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Books > Computing & IT > Computer software packages > Computer graphics software
The book builds up a complete project from scratch and demonstrates the power of DAZ to create life-like characters. The book is replete with detailed examples and instructions on creating a tailor-made marvel out of scratch.This book can be used by anybody who has DAZ Studio 4, regardless of their level of familiarity with the program or the concepts of 3D art.
The Oxford Users' Guide to Mathematics is one of the leading handbooks on mathematics available. It presents a comprehensive modern picture of mathematics and emphasises the relations between the different branches of mathematics, and the applications of mathematics in engineering and the natural sciences. The Oxford User's Guide covers a broad spectrum of mathematics starting with the basic material and progressing on to more advanced topics that have come to the fore in the last few decades. The book is organised into mathematical sub-disciplines including analysis, algebra, geometry, foundations of mathematics, calculus of variations and optimisation, theory of probability and mathematical statistics, numerical mathematics and scientific computing, and history of mathematics. The book is supplemented by numerous tables on infinite series, special functions, integrals, integral transformations, mathematical statistics, and fundamental constants in physics. It also includes a comprehensive bibliography of key contemporary literature as well as an extensive glossary and index. The wealth of material, reaching across all levels and numerous sub-disciplines, makes The Oxford User's Guide to Mathematics an invaluable reference source for students of engineering, mathematics, computer science, and the natural sciences, as well as teachers, practitioners, and researchers in industry and academia.
Written in a friendly, practical style this Cookbook deep-dives into a wide-array of techniques used to create realistic materials and textures. This book is perfect for you if you have used Blender before but are new to the impressive Cycles renderer. You should have some knowledge of the Blender interface, though this is not a strict requirement. If you want to create realistic, stunning materials and textures using Cycles, then this book is for you!
Step by step illustrated tutorials are supported by a focused commentary. The examples are designed to proceed from starting to model through model finishing to putting models to work within projects and presentation. The book shows both - the entire flow of asset creation and granular methodology. This book will appeal to anyone interested in 3D modeling who wants to improve their speed modeling ability, particularly artists whose work is relevant to industries where hard surface modeling or model prototyping is required, such as games, films, or visualization.
'Blender Game Engine' is the part of the Blender 3D editor used to create actual 3D video games. It's the ideal entry level game development environment because you don't even need to learn to program. Create a complete game using Blender's innovative logic bricks. This book is the ideal introduction to game development. Using only logic bricks, the reader will create a complete game in Blender. By the end of the book the reader will be able to use their skills to create their own 3D games.
Written in cookbook style, this book offers many recipes to learn digital sculpting with Mudbox. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order,This book is for 3D modelers and texture artists who are, or would like to be, working in the games, movies, product design, television, medical imaging, or advertising industries. By learning the techniques in this book you will be able to create "next gen" assets for the game industry, create realistic creatures and sets for movies, and add the fine details needed for medical images and animations. Whether you are an Environment Artist or a Character Artist there is much to learn from this book.
Learn BIM the Revit Way Revit is Autodesk's industry-leading Building Information Modeling (BIM) software, and this Autodesk Official Training Guide thoroughly covers core Revit topics such as modeling, massing, sustainability, and more. It also brings you up to speed on advanced techniques such as using Revit in the cloud and how to go direct to fabrication. Organized by real-world workflows, this book covers the interface, templates, worksharing, modeling and massing, visualization techniques for different industries, sustainability, roofs and floors, stairs and railings, documentation, and much more.This Autodesk Official Training Guide teaches you how to use the leading BIM software and also serves as a study aid for Autodesk's Certified Associate and Certified Professional exams Organized according to actual workflows, the book begins with an explanation of key BIM concepts, familiarizes you with the interface, and then moves into actual application Covers modeling and massing, the Family Editor, visualization techniques for various industries, documentation, annotation and detailing, and how to work with complex walls, roofs, floors, stairs, and railings Companion website features before-and-after tutorial files, so readers can jump in at any point "Mastering Autodesk Revit Architecture" helps you learn Revit in a context that makes real-world sense.
