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Books > Computing & IT > Computer software packages > Computer graphics software

25 Recipes for Getting Started with R (Paperback): Paul Teetor 25 Recipes for Getting Started with R (Paperback)
Paul Teetor
R530 Discovery Miles 5 300 Ships in 18 - 22 working days

R is a powerful tool for statistics and graphics, but getting started with this language can be frustrating. This short, concise book provides beginners with a selection of how-to recipes to solve simple problems with R. Each solution gives you just what you need to know to use R for basic statistics, graphics, and regression.

You'll find recipes on reading data files, creating data frames, computing basic statistics, testing means and correlations, creating a scatter plot, performing simple linear regression, and many more. These solutions were selected from O'Reilly's "R Cookbook," which contains more than 200 recipes for R that you'll find useful once you move beyond the basics.

3D Technology in Fine Art and Craft - Exploring 3D Printing, Scanning, Sculpting and Milling (Paperback): Bridgette Mongeon 3D Technology in Fine Art and Craft - Exploring 3D Printing, Scanning, Sculpting and Milling (Paperback)
Bridgette Mongeon
R1,480 Discovery Miles 14 800 Ships in 10 - 15 working days

The possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them. 3D Technology in Fine Art and Craft takes the mystery out of these exciting new processes by demonstrating how to navigate their digital components and showing their real world applications. Artists will learn to incorporate these new technologies into their studio work and see their creations come to life in a physical form never before possible. Featuring a primer on 3D basics for beginners,interviews, tutorials, and artwork from over 80 artists, intellectual property rights information, and a comprehensive companion website, this book is your field guide to exploring the exhilarating new world of 3D. Follow step-by-step photos and tutorials outlining the techniques, methodologies, and finished products of master artists who have employed 3D technology in new and inventive ways Learn how to enlarge, reduce, and repurpose existing artwork and create virtual pieces in physical forms through a variety of mediums Research your options with an accessible list of pros and cons of the various software, 3D printers, scanners, milling machines, and vendors that provide services in 3D technology Listen to podcasts with the artists and learn more tips and tricks through the book's website at www.digitalsculpting.net

Beginning WebGL for HTML5 (Paperback, 1st ed.): Brian Danchilla Beginning WebGL for HTML5 (Paperback, 1st ed.)
Brian Danchilla
R1,221 Discovery Miles 12 210 Ships in 18 - 22 working days

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

Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016 - Autodesk Official Press (Paperback): P Munford Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016 - Autodesk Official Press (Paperback)
P Munford
R2,165 R1,964 Discovery Miles 19 640 Save R201 (9%) Ships in 10 - 15 working days

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.

How to Cheat in 3ds Max 2015 - Get Spectacular Results Fast (Paperback, 3rd Edition): Michael McCarthy How to Cheat in 3ds Max 2015 - Get Spectacular Results Fast (Paperback, 3rd Edition)
Michael McCarthy
R1,694 Discovery Miles 16 940 Ships in 10 - 15 working days

Why take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 2015, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently.

Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips & tricks, and step-by-step walkthroughs—you’ll wonder how you every got by without it! This new edition has been completely revamped for 3ds Max 2015. Start animating today with detailed tutorials, source files, bitmaps, and video demonstrations—all featured on the companion website.

Table of Contents

Introduction

Chapter 1: Modeling

Chapter 2: Character Modeling

Chapter 3: Materials and Mapping

Chapter 4: Lighting and Shadows

Chapter 5: Reflections

Chapter 6: Glass

Chapter 7: Animation

Chapter 8: Character Animation

Chapter 9: Rendering

Chapter 10: Parameter Wiring

Chapter 11: Special Effects

Chapter 12: Particles and Physics

Chapter 13: Scene Management

Appendix

Additional Resources

High-Speed 3D Imaging with Digital Fringe Projection Techniques (Hardcover): Song Zhang High-Speed 3D Imaging with Digital Fringe Projection Techniques (Hardcover)
Song Zhang
R5,758 Discovery Miles 57 580 Ships in 10 - 15 working days

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.

