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

Introduction to SIMAN V and CINEMA V V (Book & Disks) (Paper only) (Paperback): J. Banks Introduction to SIMAN V and CINEMA V V (Book & Disks) (Paper only) (Paperback)
J. Banks
R6,024 Discovery Miles 60 240 Ships in 12 - 17 working days

A Hands-On Introduction that Gets You Up and Running Fast Introduction to Siman V and Cinema V This hands-on book/disk package is a practical guide to SIMAN V, and its animator, Cinema V. Written by a simulation expert and his team, this focused resource concentrates on the language, rather than the theory of simulation. It introduces the process-interaction features of SIMAN, and shows you how to use them efficiently and productively. Introduction to Siman V teaches by example, including a wealth of computer inputs and outputs. Plus, it features a single running example throughout the text -- an example that becomes increasingly complex as you master each new feature. Here's How the Book is Organized:

  • Chapter 1 provides an overview of the simulation process
  • Chapter 2 provides an overview of Siman V
  • Chapters 3-11 describe Siman V using examples that increase in complexity as new features are added
  • Chapters 12 and 13 describe advanced features of Siman V
  • Chapter 14 introduces Cinema V within the Arena environment
Introduction to Siman V and Cinema V comes complete with disks containing computer codes for major examples and a student version of Siman V along with Input and Output Processors. The academic version of the Arena environment is available from Systems Modeling Corporation.
From Additive Manufacturing to 3D Printing Vol 1 - Theory and Achievements (Hardcover, Volume 1): J.-C. Andre From Additive Manufacturing to 3D Printing Vol 1 - Theory and Achievements (Hardcover, Volume 1)
J.-C. Andre
R3,130 R2,953 Discovery Miles 29 530 Save R177 (6%) Out of stock

In 1984, additive manufacturing represented a new methodology for manipulating matter, consisting of harnessing materials and/or energy to create three-dimensional physical objects. Today, additive manufacturing technologies represent a market of around 5 billion euros per year, with an annual growth between 20 and 30%. Different processes, materials and dimensions (from nanometer to decameter) within additive manufacturing techniques have led to 70,000 publications on this topic and to several thousand patents with applications as wide-ranging as domestic uses. Volume 1 of this series of books presents these different technologies with illustrative industrial examples. In addition to the strengths of 3D methods, this book also covers their weaknesses and the developments envisaged in terms of incremental innovations to overcome them.

Digital Modelling for Urban Design (Hardcover, New): B McGrath Digital Modelling for Urban Design (Hardcover, New)
B McGrath
R2,918 R2,540 Discovery Miles 25 400 Save R378 (13%) Out of stock

While there is a rich array of urban theory, design, and representation books available, there is currently no book which brings together, in a single volume, urban design theory and new digital technologies in urban information mapping, modeling, and 3D simulation. Based on two decades of practicing and teaching architecture, author Brian McGrath's Digital Modelling for Urban Design explores the new theories and technologies of digital modelling, focusing on how to create moving and interactive 3D drawing, skills useful in the context of urban theory, and design and representation. Fully illustrated with original maps, 3D models, and drawings and photographs, this innovative work introduces digital modelling to students, architects, designers, and planners interested in the processes key to shaping the urban environment.

TCP/IP Sockets in Java - Practical Guide for Programmers (Paperback, 2nd edition): Kenneth L. Calvert, Michael J. Donahoo TCP/IP Sockets in Java - Practical Guide for Programmers (Paperback, 2nd edition)
Kenneth L. Calvert, Michael J. Donahoo
R728 Discovery Miles 7 280 Ships in 12 - 17 working days

