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Books > Computing & IT > Computer software packages

2D Game Development with Unity (Hardcover): Franz Lanzinger 2D Game Development with Unity (Hardcover)
Franz Lanzinger
R3,894 Discovery Miles 38 940 Ships in 12 - 17 working days

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.

Sufficient Dimension Reduction - Methods and Applications with R (Paperback): Bing Li Sufficient Dimension Reduction - Methods and Applications with R (Paperback)
Bing Li
R1,589 Discovery Miles 15 890 Ships in 12 - 17 working days

Sufficient dimension reduction is a rapidly developing research field that has wide applications in regression diagnostics, data visualization, machine learning, genomics, image processing, pattern recognition, and medicine, because they are fields that produce large datasets with a large number of variables. Sufficient Dimension Reduction: Methods and Applications with R introduces the basic theories and the main methodologies, provides practical and easy-to-use algorithms and computer codes to implement these methodologies, and surveys the recent advances at the frontiers of this field. Features Provides comprehensive coverage of this emerging research field. Synthesizes a wide variety of dimension reduction methods under a few unifying principles such as projection in Hilbert spaces, kernel mapping, and von Mises expansion. Reflects most recent advances such as nonlinear sufficient dimension reduction, dimension folding for tensorial data, as well as sufficient dimension reduction for functional data. Includes a set of computer codes written in R that are easily implemented by the readers. Uses real data sets available online to illustrate the usage and power of the described methods. Sufficient dimension reduction has undergone momentous development in recent years, partly due to the increased demands for techniques to process high-dimensional data, a hallmark of our age of Big Data. This book will serve as the perfect entry into the field for the beginning researchers or a handy reference for the advanced ones. The author Bing Li obtained his Ph.D. from the University of Chicago. He is currently a Professor of Statistics at the Pennsylvania State University. His research interests cover sufficient dimension reduction, statistical graphical models, functional data analysis, machine learning, estimating equations and quasilikelihood, and robust statistics. He is a fellow of the Institute of Mathematical Statistics and the American Statistical Association. He is an Associate Editor for The Annals of Statistics and the Journal of the American Statistical Association.

Advanced AutoCAD (R) 2017 - Exercise Workbook (Paperback): Cheryl Shrock, Steve Heather Advanced AutoCAD (R) 2017 - Exercise Workbook (Paperback)
Cheryl Shrock, Steve Heather
R1,706 Discovery Miles 17 060 Ships in 12 - 17 working days

The best-selling title that has been helping AutoCAD users for more than two decades is better than ever. This is THE book for users of AutoCAD (R) who are looking for the same great, step-by-step instruction and illustrations in the Beginning AutoCAD (R) Exercise Workbook and want to delve deeper into AutoCAD 2017's features. Designed for students, teachers, and professionals in the field, the Advanced AutoCAD (R) 2017 Exercise Workbook includes invaluable, updated coverage of essential features for intermediate and advanced users. For example, this new book covers creating Metric master templates, border and title blocks, and dimension styles. A Game-Changer! For the first time, this top-selling Workbook and the companion title Beginning AutoCAD (R) 2017 Exercise Workbook now include both METRIC and INCH measurements side by side, so that readers worldwide can benefit from all of the instructions and exercises. NEW AND IMPROVED FEATURES PDF Import command allowing users to import a .pdf file directly into AutoCAD as usable geometry and/or text. Instructions on the Share Design View command, explaining how to share a design on the web without compromising the original drawing data. Dialog Box enhancements, plus useful Q's & A's. Two new dimension commands, Associative Centerlines and Associative Center Marks, which are both fully editable. How to send 3D model designs to a 3D printer, or save them for use at a later date. A refreshed cover design highlights the latest editions of the AutoCAD Exercise Workbook series. This is the right book for users who liked the author's "Beginning AutoCAD" workbook and want to learn more about AutoCAD's features, including Xref, Attributes, and 3D solids. This clear, no nonsense, easy-to-follow text is totally updated for AutoCAD 2017 and 2017 LT, and it offers several new and improved features. All exercises are easy to print on standard 8 1/2" x 11" paper. For use with the PC version of AutoCAD 2017 only.Cheryl Shrock recently retired as Professor and Chairperson of Computer Aided Design at Orange Coast College in California, where she had taught since 1990. She is an Autodesk (R) registered author. Previous to teaching, she owned and operated a commercial product and machine design company, using CAD to create and document designs. This book draws upon both her teaching and industry experience. Steve Heather has 30-plus years of experience as a practicing mechanical engineer and has taught AutoCAD to engineering and architectural students at the college level. He is an authorized AutoCAD beta tester and a member of AutoCAD Connected Desktop Customer Council. Steve lives near Canterbury, England, and welcomes your questions or comments at: [email protected].

