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Books > Computing & IT > Computer software packages > Computer graphics software
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
If you're a developer looking to supplement your own data tools and services, this concise ebook covers the most useful sources of public data available today. You'll find useful information on APIs that offer broad coverage, tie their data to the outside world, and are either accessible online or feature downloadable bulk data. You'll also find code and helpful links. This guide organizes APIs by the subjects they cover--such as websites, people, or places--so you can quickly locate the best resources for augmenting the data you handle in your own service. Categories include: Website tools such as WHOIS, bit.ly, and Compete Services that use email addresses as search terms, including Github Finding information from just a name, with APIs such as WhitePages Services, such as Klout, for locating people with Facebook and Twitter accounts Search APIs, including BOSS and Wikipedia Geographical data sources, including SimpleGeo and U.S. Census Company information APIs, such as CrunchBase and ZoomInfo APIs that list IP addresses, such as MaxMind Services that list books, films, music, and products
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.
This two-volume set (CCIS 175 and CCIS 176) constitutes the refereed proceedings of the International Conference on Computer Education, Simulation and Modeling, CSEM 2011, held in Wuhan, China, in June 2011. The 148 revised full papers presented in both volumes were carefully reviewed and selected from a large number of submissions. The papers cover issues such as multimedia and its application, robotization and automation, mechatronics, computer education, modern education research, control systems, data mining, knowledge management, image processing, communication software, database technology, artificial intelligence, computational intelligence, simulation and modeling, agent based simulation, biomedical visualization, device simulation & modeling, object-oriented simulation, Web and security visualization, vision and visualization, coupling dynamic modeling theory, discretization method, and modeling method research.
Unlike many AutoCAD competitors, this book covers only the basics and uses mixed units -inches, meters, feet, kilometers, etc., to illustrate the myriad drawing and editing tools for this popular application. Use the DVD to set up drawing exercises and projects, see all of the book s figures in color, and draw with a trial version of AutoCAD 2012. AutoCAD 2012 Beginning and Intermediate includes 50 exercises or mini-workshops, that complete small projects from concept through actual plotting. Solving all of the workshops will simulate the creation of two full projects (architectural and mechanical) from beginning to end, without overlooking any of the basic commands and functions in AutoCAD 2012.BRIEF TABLE OF CONTENTS: 1: AutoCAD 2012 Basics. 2: Precise Drafting in AutoCAD 2012. 3: Modifying Commands. 4: Construction Commands. 5: Layers and Inquiry Commands. 6: Blocks and Hatch. 7: Text and Tables. 8: Dimensioning. 9: Plotting. 10: Projects."
If you want to learn to create 3-D models using Google SketchUp, this "Missing Manual" is the ideal place to start. Filled with step-by-step tutorials, this entertaining, reader-friendly guide will have you creating detailed 3-D objects, including building plans, furniture, landscaping plans - even characters for computer games - in no time. "Google SketchUp: The Missing Manual" offers a hands-on tour of the program, with crystal-clear instructions for using every feature and lots of real-world examples to help you pick up the practical skills you need. It helps you learn to use the basic tools, build and animate models, and place your objects in Google Earth.With this book, you will: learn your way around the SketchUp workspace, and explore the differences between working in 2-D and 3-D; build simple 3-D shapes, save them as reusable components, and use SketchUp's Outliner to show or hide them as you work; tackle a complicated model building with lots of detail, and discover timesaving tools for using many components; animate the model by creating an interior walkthrough of your building; and, dress up your model with realistic material shading and shadows, and place it in Google Earth. It's easy to get started. Just download the program from Google.com, and follow the instructions in this book. You'll become a SketchUp master in a jiffy.
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.
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.
Create stunning renders of your 3ds Max models in mental ray with this concise guide. Learn all of the essential concepts such as indirect illumination, materials, render options, shaders, and lighting. Rendering with mental ray and 3ds Max, Second Edition is now revised to cover Autodesk Revit and special effects. The companion website includes all of the necessary project files from inside the book.
Create in 3D with Tinkercad! If you can dream it, you can create it--using Tinkercad. This free tool gives everyone the power to create 3D models, regardless of your level of experience. With the help of Tinkercad For Dummies, you'll have the knowledge you need to plan your designs, the know-how to utilize the platform's drag-and-drop tools to create your design, and the information you need to print or export your designs to use them elsewhere. Tinkercad is for everyone! It's simple enough to be used by kids and students, but robust enough that an adult could use it to create a complex product prototype. With more than 4 million designs posted in the Tinkercad community, the platform is also popular with teachers around the world. Why not join in on the fun? Create your Tinkercad account and join the community Use the drag-and-drop tools to build 3D images Export your designs to have them 3D printed Learn the principles of great 3D design Tinkercad is truly fun for all ages, and this hands-on guide makes it faster and easier to start using it right away!