The networking capabilities of the Java platform have been extended considerably since the first edition of the book. This new edition covers version 1.5-1.7, the most current iterations, as well as making the following improvements:
The API (application programming interface) reference sections in each chapter, which describe the relevant parts of each class, have been replaced with (i) a summary section that lists the classes and methods used in the code, and (ii) a ?gotchas? section that mentions nonobvious or poorly-documented aspects of the objects.
In addition, the book covers several new classes and capabilities introduced in the last few revisions of the Java platform. New abstractions to be covered include NetworkInterface, InterfaceAddress, Inet4/6Address, SocketAddress/InetSocketAddress, Executor, and others; extended access to low-level network information; support for IPv6; more complete access to socket options; and scalable I/O. The example code is also modified to take advantage of new language features such as annotations, enumerations, as well as generics and implicit iterators where appropriate.
Most Internet applications use sockets to implement network communication protocols. This book's focused, tutorial-based approach helps the reader master the tasks and techniques essential to virtually all client-server projects using sockets in Java. Chapter 1 provides a genral overview of networking concepts to allow readers to synchronize the concepts with terminology. Chapter 2 introduces the mechanics of simple clients and servers. Chapter 3 covers basic message construction and parsing. Chapter 4 then deals with techniques used to build more robust clients and servers. Chapter 5 (NEW) introduces the scalable interface facilities which were introduced in Java 1.5, including the buffer and channel abstractions. Chapter 6 discusses the relationship between the programming constructs and the underlying protocol implementations in more detail. Programming concepts are introduced through simple program examples accompanied by line-by-line code commentary that describes the purpose of every part of the program. The book's Web site contains many examples of command-based sockets-related code discussed throughout the book. No other resource presents so concisely or so effectively the material necessary to get up and running with Java sockets programming.
KEY FEATURES
* Focused, tutorial-based instruction in key sockets programming techniques allows reader to quickly come up to speed on Java applications.
* Concise and up-to-date coverage of the most recent platform (1.7) for Java
applications in networking technology
* Provides code for all example programs via a companion Web site to let the reader see the important objects and methods in context and to understand the purpose of each line of code.

3D Printing for Model Engineers - A Practical Guide (Hardcover): Neil Wyatt 3D Printing for Model Engineers - A Practical Guide (Hardcover)
Neil Wyatt 1
R555 R502 Discovery Miles 5 020 Save R53 (10%) Ships in 12 - 17 working days

Since the release of the first commercially available 3D printer in 2009, a thriving consumer market has developed, with a huge variety of kits now available for the home constructor. In their short existence, these printers have developed into capable machines able to make robust and useful objects in a wide range of materials. 3D Printing for Model Engineers - A Practical Guide provides the first truly comprehensive guide to 3D printing in the context of other creating engineering-based hobbies. It covers using 3D Computer Aided Design; 3D printing materials and best practice; joining and finishing 3D printed parts; making your own metal castings from 3D printed parts and building your own 3D printer. Filled with real world examples and applications of 3D printing, this book is based on practical experience and is the essential guide to getting the most from your 3D printer.

On Growth, Form and Computers (Hardcover, New): Sanjeev Kumar, Peter J. Bentley On Growth, Form and Computers (Hardcover, New)
Sanjeev Kumar, Peter J. Bentley
R3,128 Discovery Miles 31 280 Ships in 12 - 17 working days

Conceived for both computer scientists and biologists alike, this collection of 22 essays highlights the important new role that computers play in developmental biology research. Essays show how through computer modeling, researchers gain further insight into developmental processes. Featured essays also cover their use in designing computer algorithms to tackle computer science problems in areas like neural network design, robot control, evolvable hardware, and more. Peter Bentley, noted for his prolific research on evolutionary computation, and Sanjeev Kumar head up a respected team to guide readers through these very complex and fascinating disciplines.
* Covers both developmental biology and computational development -- the only book of its kind
* Provides introductory material and more detailed information on BOTH disciplines
* Includes contribututions from Richard Dawkins, Lewis Wolpert, Ian Stewart, and many other experts

Up and Running with AutoCAD 2016 - 2D and 3D Drawing and Modeling (Paperback): Elliot J. Gindis Up and Running with AutoCAD 2016 - 2D and 3D Drawing and Modeling (Paperback)
Elliot J. Gindis
R1,916 Discovery Miles 19 160 Ships in 12 - 17 working days

Get up and running with AutoCAD using Gindis' combination of step-by-step instruction, examples and insightful explanations. The emphasis from the beginning is on core concepts and practical application of AutoCAD in engineering, architecture, and design. Equally useful in instructor-led classroom training, self-study, or as a professional reference, the book is written with the user in mind by a long-time AutoCAD professional and instructor based on what works in the industry and the classroom.

Computational Modeling of Issues in Materials Science, Volume 70 (Hardcover): H. Dreysse, Y. Kawazoe, L T Wille, C Demangeat Computational Modeling of Issues in Materials Science, Volume 70 (Hardcover)
H. Dreysse, Y. Kawazoe, L T Wille, C Demangeat
R6,884 Discovery Miles 68 840 Ships in 12 - 17 working days

The Symposium D, entitled "Computational Modeling of Issues in Materials Science" was presented at the combined 1997 International Conference on Applied Materials/European Materials Research Society Spring meeting (ICAM'97/E-MRS'97) held in Strasbourg (France) from 16-20 June 1997.

