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Books > Academic & Education > Professional & Technical > Computing
Cloud computing can provide virtually unlimited scalable high performance computing resources. Cloud workflows often underlie many large scale data/computation intensive e-science applications such as earthquake modelling, weather forecasting and astrophysics. During application modelling, these sophisticated processes are redesigned as cloud workflows, and at runtime, the models are executed by employing the supercomputing and data sharing ability of the underlying cloud computing infrastructures. "Temporal QOS Management in Scientific Cloud Workflow Systems"
focuses on real world scientific applications which often must be
completed by satisfying a set of temporal constraints such as
milestones and deadlines. Meanwhile, activity duration, as a
measurement of system performance, often needs to be monitored and
controlled. This book demonstrates how to guarantee on-time
completion of most, if not all, workflow applications. Offering a
comprehensive framework to support the lifecycle of
time-constrained workflow applications, this book will enhance the
overall performance and usability of scientific cloud workflow
systems.
A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and
Technical Background, Motion Capture Techniques, Animating
Substances, Alternate Methods, and Animating with MEL for MAYA),
each one focusing on specific substances, tools, topics, and
languages, this is a MUST-HAVE book for artists interested in
proficiency with the top technology available today Whether you're
a programmer developing new animation functionality or an animator
trying to get the most out of your current animation software,
Computer Animation Complete: will help you work more efficiently
and achieve better results. For programmers, this book provides a
solid theoretical orientation and extensive practical instruction
information you can put to work in any development or customization
project. For animators, it provides crystal-clear guidance on
determining which of your concepts can be realized using
commercially available products, which demand custom programming,
and what development strategies are likely to bring you the
greatest success.
This second edition is not only a thorough update of the first
edition, it is also a marriage of the best-known RISC
architecture--MIPS--with the best-known open-source OS--Linux. The
first part of the book begins with MIPS design principles and then
describes the MIPS instruction set and programmers resources. It
uses the MIPS32 standard as a baseline (the 1st edition used the
R3000) from which to compare all other versions of the architecture
and assumes that MIPS64 is the main option. The second part is a
significant change from the first edition. It provides concrete
examples of operating system low level code, by using Linux as the
example operating system. It describes how Linux is built on the
foundations the MIPS hardware provides and summarizes the Linux
application environment, describing the libraries, kernel
device-drivers and CPU-specific code. It then digs deep into
application code and library support, protection and memory
management, interrupts in the Linux kernel and multiprocessor
Linux.
Trying to learn Maya programming from the documentation can be
daunting whether or not you are a programmer. The first edition of
"MEL Scripting for Maya Animators" earned the reputation as the
best introductory book on MEL, Maya's scripting language. Now fully
revised and updated, the second edition also includes new features,
such as a discussion of global procedures, new chapters on fixing
programming bottlenecks, advanced user interface techniques, and
optimizing character rigs. New chapters on utility nodes and Maya's
Web Panel feature provide new ideas on how to use MEL in
applications.
David Gould's acclaimed first book, Complete Maya Programming: An
Extensive Guide to MEL and the C++ API, provides artists and
programmers with a deep understanding of the way Maya works and how
it can be enhanced and customized through programming. In his new
book David offers a gentle, intuitive introduction to the core
ideas of computer graphics.
Learning Maya, the world's leading 3D animation and effects
package, is a challenge, especially for those who want to master
Maya's versatile programming features in addition to its built-in
tools.
Designers of high-speed integrated circuits face a bewildering
array of choices and too often spend frustrating days tweaking
gates to meet speed targets. "Logical Effort: Designing Fast CMOS
Circuits" makes high speed design easier and more methodical,
providing a simple and broadly applicable method for estimating the
delay resulting from factors such as topology, capacitance, and
gate sizes. The brainchild of circuit and computer graphics pioneers Ivan
Sutherland and Bob Sproull, "logical effort" will change the way
you approach design challenges. This book begins by equipping you
with a sound understanding of the method's essential procedures and
concepts-so you can start using it immediately. Later chapters
explore the theory and finer points of the method and detail its
specialized applications.
Modern embedded systems are used for connected, media-rich, and highly integrated handheld devices such as mobile phones, digital cameras, and MP3 players. All of these embedded systems require networking, graphic user interfaces, and integration with PCs, as opposed to traditional embedded processors that can perform only limited functions for industrial applications. While most books focus on these controllers, "Modern Embedded Computing" provides a thorough understanding of the platform architecture of modern embedded computing systems that drive mobile devices. The book offers a comprehensive view of developing a framework
for embedded systems-on-chips. Examples feature the Intel Atom
processor, which is used in high-end mobile devices such as
e-readers, Internet-enabled TVs, tablets, and net books. Beginning
with a discussion of embedded platform architecture and Intel
Atom-specific architecture, modular chapters cover system boot-up,
operating systems, power optimization, graphics and multi-media,
connectivity, and platform tuning. Companion lab materials
compliment the chapters, offering hands-on embedded design
experience.
