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Books > Computing & IT > Computer software packages > Computer graphics software
Presents new computer methods in approximation, simulation, and visualization for a host of alpha-stable stochastic processes.
This volume focuses on the important mathematical idea of functions
that, with the technology of computers and calculators, can be
dynamically represented in ways that have not been possible
previously. The book's editors contend that as result of recent
technological developments combined with the integrated knowledge
available from research on teaching, instruction, students'
thinking, and assessment, curriculum developers, researchers, and
teacher educators are faced with an unprecedented opportunity for
making dramatic changes.
Related to the earlier well-known ACT production system theory,
this book's basic goal is to present evidence for the psychological
reality of a production system model of mind. Distinguished from
the original theory in three ways, this volume uses the rational
analyses of Anderson (1990) to improve upon that theory and extend
its scope. It also relates the theory to a great deal of new data
on the performance and acquisition of cognitive skills.
Related to the earlier well-known ACT production system theory,
this book's basic goal is to present evidence for the psychological
reality of a production system model of mind. Distinguished from
the original theory in three ways, this volume uses the rational
analyses of Anderson (1990) to improve upon that theory and extend
its scope. It also relates the theory to a great deal of new data
on the performance and acquisition of cognitive skills.
Highlighting and illustrating several important and interesting
theoretical trends that have emerged in the continuing development
of instructional technology, this book's organizational framework
is based on the notion of two opposing camps. One evolves out of
the intelligent tutoring movement, which employs
artificial-intelligence technologies in the service of student
modeling and precision diagnosis, and the other emerges from a
constructivist/developmental perspective that promotes exploration
and social interaction, but tends to reject the methods and goals
of the student modelers. While the notion of opposing camps tends
to create an artificial rift between groups of researchers, it
represents a conceptual distinction that is inherently more
interesting and informative than the relatively meaningless divide
often drawn between "intelligent" and "unintelligent" instructional
systems.
Discrete Event Simulation is a process-oriented text/reference that utilizes an eleven-step model to represent the simulation process from problem formulation to implementation and documentation. The book presents the necessary level of detail required to fully develop a model that produces meaningful results and considers the tools necessary to interpret those results. Sufficient background information is provided so that the underlying concepts of simulation are understood. Major topics covered in Discrete Event Simulation include probability and distributional theory, statistical estimation and inference, the generation of random variates, verification and validation techniques, time management methods, experimental design, and programming language considerations. The book also examines distributed simulation and issues related to distributing the physical process over a network of tightly coupled processors. Topics covered in this area include deadlock, synchronization, rollback, event management, and communication processes. Fully worked examples and numerous practical exercises have been drawn from the engineering disciplines and computer science, although they have been structured so that they will be useful as well to other disciplines such as economics, business administration, and management science. The presentation of techniques and methods in Discrete Event Simulation make it an ideal text/reference for all practitioners of discrete event simulation.
Create high-quality 3D animations and models by using the basic concepts and principles of 3D art presented by GeekAtPlay.com's Ami Chopine. This handy studio reference breaks down the core concepts into easy-to-understand segments and teaches you the 'why' in addition to the 'how.' Using application agnostic step-by-step tutorials, this book teaches you how to model, pose, and texture your creations as well as scenery creation, animation, and rendering. Learn which applications are best for your needs and how you can get started making money in the 3D field. The companion website includes video tutorials, models, project files, and other resources. This book is endorsed by Daz3d.com and includes exclusive Daz3d models.
Blender Foundations is the definitive resource for getting started with 3D art in Blender, one of the most popular 3D/Animation tools on the market . With the expert insight and experience of Roland Hess, noted Blender expert and author, animators and artists will learn the basics starting with the revised 2.6 interface, modeling tools, sculpting, lighting and materials through rendering, compositing and video editing. Some of the new features covered include the completely re-thought interface, the character animation and keying system, and the smoke simulator. More than just a tutorial guide, "Blender Foundations" covers the philosophy behind this ingenious software that so many 3D artists are turning to today. Start working today with Blender with the accompanying web site which includes all of the projects and support files alongside videos, step-by-step screenshots of the trickier tutorials, as well as a direct links to official resources like the Blender download site and artist forums.