Those who attended came from all five continents with participants coming from as far away as South Africa, Australia and Eastern Europe. There were 14 invited talks, 54 contributed papers, and 62 posters presented at the symposium.

Computational materials science has truly emerged as a field in itself. The range of phenomena studied and the variety of techniques used indicate that the subject has sufficiently matured that technologically relevant information can now be routinely extracted from computational modeling. These models increasingly use atomistic information from which macroscopic parameters may be determined.

Several papers showed that parallel computers will play a major role in the further development of the field. The Car-Parrinello method emerged as a workhorse for the most advanced simulations which the advent of faster hardware and diffusion of computer codes has brought within easy reach of many research groups. How to consistently go from the micro- to the macro-scale remains one of the great unsolved puzzles in computational materials science and was the subject of much discussion at the symposium. The interdisciplinary side of computational studies of matter was demonstrated in several talks, where authors borrowed methods from nuclear physics, fluid dynamics, and other subjects.

This was a very productive symposium with new collaborations started, many novel ideas generated and a large amount of information disseminated. The meeting gave an excellent idea of the status of computational materials service "anno" 1997.

Squeaky Clean Topology in Blender - Create accurate deformations and optimized geometry for characters and hard surface models... Squeaky Clean Topology in Blender - Create accurate deformations and optimized geometry for characters and hard surface models (Paperback)
Michael Steppig
R872 Discovery Miles 8 720 Ships in 10 - 15 working days

A comprehensive introduction to 3D modeling, from the fundamental ideas of topology to in-depth examples that will help you take your projects to the next level Key Features Overcome complex topology problems while working through projects Learn to topologize quad-based and non-quad-based meshes with step-by-step examples Optimize your models by reducing the triangle count to improve performance Book DescriptionThis book is an introduction to modeling and an in-depth look at topology in Blender, written by a Blender topology specialist with years of experience with the software. As you progress through its chapters, you'll conquer the basics of quad-based topology using triangles and Ngons, and learn best practices and things to avoid while modeling and retopologizing. The pages are full of illustrations and examples with in-depth explanations that showcase each step in an easy-to-follow format. Squeaky Clean Topology in Blender starts by introducing you to the user interface and navigation. It then goes through an overview of the modeling techniques and hotkeys that will be necessary to understand the examples. With the modeling basics out of the way, the next stop on our journey is topology. Working through projects like a character and a sci-fi blaster, the book will illustrate and work through complex topology problems, and present solutions to those problems. These examples focus on deforming character models, non-deforming hard surface models, and optimizing these models by reducing the triangle count. By the end of this book, you will be able to identify the general flow of a shape's topology, identify and solve issues in your topology, and come out with a model ready for UV unwrapping, materials, and rigging. What you will learn Identify the general flow of a model's topology, and what might cause issues Understand the topology of a character, and the joints that they make up Handle non-quad based topology Lay out your meshes for UV seams Explore and use hotkeys to get things done faster Optimize models for a reduced triangle count Who this book is forThis book is for character modelers, sculptors, poly modelers, and hard surface modelers. Whether you're looking for an introduction to modeling, optimizing high poly or sculpted models, or just a deeper dive into the subject of topology, this book will walk you through the topology workflow from beginning to end.

3D Imaging (German, Paperback, Softcover reprint of the original 1st ed. 1997): Ulrike Hassler 3D Imaging (German, Paperback, Softcover reprint of the original 1st ed. 1997)
Ulrike Hassler
R1,206 Discovery Miles 12 060 Ships in 10 - 15 working days

Gestalten Sie beeindruckende virtuelle Welten mit den Techniken der 3D-Grafik am Personal Computer durch die Anwendung bewahrter Verfahren der professionellen Fotografie und des Grafik-Designs. Uber die Konstruktion virtueller 3D-Modelle hinaus lernen Sie den gekonnten Umgang mit virtueller Kamera, Licht und Materialien bis hin zu uberzeugenden Animationen komplexer Szenen mit Autodesk 3D Studio MAX 1.x, Caligari trueSpace 2.x und RayDream Designer 4.

