![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Computer software packages > Computer graphics software
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
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.
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.
Inspire your own creativity with "Digital Mayhem 3D Machine Techniques. "Compiled by Duncan Evans, founder of 3D Artist Magazine, this book is the next installment of the "Digital Mayhem "series. Explore, page after page, spectacular machine images created by the industry s top talent. With over 500 stunning images," Digital Mayhem 3D Machine Techniques "is not your basic software manual. It is where technique and inspiration meet a detailed and innovative guide to great machine images. Each chapter contains vibrant images and an explanation of the artist s workflow, including a step-by-step tutorial to help you achieve similar results. From pre-viz to post production, this book takes you through the whole process of creating your very own machine masterpiece
Putting the G into CAGD, the authors provide a much-needed practical and basic introduction to computer-aided geometric design. This book will help readers understand and use the elements of computer-aided geometric design, curves and surfaces, without the mathematical baggage that is necessary only for more advanced work. Though only minimal background in mathematics is needed to understand the bookis concepts, the book covers an amazing array of topics such as Bezier and B-spline curves and their corresponding surfaces, subdivision surfaces, and NURBS (Non-Uniform Rational B-Splines). Also included are techniques such as interpolation and least squares methods.
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.: Download Figures
Alan Turing was one of the most important and influential thinkers of the 20th century. This volume makes his key writings available to a non-specialist readership for the first time. They make fascinating reading both in their own right and for their historic significance: contemporary computational theory, cognitive science, and artificial intelligence life all spring from this ground-breaking work.
The science of materials (metallurgy) tells us that every material contains microscopic features that vary at different length scales. This underlying microstructure determines the mechanical properties of the material. This book presents the particularly dramatic and compelling case of shape-memory alloys, technologically important materials, beautifully explaining the link between microstructure and macroscopic properties. A sample wire of shape memory material is included with the book.
The Finite Element Method (FEM) has become an indispensable
technology for the modelling and simulation of engineering systems.
Written for engineers and students alike, the aim of the book is to
provide the necessary theories and techniques of the FEM for
readers to be able to use a commercial FEM package to solve
primarily linear problems in mechanical and civil engineering with
the main focus on structural mechanics and heat transfer.
Model based predictive control (MBPC) is arguably the most important approach to the advance control of complex interacting industrial processes. Unique among modern theories, MBPC can handle real-time state and actuator constraints in a natural way, enabling plants to maximize their profits. In addition, the wide range of model structures, prediction horizons, and optimization criteria allows for tailor-made MBPC applications--whether they be for high-speed machine tools or large-scale industrial processes. This timely edited volume, based on a conference held at Oxford University and devoted exclusively to MBPC, brings the field up to date with the latest theoretical and practical advances. Topics include how MBPC is expanding to include variants in the basic themes (such as new prediction and optimization approaches, nonlinear models, and two-dimensional problems), general stabilization ideas for constrained plant, and unsolved problems in MBPC. This excellent volume is the introduction to the theory, current applications, and hot research areas in MBPC that students and professionals in control systems have been waiting for.
Phase diagrams are used in materials research and engineering to understand the interrelationship between composition, microstructure and process conditions. In complex systems, computational methods such as CALPHAD are employed to model thermodynamic properties for each phase and simulate multicomponent phase behavior. Written by recognized experts in the field, this is the first introductory guide to the CALPHAD method, providing a theoretical and practical approach. Building on core thermodynamic principles, this book applies crystallography, first principles methods and experimental data to computational phase behavior modeling using the CALPHAD method. With a chapter dedicated to creating thermodynamic databases, the reader will be confident in assessing, optimizing and validating complex thermodynamic systems alongside database construction and manipulation. Several case studies put the methods into a practical context, making this suitable for use on advanced materials design and engineering courses and an invaluable reference to those using thermodynamic data in their research or simulations.
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
In Pro OpenGL ES for iOS, you'll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES OpenGL has set the standard for 3D computer graphics, and is an essential aspect of iPhone, iPad, and iOS development. This book offers everything you need to know, from basic mathematical concepts to advanced coding techniques. You'll learn by building this fascinating 3D solar system simulator After introducing OpenGL ES, Pro OpenGL ES for iOS explains the basics of 3D math and then orients you to the iOS-native 3D libraries you'll be using in your own 3D games and the solar system project you'll build using this book. Through the solar system example project, you'll learn how to incorporate a variety of graphic and animation techniques into your applications. You will also discover how the full spectrum of 3D development that awaits, with topics such as lighting, texture-mapping, modeling, shaders, blending modes, and several more advanced concepts.By the time you finish Pro OpenGL ES for iOS, you'll have learned all the skills you'll need to build your own incredible 3D applications, based on one of the most powerful 3D libraries available. What you'll learn * The basics of 3D mathematics, and how they are applied in the OpenGL library * How to design and build your 3D worlds * To create 2D interfaces within the 3D world * To develop animation and 3D movement * How to implement 3D shading, coloring, and texturing * The differences between OpenGL and other 3D toolkits * To build a fully-functional 3D solar system simulator using OpenGL ES Who this book is for Experienced iOS programmers who want to enter the 3D world of OpenGL ES programming. Table of Contents * Introduction to OpenGL ES and Our 3D Solar System Project * Generating a Basic OpenGL Program * Getting Past the 3D Math * Shading, Lighting and Colors * Materials and Textures * Animation * Creating a User Interface * Blending Modes, Buffer Objects, and Other Cool Stuff * Latest Features of OpenGL ES * Ray Tracing, Hidden Surfaces, and Other Advanced Topics Appendix A: APIs
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.