3ds Max is the leading 3D modeling, animation, and rendering solution for artists, schools, and production environments. The unique tutorial approach of this book permits readers to learn essential techniques that every 3D artist needs to create CG environments by recreating the earth's elements of earth, air, fire and water. No extra plug-ins are required to perform the exercises. Draper studies the real world and then simulates it with 3ds Max -a unique approach that reflects classical art training."Deconstructing the Elements" allows artists to recreate natural effects using Autodesk 3ds Max. This new edition boasts all new tutorials. All editorial content is updated to be current with the current version of 3ds Max. Inspirational images cover every page as the author shares his professional insight, detailing the how and why of each effect, ensuring the reader a complete understanding of all the processes involved. The companion web site includes all of the tutorials from the previous two editions, only available to purchasers of this 3rd edition - plus all new tutorials of the current edition. It's like getting 3 books in one!
Blender is a vast and customizable 3D-modeling application used by many artists across creative industries, from television to games. This newest book, in Alan Thorn's How to Cheat series, offers insightful and bite-sized power-tips to help you develop Blender mastery. More than five hundred figures illustrate interesting shortcuts and clever ways to improve your Blender workflow. A companion website at http://www.alanthorn.net provides bonus content, including videos and resources to help sharpen your skills further. How to Cheat in Blender 2.7x is for Blender users of all levels, offering time-saving tips and powerful techniques to increase your productivity. Key Features Bite-sized tips and tricks that can be read in any order Illustrated examples and step-by-step guides for improving your workflow Explores practical applications and real-world contexts Demonstrates "lesser-known" and unconventional tips Improves your efficiency and workflow
Computer simulation of systems has become an important tool in scientific research and engineering design, including the simulation of systems through the motion of their constituent particles. Important examples of this are the motion of stars in galaxies, ions in hot gas plasmas, electrons in semiconductor devices, and atoms in solids and liquids. The behavior of the system is studied by programming into the computer a model of the system and then performing experiments with this model. New scientific insight is obtained by observing such computer experiments, often for controlled conditions that are not accessible in the laboratory. Computer Simulation using Particles deals with the simulation of systems by following the motion of their constituent particles. This book provides an introduction to simulation using particles based on the NGP, CIC, and P3M algorithms and the programming principles that assist with the preparations of large simulation programs based on the OLYMPUS methodology. It also includes case study examples in the fields of astrophysics, plasmas, semiconductors, and ionic solids as well as more detailed mathematical treatment of the models, such as their errors, dispersion, and optimization. This resource will help you understand how engineering design can be assisted by the ability to predict performance using the computer model before embarking on costly and time-consuming manufacture.
Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations Emphasizes the underlying concepts of the field, and is not tied to any particular software package, language, or API. Develops concepts in mathematics, physics, numerical methods, and software design in a highly integrated way, enhancing both motivation and understanding. Progressively develops the material over the book, starting from very basic techniques, and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation.
SISDEP a (TM)95 provides an international forum for the presentation of state-of-the-art research and development results in the area of numerical process and device simulation. Continuously shrinking device dimensions, the use of new materials, and advanced processing steps in the manufacturing of semiconductor devices require new and improved software. The trend towards increasing complexity in structures and process technology demands advanced models describing all basic effects and sophisticated two and three dimensional tools for almost arbitrarily designed geometries. The book contains the latest results obtained by scientists from more than 20 countries on process simulation and modeling, simulation of process equipment, device modeling and simulation of novel devices, power semiconductors, and sensors, on device simulation and parameter extraction for circuit models, practical application of simulation, numerical methods, and software.
This book compares existing soil erosion models and determines their suitability for predicting the impacts of global change upon soil erosion. The common datasets used for the evaluation are drawn from both temperate and semi-arid areas; they represent 73 site-years of data from seven sites in three countries. Six field-scale erosion models are evaluated; five of these are continuous-simulation types (GLEAMS, EPIC, CSEP, MEDRUSH and WEPP), the other is event-based (EUROSERM). After an introduction, the results of the model evaluation exercise are presented. Subsequent sections deal with weaknesses or omissions in current modelling approaches, descriptions of specific erosion models, and potential or actual model applications.