Office 2021 for Macs For Dummies (Paperback): B LeVitus Office 2021 for Macs For Dummies (Paperback)
B LeVitus
R703 R546 Discovery Miles 5 460 Save R157 (22%) Ships in 9 - 15 working days

Turn your Mac into a productivity powerhouse with Office 2021! Long gone are the days when Microsoft's powerful office suite was just for Windows users. Mac enthusiasts are also able to pop open ubiquitous apps like Word, Excel, and PowerPoint on their preferred desktop or laptop! But if you're new to Microsoft Office on the Mac--or you just need a hand with some of its latest features--you should check out Office 2021 For Macs For Dummies. This handy guide will show you how to conquer the essentials of all the key apps that make Office 2021 such a productivity booster. You'll also discover: Brand-new features, like an improved dark mode and better accessibility capabilities How to share documents directly in a collaborative setting How Microsoft's Text Predictions work in various apps in Office 2021 Ideal for Mac-lovers who can't escape the lure of Microsoft's iconic office software, Office 2021 For Macs For Dummies is a can't-miss resource that will help you successfully blend the reliable computing power of your Mac or MacBook with the productivity power of Microsoft Office.

Using Soundtrack - Produce Original Music for Video, DVD, and Multimedia (Hardcover): Douglas Spotted Eagle Using Soundtrack - Produce Original Music for Video, DVD, and Multimedia (Hardcover)
Douglas Spotted Eagle
R5,510 Discovery Miles 55 100 Ships in 12 - 17 working days

Covering the basics of producing great audio tracks to accompany video projects, Using Soundtrack provides recording and editing tips and guidance on noise reduction tools, audio effects, and Final Cut Pro's powerful real-time audio mixer. Readers also learn how Soundtrack can be used to give video projects a professional finish with the addition of custom, royalty-free scoring. Theory is presented on a need-to-know basis and practical tutorials provide hands-on techniques for common tasks, including editing video to audio, editing audio to video, changing the length of a music bed, editing dialog, and mixing dialog with music and sound effects. The accompanying downloadable resources include tutorial lessons and sample media.

Excel 2007 For Project Managers (Paperback): K Heldman Excel 2007 For Project Managers (Paperback)
K Heldman
R986 R744 Discovery Miles 7 440 Save R242 (25%) Ships in 12 - 17 working days

Combine the power of Excel 2007, Microsoft Office SharePoint Server, and sound project management tools to boost your skill set and maximize your productivity. You'll walk through a project and learn how to use these powerful tools to schedule jobs, create budgets, manage processes, and share project information. Whether new to project management or a veteran, you'll discover techniques, hints, and examples you can use immediately.

Image Processing with MATLAB - Applications in Medicine and Biology (Hardcover): Omer Demirkaya, Musa H. Asyali, Prasanna K.... Image Processing with MATLAB - Applications in Medicine and Biology (Hardcover)
Omer Demirkaya, Musa H. Asyali, Prasanna K. Sahoo
R4,495 Discovery Miles 44 950 Ships in 12 - 17 working days

Image Processing with MATLAB (R): Applications in Medicine and Biology explains complex, theory-laden topics in image processing through examples and MATLAB (R) algorithms. It describes classical as well emerging areas in image processing and analysis. Providing many unique MATLAB codes and functions throughout, the book covers the theory of probability and statistics, two-dimensional fast Fourier transform, nonlinear diffusion filtering, and partial differential equation (PDE)-based image denoising techniques. It presents intensity-based image segmentation methods, including thresholding techniques as well as K-means and fuzzy C-means clustering techniques. The authors also explore Markov random field (MRF)-based image segmentation, boundary and curvature analysis methods, and parametric and geometric deformable models. The final chapters focus on three specific applications of image processing and analysis. Reducing the need for the trial-and-error way of solving problems, this book helps readers understand advanced concepts by applying algorithms to real-world problems in medicine and biology. A solutions manual is available for instructoes wishing to convert this reference to classroom use.