Digital Video and HD: Algorithms and Interfaces provides a
one-stop shop for the theory and engineering of digital video
systems. Equally accessible to video engineers and those working in
computer graphics, Charles Poynton s revision to his classic text
covers emergent compression systems, including H.264 and VP8/WebM,
and augments detailed information on JPEG, DVC, and MPEG-2 systems.
This edition also introduces the technical aspects of file-based
workflows and outlines the emerging domain of metadata, placing it
in the context of digital video processing.
This is the second volume of Morgan Kaufmann's "GPU Computing Gems," offering an all-new set of insights, ideas, and practical "hands-on" skills from researchers and developers worldwide. Each chapter gives you a window into the work being performed across a variety of application domains, and the opportunity to witness the impact of parallel GPU computing on the efficiency of scientific research. "GPU Computing Gems: Jade Edition" showcases the latest research solutions with GPGPU and CUDA, including: Improving memory access patterns for cellular automata using CUDALarge-scale gas turbine simulations on GPU clustersIdentifying and mitigating credit risk using large-scale economic capital simulationsGPU-powered MATLAB acceleration with JacketBiologically-inspired machine visionAn efficient CUDA algorithm for the maximum network flow problem"30 more chapters" of innovative GPU computing ideas, written to be accessible to researchers from any industry "GPU Computing Gems: Jade Edition" contains 100% new material
covering a variety of application domains: algorithms and data
structures, engineering, interactive physics for games,
computational finance, and programming tools.
..".the perfect companion to "Programming Massively Parallel Processors" by Hwu & Kirk." -Nicolas Pinto, Research Scientist at Harvard & MIT, NVIDIA Fellow 2009-2010 Graphics processing units (GPUs) can do much more than render graphics. Scientists and researchers increasingly look to GPUs to improve the efficiency and performance of computationally-intensive experiments across a range of disciplines. "GPU Computing Gems: Emerald Edition" brings their techniques to you, showcasing GPU-based solutions including: Black hole simulations with CUDAGPU-accelerated computation and interactive display of molecular orbitalsTemporal data mining for neuroscienceGPU -based parallelization for fast circuit optimizationFast graph cuts for computer visionReal-time stereo on GPGPU using progressive multi-resolution adaptive windowsGPU image demosaicingTomographic image reconstruction from unordered lines with CUDAMedical image processing using GPU -accelerated ITK image filters"41 more chapters" of innovative GPU computing ideas, written to be accessible to researchers from any domain "GPU Computing Gems: Emerald Edition" is the first volume in
Morgan Kaufmann's Applications of GPU Computing Series, offering
the latest insights and research in computer vision, electronic
design automation, emerging data-intensive applications, life
sciences, medical imaging, ray tracing and rendering, scientific
simulation, signal and audio processing, statistical modeling, and
video / image processing.
"Light and Skin Interactions" immerses you in one of the most fascinating application areas of computer graphics: appearance simulation. The book first illuminates the fundamental biophysical processes that affect skin appearance, and reviews seminal related works aimed at applications in life and health sciences. It then examines four exemplary modeling approaches as well as definitive algorithms that can be used to generate realistic images depicting skin appearance. An accompanying companion site also includes complete code and data sources for the BioSpec model, which is considered to be the most comprehensive first principles model in the field. Despite its wide scope of simulation approaches, the book s content is presented in a concise manner, focusing on relevant practical aspects. What s more, these approaches can be successfully applied to a wide range of additional materials, such as eye tissue, hair, and water. Allows you to understand and predict the qualitative and
quantitative behavior of complex natural systems.A general
background on tissue optics clarifies several confusing conceptual
issues, saving you valuable time in the early stages of
researchIncludes complete code and data sources for the BioSpec
model
This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. The book explains the foundations of networked graphics, then
explores real systems in depth, and finally considers standards and
extensions. Numerous case studies and examples with working code
are featured throughout the text, covering groundbreaking academic
research and military simulation systems, as well as
industry-leading game designs.
Modern embedded systems require high performance, low cost and low power consumption. Such systems typically consist of a heterogeneous collection of processors, specialized memory subsystems, and partially programmable or fixed-function components. This heterogeneity, coupled with issues such as hardware/software partitioning, mapping, scheduling, etc., leads to a large number of design possibilities, making performance debugging and validation of such systems a difficult problem. Embedded systems are used to control safety critical
applications such as flight control, automotive electronics and
healthcare monitoring. Clearly, developing reliable
software/systems for such applications is of utmost importance.
