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Books > Computing & IT > Computer software packages > Computer graphics software
A step-by-step guide to computing and graphics in regression analysis
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.
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.
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.
This guidance on Building Information Modelling for heritage (Historic BIM) offers guidance for owners, end-users and professionals in the fields of heritage and construction. By raising awareness of the potential advantages of a BIM approach, this guidance will help users successfully implement BIM in heritage projects. Historic BIM is, by definition, a multi-disciplinary process that requires the input and collaboration of professionals with very different skillsets. It is also a fast-developing field in terms of research, official guidance, standards and professional practice. This publication addresses the issues surrounding the production and use of BIM for history buildings, and provides information about guidance and standards available elsewhere for managing a building's entire life cycle effectively.
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.
A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art.Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference.
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.
This book contains keynote lectures and full papers presented at the International Symposium on Computational Modelling of Objects Represented in Images (CompIMAGE), held in Coimbra, Portugal, on 20-21 October 2006. International contributions from nineteen countries provide a comprehensive coverage of the current state-of-the-art in the fields of: - Image Processing and Analysis; - Image Segmentation; - Data Interpolation; - Registration, Acquisition and Compression; - 3D Reconstruction; - Objects Tracking; - Motion and Deformation Analysis; - Objects Simulation; - Medical Imaging; - Computational Bioimaging and Visualization. Related techniques also covered in this book include the finite element method, modal analyses, stochastic methods, principal and independent components analyses and distribution models. Computational Modelling of Objects Represented in Images will be useful to academics, researchers and professionals in Computational Vision (image processing and analysis), Computer Sciences, and Computational Mechanics.
Diving the Thistlegorm is a unique in-depth look at one of the world's best-loved shipwrecks, the World War II British Merchant Navy steamship, featuring award-winning underwater photography. In this highly visual guide, cutting edge photographic methods enable views of the famous wreck and its fascinating cargo which were previously impossible. Sitting upright in 30m of clear, inviting Red Sea waters, the ship is packed with the materials of war. Largely complete lorries, trucks, motorbikes, aircraft spares and airfield equipment are crammed into the forward holds and the remains of other vehicles lie amongst boxes of ammunition in the exploded aft holds. Often referred to as an underwater museum, the wreck fascinates visitors for dive after dive. The book is the culmination of decades of experience, archaeological and photographic expertise, many hours underwater, months of computer processing time, and days spent researching and verifying the history of the ship and its cargo. For the first time, Diving the Thistlegorm brings the rich and complex contents of the wreck together, identifying individual items and illustrating where they can be found. As the expert team behind the underwater photography, reconstructions and explanations take you through the wreck in incredible detail, you will discover not only what has been learned but also what mysteries are still to be solved. Limited run of hardbacks.
Mixed-Signal Layout Generation Concepts covers important
physical-design issues that exist in contemporary analog and
mixed-signal design flows. Due to the increasing pressure on
time-to-market, the steep increase in chip fabrication costs, and
the increasing design complexity, it becomes even more challenging
to produce a first-time right IC layout. The fundamental issues in
creating a layout are placement and routing. Although these coupled
problems have been investigated for many decades, no satisfactory
automated solution has emerged yet. Fortunately, supported by
modern computing power and results of new research that further
improve computation efficiency, significant steps forward have been
taken.
