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Books > Computing & IT > Computer software packages > Computer graphics software
Anhand von Modellen kognitiv-affektiver Prozesse, die im Laufe der letzten 20 Jahre mit verschiedenen Techniken der Simulation und der Konzeptuologie der Cognitive Science entwickelt worden sind, werden neue Wege der psychoanalyti- schen Theorienbildung und deren Anwendung explizit an Beispielen dargestellt. Im Mittelpunkt stehen Computer- simulationsmodelle der Abwehrprozesse und der Generierung von Schlaftr{umen, sowie ein allgemeines Modell der psychoanalytischen Theorie.
In plating, electrochemical surface finishing, elec- trochemical reactors as well as in electrochemical energy conversion, there is an increasing demand for high speed and high efficiency processes. These ob- jectives are largely influenced by cell design. The study of such systems requires, besides know-how, a perfect scientific insight into the interaction bet- ween electrode kinetics, cell geometry and mass and charge transport. Needless to say, for that purpose, computer modelling has gained rapidly in importance over the last few years. Indeed, up to the 1960's, only problems with rather simple geometries and amenable to analytical techni- ques were treated. In 1964, Klingert et al. [60], as well as Fleck et al. [42] outlined the first computer programs for calculating current distributions by the finite dif- ference method. F~ve years later, Riggs et al. [94J presented the first electrode shape change simulations. They used also the finite difference method. In 1978, Bergh [ 12J applied at first the - nite element method to predict electrode shape changes. Since then, an increasing number of publi- cations on-computer modelling of electrochemical sys- tems, appeared. Mainly the finite difference or the finite element method were used.
Recently there has been considerable interest in qualitative methods in simulation and mathematical model- ing. Qualitative Simulation Modeling and Analysis is the first book to thoroughly review fundamental concepts in the field of qualitative simulation. The book will appeal to readers in a variety of disciplines including researchers in simulation methodology, artificial intelligence and engineering. This book boldly attempts to bring together, for the first time, the qualitative techniques previously found only in hard-to-find journals dedicated to single disciplines. The book is written for scientists and engineers interested in improving their knowledge of simulation modeling. The "qualitative" nature of the book stresses concepts of invariance, uncertainty and graph-theoretic bases for modeling and analysis.
Flexible manufacturing systems are complex production systems with considerable high investment costs. This book intends to show the reader how the design of such a system can be optimized. Thereby it addresses the academic world in management science and industrial engineering as well as system planners in industry. First the design problems are analysed in detail and a planning concept is presented. Afterwards possible tools for the design process are described, as there are: mathematical programming, queueing networks, computer simulation, perturbation analysis, petri nets, group technology, and knowledge based systems. The major part of the book, however, concerns the description of existing optimization models based on mathematical programming. Each model is explained and discussed in detail and for new models, developed by the author, numerical examples are given. Finally some distinct guidelines are presented which help the system planners to select the appropriate model for their planning problems.
Recent technology involves large-scale physical or engineering systems consisting of thousands of interconnected elementary units. This monograph illustrates how engineering problems can be solved using the recent results of combinatorial mathematics through appropriate mathematical modeling. The structural solvability of a system of linear or nonlinear equations as well as the structural controllability of a linear time-invariant dynamical system are treated by means of graphs and matroids. Special emphasis is laid on the importance of relevant physical observations to successful mathematical modelings. The reader will become acquainted with the concepts of matroid theory and its corresponding matroid theoretical approach. This book is of interest to graduate students and researchers.