There's growing interest in learning how to analyze streaming data in large-scale systems such as web traffic, financial transactions, machine logs, industrial sensors, and many others. But analyzing data streams at scale has been difficult to do well--until now. This practical book delivers a deep introduction to Apache Flink, a highly innovative open source stream processor with a surprising range of capabilities. Authors Ellen Friedman and Kostas Tzoumas show technical and nontechnical readers alike how Flink is engineered to overcome significant tradeoffs that have limited the effectiveness of other approaches to stream processing. You'll also learn how Flink has the ability to handle both stream and batch data processing with one technology. * Learn the consequences of not doing streaming well--in retail and marketing, IoT, telecom, and banking and finance* Explore how to design data architecture to gain the best advantage from stream processing* Get an overview of Flink's capabilities and features, along with examples of how companies use Flink, including in production* Take a technical dive into Flink, and learn how it handles time and stateful computation* Examine how Flink processes both streaming (unbounded) and batch (bounded) data without sacrificing performance
This book is the first to provide a comprehensive survey of the computational models and methodologies used for studying the evolution and origin of language and communication. Comprising contributions from the most influential figures in the field, it presents and summarises the state-of-the-art in computational approaches to language evolution, and highlights new lines of development.Essential reading for researchers and students in the fields of evolutionary and adaptive systems, language evolution modelling and linguistics, it will also be of interest to researchers working on applications of neural networks to language problems. Furthermore, due to the fact that language evolution models use multi-agent methodologies, it will also be of great interest to computer scientists working on multi-agent systems, robotics and internet agents.
The modern ecologist usually works in both the field and laboratory, uses statistics and computers, and often works with ecological concepts that are model-based, if not model-driven. How do we make the field and laboratory coherent? How do we link models and data? How do we use statistics to help experimentation? How do we integrate modeling and statistics? How do we confront multiple hypotheses with data and assign degrees of belief to different hypotheses? How do we deal with time series (in which data are linked from one measurement to the next) or put multiple sources of data into one inferential framework? These are the kinds of questions asked and answered by "The Ecological Detective." Ray Hilborn and Marc Mangel investigate ecological data much as a detective would investigate a crime scene by trying different hypotheses until a coherent picture emerges. The book is not a set of pat statistical procedures but rather an approach. The Ecological Detective makes liberal use of computer programming for the generation of hypotheses, exploration of data, and the comparison of different models. The authors' attitude is one of exploration, both statistical and graphical. The background required is minimal, so that students with an undergraduate course in statistics and ecology can profitably add this work to their tool-kit for solving ecological problems.
If you want to use CouchDB to support real-world applications, you'll need to create MapReduce views that let you query this document-oriented database for meaningful data. With this short and concise ebook, you'll learn how to create a variety of MapReduce views to help you query and aggregate data in CouchDB's large, distributed datasets. You'll get step-by-step instructions and lots of sample code to create and explore several MapReduce views through the course of the book, using an example database you construct. To work with these different views, you'll learn how to use the Futon web administration console and the cURL command line tool that come with CouchDB. Learn how the Map and Reduce steps work independently and together to index your data Use the example database to create several temporary views based on different criteria Discover the uses of Map and Reduce JavaScript functions Convert your temporary views to permanent views within a design document Learn several options for querying the data within your views Limit the number of results returned, skip some results, or reverse the order of the output Group your results by exact keys or by parts of keys Bradley Holt, co-founder of the creative services firm Found Line, is a web developer and entrepreneur ten years of PHP and MySQL experience. He began using CouchDB before the release of version 1.0. Bradley is an active member of the PHP community, and can be reached at bradley-holt.com.
Learn how to animate using the world's most advanced free software for 3D content creation Key Features * Master the essentials of 3D animation with enjoyable step-by-step exercises * Get inspired by expert techniques used by professional Blender animators * Learn unique Blender insights and secrets that you won't find in its documentation Book Description Blender's supportive community and powerful feature set make it an indispensable tool for creating 3D animations. Completely free and open source, Blender holds its own against other 3D applications that cost hundreds, even thousands of dollars. However, learning the software can be a challenge as Blender is known for its complex interface, and animation is not an easy subject to begin with.! If you want to get into 3D animation but don't know where to begin, Realizing 3D Animation in Blender will help you overcome these challenges by taking a practical approach to demystifying both the theories of 3D animation and the many animation workflows specific to Blender. With detailed explanations of exercises and a sharp focus on the animation process, this book will help you learn everything you need to set out on your path to becoming a 3D animator. It's much more than just an introduction. The book covers complex concepts in an easy-to-follow manner, and shows you how to avoid common errors that novice animators are prone to making. By the end of this Blender 3D animation book, you'll have gained the knowledge, experience, and inspiration to start creating impressive 3D animations on your own. What you will learn * Become well-versed with the simple rules of keyframing and interpolation * Understand the function and behavior of Blender's animation curves * Set up object relationships * Pose an advanced character rig * Bring a character to life with Blender 3D character animation * Explore advanced features such as physics simulation * Get to grips with Blender's mysterious non-linear animation tool * Render animations the professional way Who This Book Is For This book guides you in working with Blender's latest animation tools from the ground up. If you have a background in art or animation in other software, this book will help you transition to Blender. You'll find this book useful even if you are new to 3D art. No prior art skills or experience with Blender are necessary to get started.
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.