GPU Pro 6 - Advanced Rendering Techniques (Hardcover): Wolfgang Engel GPU Pro 6 - Advanced Rendering Techniques (Hardcover)
Wolfgang Engel
R2,577 Discovery Miles 25 770 Ships in 9 - 17 working days

The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike. Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 45 experts who cover the latest developments in graphics programming for games and movies. The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices. The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, shadows, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA, DirectCompute, and OpenCL examples. In color throughout, GPU Pro6 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book's CRC Press web page.

Cinema 4D - The Artist's Project Sourcebook (Paperback, 3rd edition): Kent McQuilkin, Anne Powers Cinema 4D - The Artist's Project Sourcebook (Paperback, 3rd edition)
Kent McQuilkin, Anne Powers
R2,044 Discovery Miles 20 440 Ships in 10 - 15 working days

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.

Mastering Simulink (Paperback, New edition): James Dabney, Thomas Harman Mastering Simulink (Paperback, New edition)
James Dabney, Thomas Harman
R4,243 Discovery Miles 42 430 Ships in 10 - 15 working days

For courses in Control Theory and Operational Amplifiers.

Ideal for use with Simulink 5 and later versions, this text covers all of the important capabilities of Simulink including subsystems, masking, callbacks, S-Functions, and debugging. Its full range of coverage makes the text suitable for new users of Simulink as well as experienced and advanced users—allowing all students to take full advantage of the power of Simulink. Designed for students with a good understanding of the fundamentals of calculus and differential equations, this text includes a chapter on block diagram notation for students who may not be familiar with that topic.

SQL and Relational Theory, 3e (Paperback, 3 Revised Edition): C.J. Date SQL and Relational Theory, 3e (Paperback, 3 Revised Edition)
C.J. Date
R1,118 Discovery Miles 11 180 Ships in 18 - 22 working days

SQL is full of difficulties and traps for the unwary. You can avoid them if you understand relational theory, but only if you know how to put that theory into practice. In this book, Chris Date explains relational theory in depth, and demonstrates through numerous examples and exercises how you can apply it to your use of SQL. This third edition has been revised, extended, and improved throughout. Topics whose treatment has been expanded include data types and domains, table comparisons, image relations, aggregate operators and summarization, view updating, and subqueries. A special feature of this edition is a new appendix on NoSQL and relational theory. Could you write an SQL query to find employees who have worked at least once in every programming department in the company? And be sure it's correct? Why is proper column naming so important? Nulls in the database cause wrong answers. Why? What you can do about it? How can image relations help you formulate complex SQL queries? SQL supports "quantified comparisons," but they're better avoided. Why? And how? Database theory and practice have evolved considerably since Codd first defined the relational model, back in 1969. This book draws on decades of experience to present the most up to date treatment of the material available anywhere. Anyone with a modest to advanced background in SQL can benefit from the insights it contains. The book is product independent.

Modeling Reality - How Computers Mirror Life (Hardcover, New): Iwo Bialynicki-Birula, Iwona Bialynicka-Birula Modeling Reality - How Computers Mirror Life (Hardcover, New)
Iwo Bialynicki-Birula, Iwona Bialynicka-Birula
R2,258 Discovery Miles 22 580 Ships in 10 - 15 working days

The bookModeling Reality covers a wide range of fascinating subjects, accessible to anyone who wants to learn about the use of computer modeling to solve a diverse range of problems, but who does not possess a specialized training in mathematics or computer science. The material presented is pitched at the level of high-school graduates, even though it covers some advanced topics (cellular automata, Shannon's measure of information, deterministic chaos, fractals, game theory, neural networks, genetic algorithms, and Turing machines). These advanced topics are explained in terms of well known simple concepts: Cellular automata - Game of Life, Shannon's formula - Game of twenty questions, Game theory - Television quiz, etc. The book is unique in explaining in a straightforward, yet complete, fashion many important ideas, related to various models of reality and their applications. Twenty-five programs, written especially for this book, are provided on an accompanying CD. They greatly enhance its pedagogical value and make learning of even the more complex topics an enjoyable pleasure.