The book takes a clear, step-by-step approach to building a complete game level using SketchUp with many props and textures. This book is designed for anyone who wants to create entire 3D worlds in freely available game engines such as Unity 3D, CryEngine, Ogre, Panda3D, Unreal Engine, and Blender Game Engine. It also targets all those who wish to create new levels and assets to sell in game asset stores or use in visualization or animation.
Each chapter in the book follows a themed approach to creating materials using the new Blender 2.5 features. As you read through each chapter you will learn approaches to create materials and textures. These materials and textures will help you to create a flawless simulation of real-world objects. You need not read the chapters in any particular order to learn to use the Blender 3D suite for materials simulation appropriately. Every recipe in this book will enable you to create a usable material or texture effect as well as teaching you techniques that save your time. If you are a Graphics Designer looking to master the features for materials and textures to create realistic looking models in Blender, then this book is for you. It can be read by both beginners and experienced Blender users; however, prior understanding of object creation and manipulation in Blender would be an advantage. This is a must-read for Blender users who want to learn the concepts and at the same time experiment with the different Blender Material and texture functions.
The first book to explain the principals behind mobile 3D hardware implementation, helping readers understand advanced algorithms, produce low-cost, low-power SoCs, or become familiar with embedded systems As mobile broadcasting and entertainment applications evolve, there is increasing interest in 3D graphics within the field of mobile electronics, particularly for handheld devices. In "Mobile 3D Graphics SoC," Yoo provides a comprehensive understanding of the algorithms of mobile 3D graphics and their real chip implementation methods. 3D graphics SoC (System on a Chip) architecture and its interaction with embedded system software are explained with numerous examples. Yoo divides the book into three sections: general methodology of low power SoC, design of low power 3D graphics SoC, and silicon implementation of 3D graphics SoCs and their application to mobile electronics. Full examples are presented at various levels such as system level design and circuit level optimization along with design technology. Yoo incorporates many real chip examples, including many commercial 3D graphics chips, and provides cross-comparisons of various architectures and their performance. Furthermore, while advanced 3D graphics techniques are well understood and supported by industry standards, this is less true in the emerging mobile applications and games market. This book redresses this imbalance, providing an in-depth look at the new OpenGL ES (The Standard for Embedded Accelerated 3D Graphics), and shows what these new embedded systems graphics libraries can provide for 3D graphics and games developers.
This book is an example-driven introduction to OGRE 3D. Each example shows some new features and you learn step-by-step to create complex scenes with different effects using OGRE 3D. After several examples discussing one topic there is a do-it-yourself part where you will be challenged to solve problems on your own. If you have ever wanted to develop 3D applications with OGRE 3D, this example-driven book will enable you to do so. Understanding of C++ is needed to follow the examples in the book.
Theoretical neuroscience provides a quantitative basis for describing what nervous systems do, determining how they function, and uncovering the general principles by which they operate. This text introduces the basic mathematical and computational methods of theoretical neuroscience and presents applications in a variety of areas including vision, sensory-motor integration, development, learning, and memory. The book is divided into three parts. Part I discusses the relationship between sensory stimuli and neural responses, focusing on the representation of information by the spiking activity of neurons. Part II discusses the modeling of neurons and neural circuits on the basis of cellular and synaptic biophysics. Part III analyzes the role of plasticity in development and learning. An appendix covers the mathematical methods used, and exercises are available on the book's Web site.
Subdivision surfaces permit a designer to specify the approximate form of a surface defining an object and to refine and smooth the form to obtain a more useful or attractive version of the surface. A considerable amount of mathematical theory is required to understand the characteristics of the resulting surfaces, and this book provides a careful and rigorous presentation of the mathematics underlying subdivision surfaces as used in computer graphics and animation, explaining the concepts necessary to easily read the subdivision literature. It also organizes subdivision methods in a unique and unambiguous hierarchy in order to provide insight and understanding. The material is not restricted to questions related to regularity of subdivision surfaces at so-called extraordinary points but instead gives a broad discussion of the various methods. It is excellent preparation for reading more advanced texts that delve more deeply into special questions of regularity. The authors provide exercises and projects at the end of each chapter. Course material, including solutions to the exercises, is available on an associated Web page.