Digital Scholarship (Hardcover, New): Marta Mestrovic Deyrup Digital Scholarship (Hardcover, New)
Marta Mestrovic Deyrup
R3,473 R2,958 Discovery Miles 29 580 Save R515 (15%) Ships in 12 - 17 working days

Collecting important original essays by librarians and archivists - all of whom are actively engaged in building digital collections - Digital Scholarship details both challenges and proven solutions in establishing, maintaining, and servicing digital scholarship in the humanities. This volume further explores the ways in which the humanities have benefited from the ability to digitize text and page images of historic documents, mine large corpuses of texts and other forms of records, and assemble widely dispersed cultural objects into common repositories for comparison and analysis--making new research questions and methods possible for the first time.

The ten notable scholars included in Digital Scholarship offer a balanced view of the strengths and weaknesses of various approaches to digitization, reporting both progress and problems, examining new business models, new forms of partnerships, and the new technologies and resources that make many more library and archival services available. Librarians and library staff everywhere will find Digital Scholarship an essential text for the modern library and an illuminating resource for anyone looking to understand the changing face of research in the electronic age.

A Handbook of Statistical Analyses Using S-PLUS (Hardcover, 2nd edition): Brian S. Everitt A Handbook of Statistical Analyses Using S-PLUS (Hardcover, 2nd edition)
Brian S. Everitt
R5,661 Discovery Miles 56 610 Ships in 12 - 17 working days

Since the first edition of this book was published, S-PLUS has evolved markedly with new methods of analysis, new graphical procedures, and a convenient graphical user interface (GUI). Today, S-PLUS is the statistical software of choice for many applied researchers in disciplines ranging from finance to medicine. Combining the command line language and GUI of S-PLUS now makes this book even more suitable for inexperienced users, students, and anyone without the time, patience, or background needed to wade through the many more advanced manuals and texts on the market. The second edition of A Handbook of Statistical Analyses Using S-Plus has been completely revised to provide an outstanding introduction to the latest version of this powerful software system. Each chapter focuses on a particular statistical technique, applies it to one or more data sets, and shows how to generate the proposed analyses and graphics using S-PLUS. The author explains S-PLUS functions from both the Windows and command-line perspectives and clearly demonstrates how to switch between the two. This handbook provides the perfect vehicle for introducing the exciting possibilities S-PLUS, S-PLUS 2000, and S-PLUS 6 hold for data analysis. All of the data sets used in the text, along with script files giving the command language used in each chapter, are available for download from the Internet at http://www.iop.kcl.ac.uk/iop/Departments/BioComp/splus.shtml

Interactive Graphics for Data Analysis - Principles and Examples (Hardcover): Martin Theus, Simon Urbanek Interactive Graphics for Data Analysis - Principles and Examples (Hardcover)
Martin Theus, Simon Urbanek
R2,826 Discovery Miles 28 260 Ships in 12 - 17 working days

Interactive Graphics for Data Analysis: Principles and Examples discusses exploratory data analysis (EDA) and how interactive graphical methods can help gain insights as well as generate new questions and hypotheses from datasets. Fundamentals of Interactive Statistical GraphicsThe first part of the book summarizes principles and methodology, demonstrating how the different graphical representations of variables of a dataset are effectively used in an interactive setting. The authors introduce the most important plots and their interactive controls. They also examine various types of data, relations between variables, and plot ensembles. Case Studies Illustrate the PrinciplesThe second section focuses on nine case studies. Each case study describes the background, lists the main goals of the analysis and the variables in the dataset, shows what further numerical procedures can add to the graphical analysis, and summarizes important findings. Wherever applicable, the authors also provide the numerical analysis for datasets found in Cox and Snell's landmark book. Understand How to Analyze Data through Graphical Means This full-color text shows that interactive graphical methods complement the traditional statistical toolbox to achieve more complete, easier to understand, and easier to interpret analyses.

Systems and Signal Processing with MATLAB (R) - Two Volume Set (Hardcover, 3rd edition): Taan S. ElAli Systems and Signal Processing with MATLAB (R) - Two Volume Set (Hardcover, 3rd edition)
Taan S. ElAli
R6,327 Discovery Miles 63 270 Ships in 12 - 17 working days

Most books on linear systems for undergraduates cover discrete and continuous systems material together in a single volume. Such books also include topics in discrete and continuous filter design, and discrete and continuous state-space representations. However, with this magnitude of coverage, the student typically gets a little of both discrete and continuous linear systems but not enough of either. Minimal coverage of discrete linear systems material is acceptable provided that there is ample coverage of continuous linear systems. On the other hand, minimal coverage of continuous linear systems does no justice to either of the two areas. Under the best of circumstances, a student needs a solid background in both these subjects. Continuous linear systems and discrete linear systems are broad topics and each merit a single book devoted to the respective subject matter. The objective of this set of two volumes is to present the needed material for each at the undergraduate level, and present the required material using MATLAB (R) (The MathWorks Inc.).

