designers.
Increase the photorealism of your 3d visualizations with enhanced toolsets of V-Ray 5 for 3ds Max 2020. The book is filled with colorful illustrations depicting step-by-step tutorials about the process of creating a photorealistic day-and-night exterior scene. Each tutorial includes a 3d project scene to guide users through the production and the post-production processes. The book begins with an overview of the best techniques to approach clients via emails, calls, meetings, and via social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, the pre-production, production, and the post-production, to name but a few. Throughout the book, users are taken through VRayMtl functions such as Diffuse, Roughness, Reflect, Glossiness, Metalness, Refract, Index of Refraction (IOR), Abbe number, Fog color, Translucency, BRDF, Coat, Sheen, and Bump. Also, users will learn how to use procedural maps such as VRayBitmap, VRayTriplanarTex, Bricks, Metals, Carpaint, VRayDisplacementMod, VRayUVWRandomizer, VRayMultiSubTex, VRayPointCloudColor, VRayDirt, VRayAerialPersepective, VRayLightMtl, VRayMtlWrapper, VRayOverrideMtl, VRay2SidedMtl, VRayBlendMtl, and VRayEdgesTex. In addition, there are tips and tricks accompanied with videos highlighting how to create VR interactive apps using Verge 3d; how to create verified views; and how to use plug-ins and scripts such as Project Manager, Auto grid pivot point, GarageFarm, Zmapping, gobotree, and VIShopper. Finally, users will have a rare insight into all functionalities of a VRay camera, VRayLight objects, Render settings, Frame buffer, Global switches, IPR options, Bucket and Progressive image samplers, Image filters, Global DMC, Color mapping, Brute force global illumination, Light cache, Color management, Distributed rendering, Render elements, VRay image file format, VFB History settings, VFB Lens Effects, LightMix, Film tonemap, Hue/Saturation, Lookup Table, and much more. Key Features This book deals with real projects/3d scenes and delivers up-to-date V-Ray 5 functionalities and production workflows using 3ds Max 2020 This book has professional supporting files ready to open and explore This book details the meticulous step-by-step processes of creating jaw-dropping 3d renderings This book includes unrivaled in-depth coverage of V-Ray 5 for 3ds Max 2020 This book includes 3d rendering methodologies currently used by key industry players Author Jamie Cardoso is a renowned author, reviewer, computer artist, and technologist, with years of experience in creating state-of-the-art 3d photomontages, verified views, VR, AR, XR, MR, Stereos, and photorealistic interior and exterior visualizations for architects and designers.
In the past decade, feature-based design and manufacturing has gained some momentum in various engineering domains to represent and reuse semantic patterns with effective applicability. However, the actual scope of feature application is still very limited. Semantic Modeling and Interoperability in Product and Process Engineering provides a systematic solution for the challenging engineering informatics field aiming at the enhancement of sustainable knowledge representation, implementation and reuse in an open and yet practically manageable scale. This semantic modeling technology supports uniform, multi-facet and multi-level collaborative system engineering with heterogeneous computer-aided tools, such as CADCAM, CAE, and ERP. This presented unified feature model can be applied to product and process representation, development, implementation and management. Practical case studies and test samples are provided to illustrate applications which can be implemented by the readers in real-world scenarios. By expanding on well-known feature-based design and manufacturing approach, Semantic Modeling and Interoperability in Product and Process Engineering provides a valuable reference for researchers, practitioners and students from both academia and engineering field.
The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects. Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion website-www.lukeahearn.com/textures-has been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book.
This hard-hitting research report presents a rigorous critique of the most widely used trade models based on computable general equilibrium (or CGE) models. The authors present concise analytical arguments explaining the fundamental weaknesses of typical CGE models. They show that these models tend to make unrealistic assumptions about the macro-economy and do not allow an accurate estimation of the welfare gains that trade liberalisation is supposed to induce. The report appeals for honest simulation strategies showing a variety of possible outcomes, which would enable policy-makers to assess the different scenarios for themselves.
When I attended college we studied vacuum tubes in our junior year. At that time an average radio had ?ve vacuum tubes and better ones even seven. Then transistors appeared in 1960s. A good radio was judged to be one with more thententransistors. Latergoodradioshad15-20transistors and after that everyone stopped counting transistors. Today modern processors runing personal computers have over 10milliontransistorsandmoremillionswillbeaddedevery year. The difference between 20 and 20M is in complexity, methodology and business models. Designs with 20 tr- sistors are easily generated by design engineers without any tools, whilst designs with 20M transistors can not be done by humans in reasonable time without the help of Prof. Dr. Gajski demonstrates the Y-chart automation. This difference in complexity introduced a paradigm shift which required sophisticated methods and tools, and introduced design automation into design practice. By the decomposition of the design process into many tasks and abstraction levels the methodology of designing chips or systems has also evolved. Similarly, the business model has changed from vertical integration, in which one company did all the tasks from product speci?cation to manufacturing, to globally distributed, client server production in which most of the design and manufacturing tasks are outsourced.