Data Engineering has become a necessary and critical activity for
business, engineering, and scientific organizations as the move to
service oriented architecture and web services moves into full
swing. Notably, the US Department of Defense is mandating that all
of its agencies and contractors assume a defining presence on the
Net-centric Global Information Grid. This book provides the first
practical approach to data engineering and modeling, which supports
interoperabililty with consumers of the data in a service- oriented
architectures (SOAs). Although XML (eXtensible Modeling Language)
is the lingua franca for such interoperability, it is not
sufficient on its own. The approach in this book addresses critical
objectives such as creating a single representation for multiple
applications, designing models capable of supporting dynamic
processes, and harmonizing legacy data models for web-based
co-existence. The approach is based on the System Entity Structure
(SES) which is a well-defined structure, methodology, and practical
tool with all of the functionality of UML (Unified Modeling
Language) and few of the drawbacks. The SES originated in the
formal representation of hierarchical simulation models. So it
provides an axiomatic formalism that enables automating the
development of XML dtds and schemas, composition and decomposition
of large data models, and analysis of commonality among structures.
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.: Download Figures
This unique book covers the whole field of electronic warfare modeling and simulation at a systems level, including chapters that describe basic electronic warfare (EW) concepts. Written by a well-known expert in the field with more than 24 years of experience, the book explores EW applications and techniques and the radio frequency spectrum, with primary emphasis on HF (high frequency) to microwave. A detailed resource for entry-level engineering personnel in EW, military personnel with no radio or communications engineering background, technicians and software professionals, the work helps you understand the basic concepts required for modeling and simulation, as well as fidelity and other practical aspects of simulation design and application. You get clear explanations of important mathematical concepts, such as decibel notation and spherical trigonometry. This informative reference explains how to facilitate the generation of realistic computer models of EW equipment. Moreover, it describes specific types of EW equipment, how they work and how each is mathematically modeled. The book concludes with a description of the various types of models and simulations and the ways they are applied to training and equipment testing tasks.
In today's fashion industry, the traditional skills of forecasting, cutting, sewing and drafting are no longer enough. Students must be able to transform their two-dimensional plans into computer-generated images. From Pencil to Pen Tool: Understanding Creating the Digital Fashion Image teaches Adobe PhotoShop CS and Illustrator CS techniques applicable to both fashion students entering the field and established fashion-industry professionals seeking to stay current with technology. This book includes technical instruction about sketching and image production, as well as practical advice about creating a computer-generated portfolio and entering the fashion marketplace. Instructor's Guide available on request
If you are a data analyst in search of a systematic work process that will increase your efficiency, adequately document your results, and ensure that your work can be replicated, then this book is for you. The approach outlined in this book is straight forward yet comprehensive in scope, flexible in how it can be used, practical, and filled with dozens of examples using the SAS(R) System. By using the approach and standards described in the book, you will be able to confidently and accurately answer the following questions related to each of your data analysis projects: through 9 provide an overview of the author''s vision for a systematic approach to analytic work. The Appendix contains three comprehensive (yet relatively simple) case studies that apply the concepts and bring them to life.
The Finite Element Method (FEM) has become an indispensable
technology for the modelling and simulation of engineering systems.
Written for engineers and students alike, the aim of the book is to
provide the necessary theories and techniques of the FEM for
readers to be able to use a commercial FEM package to solve
primarily linear problems in mechanical and civil engineering with
the main focus on structural mechanics and heat transfer.