Some architects dream of 3D-printing houses. Some even fantasise about 3D-printing entire cities. But what is the real potential of 3D printing for architects? This issue focuses on another strand of 3D-printing practice emerging among architects operating at a much smaller scale that is potentially more significant. Several architects have been working with the fashion industry to produce some exquisitely designed 3D-printed wearables. Other architects have been 3D-printing food, jewellery and other items at the scale of the human body. But what is the significance of this work? And how do these 3D-printed body-scale items relate to the discipline of architecture? Are they merely a distraction from the real business of the architect? Or do they point towards a new form of proto-architecture - like furniture, espresso makers and pavilions before them - that tests out architectural ideas and explores tectonic properties at a smaller scale? Or does this work constitute an entirely new arena of design? In other words, is 3D printing at the human scale to be seen as a new genre of 'body architecture'? This issue contains some of the most exciting work in this field today, and seeks to chart and analyse its significance. Contributors include: Paola Antonelli/MoMA, Francis Bitonti, Niccolo Casas, Behnaz Farahi, Madeline Gannon, Eric Goldemberg/MONAD Studio, Kyle von Hasseln/3D Systems Culinary Lab, Rem D Koolhaas, Julia K rner, Neil Leach, Steven Ma/Xuberance, Neri Oxman/MIT Media Lab, Ronald Rael and Virginia San Fratello, Gilles Retsin, Jessica Rosenkrantz/Nervous System, and Patrik Schumacher/Zaha Hadid Architects.
Robert Axelrod is widely known for his groundbreaking work in game theory and complexity theory. He is a leader in applying computer modeling to social science problems. His book "The Evolution of Cooperation" has been hailed as a seminal contribution and has been translated into eight languages since its initial publication. The "Complexity of Cooperation" is a sequel to that landmark book. It collects seven essays, originally published in a broad range of journals, and adds an extensive new introduction to the collection, along with new prefaces to each essay and a useful new appendix of additional resources. Written in Axelrod's acclaimed, accessible style, this collection serves as an introductory text on complexity theory and computer modeling in the social sciences and as an overview of the current state of the art in the field. The articles move beyond the basic paradigm of the Prisoner's Dilemma to study a rich set of issues, including how to cope with errors in perception or implementation, how norms emerge, and how new political actors and regions of shared culture can develop. They use the shared methodology of agent-based modeling, a powerful technique that specifies the rules of interaction between individuals and uses computer simulation to discover emergent properties of the social system. "The Complexity of Cooperation" is essential reading for all social scientists who are interested in issues of cooperation and complexity
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:
The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG)Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-productionDissects core 3D concepts including design, film, video, and gamesExamines what artistic and technical skills are needed to succeed in the industryOffers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.
Economists are increasingly using computer simulations to understand the implications of their theoretical models and to make policy recommendations. New model solution techniques are required to deal with the increasingly important role of dynamics and uncertainty in macroeconomics. This book consists of articles by leading contributors in the field showing how to use these techniques in the context of standard macroeconomic models.
This book provides an introduction to Monte Carlo simulations in classical statistical physics aimed both at students beginning work in the field and at more experienced researchers who wish to learn more about Monte Carlo methods. The material covered includes methods for both equilibrium and out of equilibrium systems, and common algorithms like the Metropolis and heat-bath algorithms. Also discussed are more sophisticated methods such as continuous time Monte Carlo, cluster algorithms, multigrid methods, entropic sampling and simulated tempering.
"This book is written with the reality of biology students and their apprehension about mathematics in mind. The applications of mathematical models to real biological problems are not contrived, as they are in a number of other texts. And the biology examples are taken from the current literature--a wonderful help to those who will be teaching with this book."--Jim Keener, University of Utah, author of "Principles of Applied Mathematics" and "Mathematical Physiology" ""Dynamic Models in Biology" is a new and significant contribution to the field. Very well written and clearly presented, it fulfills its goal of bringing dynamic models into the undergraduate biology curriculum. Indeed it puts biology first, and then seeks to show how biological phenomena can be explained in mathematical terms."--Martin Henry H. Stevens, Miami University "This excellent book is a major contribution to the literature. Strong biologically and mathematically, well-organized, and engagingly written, it introduces the subject of dynamical models in biology in as coherent a way as I have seen anywhere. Few authors could approach this topic as authoritatively as do Ellner and Guckenheimer."--Simon Levin, Princeton University, author of "The Importance of Species" and "The Encyclopedia of Biodiversity"
I Methoden und Anwendungen.- Einfuhrung und grundlegende Begriffe.- Simulationstechniken fur diskrete Systeme.- Simulation zufalliger Ereignisse.- Statistische Auswertung von Simulationsexperimenten.- Ereignisorientierte Simulation vernetzter Ablaufe.- Anwendungsbeispiele vernetzter Ablaufe.- Modellierung und Simulation von Geschaftsprozessen.- II Theoretischer Grundlagen.- UEber die Theorie der diskreten Simultion.- Stochastik.- Theorie der Markov-Prozesse.- Warteschlangentheorie.- Graphische Modellierungsformalismen.- Loesungshinweise fur ausgewahlte UEbungen.- Literatur.- Index.
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. |
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