CASE in der Praxis (German, Paperback, Softcover reprint of the original 1st ed. 1993): Horst Bertram, Peter Blonnigen,... CASE in der Praxis (German, Paperback, Softcover reprint of the original 1st ed. 1993)
Horst Bertram, Peter Blonnigen, Adolf-Peter Brohl
R1,161 Discovery Miles 11 610 Ships in 10 - 15 working days

Der Einsatz von Software-Entwicklungsumgebungen in Unternehmen ist heute eine zentrale Aufgabe des Informationsmanagements. Das vorliegende Buch bietet eine umfassende Beschreibung der Vorgehensweise bei der Auswahl und Einf}hrung integrierter CASE-Umgebungen; dar}ber hinaus werden erste Erfahrungen mit einzelnen CASE-Werkzeugen vorgestellt. Grundlagen f}r das Buch sind das Standardisierungsprojekt SEU-IS, das sich mit der Standardisierung der Softwareentwicklung f}r Fach- und F}hrungsinformationssysteme der Bundeswehr besch{ftigt, sowie die Umsetzung der Standardisierungsergebnisse in die Praxis. Die hier zusammengestellten Ergebnisse des Projekts bieten dem DV-Praktiker ebenso wie dem Forscher eine F}lle von Informationen zur Integration von Projektmanagement, Konfigurationsmanagement, Qualit{tssicherung und Softwareerstellung in der computerunterst}tzten Softwareentwicklung.

3D Environment Design with Blender - Enhance your animation, modeling, texturing, and lighting skills to create realistic 3D... 3D Environment Design with Blender - Enhance your animation, modeling, texturing, and lighting skills to create realistic 3D scenes (Paperback)
Abdelilah Hamdani
R1,121 Discovery Miles 11 210 Ships in 10 - 15 working days

Save time and effort when building 3D scenes with this essential guide to creating stunning photorealistic 3D environments in Blender Key Features * Reveal modeling tricks to make your Blender 3D environments look realistic * Discover techniques to enhance the photorealism of your scenes while saving time * Set up realistic lighting in your scenes to make your environment look pleasing to the eye Book Description Blender is a powerful tool for creating all kinds of visual assets, but with such power comes complexity. Creating a photorealistic 3D scene seems like a Herculean task for more than 90% of 3D designers, but don't be discouraged! 3D Environment Design with Blender will get you up and running. This practical guide helps reduce the complexity of 3D environment design, advance your Blender skills, and produce lifelike scenes and animations in a time-efficient manner. You'll start by learning how to fix the most common mistakes 3D designers make with modeling and scale matching that stop them from achieving photorealism. Next, you'll understand the basics of realistic texturing, efficient unwrapping and achieving photorealistic lighting by turning an actual reference of a wood cabin into a realistic 3D scene. These skills will be used and expanded as you build a realistic 3D environment with natural assets and materials that you'll create from scratch. Once you've developed your natural environment, you'll advance to creating realistic render shots by applying cool camera features, and compositing tricks that will make your final render look photorealistic and pleasing to the eye. By the end of this book, you'll be able to implement modeling tricks and best practices to make your 3D environments look stunningly lifelike. What you will learn * Understand how to avoid the most common modeling mistakes 3D designers make * Create realistic landscapes using Blender's built-in A.N.T Landscape add-on * Build natural assets such as rocks, flowers, plants, and rivers that you can customize and use in a variety of projects * Create realistic materials such as snow, mud, wood and animated water * Use the particle system to generate realistic grass, as well as scatter flowers and rocks * Apply the five lighting rules to achieve great photorealistic results * Use nodes and materials effectively to produce impressive results Who This Book Is For This book is for 3D environment artists and open-world game designers who have tried designing 3D environments but have trouble finding the right Blender settings. If you feel overwhelmed understanding how nodes and materials work in Blender, this book will simplify it for you and help you achieve photorealism in your environments in no time. Familiarity with the Blender interface is expected to get the most out of this book.

Realistic Asset Creation with Adobe Substance 3D - Create materials, textures, filters, and 3D models using Substance 3D... Realistic Asset Creation with Adobe Substance 3D - Create materials, textures, filters, and 3D models using Substance 3D Painter, Designer, and Stager (Paperback)
Zeeshan Jawed Shah
R1,347 Discovery Miles 13 470 Ships in 10 - 15 working days