Geological Objects and Structures in 3D - Observation, Interpretation and Building of 3D Models (Hardcover): Dominique Frizon... Geological Objects and Structures in 3D - Observation, Interpretation and Building of 3D Models (Hardcover)
Dominique Frizon de Lamotte, Pascale Leturmy, Pauline Souloumiac, Adrien Frizon De Lamotte
R2,806 Discovery Miles 28 060 Ships in 12 - 17 working days

Geologists must be able to "read" a geological map. That means interpreting the vertical dimension through the 2D view represented on the map and at different scales. The main objective of this book is to help students during this difficult learning process. Based on an abundant iconography (field photos, maps, cross-sections) and on basics in mathematics and mechanics, the book dissects the geometry of emblematic geological structures and objects in order to build 3 D models, printable in 3D. The book is dedicated to structural geology with a particular emphasis on kinematics of faulting and folding and on salt tectonics (chapters III, IV and V). The origin of continental great unconformities and oceanic break-up unconformities is also discussed (chapter II). The audience of the book is broad and includes (under)graduate students in Earth Sciences, professors of Natural Sciences, and professional or amateur geologists.

Geological Objects and Structures in 3D - Observation, Interpretation and Building of 3D Models (Paperback): Dominique Frizon... Geological Objects and Structures in 3D - Observation, Interpretation and Building of 3D Models (Paperback)
Dominique Frizon de Lamotte, Pascale Leturmy, Pauline Souloumiac, Adrien Frizon De Lamotte
R1,572 Discovery Miles 15 720 Ships in 12 - 17 working days

Geologists must be able to "read" a geological map. That means interpreting the vertical dimension through the 2D view represented on the map and at different scales. The main objective of this book is to help students during this difficult learning process. Based on an abundant iconography (field photos, maps, cross-sections) and on basics in mathematics and mechanics, the book dissects the geometry of emblematic geological structures and objects in order to build 3 D models, printable in 3D. The book is dedicated to structural geology with a particular emphasis on kinematics of faulting and folding and on salt tectonics (chapters III, IV and V). The origin of continental great unconformities and oceanic break-up unconformities is also discussed (chapter II). The audience of the book is broad and includes (under)graduate students in Earth Sciences, professors of Natural Sciences, and professional or amateur geologists.

Algorithms for Next-Generation Sequencing (Paperback): Wing-Kin Sung Algorithms for Next-Generation Sequencing (Paperback)
Wing-Kin Sung
R1,568 Discovery Miles 15 680 Ships in 12 - 17 working days

Advances in sequencing technology have allowed scientists to study the human genome in greater depth and on a larger scale than ever before - as many as hundreds of millions of short reads in the course of a few days. But what are the best ways to deal with this flood of data? Algorithms for Next-Generation Sequencing is an invaluable tool for students and researchers in bioinformatics and computational biology, biologists seeking to process and manage the data generated by next-generation sequencing, and as a textbook or a self-study resource. In addition to offering an in-depth description of the algorithms for processing sequencing data, it also presents useful case studies describing the applications of this technology.

Displays - Fundamentals & Applications, Second Edition (Paperback, 2nd edition): Rolf R. Hainich, Oliver Bimber Displays - Fundamentals & Applications, Second Edition (Paperback, 2nd edition)
Rolf R. Hainich, Oliver Bimber
R1,328 Discovery Miles 13 280 Ships in 12 - 17 working days