This book describes a host of debugging and verification methods
which can help to achieve this goal.
With vastly increased complexity and functionality in the
"nanometer era" (i.e. hundreds of millions of transistors on one
chip), increasing the performance of integrated circuits has become
a challenging task. This is due primarily to the inevitable
increase in the distance among circuit elements and interconnect
design solutions have become the greatest determining factor in
overall performance.
Modern electronics testing has a legacy of more than 40 years. The
introduction of new technologies, especially nanometer technologies
with 90nm or smaller geometry, has allowed the semiconductor
industry to keep pace with the increased performance-capacity
demands from consumers. As a result, semiconductor test costs have
been growing steadily and typically amount to 40% of today's
overall product cost.
Network processors are the basic building blocks of today's
high-speed, high-demand, quality-oriented communication networks.
Designing and implementing network processors requires a new
programming paradigm and an in-depth understanding of network
processing requirements. This book leads the reader through the
requirements and the underlying theory of networks, network
processing, and network processors. It covers implementation of
network processors and intergrates EZchip Microcode Development
Environment so that you can gain hands-on experience in writing
high-speed networking applications. By the end of the book, the
reader will be able to write and test applications on a simulated
network processor.
Efficient design of embedded processors plays a critical role in
embedded systems design. Processor description languages and their
associated specification, exploration and rapid prototyping
methodologies are used to find the best possible design for a given
set of applications under various design constraints, such as area,
power and performance.
Mathematical optimization is used in nearly all computer graphics
applications, from computer vision to animation. This book teaches
readers the core set of techniques that every computer graphics
professional should understand in order to envision and expand the
boundaries of what is possible in their work.
"Digital Design: An Embedded Systems Approach Using VHDL" provides
a foundation in digital design for students in computer
engineering, electrical engineering and computer science courses.
It takes an up-to-date and modern approach of presenting digital
logic design as an activity in a larger systems design context.
In the early days of the Web a need was recognized for a language
to display 3D objects through a browser. An HTML-like language,
VRML, was proposed in 1994 and became the standard for describing
interactive 3D objects and worlds on the Web. 3D Web courses were
started, several best-selling books were published, and VRML
continues to be used today. However VRML, because it was based on
HTML, is a stodgy language that is not easy to incorporate with
other applications and has been difficult to add features to.
Meanwhile, applications for interactive 3D graphics have been
exploding in areas such as medicine, science, industry, and
entertainment. There is a strong need for a set of modern Web-based
technologies, applied within a standard extensible framework, to
enable a new generation of modeling & simulation applications
to emerge, develop, and interoperate. X3D is the next generation
open standard for 3D on the web. It is the result of several years
of development by the Web 3D Consortium's X3D Task Group. Instead
of a large monolithic specification (like VRML), which requires
full adoption for compliance, X3D is a component-based architecture
that can support applications ranging from a simple non-interactive
animation to the latest streaming or rendering applications. X3D
replaces VRML, but also provides compatibility with existing VRML
content and browsers. Don Brutzman organized the first symposium on
VRML and is playing a similar role with X3D; he is a founding
member of the consortium. Len Daly is a professional member of the
consortium and both Len and Don have been involved with the
development of the standard from the start.
The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Point-based graphics promises to change all that, and this book explains how. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it s on to the methods themselves. Even though
point-based graphics is in its infancy, practitioners have already
established many effective, economical techniques for achieving all
the major effects associated with traditional 3D Modeling and
rendering. You ll learn to apply these techniques, and you ll also
learn how to create your own. The final chapter demonstrates how to
do this using Pointshop3D, an open-source tool for developing new
point-based algorithms. A copy of this tool can be found on the
companion website.
This book will explain how to verify SoC logic designs using
"formal" and "semi-formal" verification techniques. The critical
issue to be addressed is whether the functionality of the design is
the one that the designers intended. Simulation has been used for
checking the correctness of SoC designs (as in "functional"
verification), but many subtle design errors cannot be caught by
simulation. Recently, formal verification, giving mathematical
proof of the correctness of designs, has been getting much more
attention. So far, most of the books on formal verification target
the register transfer level (RTL) or lower levels of design. For
higher design productivity, it is essential to debug designs as
early as possible. That is, designs should be completely verified
at very abstracted design levels (higher than RTL). This book
covers all aspects of high-level formal and semi-formal
verification techniques for system level designs.
Graphics and game developers must learn to program for mobility.
This book will teach you how. |
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