Das "3. Symposium Simulationstechnik" fand vom 23. bis 26. September 1985 auf der Ebernburg in Bad MUnster am Stein-Ebernburg statt. Diese Tagung setzte die Reihe einer vom FachausschuB 4.5 Simulation ASIM) in der GI ( Gesellschaft fUr Informatik ) ins Leben gerufenen Tagungen fort, die 1982 mit dem "1. Symposium Simulationstechnik" in Erlangen begann, 1983 international en Charakter trug als "First European Simu- lation Congress", durchgefUhrt in Aachen, und 1983 in Wien mit dem "2. Symposium Simulationstechnik" fortgesetzt wurde. Die Beitrige des "3. Symposium Simulationstechnik" wurden von einem in- ternationalen Programmkomitee ( W. Ameling, RWTH Aachen; I. Bausch-Gall, MUnchen; F. Breitenecker, TU-Wien; K.H. Fasol, Ruhr Univ. Bochum; H. Fuss, GMD Bonn; J. Halin, ETH ZUrich; W. Kleinert, TU Wien; D. P. F. Moller, Univ. Mainz; H. J. Munser, Dornier GmbH Friedrichshafen; D. Popovic, Univ. Bremen; H. Rake, RWTH Aachen; B. Schmidt, Univ. Erlangen ) sorg- filtig ausgewihlt und spiegeln den aktuellen Stand der Simulation in Theorie und Praxis wieder. Urn der graBen Bedeutung der Simulation in den Anwendungsbereichen gerecht zu werden, wurde niuht die Ubliche Einteilung der Beitrige in Methodolo- gie, Software, Hardware und Anwendungen vorgenommen, sondern nach Anwen- dungsgruppen klassifiziert, wie folgt: Modellbildungs- und Softwaremethodik Simulationshardware Simulationssprachen und Simulations software Echtzeitsimulatiom Mathematische Verfahren Parameteridentifikation Simulation in Biologie und Medizin Schaltkreissimulation Simulation in technischen Anwendungen Simulation in der Fertigungstechnik Simulation in betriebwirtschaftlichen Anwendungen FUnf Hauptvortrige mit den ThemenkreisenModellbildung, Diagnoseverfahren, Echtzeitsimulation, Biokybernetik, Parameteridentifikation arbeiteten auch prospektive Aspekte der Simulation heraus.
Your real-world introduction to mechanical design with Autodesk Inventor 2016 Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016 is a complete real-world reference and tutorial for those learning this mechanical design software. With straightforward explanations and practical tutorials, this guide brings you up to speed with Inventor in the context of real-world workflows and environments. You'll begin designing right away as you become acquainted with the interface and conventions, and then move into more complex projects as you learn sketching, modeling, assemblies, weldment design, functional design, documentation, visualization, simulation and analysis, and much more. Detailed discussions are reinforced with step-by-step tutorials, and the companion website provides downloadable project files that allow you to compare your work to the pros. Whether you're teaching yourself, teaching a class, or preparing for the Inventor certification exam, this is the guide you need to quickly gain confidence and real-world ability. Inventor's 2D and 3D design features integrate with process automation tools to help manufacturers create, manage, and share data. This detailed guide shows you the ins and outs of all aspects of the program, so you can jump right in and start designing with confidence. * Sketch, model, and edit parts, then use them to build assemblies * Create exploded views, flat sheet metal patterns, and more * Boost productivity with data exchange and visualization tools * Perform simulations and stress analysis before the prototyping stage This complete reference includes topics not covered elsewhere, including large assemblies, integrating other CAD data, effective modeling by industry, effective data sharing, and more. For a comprehensive, real-world guide to Inventor from a professional perspective, Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016 is the easy-to-follow hands-on training you've been looking for.
Beginning WebGL for HTML5 gets you rapidly up to speed with WebGL, a powerful new graphics language within the browser. You'll render realistic scenes with advanced lighting models, shadows, blending and textures. You'll also use mathematics to model fractals and particle systems. Going beyond that, Beginning WebGL for HTML5 presents advanced vertex and fragment shader usage for creating stunning, top-end results. You'll benefit from using modern frameworks to rapidly develop complex scenes, and make use of many tools to help improve rendering performance and debugging. Beginning WebGL for HTML5 builds your critical WebGL development skills while being enjoyable at each step of the way.* Quickly get up to speed with WebGL * Render realistic scenes * Work faster with frameworks * Improve rendering performance What you'll learn * A scene setup and rendering refresher * Advanced GLSL usages * Rendering realistic scenes with lighting, blending, reflections, shadows and more * The current state of WebGL mobile support * Performance optimizations * Enhancing productivity by using existing frameworks and loading models Who this book is for Beginning WebGL for HTML5 is for the graphics enthusiast who is ready to bring their skillset to the next level and create more realistic, beautiful scenes. Beginning WebGL for HTML5 is a great choice for someone with existing OpenGL or Canvas 2D knowledge wanting to transition to WebGL. It is an excellent choice for those wanting to have high performance graphics coded in minimal time. Table of Contents * Setting The Scene * Shaders 101 * Textures and Lighting * Increasing Realism * Physics * Fractals and Particle Systems * Three.js Framework * Productivity Tools * Debugging and Performance * Effects, Tips and Tricks * Afterword: The Future of WebGL * Appendix A: Essential HTML5 and JavaScript * Appendix B: Graphics Refresher * Appendix C: WebGL Spec.Odds and Ends * Appendix D: Additional Resources
Getting Started in ZBrush is a gentle introduction to ZBrush, today's premier digital sculpting program. Beginning with the fundamentals of digital sculpting as well as a thorough introduction to the user interface, Getting Started in ZBrush will have you creating a variety of professional-level 3D models in no-time. More than just another button-pushing manual, this comprehensive guide is packed with start-to-finish projects that ease you into the workflow of the program, while at the same time providing tips and tricks that will allow you to achieve certain tasks much more quickly. After progressing through the tutorials, you will be shown how to customize brushes, materials, scripts, and the interface so that you can utilize these tools to their full advantage. Special consideration is given to ZBrush's integration plug-ins with Maya and 3ds Max, allowing you to properly import and export your models in all programs. Texturing, painting, mapping, decimation, baking, and topology are also fully covered so your Zbrush creations can come to life without sacrificing that high-resolution look. Ease your way into this complex subject with this straight-forward approach to ZBrush Perfect your technique with step-by-step tutorials that allow you to create high res models from start to finish. Expand your knowledge by visiting the companion website, which features video demonstrations, project files, texture and model files, scripts, customized menus, brushes, and additional resources.