In the extensive fields of optics, holography and virtual reality, technology continues to evolve. Displays: Fundamentals and Applications, Second Edition addresses these updates and discusses how real-time computer graphics and vision enable the application and displays of graphical 2D and 3D content. This book explores in detail these technological developments, as well as the shifting techniques behind projection displays, projector-camera systems, stereoscopic and autostereoscopic displays. This new edition contains many updates and additions reflecting the changes in fast developing areas such as holography and near-eye displays for Augmented and Virtual reality applications. Perfect for the student looking to sharpen their developing skill or the master refining their technique, Rolf Hainich and Oliver Bimber help the reader understand the basics of optics, light modulation, visual perception, display technologies, and computer-generated holography. With almost 500 illustrations Displays will help the reader see the field of augmentation and virtual reality display with new eyes. Features: * Covers physics, technology and techniques behind flat-panel as well as projection displays, projector-camera systems, stereoscopic and autostereoscopic displays, computer-generated holography, and near-eye displays * Discusses how real-time computer graphics and computer vision enable the visualization of graphical 2D and 3D content * Augmented by close to 500 rich illustrations, which give readers a clear understanding of existing and emerging display technology

Digital Representations of the Real World - How to Capture, Model, and Render Visual Reality (Paperback): Marcus A. Magnor,... Digital Representations of the Real World - How to Capture, Model, and Render Visual Reality (Paperback)
Marcus A. Magnor, Oliver Grau, Olga Sorkine-Hornung, Christian Theobalt
R1,552 Discovery Miles 15 520 Ships in 12 - 17 working days

Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of new capture modalities, reconstruction approaches, and visual perception into the computer graphics pipeline. Understand the Entire Pipeline from Acquisition, Reconstruction, and Modeling to Realistic Rendering and Applications The book covers sensors for capturing 3D scenes, including regular cameras, wide-angle omnidirectional cameras, active range scanners, and plenoptic (multi-viewpoint) cameras, as well as fundamental algorithms for processing the imagery, such as stereo correspondence and 3D structure and motion recovery. It describes 3D modeling techniques, from generic object models (such as 3D meshes) to more domain-specific models (such as human shape and motion models). The book also discusses how techniques, including image- and video-based rendering, meet speed and realism requirements. Overcome Challenges in Your Own Research Experiments This book is both an accessible introduction to the emerging research of real-world visual computing and a practical guide that shows you how to start implementing frequently encountered methods.

GPGPU Programming for Games and Science (Paperback): David H. Eberly GPGPU Programming for Games and Science (Paperback)
David H. Eberly
R1,494 Discovery Miles 14 940 Ships in 12 - 17 working days

An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11 GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering: Robustness Accuracy Speed Quality source code that is easily maintained, reusable, and readable The book primarily addresses programming on a graphics processing unit (GPU) while covering some material also relevant to programming on a central processing unit (CPU). It discusses many concepts of general purpose GPU (GPGPU) programming and presents practical examples in game programming and scientific programming. The author first describes numerical issues that arise when computing with floating-point arithmetic, including making trade-offs among robustness, accuracy, and speed. He then shows how single instruction multiple data (SIMD) extensions work on CPUs since GPUs also use SIMD. The core of the book focuses on the GPU from the perspective of Direct3D 11 (D3D11) and the High Level Shading Language (HLSL). This chapter covers drawing 3D objects; vertex, geometry, pixel, and compute shaders; input and output resources for shaders; copying data between CPU and GPU; configuring two or more GPUs to act as one; and IEEE floating-point support on a GPU. The book goes on to explore practical matters of programming a GPU, including code sharing among applications and performing basic tasks on the GPU. Focusing on mathematics, it next discusses vector and matrix algebra, rotations and quaternions, and coordinate systems. The final chapter gives several sample GPGPU applications on relatively advanced topics. Web ResourceAvailable on a supporting website, the author's fully featured Geometric Tools Engine for computing and graphics saves you from having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming. The engine provides robust and accurate source code with SIMD when appropriate and GPU versions of algorithms when possible.

Real-Time Volume Graphics (Paperback): Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, Daniel Weiskopf Real-Time Volume Graphics (Paperback)
Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, Daniel Weiskopf
R1,500 Discovery Miles 15 000 Ships in 12 - 17 working days

Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagrams, and rendered graphics.