Make: Getting Started with 3D Printing is a practical, informative, and inspiring book that guides readers step-by-step through understanding how this new technology will empower them to take full advantage of all it has to offer. The book includes fundamental topics such as a short history of 3D printing, the best hardware and software choices for consumers, hands-on tutorial exercises the reader can practice for free at home, and how to apply 3D printing in the readers' life and profession. For every maker or would-be maker who is interested, or is confused, or who wants to get started in 3D printing today, this book offers methodical information that can be read, digested, and put into practice immediately!
This volume features original contributions and invited review articles on mathematical statistics, statistical simulation and experimental design. The selected peer-reviewed contributions originate from the 8th International Workshop on Simulation held in Vienna in 2015. The book is intended for mathematical statisticians, Ph.D. students and statisticians working in medicine, engineering, pharmacy, psychology, agriculture and other related fields. The International Workshops on Simulation are devoted to statistical techniques in stochastic simulation, data collection, design of scientific experiments and studies representing broad areas of interest. The first 6 workshops took place in St. Petersburg, Russia, in 1994 - 2009 and the 7th workshop was held in Rimini, Italy, in 2013.
Examines classic algorithms, geometric diagrams, and mechanical principles for enhancing visualization of statistical estimation procedures and mathematical concepts in physics, engineering, and computer programming.
The SISDEP 93 conference proceedings present outstanding research and development results in the area of numerical process and device simulation. The miniaturization of today's semiconductor devices, the usage of new materials and advanced process steps in the development of new semiconductor technologies suggests the design of new computer programs. This trend towards more complex structures and increasingly sophisticated processes demands advanced simulators, such as fully three-dimensional tools for almost arbitrarily complicated geometries. With the increasing need for better models and improved understanding of physical effects, these proceedings support the simulation community and the process- and device engineers who need reliable numerical simulation tools for characterization, prediction, and development. This book covers the following topics: process simulation and equipment modeling, device modeling and simulation of complex structures, device simulation and parameter extraction for circuit models, integration of process, device and circuit simulation, practical applications of simulation, algorithms and software.
Digital fringe projection (DFP) techniques are used for non-contact shape measurement of 3D images. In the rapidly expanding field of 3D high-speed imaging, the demand for DFP continues to grow due to the technology's fast speed, flexibility, low cost, and high accuracy. High-Speed 3D Imaging with Digital Fringe Projection Techniques discusses the generation of digital fringe with digital video projection devices, covering a variety of core technical aspects. The book begins by establishing the theoretical foundations of fringe pattern analysis, reviewing various 3D imaging techniques while highlighting the advantages of DFP. The author then: Describes the differences between digital light processing (DLP), liquid crystal display (LCD), and liquid crystal on silicon (LCoS) Explains how to unwrap phase maps temporally and spatially Shows how to generate fringe patterns with video projectors Demonstrates how to convert phase to coordinates through system calibrations Provides a detailed example of a built-from-scratch 3D imaging system Incorporating valuable insights gained during the author's 15+ years of 3D imaging research, High-Speed 3D Imaging with Digital Fringe Projection Techniques illuminates the pathway to advancement in high-speed 3D optical imaging using DFP.
The complexity of specifications and the number of materials options available today for concrete production mean that the traditional procedure of making trial mixes is now unnecessary, expensive and time consuming. Using J.D Dewar's research, this book shows how a small amount of materials data can be used confidently to predict the composition of the ideal product.
The use of simulation modeling and analysis is becoming increasingly more popular as a technique for improving or investigating process performance. This book is a practical, easy-to-follow reference that offers up-to-date information and step-by-step procedures for conducting simulation studies. It provides sample simulation project support material, including checklists, data-collection forms, and sample simulation project reports and publications to facilitate practitioners' efforts in conducting simulation modeling and analysis projects. Simulation Modeling Handbook: A Practical Approach has two major advantages over other treatments. First, it is independent of any particular simulation software, allowing readers to use any commercial package or programming language. Second, it was written to insulate practitioners from unnecessary simulation theory that does not focus on their average, practical needs. As the popularity of simulation studies continues to grow, the planning and execution of these projects, more and more engineering and management professionals will be called upon to perform these tasks. With its simple, no-nonsense approach and focus on application rather than theory, this comprehensive and easy-to-understand guide is the ideal vehicle for acquiring the background and skills needed to undertake effective simulation projects. Features Presents step-by-step procedures for conducting successful simulation modeling and analysis Addresses every phase of performing simulations, from formulating the problem to presenting study results and recommendations Uses approaches applicable regardless of the specific simulation or software used Includes a summary of the major simulation software packages and discusses the pros and cons of using general purpose programming languages |
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