Gain extensive, practical knowledge of 3D design with Adobe Substance 3D and learn to build a comprehensive portfolio of work with this interactive book Key Features Find out how to use Adobe Substance 3D swiftly and with little prior knowledge Use a variety of interactive projects to get familiar with the fundamentals Create better career prospects for yourself by mastering 3D design with a single comprehensive guide Book DescriptionAdobe Substance 3D is a comprehensive suite complete with everything an artist needs to create stunning 3D digital materials. Getting a grip on the ecosystem of apps can be challenging for beginners, which is where Realistic Asset Creation with Adobe Substance 3D comes in! This practical guide doesn't bombard you with reams of textual information. Instead, you get an interactive, project-based book that'll help you gain sound knowledge of Adobe Substance 3D and set you on the right path toward a career in 3D design. You'll start off with the rudiments of Adobe Substance 3D Painter, which will enable you to acquire the skills needed to work with layers, masks, shelves, textures, and more. Next, you'll move on to Adobe Substance 3D Designer and become well-acquainted with this node-based design tool as you progress through the chapters. The final section is devoted to Adobe Substance 3D Stager, which teaches you to build complex 3D scenes and visualize your edits in real time. By the end of this Adobe book, you'll have gained a solid understanding of Adobe Substance 3D and developed the skills to build a comprehensive portfolio of work, setting you up for a lucrative career in 3D design. What you will learn Discover Substance 3D Painter, Designer, and Stager through easy projects Assemble 3D scenes and set up assets, materials, lights, and cameras Explore the innovative 3D assets library and learn how to digitize your 3D assets Texture your 3D assets with advanced brushes and Smart Materials Use and blend a variety of nodes in Adobe Substance 3D Designer Create and export materials using Adobe Substance 3D Sampler Who this book is forThis book is for game designers, 3D generalists, and design students. If you're looking to get started in your 3D career or planning to join 3D generation, then you'll find this book useful. The book assumes very little to no 3D design knowledge. A bit of understanding of the history, functionality, and purpose of the Adobe Substance 3D package is presumed but is not mandatory; however, you must know how to work with Adobe Photoshop.

Volumetric Regimes 2022 - Material Cultures of Quantified Presence (Paperback): Jara Rocha, Femke Snelting Volumetric Regimes 2022 - Material Cultures of Quantified Presence (Paperback)
Jara Rocha, Femke Snelting
R734 Discovery Miles 7 340 Ships in 10 - 15 working days
Mixed-Signal Layout Generation Concepts (Hardcover, 2003 ed.): Chieh. Lin, Arthur H. M. van Roermund, Domine Leenaerts Mixed-Signal Layout Generation Concepts (Hardcover, 2003 ed.)
Chieh. Lin, Arthur H. M. van Roermund, Domine Leenaerts
R2,974 Discovery Miles 29 740 Ships in 10 - 15 working days

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.
Mixed-Signal Layout Generation Concepts brings together many principles and techniques required to successfully develop and implement layout generation tools to accommodate many mixed-signal layout generation needs. Not only does it provide a comprehensive overview of state-of-the-art concepts, it also illustrates many concepts with intuitive examples and pseudo code. Altogether, it facilitates creation of insight in a vast and complex area.
For those who are new to the area of mixed-signal layout generation, this book provides an excellent introduction to advanced topics in this area. A practicing EDA researcher or tool developer might find this book a useful reference that combines classical and new principles. In addition, this book relates theories to each other and to pragmatic implementations. Finally, the designer, or layout artist, interested to have a thorough understanding of fundamental concepts in mixed-signal layout generation, can take advantage of theself-contained chapters in this book.

Simplifying 3D Printing with OpenSCAD - Design, build, and test OpenSCAD programs to bring your ideas to life using 3D printers... Simplifying 3D Printing with OpenSCAD - Design, build, and test OpenSCAD programs to bring your ideas to life using 3D printers (Paperback)
Colin Dow
R1,319 Discovery Miles 13 190 Ships in 10 - 15 working days

A step-by-step full-color guide to OpenSCAD that makes 3D printing easier than ever Key Features Learn more about 3D printing technology and the software used to design your objects Discover the various FDM slicer programs used to create G-code for 3D printer jobs Use a slicer program to create G-code to run your 3D printer job Book DescriptionWant to bring your 3D designs to life with OpenSCAD, but don't know where to start? Simplifying 3D Printing with OpenSCAD will teach you the key skills so that you can focus on your ideas, not troubleshooting your 3D printer. With the help of this book, you'll build a solid foundation in 3D printing technology, the software used for designing your objects, and an analysis of the G-code produced by the 3D printer slicer software. You'll also get to know your 3D printer and find out how to set up a printing job effortlessly - from configuring the parameters to build well-defined designs. Consider yourself a practical learner? Use real-world examples such as designing and printing a 3D name badge, model rocket, and laptop stand, to dive into the world of 3D printers build your skillset. By the end of this 3D printing book, you'll be ready to start designing and printing your own 3D printed products using OpenSCAD and being your ideas into reality. What you will learn Gain a solid understanding of 3D printers and 3D design requirements to start creating your own objects Prepare a 3D printer for a job starting from leveling the print bed and loading the filament Discover various OpenSCAD commands and use them to create shapes Understand how OpenSCAD compares to other CAD programs Get to grips with combining text and a cube to create an object Explore the common libraries in OpenSCAD Who this book is forThis book is for engineers, hobbyists, teachers, 3D printing enthusiasts, and individuals working in the field of 3D printing. Basic knowledge of setting up and running 3D printers will help you get the most of this book.