Affect and Embodied Meaning in Animation - Becoming-Animated (Paperback): Sylvie Bissonnette Affect and Embodied Meaning in Animation - Becoming-Animated (Paperback)
Sylvie Bissonnette
R1,383 Discovery Miles 13 830 Ships in 12 - 17 working days

This book combines insights from the humanities and modern neuroscience to explore the contribution of affect and embodiment on meaning-making in case studies from animation, video games, and virtual worlds. As we interact more and more with animated characters and avatars in everyday media consumption, it has become vital to investigate the ways that animated environments influence our perception of the liberal humanist subject. This book is the first to apply recent research on the application of the embodied mind thesis to our understanding of embodied engagement with nonhumans and cyborgs in animated media, analyzing works by Emile Cohl, Hayao Miyazaki, Tim Burton, Norman McLaren, the Quay Brothers, Pixar, and many others. Drawing on the breakthroughs of modern brain science to argue that animated media broadens the viewer's perceptual reach, this title offers a welcome contribution to the growing literature at the intersection of cognitive studies and film studies, with a perspective on animation that is new and original. 'Affect and Embodied Meaning in Animation' will be essential reading for researchers of Animation Studies, Film and Media Theory, Posthumanism, Video Games, and Digital Culture, and will provide a key insight into animation for both undergraduate and graduate students. Because of the increasing importance of visual effect cinema and video games, the book will also be of keen interest within Film Studies and Media Studies, as well as to general readers interested in scholarship in animated media.

Simulating Heterogeneous Crowds with Interactive Behaviors (Paperback): Nuria Pelechano, Jan M. Allbeck, Mubbasir Kapadia,... Simulating Heterogeneous Crowds with Interactive Behaviors (Paperback)
Nuria Pelechano, Jan M. Allbeck, Mubbasir Kapadia, Norman I. Badler
R1,470 Discovery Miles 14 700 Ships in 12 - 17 working days

This book provides a deep understanding of state-of-art methods for simulation of heterogeneous crowds in computer graphics. It will cover different aspects that are necessary to achieve plausible crowd behaviors. The book will be a review of the most recent literature in this field that can help professionals and graduate students interested in this field to get up to date with the latest contributions, and open problems for their possible future research. The chapter contributors are well known researchers and practitioners in the field and they include their latest contributions in the different topics required to achieve believable heterogeneous crowd simulation. Provides crowd simulation methodology to populate virtual environments, for video games or any kind of applications that requires believable multi-agent behavior Presents the latest contributions on crowd simulation, animation, planning, rendering and evaluation with detailed algorithms for implementation purposes Includes perspectives of both academic researchers and industrial practitioners with reference to open source solutions and commercial applications, where appropriate

Production Volume Rendering - Design and Implementation (Paperback): Magnus  Wrenninge Production Volume Rendering - Design and Implementation (Paperback)
Magnus Wrenninge
R1,553 Discovery Miles 15 530 Ships in 12 - 17 working days

Due to limited publicly available software and lack of documentation, those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The book offers two paths toward understanding production volume rendering. It describes: Modern production volume rendering techniques in a generic context, explaining how the techniques fit together and how the modules are used to achieve real-world goals Implementation of the techniques, showing how to translate abstract concepts into concrete, working code and how the ideas work together to create a complete system As an introduction to the field and an overview of current techniques and algorithms, this book is a valuable source of information for programmers, technical directors, artists, and anyone else interested in how production volume rendering works. Web ResourceThe scripts, data, and source code for the book's renderer are freely available at https://github.com/pvrbook/pvr. Readers can see how the code is implemented and acquire a practical understanding of how various design considerations impact scalability, extensibility, generality, and performance.

Professional Manga - Digital Storytelling with Manga Studio EX (Paperback): Steve Horton, Jeong Yang Professional Manga - Digital Storytelling with Manga Studio EX (Paperback)
Steve Horton, Jeong Yang
R775 R670 Discovery Miles 6 700 Save R105 (14%) Ships in 9 - 15 working days

Combine high-end manga storytelling theory and advice with the tools for digital creation in Manga Studio, guided by expert professional manga-ka.
You'll discover manga storytelling techniques, from speed lines to technology, from toning to big sound effects. Steve Horton and Jeong Mo Yang then show you how best to accomplish these techniques using the leading manga art creation program, Manga Studio EX. Every ounce of theory is backed up with step-by-step manga illustrations and Manga Studio screenshots that show how these illustrations were created.
See the techniques in action in The Other Side of the Tracks, a new manga short story in the book centerfold which demonstrates at least one example from every technique described. You can also follow the continuing story as a webmanga available at comicspace.com.
And there's more! The companion CD includes trial version of Manga Studio EX along with high-resolution image files from the book.
Smith Micro has also included a coupon for $100 off the full version of Manga Studio EX.
--Authors are expert professional manga-ka (creators), with credits such as TokyoPop's Star Trek: the Manga and Dyoz, Image Comics' Strongarm, and Grounded Angel on the web.
--There is no other Manga book that melds high-end Manga storytelling theory and advice, with the tools for digital creation in Manga Studio.
--In the book centerfold is a new manga short story: The Other Side of the Tracks, which shows at least one example from every technique described. This story will continue after publication as a webmanga.
--Demo version of Manga Studio EX on CD (plus exclusive value-adds not found elsewhere) along with high-resolutionimage files from the book.
--Smith Micro (makers of Manga Studio) will provide a coupon in the back of the book for $50 to $100 off the $220 Manga Studio EX software.