Graph Databases 2e (Paperback, 2nd Revised edition): Ian Robinson, Jim Webber, Emil Elfrem Graph Databases 2e (Paperback, 2nd Revised edition)
Ian Robinson, Jim Webber, Emil Elfrem
R1,112 R835 Discovery Miles 8 350 Save R277 (25%) Ships in 10 - 15 working days

Discover how graph databases can help you manage and query highly connected data. With this practical book, you'll learn how to design and implement a graph database that brings the power of graphs to bear on a broad range of problem domains. Whether you want to speed up your response to user queries or build a database that can adapt as your business evolves, this book shows you how to apply the schema-free graph model to real-world problems. This second edition includes new code samples and diagrams, using the latest Neo4j syntax, as well as information on new functionality. Learn how different organizations are using graph databases to outperform their competitors. With this book's data modeling, query, and code examples, you'll quickly be able to implement your own solution. Model data with the Cypher query language and property graph model Learn best practices and common pitfalls when modeling with graphs Plan and implement a graph database solution in test-driven fashion Explore real-world examples to learn how and why organizations use a graph database Understand common patterns and components of graph database architecture Use analytical techniques and algorithms to mine graph database information

Learning Blender (Paperback, 3rd edition): Oliver Villar Learning Blender (Paperback, 3rd edition)
Oliver Villar
R915 Discovery Miles 9 150 Ships in 10 - 15 working days

Master the Newest Blender Techniques for Creating Amazing 3D Characters: From Design and Modeling to Video Compositing Now fully updated for Blender 2.83 LTS (Long-Term Support) and beyond, Learning Blender, Third Edition, walks you through every step of creating an outstanding 3D animated character with Blender, and then compositing it in a real video using a professional workflow. This edition covers the extensive interface changes of the software, as well as many improvements and some almost fully rewritten chapters to showcase more modern workflows. Still the only Blender tutorial to take you from preproduction to final result, this guide is perfect for both novices and those moving from other software to Blender (open source and free software). Author Oliver Villar provides full-color, hands-on chapters that cover every aspect of character creation: design, modeling, unwrapping, texturing, shading, rigging, animation, and rendering. He also walks you through integrating your animated character into a real-world video, using professional camera tracking, lighting, and compositing techniques. The rich companion website ( blendtuts.com/learning-blender-files) will help you quickly master even the most complex techniques with bonus contents like video tutorials. By the time you're done, you'll be ready to create outstanding characters for all media -- and you'll have up-to-date skills for any 3D project, whether it involves characters or not. Learn Blender's updated user interface and navigation Create your first scene with Blender and the Blender Render and Cycles render engines Organize an efficient, step-by-step pipeline to streamline workflow in any project Master modeling, unwrapping, and texturing Bring your character to life with materials and shading in both Cycles and EEVEE (the new real-time render engine included in Blender) Create your character's skeleton and make it walk Use Camera Tracking to mix 3D objects into a real-world video Transform a raw rendered scene into the final result using Blender's compositing nodes Register your book for convenient access to downloads, updates, and/or corrections as they become available. See inside book for details.

Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development... Interaction Design for 3D User Interfaces - The World of Modern Input Devices for Research, Applications, and Game Development (Hardcover)
Francisco R. Ortega, Fatemeh Abyarjoo, Armando Barreto, Naphtali Rishe, Malek Adjouadi
R2,851 Discovery Miles 28 510 Ships in 10 - 15 working days

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.