Expo-Info 2000 (German, Paperback): Winfried Schmitz-Esser Expo-Info 2000 (German, Paperback)
Winfried Schmitz-Esser
R1,151 Discovery Miles 11 510 Ships in 10 - 15 working days

Das aktuelle Wissen der Welt im Spiegel einer Weltausstellung: Wie stellt man das dar und wie macht man es Interessierten zugAnglich - in der Ausstellung, in Publikationen, im Funk und A1/4ber das Internet? Was man alles auf einer Weltausstellung an der Schwelle zum dritten Jahrtausend sehen und erfahren kann, sprengt in FA1/4lle und Vielfalt jeden individuell faAbaren Rahmen. Schmitz-Esser zeigt in seinem Buch, wie der Besucher wahlweise in vier Sprachen die Weltausstellung erleben und die Quintessenz davon mitnehmen kann. ErmAglicht wird dies durch das Konzept des virtuellen "Wissens in der Kapsel," das so aufbereitet ist, daA es in allen gAngigen medialen Formen und fA1/4r unterschiedlichste Wege der Aneignung eingesetzt werden kann. Die LAsung ist nicht nur eine Sache der Informatik und Informationstechnologie, sondern vielmehr auch eine Herausforderung an Informationswissenschaft und Computerlinguistik. Das Buch stellt Ziel, Ansatz, Komponenten und Voraussetzungen dafA1/4r dar.

Bildverarbeitung fur die Medizin (German, Paperback): Thomas Lehmann, Walter Oberschelp, Erich Pelikan, Rudolf Repges Bildverarbeitung fur die Medizin (German, Paperback)
Thomas Lehmann, Walter Oberschelp, Erich Pelikan, Rudolf Repges
R2,127 Discovery Miles 21 270 Ships in 10 - 15 working days

Das Lehrbuch stellt den interdisziplinaren Bereich Medizinische Bildverarbeitung erstmals zusammenfassend, systematisch und vollstandig dar.
Es ist von erfahrenen Autoren aus der Informatik, Medizin, Mathematik, Physik und Elektrotechnik verfasst, die in diesen Disziplinen forschen und lehren.
Entsprechend aktuell, inhaltlich ausgewogen und lerngerecht vermitteln sie den Wissensstoff - von den technischen Grundlagen uber Bilderzeugung und Bildwahrnehmung zu den mathematischen Modellierungen und den Algorithmen, mit denen heute medizinische Bilder verarbeitet werden.
Ein klarer Informationsvorsprung fur Studenten und Praktiker in allen Bereichen der medizinischen Bildverarbeitung
"

Autonome Mobile Systeme 1997 (German, Paperback): Paul Levi, Thomas Braunl, Norbert Oswald Autonome Mobile Systeme 1997 (German, Paperback)
Paul Levi, Thomas Braunl, Norbert Oswald
R1,932 Discovery Miles 19 320 Ships in 10 - 15 working days

Das Werk bietet einen Uberblick uber die aktuelle Forschung auf dem Gebiet der Robotik. Das Spektrum reicht von neuen Anwendungen von Servicerobotern bis zur Analyse von Multirobotersystemen, bei denen Aspekte der Kooperation und Simulation im Vordergrund stehen.

Taking Blender to the Next Level - Implement advanced workflows such as geometry nodes, simulations, and motion tracking for... Taking Blender to the Next Level - Implement advanced workflows such as geometry nodes, simulations, and motion tracking for Blender production pipelines (Paperback)
Ruan Lotter
R1,623 Discovery Miles 16 230 Ships in 10 - 15 working days

A comprehensive guide with key images printed in color to learning motion graphics, character modeling and rigging, creating dynamic hair and clothes, 3D scanning using photogrammetry, and more Key Features Learn how to use geometry nodes to create motion graphics and dynamic scenes Understand organic 3D modeling and how to create and animate your own 3D characters Use physics simulations to create clothing and hair for characters that interact with forces like wind Book DescriptionIf you're ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you. This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You'll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You'll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you'll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you'll go over the final render settings and export your 3D animation masterpiece as a video. By the end of this Blender book, you'll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes. What you will learn Use geometry nodes to quickly create complex 3D scenes and motion graphics renders Create realistic textures using physically based rendering materials 3D scan real-life objects using a normal camera and clean up the model using Blender Understand how to model, rig, and animate your own 3D characters Use rigid body simulations to create dynamic scenes Understand how to perform 3D tracking within Blender Become well-versed with compositing 3D renders into live-action footage Who this book is forThis Blender 3D book is for 3D modelers, texture artists, character and technical animators, matchmove artists, compositors, and anyone interested in learning advanced concepts in Blender. Motion graphics artists will also benefit from this book. A solid understanding of 3D concepts and the Blender UI is needed to grasp the concepts present in this book.