A guide for leveraging SketchUp for any project size, type, or style. New construction or renovation. The revised and updated second edition of The SketchUp Workflow for Architecture offers guidelines for taking SketchUp to the next level in order to incorporate it into every phase of the architectural design process. The text walks through each step of the SketchUp process from the early stages of schematic design and model organization for both renovation and new construction projects to final documentation and shows how to maximize the LayOut toolset for drafting and presentations. Written by a noted expert in the field, the text is filled with tips and techniques to access the power of SketchUp and its related suite of tools. The book presents a flexible workflow method that helps to make common design tasks easier and gives users the information needed to incorporate varying degrees of SketchUp into their design process. Filled with best practices for organizing projects and drafting schematics, this resource also includes suggestions for working with LayOut, an underused but valuable component of SketchUp Pro. In addition, tutorial videos compliment the text and clearly demonstrate more advanced methods. This important text: Presents intermediate and advanced techniques for architects who want to use SketchUp in all stages of the design process Includes in-depth explanations on using the LayOut tool set that contains example plans, details, sections, presentations, and other information Updates the first edition to reflect the changes to SketchUp 2018 and the core functionalities, menus, tools, inferences, arc tools, reporting, and much more Written by a SketchUp authorized trainer who has an active online platform and extensive connections within the SketchUp community Contains accompanying tutorial videos that demonstrate some of the more advanced SketchUp tips and tricks Written for professional architects, as well as professionals in interior design and landscape architecture, The SketchUp Workflow for Architecture offers a revised and updated resource for using SketchUp in all aspects of the architectural design process.
This text identifies and discusses emerging challenges and opportunities arising from advanced-technology simulation-based microworld analogues of operational environments. These scaled worlds have been used and advocated for many years. A major transformation is expected in research and training using new, more advanced versions of these systems. Technology now affords new capabilities using PC-based systems. Complex and distributed expert decision making and team performance can be elicited and rehearsed through affordable and easily distributed systems. These new systems will transform the nature of research and training on two fronts: (1) the content internal (i.e. laboratory control) and external validity, and (2) who can do the research and/or training, as these new systems offer more opportunities/options. train, educate and/or utilize individuals who may be distributed across the globe. Researchers across the globe will also use these new capabilities, forging new and multi-discipline research as new alliances and collaborations are enabled. Research previously restricted to highly realistic and restricted high-fidelity systems will be open to more participants and these new processes and systems will create new opportunities. Such systems will offer more realism, control and feedback to researchers and trainers. Distributed systems can link multiple nodes, allowing many participants to perform within a shared scenario. Scenarios are more easily constructed and controlled. Opportunities using these internet-based systems are clear, as evidenced by high funding and investments in advanced internet-based training systems. Universities, corporations and DoD organizations are rapidly escalating their use of such systems for collaborative research, education, distributed training and distance learning. education and training for most performance domains. Low to medium fidelity environments capture knowledge and performance requirements while retaining high levels of experimental control and generalizability. This book goes further than others on simulation-based training and research (which focus on highly realistic systems) by addressing the issues of scale, fidelity and purpose in more abstracted scaled world systems. It brings together experts who use these systems, from a variety of perspectives. Their contributions document emerging trends and issues with regard to development, utilization and validation of these emerging scaled world systems.
Simulation Modelling has been used for many years in the manufacturing sector but has now become a mainstream tool in business situations. This is partly because of the popularity of Business Process Reengineering (BPR) and other process based improvement methods that use simulation to help analyse changes in process design. This text book includes case studies in both manufacturing and service situations to demonstrate the usefulness of the approach. A further reason for the increasing popularity of the technique is the development of business orientated and user-friendly windows-based software. This text provides a guide to the use of ARENA, SIMUL8 and WITNESS simulation software systems which are widely used in industry and available to students. Overall this text provides a practical guide to building and implementing the results from a simulation model. All the steps in a typical simulation study are covered including data collection, input data modelling and experimentation.
A complete handbook on a critical issue for today’s business leaders–how to improve customer satisfaction, control costs, and maximize profits Producing a product or service to heighten customer satisfaction–and doing so cost effectively–do not have to be mutually exclusive objectives. With Market Driven Enterprise, Amiya Chakravarty presents a state-of-the-art, clearly designed framework for responding to market forces while keeping total costs in check. The book’s twelve chapters are divided into three sections: interfaces and decision-making in an enterprise, product design and time-to-market, and responsive supply chains and manufacturing. A generous supply of real-world examples and more than 200 illustrations enhance the book’s readability–as does its detailed table of contents breaking down each chapter into subsections for quick reference. Some of the book’s most valuable features include:
For students and professionals in business and engineering, production and operations management, marketing, or production and design engineering, Market Driven Enterprise is an essential handbook. Anyone whose business is striving to attain an optimal position in a demanding marketplace will find it an excellent place to start.