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.
Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays. Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.
CINEMA 4D is a fully integrated 3D modeling, animation, and rendering package used extensively in the film, television, science, architecture, and engineering industries. Generally ranked as the 3rd most widely used 3D application, CINEMA 4D is widely praised for its stability, speed, and ease of use. Recent film and broadcast productions that have used CINEMA 4D include Beowulf, The Golden Compass, Spider-Man 3, Open Season, Monster House, Superman Returns, Polar Express, and Monday Night Football. This 3e of CINEMA 4D is updated to address the latest release of the application as well as its critically acclaimed MoGraph module. Packed with full-color illustrations that engage and inspir novice and seasoned users alike, this artist's project sourcebook teaches how to use the application with a tutorial approach that gets the reader creating 3D objects in the very first pages and builds skills progressively as they proceed to learn the complete toolset.
From the Foreword: "Dietmar Hildenbrand's new book, Introduction to Geometric Algebra Computing, in my view, fills an important gap in Clifford's geometric algebra literature...I can only congratulate the author for the daring simplicity of his novel educational approach taken in this book, consequently combined with hands on computer based exploration. Without noticing, the active reader will thus educate himself in elementary geometric algebra algorithm development, geometrically intuitive, highly comprehensible, and fully optimized." --Eckhard Hitzer, International Christian University, Tokyo, Japan Geometric Algebra is a very powerful mathematical system for an easy and intuitive treatment of geometry, but the community working with it is still very small. The main goal of this book is to close this gap with an introduction to Geometric Algebra from an engineering/computing perspective. This book is intended to give a rapid introduction to computing with Geometric Algebra and its power for geometric modeling. From the geometric objects point of view, it focuses on the most basic ones, namely points, lines and circles. This algebra is called Compass Ruler Algebra, since it is comparable to working with a compass and ruler. The book explores how to compute with these geometric objects, and their geometric operations and transformations, in a very intuitive way. The book follows a top-down approach, and while it focuses on 2D, it is also easily expandable to 3D computations. Algebra in engineering applications such as computer graphics, computer vision and robotics are also covered.
'Phase-only Fresnel holograms,' which can be displayed on a single SLM without the need for lenses or complicated optical accessories, substantially simplifies 3-D holographic display systems. Exploring essential concepts, theories, and formulations of these phase-only Fresnel holograms, this book provides comprehensive coverage of modern methods for generating such holograms, which pave the way for commercial products such as compact holographic projectors, heads-up displays, and data security enhancement. Relevant MATLAB codes are provided for readers to implement and evaluate the theories and formulations of different methods, and can be used as a quick start framework for further research and development. This is a crucial and up-to-date treatment of phase-only Fresnel holograms for students and researchers in electrical and electronic engineering, computer science/engineering, applied physics, information technology, and multimedia technology, as well as engineers and scientists in industry developing new products on 3-D displays and holographic projection.
In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date.
Written by leaders in the field of computer clothing design and simulation, Cloth Modeling and Animation is a vital resource for researchers and developers of cloth simulation software as well as computer animators and graphics programmers. Readers will learn about cloth's nature and structure, scientific approaches to understanding its behavior and look, and the latest modeling and simulation techniques for automatically animating cloth on the computer.