Maschinelles Lernen und Wissensbasierte Systeme (German, Paperback): Jurgen Herrmann Maschinelles Lernen und Wissensbasierte Systeme (German, Paperback)
Jurgen Herrmann
R1,679 Discovery Miles 16 790 Ships in 10 - 15 working days

net. Der Lebenszyklus einer Wissensbasis erweist sieh als geeignetes Gliede rungsprinzip, anhand des sen sich die Darstellung vorhandener und neuer Arbei ten strukturieren und in einen groBeren Kontext einordnen HiBt. Damit wird dem Leser ein Methodenrepertoire filr die verschiedenen Phasen des Lebenszyklus einer Wissensbasis zur Verfilgung gestellt. Jeder Phase ist ein eigenes Kapitel gewidmet, in dem der Stand der Technik im Bereich des maschinellen Lernens dargestellt wird. AuBerdem wird gezeigt, welche unterschiedlichen Anforderun gen an maschinelle Lernsysteme fOr die verschiedenen Phasen bestehen. Urn den ohnehin weit gesteckten thematischen Rahmen nicht zu sprengen, wer den schwerpunktmaBig Ansatze vorgestellt und diskutiert, die durch eine symbo lische Reprasentation und Verarbeitung von Wissen charakterisiert sind. Lern strategien, die numerische Reprasentationsformen nutzen, insbesondere Evolu tionsstrategien Schwefel, 1981], neuron ale Netze Rosenblatt, 1958; Kosko, 1992] und Fuzzy-Systeme Zadeh, 1965; Reusch, 1994], werden hier also nieht behandelt. Das System LEDA I zum Lernen von Makrooperatoren unterstiitzt die Daten pfadsynthese innerhalb des Entwurfs integrierter Schaltungen. Dabei wird mit dem induktiv gelernten Wissen eine funktionale Hardware-Beschreibung in eine strukturelle iibersetzt. Wahrend herkommliche Arbeiten zum Lernen von Design-Wissen auf Makrooperatoren filr die schrittweise Verfeinerung der eingegebenen Beschreibung beschrankt sind, werden bei LEDA erstmals Makrooperatoren filr den machtigeren Transformationsansatz akquiriert. Ferner zeichnet sich LEDA durch eine explizite Reprasentation und Verar beitung von Optimierungszielen (Objectives) innerhalb der Performanzkom ponente aus. Die Beriicksichtigung solcher Ziele ist eine unverziehtbare For derung filr viele komplexe Design-Probleme. LEDA unterstiitzt primae die Phase der Wissensbasiserweiterung und tragt dariiber hinaus zu den Phasen Wissensbasiseinsatz und -initialisierung bei."

Graphisch-Interaktive Stromungsvisualisierung (German, Paperback): Thomas Fruhauf Graphisch-Interaktive Stromungsvisualisierung (German, Paperback)
Thomas Fruhauf
R1,675 Discovery Miles 16 750 Ships in 10 - 15 working days

Der Autor beschaftigt sich in diesem Band mit Methoden zur Visualisierung von Ergebnissen numerischer Stromungssimulationen. Er beschreibt die grundlegenden Algorithmen fur eine effiziente Implementierung. Sein besonderes Augenmerk gilt dabei der kritischen Untersuchung von Qualitat und Aufwand alternativer Verfahren. Die Palette der beschriebenen Techniken reicht vom direkten Volumenrendern bis zur Stromungsvisualisierung als virtueller Realitat. In Anwendungsbeispielen aus den Bereichen Maschinenbau, Umweltsimulation und Medizin werden die Visualisierungstechniken demonstriert.