Much research focuses on the question of how information is processed in nervous systems, from the level of individual ionic channels to large-scale neuronal networks, and from "simple" animals such as sea slugs and flies to cats and primates. New interdisciplinary methodologies combine a bottom-up experimental methodology with the more top-down-driven computational and modeling approach. This book serves as a handbook of computational methods and techniques for modeling the functional properties of single and groups of nerve cells.The contributors highlight several key trends: (1) the tightening link between analytical/numerical models and the associated experimental data, (2) the broadening of modeling methods, at both the subcellular level and the level of large neuronal networks that incorporate real biophysical properties of neurons as well as the statistical properties of spike trains, and (3) the organization of the data gained by physical emulation of the nervous system components through the use of very large scale circuit integration (VLSI) technology.The field of neuroscience has grown dramatically since the first edition of this book was published nine years ago. Half of the chapters of the second edition are completely new; the remaining ones have all been thoroughly revised. Many chapters provide an opportunity for interactive tutorials and simulation programs. They can be accessed via Christof Koch's Website.Contributors: Larry F. Abbott, Paul R. Adams, Hagai Agmon-Snir, James M. Bower, Robert E. Burke, Erik de Schutter, Alain Destexhe, Rodney Douglas, Bard Ermentrout, Fabrizio Gabbiani, David Hansel, Michael Hines, Christof Koch, Misha Mahowald, Zachary F. Mainen, Eve Marder, Michael V. Mascagni, Alexander D. Protopapas, Wilfrid Rall, John Rinzel, Idan Segev, Terrence J. Sejnowski, Shihab Shamma, Arthur S. Sherman, Paul Smolen, Haim Sompolinsky, Michael Vanier, Walter M. Yamada.
Now you can make exciting digital movies using this easy-to-use and information-packed resource. Covering all editing basics, as well as serious film-making techniques, you will be able to successfully apply visual effects and control sound with pinpoint accuracy-- and deliver digital stories you never thought possible.
The increased computational power and software tools available to
engineers have increased the use and dependence on modeling and
computer simulation throughout the design process. These tools have
given engineers the capability of designing highly complex systems
and computer architectures that were previously unthinkable. Every
complex design project, from integrated circuits, to aerospace
vehicles, to industrial manufacturing processes requires these new
methods. This book fulfills the essential need of system and
control engineers at all levels in understanding modeling and
simulation. This book, written as a true text/reference has become
a standard sr./graduate level course in all EE departments
worldwide and all professionals in this area are required to update
their skills. * Presents a working foundation necessary for compliance with
High Level Architecture (HLA) standards
This text, based on a course taught by Randall O'Reilly and Yuko Munakata over the past several years, provides an in-depth introduction to the main ideas in the computational cognitive neuroscience. The goal of computational cognitive neuroscience is to understand how the brain embodies the mind by using biologically based computational models comprising networks of neuronlike units. This text, based on a course taught by Randall O'Reilly and Yuko Munakata over the past several years, provides an in-depth introduction to the main ideas in the field. The neural units in the simulations use equations based directly on the ion channels that govern the behavior of real neurons, and the neural networks incorporate anatomical and physiological properties of the neocortex. Thus the text provides the student with knowledge of the basic biology of the brain as well as the computational skills needed to simulate large-scale cognitive phenomena. The text consists of two parts. The first part covers basic neural computation mechanisms: individual neurons, neural networks, and learning mechanisms. The second part covers large-scale brain area organization and cognitive phenomena: perception and attention, memory, language, and higher-level cognition. The second part is relatively self-contained and can be used separately for mechanistically oriented cognitive neuroscience courses. Integrated throughout the text are more than forty different simulation models, many of them full-scale research-grade models, with friendly interfaces and accompanying exercises. The simulation software (PDP++, available for all major platforms) and simulations can be downloaded free of charge from the Web. Exercise solutions are available, and the text includes full information on the software.
This isn't a book about the Object Data Standard; it's the
complete, When it comes to storing objects in databases, ODMG 3.0 is
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