There's a new trend towards sylized, comic-style art, with the latest wave of 3D movies (a la Pixar ). Max users can do this kind of thing, and they want to learn how. Andy Gahan is building on the success of his Focal book, 3ds Max Modeling for Games (which covers realistic style art) with this new VOLUME II, covering stylized comic-style art. Forum members are asking for this treatment, and we are delivering. We are linking up to original book branding and titling, and offering the same robust portal for both books - the art on the cover will show the distinction of this volume. The book will offer new modeling techniques, specifically cartoon style - think Pixar, offering new challenges to people who bought Volume I (which focused on more realistic art). Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.
Readers learn to create high-quality 3D animations and models using the basic concepts and principles of 3D art presented by GeekAtPlay.com's Ami Chopine. Readers get a studio reference breaking down the core concepts into eas-to-understand segments, showing readers the "why" in addition to the "how." Taking an application-agnostic approach, this book shows how to model, pose, and texture readers' creations, and then create scenery for them, animate, and render them. Chopine shows readers what applications best fit their needs and how to get started making money in 3D. The companion website includes video tutorials, models, project files, and other resources. Includes is endorsed by and includes extensive models by Daz3d.com.
How do you use R to import, manage, visualize, and analyze real-world data? With this short, hands-on tutorial, you learn how to collect online data, massage it into a reasonable form, and work with it using R facilities to interact with web servers, parse HTML and XML, and more. Rather than use canned sample data, you'll plot and analyze current home foreclosure auctions in Philadelphia. This practical mashup exercise shows you how to access spatial data in several formats locally and over the Web to produce a map of home foreclosures. It's an excellent way to explore how the R environment works with R packages and performs statistical analysis.Parse messy data from public foreclosure auction postings Plot the data using R's PBSmapping package Import US Census data to add context to foreclosure data Use R's lattice and latticeExtra packages for data visualization Create multidimensional correlation graphs with the pairs() scatterplot matrix package
Revitalize your architectural visualizations by bringing new levels
of realism to them with an enhanced command of the mental ray
toolset in 3ds Max. Full-color step-by-step tutorials give you a
firm understanding of the processes and techniques needed to create
impressive interior and exterior visualizations. You'll learn how
to prepare materials, light a daytime interior scene, use mr
Physical Sky, and how to save time during complex renders. The
companion website includes all of the tutorial files and sample
files from the book. Plus find more information at http:
//jamiecardoso-mentalray.blogspot.com/.
Go from 'beginner' to 'expert' with this professional, tutorial-based guide to Maya 2016 Mastering Autodesk Maya 2016 is your professional hands-on coverage to getting the most out of Maya. If you already know the basics of Maya, this book is your ticket to full coverage of all Maya 2016's latest features, and showcases the tools and methods used in real-world 3D animation and visual effects. From modeling, texturing, animation, and effects to high-level techniques for film, television, games, and more, this book expands your skill set, and helps you prepare for the Autodesk Maya certification exam. Filled with challenging tutorials and real-world scenarios this book provides valuable insight into the entire CG production timeline. Take your Maya skills to the next level with step-by-step instruction and insight from the industry professionals. * Learn professional techniques used in real-world visual effects * Master Dynamics, Maya Muscle, Stereo Cameras, mental ray, and more * Expand your skills with advanced techniques for cloth, fur, and fluids * Understand everything you need to know for the Maya certification exam
Supported with code examples and the authors real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in computer graphics. Topics covered include:
This book constitutes the proceedings of the 14th International Conference on Latent Variable Analysis and Signal Separation, LVA/ICA 2018, held in Guildford, UK, in July 2018.The 52 full papers were carefully reviewed and selected from 62 initial submissions. As research topics the papers encompass a wide range of general mixtures of latent variables models but also theories and tools drawn from a great variety of disciplines such as structured tensor decompositions and applications; matrix and tensor factorizations; ICA methods; nonlinear mixtures; audio data and methods; signal separation evaluation campaign; deep learning and data-driven methods; advances in phase retrieval and applications; sparsity-related methods; and biomedical data and methods.
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.
This book explores break-through approaches to tackling and mitigating the well-known problems of compiler optimization using design space exploration and machine learning techniques. It demonstrates that not all the optimization passes are suitable for use within an optimization sequence and that, in fact, many of the available passes tend to counteract one another. After providing a comprehensive survey of currently available methodologies, including many experimental comparisons with state-of-the-art compiler frameworks, the book describes new approaches to solving the problem of selecting the best compiler optimizations and the phase-ordering problem, allowing readers to overcome the enormous complexity of choosing the right order of optimizations for each code segment in an application. As such, the book offers a valuable resource for a broad readership, including researchers interested in Computer Architecture, Electronic Design Automation and Machine Learning, as well as computer architects and compiler developers.
This practical guide offers a short course on scaling CouchDB to meet the capacity needs of your distributed application. Through a series of scenario-based examples, this book lets you explore several methods for creating a system that can accommodate growth and meet expected demand. In the process, you learn about several tools that can help you with replication, load balancing, clustering, and load testing and monitoring.Apply performance tips for tuning your database Replicate data, using Futon and CouchDB's RESTful interface Distribute CouchDB's workload through load balancing Learn options for creating a cluster of CouchDB nodes, including BigCouch, Lounge, and Pillow Conduct distributed load testing with Tsung
This book constitutes the thoroughly refereed proceedings of the 13th Biennial Conference, KogWis 2016, held in Bremen, Germany, in September 2016, and the 10th International Conference, Spatial Cognition 2016, held in Philadelphia, PA, USA, in August 2016. The 11 revised full papers presented in this book were carefully selected and reviewed from 20 submissions. They focus on the following topics: spatial ability; wayfinding and navigation; spatial memory; and systems and simulations. |
You may like...
Trends and Perspectives in Linear…
Mujgan Tez, Dietrich Von Rosen
Hardcover
R2,692
Discovery Miles 26 920
|