Computing in Nonlinear Media and Automata Collectives presents an account of new ways to design massively parallel computing devices in advanced mathematical models, such as cellular automata and lattice swarms, from unconventional materials, including chemical solutions, bio-polymers, and excitable media.
Advances in simulation technology have enabled an interesting amount of training and instruction to be conducted on training simulators instead of on real systems. However, experiences with the procurement and use of training simulators has not always been as successful, often owing to a lack of knowledge of didactics and of training programme development, and also to inadequate simulator specifications. The Handbook of Simulator-based Training represents the first comprehensive overview of the European state of the art in simulator-based training. It also comprises a well-founded and systematic approach to simulator-based training and the specification of simulator requirements. The multi-disciplinary research project described in this book combines the expertise of specialists in human factors, information systems, system design and engineering from 23 research and industrial organizations from five countries - France, Germany, the Netherlands, Spain, the UK. The authors have synthesized and documented the project results to ensure that this handbook provides not only many valuable guidelines, but more importantly a common frame of reference. It will be a key resource for the many specialists who are concerned with simulator-based training: researchers, engineers, and users; military training institutes and training system development departments; military staff responsible for the procurement of training devices and simulators; the simulator industry; the training research community; and the human factors and ergonomics community.
This book presents a variety of techniques that combine computer-generated images and other objects with real scenes, creating augmented reality. This work provides an excellent snapshot of the current state of augmented reality research and its latest applications to industry. Using computer vision, graphics, and signal processing, augmented reality makes special effects in movies and computer games economically viable. This collection of survey and research papers presents a synopsis of the work covered at the First International Workshop on Augmented Reality.
Addresses the major issues involved in computer design and architectures. Dealing primarily with theory, tools, and techniques as related to advanced computer systems, it provides tutorials and surveys and relates new important research results. Each chapter provides background information, describes and analyzes important work done in the field, and provides important direction to the reader on future work and further readings. The topics covered include hierarchical design schemes, parallel and distributed modeling and simulation, parallel simulation tools and techniques, theoretical models for formal and performance modeling, and performance evaluation techniques.
Since its inception, the Tutorial Guides in Electronic Engineering series has met with great success among both instructors and students. Designed for first- and second-year undergraduate courses, each text provides a concise list of objectives at the beginning of every chapter, key definitions and formulas highlighted in margin notes, and references to other texts in the series. With emphasis on the fundamental ideas and applications of modelling and design, Control Engineering imparts a thorough understanding of the principles of feedback control. Simple but detailed design examples used throughout the book illustrate how various classical feedback control techniques can be employed for single-input, single-output systems. Noting the interdisciplinary nature of control engineering, the author makes the text equally relevant to students whose interests lie outside of electronics by concentrating on general systems characteristics rather than on specific implementations. The author assumes students are familiar with complex numbers, phasors, and elementary calculus, and while a knowledge of simple linear differential equations would be useful, this treatment has few other mathematical requirements. With its clear explanations, copious illustrations, well-chosen examples, and end-of-chapter exercises, Control Engineering forms an outstanding first-course textbook.
This comprehensive volume covers both elementary and advanced analog and digital circuit simulation using PSpice. The text includes many worked examples, circuit diagrams, tables, and code listings. It also compares practical results with those obtained from simulation.
Models and simulations of all kinds are tools for dealing with reality. Humans have always used mental models to better understand the world around them: to make plans, to consider different possibilities, to share ideas with others, to test changes, and to determine whether or not the development of an idea is feasible. The book Modeling and Simulation uses exactly the same approach except that the traditional mental model is translated into a computer model, and the simulations of alternative outcomes under varying conditions are programmed on the computer. The advantage of this method is that the computer can track the multitude of implications and consequences in complex relationships much more quickly and reliably than the human mind. This unique interdisciplinary text not only provides a self contained and complete guide to the methods and mathematical background of modeling and simulation software (SIMPAS) and a collection of 50 systems models on an accompanying diskette. Students from fields as diverse as ecology and economics will find this clear interactive package an instructive and engaging guide. |
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