Color Imaging - Fundamentals and Applications (Hardcover): Erik Reinhard, Erum Arif Khan, Ahmet Oguz Akyuz, Garrett Johnson Color Imaging - Fundamentals and Applications (Hardcover)
Erik Reinhard, Erum Arif Khan, Ahmet Oguz Akyuz, Garrett Johnson
R3,985 Discovery Miles 39 850 Ships in 12 - 17 working days

This book provides the reader with an understanding of what color is, where color comes from, and how color can be used correctly in many different applications. The authors first treat the physics of light and its interaction with matter at the atomic level, so that the origins of color can be appreciated. The intimate relationship between energy levels, orbital states, and electromagnetic waves helps to explain why diamonds shimmer, rubies are red, and the feathers of the Blue Jay are blue. Then, color theory is explained from its origin to the current state of the art, including image capture and display as well as the practical use of color in disciplines such as computer graphics, computer vision, photography, and film.

Big Data of Complex Networks (Paperback): Matthias Dehmer, Frank Emmert-Streib, Stefan Pickl, Andreas Holzinger Big Data of Complex Networks (Paperback)
Matthias Dehmer, Frank Emmert-Streib, Stefan Pickl, Andreas Holzinger
R1,473 Discovery Miles 14 730 Ships in 12 - 17 working days

Big Data of Complex Networks presents and explains the methods from the study of big data that can be used in analysing massive structural data sets, including both very large networks and sets of graphs. As well as applying statistical analysis techniques like sampling and bootstrapping in an interdisciplinary manner to produce novel techniques for analyzing massive amounts of data, this book also explores the possibilities offered by the special aspects such as computer memory in investigating large sets of complex networks. Intended for computer scientists, statisticians and mathematicians interested in the big data and networks, Big Data of Complex Networks is also a valuable tool for researchers in the fields of visualization, data analysis, computer vision and bioinformatics. Key features: Provides a complete discussion of both the hardware and software used to organize big data Describes a wide range of useful applications for managing big data and resultant data sets Maintains a firm focus on massive data and large networks Unveils innovative techniques to help readers handle big data Matthias Dehmer received his PhD in computer science from the Darmstadt University of Technology, Germany. Currently, he is Professor at UMIT - The Health and Life Sciences University, Austria, and the Universitat der Bundeswehr Munchen. His research interests are in graph theory, data science, complex networks, complexity, statistics and information theory. Frank Emmert-Streib received his PhD in theoretical physics from the University of Bremen, and is currently Associate professor at Tampere University of Technology, Finland. His research interests are in the field of computational biology, machine learning and network medicine. Stefan Pickl holds a PhD in mathematics from the Darmstadt University of Technology, and is currently a Professor at Bundeswehr Universitat Munchen. His research interests are in operations research, systems biology, graph theory and discrete optimization. Andreas Holzinger received his PhD in cognitive science from Graz University and his habilitation (second PhD) in computer science from Graz University of Technology. He is head of the Holzinger Group HCI-KDD at the Medical University Graz and Visiting Professor for Machine Learning in Health Informatics Vienna University of Technology.

Symbolic Dynamics and Geometry - Using D* in Graphics and Game Programming (Paperback): Brian Guenter, Sung-Hee Lee Symbolic Dynamics and Geometry - Using D* in Graphics and Game Programming (Paperback)
Brian Guenter, Sung-Hee Lee
R1,515 Discovery Miles 15 150 Ships in 12 - 17 working days

This book explains how to use the symbolic differentiation system D* for applications in computer games and engineering simulation. The authors describe how to create procedural 3D geometric models, link them together to form multibody physical systems, and simulate and display their physical behavior in real time. The symbolic differentiation capabilities of D* can be used in a wide variety of technical applications, including computer graphics, engineering, and mechanical simulation. Two Lagrangian physics simulation and procedural 3D geometric modeling are developed in great detail.

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