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Books > Computing & IT > Computer software packages > Computer graphics software
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.
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.
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:
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.
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.
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.
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.
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.
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.
This book considers evolution at different scales: sequences,
genes, gene families, organelles, genomes and species. The focus is
on the mathematical and computational tools and concepts, which
form an essential basis of evolutionary studies, indicate their
limitations, and give them orientation. Recent years have witnessed
rapid progress in the mathematics of evolution and phylogeny, with
models and methods becoming more realistic, powerful, and
complex.
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.
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.
"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"
This book offers an up-to-date coverage of the basic principles and of the tools of Bayesian inference in econometrics. Bayesian inference is a branch of statistics that integrates explicitly both data and prior (possibly subjective) information in model building , estimation and evaluation. The book then shows how to use Bayesian methods in a range of models especially suited to the analysis of macroeconomic and financial time series.
Das Lehrbuch stellt den interdisziplinaren Bereich Medizinische
Bildverarbeitung erstmals zusammenfassend, systematisch und
vollstandig dar.
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.
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.
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."
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.
Der vorliegende Band beschaftigt sich mit neuen Aspekten der Interaktion in der technisch-wissenschaftlichen Datenvisualisierung und in Echtzeitsystemen zur Visualisierung virtueller Umgebungen. Ziel des Buches ist es, neue Interaktionstechniken fur die Visualisierung bereitzustellen und Methoden zu entwerfen, die Interaktion mit der Datensemantik ermoglichen, wobei datenflussorientierte Systemarchitekturen besonders berucksichtigt werden. Weiterhin werden Mechanismen zur Interaktionssteuerung virtueller Umgebungen entwickelt, die dem Echtzeitanspruch und der Mehrdimensionalitat solcher Systeme genugen. Besonderes Interesse wurde hierbei einer sensorunabhangigen Geratesteuerung gewidmet.
Seit einigen Jahren entwickelt sich Computersimulation zu einem unentbehrlichen Werkzeug in der Planung von Produktionssystemen, Unternehmenslogistik und Produktionsplanung und -steuerung. Systeme, die mit dieser Technik analysiert und gesteuert werden, wurden in den letzten Jahren stark verAndert. Automatisierte, komplexe Produktionssysteme, dezentrale Organisationsstrukturen, schlanke Produktion und der "kontinuierliche VerbesserungsprozeA"in der Produktion - das alles stellt auch neue Anforderungen an die Simulationstechnik und ihre Benutzer. Das Buch fA1/4hrt in die Simulationstechnik und ihre theoretischen Grundlagen ein und gibt einen Aoeberblick A1/4ber Methodik und Anwendungen. Es dient Studenten als Lehrbuch und hilft Ingenieuren und Planern in Betrieben, die sich in die Thematik einarbeiten wollen.
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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