Unreal Engine 5 Character Creation, Animation, and Cinematics - Create custom 3D assets and bring them to life in Unreal Engine... Unreal Engine 5 Character Creation, Animation, and Cinematics - Create custom 3D assets and bring them to life in Unreal Engine 5 using MetaHuman, Lumen, and Nanite (Paperback)
Henk Venter, Wilhelm Ogterop
R2,108 Discovery Miles 21 080 Ships in 10 - 15 working days

Get to grips with the base workflow and create your own cinematic scenes in UE5 by learning to develop the main elements, animate, and combine them into a complete rendered movie scene with the help of key images printed in color Key Features Perform your entire rigging and animation workflow inside Unreal Engine 5 using Control Rig tools Create hand-keyed animations and clean up motion capture natively in Unreal Engine Learn the basics of creating 3D assets and customizing a MetaHuman for your movie needs Book DescriptionUnreal Engine 5 (UE5) offers beginners and seasoned professionals the ability to create detailed movie scenes with realistic human characters using MetaHuman and combine it with custom props and environments. It also comes with built-in industry standard animation tools to develop such scenes in a fraction of the time compared to old methods. This book takes you through the entire 3D movie production pipeline using free (open - source) software. By following the step-by-step, beginner-friendly tutorials in this book, you'll learn how to create your own custom 3D assets in Blender and texture these 3D assets in Quixel Mixer. Next, you'll take these completed 3D assets into Unreal Engine 5 and use them to build a virtual 3D movie set for your 3D movie. You'll also populate your 3D movie set by using Quixel MegaScans assets and create and customize your own photorealistic human character using MetaHuman Creator and UE5. As you advance, you'll discover how to rig, skin, and animate these 3D assets and characters using Blender and UE5's new Control Rig. Finally, you'll explore the process of setting up your movie cameras and animation sequences and rendering your 3D movie using UE5's Sequencer. By the end of this Unreal Engine book, you'll have learned how to combine different elements in UE5 to make your own movies and cinematics. What you will learn Create, customize, and use a MetaHuman in a cinematic scene in UE5 Model and texture custom 3D assets for your movie using Blender and Quixel Mixer Use Nanite with Quixel Megascans assets to build 3D movie sets Rig and animate characters and 3D assets inside UE5 using Control Rig tools Combine your 3D assets in Sequencer, include the final effects, and render out a high-quality movie scene Light your 3D movie set using Lumen lighting in UE5 Who this book is forThis book is for beginners to Unreal Engine or 3D animation and art in general who want to learn the entire process of creating 3D movies with Unreal Engine 5. Experienced 3D artists and animators new to UE5 will also find this book invaluable as it covers cutting-edge techniques for making real-time 3D movies using Unreal Engine, Blender, Quixel Mixer, and Quixel Bridge. Although prior experience with 3D software is not necessary, it will be helpful in understanding the concepts more easily.

Lebendige Virtuelle Welten (German, Paperback): Fan Dai Lebendige Virtuelle Welten (German, Paperback)
Fan Dai
R1,648 Discovery Miles 16 480 Ships in 10 - 15 working days

In Computeranimation und virtueller Realitat geht es neben optischer Darstellungsqualitat auch darum, dynamische Anderungen (Bewegung, Verformung, etc.) realistisch wiederzugeben. Das Buch liefert einen Uberblick uber die Methoden von Modellierung und Simulation dynamischer Prozesse in virtuellen, computergenerierten Welten. Das umfasst die Dynamik von Mehrkorpersystemen, kinematischen Strukturen und verformbaren Objekten bis hin zu virtuellen "Lebewesen". Dabei werden neben den technischen Grundkonzepten aktuelle Ansatze aus der Forschung dargestellt.

Analytische Leistungsbewertung Verteilter Systeme (German, Paperback): Phuoc Tran-gia Analytische Leistungsbewertung Verteilter Systeme (German, Paperback)
Phuoc Tran-gia
R1,291 Discovery Miles 12 910 Ships in 10 - 15 working days

Dieses Buch vermittelt die gangigen Methoden der Modellbildung und Analyse verteilter Systeme, die in der Leistungsbewertung von Rechner- und Kommunikationssystemen sowie von Fertigungssystemen angewendet werden. Zunachst werden die Grundlagen der Wahrscheinlichkeitsrechnung, der stochastischen Prozesse, der Markov- und der Erneuerungsprozesse behandelt, die zum Verstandnis der analytischen Leistungsbewertungsverfahren erforderlich sind. Grundmodelle der klassischen Nachrichtenverkehrstheorie und des Operations Research werden eingehend beschrieben, wobei Modellierungs- und Anwendungsaspekte im Vordergrund stehen. Abschliessend werden moderne Analysemethoden vorgestellt, z.B. zeitdiskrete Analyseverfahren und Algorithmen sowie die Klasse der matrixanalytischen Methoden.

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