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Books > Computing & IT > Computer software packages > Computer graphics software
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.
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.
This ground-breaking and timely contribution to the field of Intellectual Property law explores the implications of 3D Printing and Additive Manufacturing in three core jurisdictions: the UK, USA and Australia. Providing in-depth analysis of the current state of affairs, as well as outlining future issues and developments, 3D Printing and Beyond addresses both the challenges and opportunities created by 3D Printing. Bringing together both academic and practical experts, the original contributions to this book consider the regulation of new, emerging and future technologies and their implications for the legal landscape. The book goes beyond 3D printing and its relationship with intellectual property to the realms of ethics, contracts, socio-legal aspects and economics. Intellectual property academics will greatly benefit from reading this book, as it not only explores the myriad ways in which 3D printing has altered the horizon of IP law, but also offers ideas for areas of future research. Practitioners and policy makers will also benefit from the useful examples and cases used in this book. Contributors include: T. Berger, S. Bradshaw, R. Brownsword, A. Daly, D. Desai, E. Ferrill, T. Holbrook, D. Hong, K. Horn, M. Lemley, R. MacKichan, T. Margoni, C. McKinley, D. Mendis, P. Menell, M. Mimler, D. Nicol, J. Nielsen, M. Rimmer, A. Scardamaglia, R. Vacca
Learning Autodesk 3ds Max 2010 Design Essentials is a superb end-to-end reference that provides users with complete info on all of the features and options available in the latest version of 3ds Max Design, so that users can learn how to use 3ds Max Design confidently in a production environment. Each chapter offers a series of lessons - which introduce the functional areas of Max Design and go over all associated features (with examples), and then a lab (which demonstrates a practical application of the lesson). Together, all of the lessons deliver and sound and complete approach to revealing the functions, features, and principles of 3ds Max 2010 Design. New Bonus section on MaxScript covering techniques for automating repetitive tasks and customizing 3ds Max Design to make you more productive. The DVD includes project Scene and support files, 3 bonus chapters and 4 bonus labs (an additional 370 pages of 3ds Max Design techniques) with free models and texture maps from Turbo Squid (a $188 value), and a link to a trial version of Sketchbook Pro.
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.
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
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.
The first book to cover Agile Modeling, a new modeling technique created specifically for XP projects eXtreme Programming (XP) has created a buzz in the software development community-much like Design Patterns did several years ago. Although XP presents a methodology for faster software development, many developers find that XP does not allow for modeling time, which is critical to ensure that a project meets its proposed requirements. They have also found that standard modeling techniques that use the Unified Modeling Language (UML) often do not work with this methodology. In this innovative book, Software Development columnist Scott Ambler presents Agile Modeling (AM)-a technique that he created for modeling XP projects using pieces of the UML and Rational's Unified Process (RUP). Ambler clearly explains AM, and shows readers how to incorporate AM, UML, and RUP into their development projects with the help of numerous case studies integrated throughout the book.
This guidance is designed to help those intending to use airborne laser scanning (ALS), also known as lidar, for archaeological survey. The aim is to help archaeologists, researchers and those who manage the historic environment to decide first, whether using lidar data will actually be beneficial in terms of their research aims, and second, how the data can be used effectively. The guidance will be most useful to those who have access to data that have already been commissioned, or are planning to commission lidar for a specific purpose. They also provide an introduction to data interpretation in order to separate archaeological and non-archaeological features. Although important themes are introduced, this guidance are not intended as a definitive explanation of the technique or the complexities of acquiring and processing the raw data, particularly as this is a still developing technology. This document is intended to complement 3D Laser Scanning for Heritage, which covers a wider range of uses of laser scanning for heritage purposes (Historic England 2018). This Guidance is a revision of The Light Fantastic: Using Airborne Lidar in Archaeological Survey published by English Heritage in 2010. The text has largely been maintained except for certain areas where major changes have occurred in the ensuing years. This is particularly true with regard to increased access to data and the wide range of visualisation techniques now available. The case studies have also been updated to reflect more recent survey activity and to include examples from outside Historic England.
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.
Learning a 3D visualization software is a daunting task under any circumstances and while it may be easy to find online tutorials that tell you what to do to perform certain tasks you'll seldom learn "why" you are performing the steps. This book approaches training from a top-down perspective way you will first learn important concepts of 3D visualization and functionality of 3ds Max before moving into the finer detail of the command structure. By learning how things work and why you might choose one method over another the book will not only teach you where the buttons are, but more importantly how to think about the holistic process of 3D design so that you can then apply the lessons to your own needs. The goal of the learning presented here is to familiarize the new user of 3ds Max with a typical workflow from a production environment from planning to modeling, materials, and lighting, and then applying special effects and compositing techniques for a finished product.
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 first edition of 3D Laser Scanning for Heritage was published in 2007 and originated from the Heritage3D project that in 2006 considered the development of professional guidance for laser scanning in archaeology and architecture. Publication of the second edition in 2011 continued the aims of the original document in providing updated guidance on the use of three-dimensional (3D) laser scanning across the heritage sector. By reflecting on the technological advances made since 2011, such as the speed, resolution, mobility and portability of modern laser scanning systems and their integration with other sensor solutions, the guidance presented in this third edition should assist archaeologists, conservators and other cultural heritage professionals unfamiliar with the approach in making the best possible use of this now highly developed technique.
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. "
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.
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.
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.
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 simlates it with 3ds Max -a
unique approach that reflects classical art training.
Certified by Autodesk, Darren Brooker's new edition teaches the
production techniques behind real-world work. The tutorials take
you from the fundamentals of lighting, right through to advanced
techniques. |
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