Google SketchUp Cookbook (Paperback): Bonnie Roskes Google SketchUp Cookbook (Paperback)
Bonnie Roskes
R1,165 R993 Discovery Miles 9 930 Save R172 (15%) Ships in 18 - 22 working days

As the first book for intermediate and advanced users of Google SketchUp, this Cookbook goes beyond the basics to explore the complex features and tools that design professionals use. You'll get numerous step-by-step tutorials for solving common (and not so common) design problems, with detailed color graphics to guide your way, and discussions that explain additional ways to complete a task. Google SketchUp Cookbook will help you:

Use SketchUp more efficiently by taking advantage of components and groups Learn new techniques for using Follow Me, Intersect, and constraints Go beyond simple textures with tools such as texture positioning and Photo Match Create animations and walkthroughs, and explore design scenarios by using layers and scenes Learn how to use styles to customize your presentations Combine SketchUp with the 3D Warehouse and Google Earth

Google SketchUp Cookbook is ideal for architects, engineers, interior designers, product designers, woodworkers, and other professionals and hobbyists who want to work more efficiently and achieve true mastery of this amazing tool.

Scientific Simulations with Special-Purpose Computers - The Grape Systems (Hardcover, New): J. Makino Scientific Simulations with Special-Purpose Computers - The Grape Systems (Hardcover, New)
J. Makino
R7,251 Discovery Miles 72 510 Ships in 10 - 15 working days

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.

Essential Mathematics for Games and Interactive Applications (Hardcover, 3rd edition): James M. Van Verth, Lars M. Bishop Essential Mathematics for Games and Interactive Applications (Hardcover, 3rd edition)
James M. Van Verth, Lars M. Bishop
R3,493 Discovery Miles 34 930 Ships in 9 - 17 working days

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.

Control Engineering (Paperback, 2nd edition): Chris Bissell Control Engineering (Paperback, 2nd edition)
Chris Bissell
R1,302 Discovery Miles 13 020 Ships in 10 - 15 working days

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.

Data Modeling - Theory & Practice (Paperback): Graeme Simsion Data Modeling - Theory & Practice (Paperback)
Graeme Simsion
R1,339 R1,123 Discovery Miles 11 230 Save R216 (16%) Ships in 18 - 22 working days

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.

GPU Pro 360 Guide to Mobile Devices (Paperback): Wolfgang Engel GPU Pro 360 Guide to Mobile Devices (Paperback)
Wolfgang Engel
R1,540 Discovery Miles 15 400 Ships in 10 - 15 working days

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

GPU Pro 360 Guide to Mobile Devices (Hardcover): Wolfgang Engel GPU Pro 360 Guide to Mobile Devices (Hardcover)
Wolfgang Engel
R4,226 Discovery Miles 42 260 Ships in 10 - 15 working days

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 SketchUp Workflow for Architecture - Modeling Buildings, Visualizing Design, & Creating Construction Documents w/SketchUp... The SketchUp Workflow for Architecture - Modeling Buildings, Visualizing Design, & Creating Construction Documents w/SketchUp Pro & LayOut 2e (Paperback, 2nd Edition)
M Brightman
R1,514 Discovery Miles 15 140 Ships in 10 - 15 working days

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.

Test Drive Blender - A Starter Manual for New Users (Hardcover): John M. Blain Test Drive Blender - A Starter Manual for New Users (Hardcover)
John M. Blain
R4,498 Discovery Miles 44 980 Ships in 10 - 15 working days

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.

Test Drive Blender - A Starter Manual for New Users (Paperback): John M. Blain Test Drive Blender - A Starter Manual for New Users (Paperback)
John M. Blain
R1,528 Discovery Miles 15 280 Ships in 10 - 15 working days

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.

Scaling MongoDB (Paperback): Kristina Chodorow Scaling MongoDB (Paperback)
Kristina Chodorow
R658 R524 Discovery Miles 5 240 Save R134 (20%) Ships in 10 - 15 working days

Create a MongoDB cluster that will to grow to meet the needs of your application. With this short and concise book, you'll get guidelines for setting up and using clusters to store a large volume of data, and learn how to access the data efficiently. In the process, you'll understand how to make your application work with a distributed database system.

"Scaling MongoDB" will help you: Set up a MongoDB cluster through sharding Work with a cluster to query and update data Operate, monitor, and backup your cluster Plan your application to deal with outages

By following the advice in this book, you'll be well on your way to building and running an efficient, predictable distributed system using MongoDB.

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