This volume contains the articles presented at the 20th International Meshing Roundtable (IMR) organized, in part, by Sandia National Laboratories and was held in Paris, France on Oct 23-26, 2011. This is the first year the IMR was held outside the United States territory. Other sponsors of the 20th IMR are Systematic Paris Region Systems & ICT Cluster, AIAA, NAFEMS, CEA, and NSF. The Sandia National Laboratories started the first IMR in 1992, and the conference has been held annually since. Each year the IMR brings together researchers, developers, and application experts, from a variety of disciplines, to present and discuss ideas on mesh generation and related topics. The topics covered by the IMR have applications in numerical analysis, computational geometry, computer graphics, as well as other areas, and the presentations describe novel work ranging from theory to application.
Due to its comprehensive tool-set and great potential for 3D modeling, more and more architectural design and interior design firms are adapting Autodesk Maya and integrating it into their practice. There has been no book aimed at architects and designers who wish to harness the opportunities presented by this software, until now..... The book promotes parametric design. It integrates the theoretical research of computational design and Maya non-linear modeling techniques associated with simulation, animation, digital fabrication and form-finding within 2D & 3D design. Readers will learn: How to use Maya polygon and NURBS modeling tools to create non-linear procedural model. How to use Maya driver keys and relationship tools to generate parametrically negotiable solutions across various design professions. The design logic and generative processes, as well as the potential of parametric thinking as a resourceful tool for achieving diversity and complexity in form generation and fabrication. How to use Maya to prepare files for rapid prototyping and the integration of Maya into various fabrication techniques such as laser cutting, CNC milling, and 3D printing. How to create a digital simulation to simulate all aspects of surface properties and dynamic forces with Maya physics engine. How to use Maya skeleton system and animation tools to control complex architectural forms. How to create photo-realistic renderings with Maya lighting, material and texture mapping. Using several real projects as examples, the book will go through the entire rendering process step by step. How to combine Maya with various CAD/BIM tools to create an efficient design pipeline. How to use Maya MEL script to create customized tools and interface. The book includes case studies from Zaha Hadid Architects, Greg Lynn Form, Gage Clemenceau Architects, Tang & Yang Architects, as well as step by step exercises, demonstration projects and crucially a fantastic online resource which includes video tutorials, scripts, and Maya source files.
I: EMGP3 USER GUIDE.- II: INTEGRATION ALGORITHMS.- III: METEOROLOGICAL DATA FILES AND DATA PROCESSING.- IV: EMGP3 COMPONENT MODELS.- V: EXAMPLES OF EMGP3 SIMULATIONS.- Annex A: EMGP3 INPUT FILES: Preparation, Limitations, and Data Sequence.- Preparing an EMGP3 simulation.- Limits imposed to EMGP3 configurations.- EMGP3 input file data sequence.- Annex B: TABLES OF INPUT PARAMETERS.- Types of parameter tables.- Use of the parameter tables.- Tables EL-1 to EL-41: System element parameters.- Tables CR-1 to CR-15: Controller parameters.- Tables SV-1 and SV-2: Switching valve parameters.- Tables HP-1 and HP-2: Heat pump parameters.- Tables ES-1 to ES-22: Excitation function and subsystem parameters.- Annex C: LIST OF ERROR MESSAGES.
A step-by-step guide to computing and graphics in regression analysis
This is a student text, introducing the scope and problems of a new scientific discipline - Computational Neurogenetic Modeling (CNGM). CNGM is concerned with the study and development of dynamic neuronal models for modeling brain functions with respect to genes and dynamic interactions between genes. These include neural network models and their integration with gene network models. This new area brings together knowledge from various scientific disciplines.