The 3D printing revolution is well upon us, with new machines appearing at an amazing rate. With the abundance of information and options out there, how are makers to choose the 3D printer that's right for them? MAKE is here to help, with our Ultimate Guide to 3D Printing. With articles about techniques, freely available CAD packages, and comparisons of printers that are on the market, this book makes it easy to understand this complex and constantly-shifting topic. Based on articles and projects from MAKE's print and online publications, this book arms you with everything you need to know to understand the exciting but sometimes confusing world of 3D Printing.
Scientific Simulations with Special-Purpose Computers. The GRAPE Systems J. Makino University of Tokyo, Japan and M. Taiji Institute for Statistical Mathematics, Tokyo, Japan Physics is full of complex many-body problems, i.e. problems where there are a large number of bodies interacting. This is particularly true in astrophysics, where stars or galaxies can be thought of as individual particles, but also in plasma physics, hydrodynamics and molecular dynamics. Special purpose computers have been developed to handle these highly complex problems. Scientific Simulations with Special-Purpose Computers gives an overview of these systems, and then focuses on an extremely high profile and successful project-the GRAPE computer at the University of Tokyo-and discusses its development, performance and applications across a range of problems. The future development and applications of special purpose computers are also discussed. Written by two of the leading developers of the GRAPE system, this unique volume will be of great interest to readers across a wide range of fields, including, astrophysicists, astronomers, plasma physicists, researchers in molecular dynamics and computer scientists.
Wolfgang Engel's GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers computer graphics in mobile devices. This volume is complete with 18 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Mobile Devices is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges
Wolfgang Engel's GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers computer graphics in mobile devices. This volume is complete with 18 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Mobile Devices is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges
The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG)Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-productionDissects core 3D concepts including design, film, video, and gamesExamines what artistic and technical skills are needed to succeed in the industryOffers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.
This book is for practitioners and academics who have learned the conventions and rules of data modelling and are looking for a deeper understanding of the discipline. The coverage of theory includes a detailed review of the extensive literature on data modelling and logical database design, referencing nearly 500 publications, with a strong focus on their relevance to practice. The practice component incorporates the largest-ever study of data modelling practitioners, involving over 450 participants in interviews, surveys and data modelling tasks. The results challenge many long-standing held assumptions about data modelling and will be of interest to academics and practitioners alike. Graeme Simsion brings to the book the practical perspective and intellectual clarity that have made his "Data Modelling Essentials" a classic in the field. He begins with a question about the nature of data modelling (design or description), and uses it to illuminate such issues as the definition of data modelling, its philosophical underpinnings, inputs and deliverables, the necessary behaviours and skills, the role of creativity, product diversity, quality measures, personal styles, and the differences between experts and novices. "Data Modeling: Theory and Practice" is essential reading for anyone involved in data modelling practice, research, or teaching.
Add 3D to your mograph skillset! For the experienced 2D artist, this lavishly illustrated, 4 color book presents the essentials to building and compositing 3D elements into your 2D world of film and broadcast. Concepts and techniques are presented in concise, step-by-step tutorials, hundreds of which are featured throughout. Featured applications include Photoshop, Illustrator, After Effects, and Cinema 4D. Lessons include exploring the expanded 3D functionality of the Adobe Creative Suite applications (After Effects, Photoshop, and Illustrator) through a series of practical tutorials. More advanced lessons then follow, with tutorials and insight provided in specifically geared lessons for 2D artists working in Cinema 4D, 3ds Max, and ZBrush. 4-color presentation is further enhanced by various sidebars, tips, and "gotchas" to watch for through-out the book. The downloadable resources contain hours of project files with which you can work along the tutorials in the book.
This book will introduce you to the controls and steer you towards understanding what Blender can do. With this program you can create 3D models of objects and characters. The objects and characters can be placed in scenes. The scenes are captured by camera and rendered into digital images. The objects and characters can be animated and then, again, captured by camera and rendered to video files. Video files can then be compiled into movies. This book will show you how to make the Blender program go through some of its paces and give you an insight into this fantastic world. You will be shown the controls and given operation instructions allowing you to activate a variety of features.
This book will introduce you to the controls and steer you towards understanding what Blender can do. With this program you can create 3D models of objects and characters. The objects and characters can be placed in scenes. The scenes are captured by camera and rendered into digital images. The objects and characters can be animated and then, again, captured by camera and rendered to video files. Video files can then be compiled into movies. This book will show you how to make the Blender program go through some of its paces and give you an insight into this fantastic world. You will be shown the controls and given operation instructions allowing you to activate a variety of features. |
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