The book uses STELLA software to develop simulation models, thus allowing readers to convert their understanding of a phenomenon to a computer model, and then run it to yield the inevitable dynamic consequences built into the structure. Part I provides an introduction to modeling dynamic systems, while Part II offers general modeling methods. Parts III through VIII then apply these methods to model real-world phenomena from chemistry, genetics, ecology, economics, and engineering. Dynamic Modeling includes STELLA run-time software for both Windows and Mac systems, as well as computer files of sample models used in the book. A clear, approachable introduction to the modeling process, of interest in any field where real problems can be illuminated by computer simulation.
The rapid evolution of computer science, communication, and information technology has enabled the application of control techniques to systems beyond the possibilities of control theory just a decade ago. Critical infrastructures such as electricity, water, trafficand intermodal transport networks are now in the scope of control engineers. The sheer size of such large-scale systems requires the adoption of advanced distributed control approaches. Distributed model predictive control (MPC) is one of the promising control methodologies for control of such systems. This book provides a state-of-the-art overview of distributed MPC approaches, while at the same time making clear directions of research that deserve more attention. The core and rationale of 35 approaches are carefully explained. Moreover, detailed step-by-step algorithmic descriptions of each approach are provided. These features make the book a comprehensive guide both for those seeking an introduction to distributed MPC as well as for those who want to gain a deeper insight in the wide range of distributed MPC techniques available. "
Create high-quality models in no time at all with these comprehensive, full-color, techniques and tutorials from Antony Ward and David Randall. These step-by-step tutorials walk readers through the creation of a high-quality female model while teaching you the basics and principles behind 3D modeling in Silo - including modeling the face and clothes, creating textures, and posing the character. The companion website includes all of the tutorial and project files. This book is officially endorsed and co-written by the creators of Silo, Nevercenter. Features include: - See how to create three main models - A base mesh, a detailed female base mesh and the final cover character, Jade Raven. - Covers both organic and hard surface modeling techniques. - Introduces the reader to more advanced Silo tools like Paint Displacement and UV Mapping. - Full of bonus material and information to make you a more efficient 3D artist. - The techniques featured can also be applied to other 3D applications, making the skills you will learn easily transferable. - Get money off Silo with the discount code included.
Discover the secrets of the Google SketchUp with the 16
real-world professional-level projects including parks, structures,
concept art, and illustration. Google SketchUp Workshop includes
all the wide variety of projects that SketchUp can be used
for-architectural visualization, landscape design, video game and
film conception, and more. SketchUp masters in every field will get
you up to speed in this agile and intuitive software and then show
you the real uses with through projects in architecture,
engineering, and design.
Blender Foundations is the definitive resource for getting started with 3D art in Blender, one of the most popular 3D/Animation tools on the market . With the expert insight and experience of Roland Hess, noted Blender expert and author, animators and artists will learn the basics starting with the revised 2.6 interface, modeling tools, sculpting, lighting and materials through rendering, compositing and video editing. Some of the new features covered include the completely re-thought interface, the character animation and keying system, and the smoke simulator. More than just a tutorial guide, "Blender Foundations" covers the philosophy behind this ingenious software that so many 3D artists are turning to today. Start working today with Blender with the accompanying web site which includes all of the projects and support files alongside videos, step-by-step screenshots of the trickier tutorials, as well as a direct links to official resources like the Blender download site and artist forums.
Explore one of the most exciting 3D tools on the market, modo, with Real-World modo - the Luxology approved, concept and principle- driven guide. Learn to apply the revolutionary, artist-friendly modo toolset with its powerful 3D rendering engine to your project workflows. In a clear, motivating, and entertaining style, Luxology insider, Wes McDermott, provides captivating 3D imagery, real world observations, and valuable tips and tricks all in one place - an invaluable resource for any digital artist. Explore 3D techniques and principles with chapters on modelling, UV mapping, texturing, animation, lighting and rendering. Learn to leverage the technical elements of the modo rendering engine including Antialaising, Shading Rate and Irradiance Caching from an artist's perspective. Integrate modo with other 3D applications such as Maya and Mudbox and learn to properly setup a linear rendering workflow within modo. For practical, hands-on techniques, you can visit www.wesmcdermott.com for video walk-throughs that further enhance the coverage in the book. |
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