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Books > Academic & Education > Professional & Technical > Computing

Networks on Chips - Technology and Tools (Hardcover): Giovanni De Micheli Networks on Chips - Technology and Tools (Hardcover)
Giovanni De Micheli; Edited by Luca Benini; Contributions by Davide Bertozzi, Israel Cidon, Kees Goossens, …
R1,718 Discovery Miles 17 180 Ships in 12 - 17 working days

The design of today's semiconductor chips for various applications, such as telecommunications, poses various challenges due to the complexity of these systems. These highly complex systems-on-chips demand new approaches to connect and manage the communication between on-chip processing and storage components and networks on chips (NoCs) provide a powerful solution.
This book is the first to provide a unified overview of NoC technology. It includes in-depth analysis of all the on-chip communication challenges, from physical wiring implementation up to software architecture, and a complete classification of their various Network-on-Chip approaches and solutions.
* Leading-edge research from world-renowned experts in academia and industry with state-of-the-art technology implementations/trends
* An integrated presentation not currently available in any other book
* A thorough introduction to current design methodologies and chips designed with NoCs

VLSI Test Principles and Architectures - Design for Testability (Hardcover, New): Laung-terng Wang, Cheng-Wen Wu, Xiaoqing Wen VLSI Test Principles and Architectures - Design for Testability (Hardcover, New)
Laung-terng Wang, Cheng-Wen Wu, Xiaoqing Wen; Contributions by Khader S. Abdel-Hafez, Soumendu Bhattacharya, …
R1,884 Discovery Miles 18 840 Ships in 12 - 17 working days

This book is a comprehensive guide to new DFT methods that will show the readers how to design a testable and quality product, drive down test cost, improve product quality and yield, and speed up time-to-market and time-to-volume.
. Most up-to-date coverage of design for testability.
. Coverage of industry practices commonly found in commercial DFT tools but not discussed in other books.
. Numerous, practical examples in each chapter illustrating basic VLSI test principles and DFT architectures.
. Lecture slides and exercise solutions for all chapters are now available.
. Instructors are also eligible for downloading PPT slide files and MSWORD solutions files from the manual website.

Visualizing Quaternions (Hardcover): Andrew J. Hanson Visualizing Quaternions (Hardcover)
Andrew J. Hanson; Foreword by Steve Cunningham
R2,369 R2,075 Discovery Miles 20 750 Save R294 (12%) Ships in 12 - 17 working days

Introduced 160 years ago as an attempt to generalize complex numbers to higher dimensions, quaternions are now recognized as one of the most important concepts in modern computer graphics. They offer a powerful way to represent rotations and compared to rotation matrices they use less memory, compose faster, and are naturally suited for efficient interpolation of rotations. Despite this, many practitioners have avoided quaternions because of the mathematics used to understand them, hoping that some day a more intuitive description will be available.
The wait is over. Andrew Hanson's new book is a fresh perspective on quaternions. The first part of the book focuses on visualizing quaternions to provide the intuition necessary to use them, and includes many illustrative examples to motivate why they are important-a beautiful introduction to those wanting to explore quaternions unencumbered by their mathematical aspects. The second part covers the all-important advanced applications, including quaternion curves, surfaces, and volumes. Finally, for those wanting the full story of the mathematics behind quaternions, there is a gentle introduction to their four-dimensional nature and to Clifford Algebras, the all-encompassing framework for vectors and quaternions.
* Richly illustrated introduction for the developer, scientist, engineer, or student in computer graphics, visualization, or entertainment computing.
* Covers both non-mathematical and mathematical approaches to quaternions.
* Companion website with an assortment of quaternion utilities and sample code, data sets for the book's illustrations, and Mathematica notebooks with essential algebraic utilities.

Digital Arithmetic (Hardcover, New): Milos D. Ercegovac, Tomas Lang Digital Arithmetic (Hardcover, New)
Milos D. Ercegovac, Tomas Lang
R2,595 Discovery Miles 25 950 Ships in 12 - 17 working days

Digital arithmetic plays an important role in the design of general-purpose digital processors and of embedded systems for signal processing, graphics, and communications. In spite of a mature body of knowledge in digital arithmetic, each new generation of processors or digital systems creates new arithmetic design problems. Designers, researchers, and graduate students will find solid solutions to these problems in this comprehensive, state-of-the-art exposition of digital arithmetic.
Ercegovac and Lang, two of the field's leading experts, deliver a unified treatment of digital arithmetic, tying underlying theory to design practice in a technology-independent manner. They consistently use an algorithmic approach in defining arithmetic operations, illustrate concepts with examples of designs at the logic level, and discuss cost/performance characteristics throughout. Students and practicing designers alike will find Digital Arithmetic a definitive reference and a consistent teaching tool for developing a deep understanding of the "arithmetic style" of algorithms and designs.
-Guides readers to develop sound solutions, avoid known mistakes, and repeat successful design decisions.
-Presents comprehensive coverage3/4from fundamental theories to current research trends.
-Written in a clear and engaging style by two masters of the field.
-Concludes each chapter with in-depth discussions of the key literature.
-Includes a full set of over 250 exercises, an on-line appendix with solutions to one-third of the exercises and 600 lecture slides

Non-Photorealistic Computer Graphics - Modeling, Rendering, and Animation (Hardcover): Thomas Strothotte, Stefan Schlechtweg Non-Photorealistic Computer Graphics - Modeling, Rendering, and Animation (Hardcover)
Thomas Strothotte, Stefan Schlechtweg
R2,189 Discovery Miles 21 890 Ships in 12 - 17 working days

Even as developments in photorealistic computer graphics continue to affect our work and leisure activities, practitioners and researchers are devoting more and more attention to non-photorealistic (NPR) techniques for generating images that appear to have been created by hand. These efforts benefit every field in which illustrations thanks to their ability to clarify, emphasize, and convey very precise meanings offer advantages over photographs. These fields include medicine, architecture, entertainment, education, geography, publishing, and visualization.
Non-Photorealistic Computer Graphics is the first and only resource to examine non-photorealistic efforts in depth, providing detailed accounts of the major algorithms, as well as the background information and implementation advice readers need to make headway with these increasingly important techniques.
Already, an estimated 10% of computer graphics users require some form of non-photorealism. Strothotte and Schlechtweg's important new book is designed and destined to be the standard NPR reference for this large, diverse, and growing group of professionals.
*Hard-to-find information needed by a wide range and growing number of computer graphics programmers and applications users.
*Traces NPR principles and techniques back to their origins in human vision and perception.
*Focuses on areas that stand to benefit most from advances in NPR, including medical and architectural illustration, cartography, and data visualization.
*Presents algorithms for two and three-dimensional effects, using pseudo-code where needed to clarify complex steps.
*Helps readers attain pen-and-ink, pencil-sketch, and painterly effects, in addition to other styles.
*Explores specific challenges for NPR including "wrong" marks, deformation, natural media, artistic technique, lighting, and dimensionality.
*Includes a series of programming projects in which readers can apply the book's concepts and algorithms."

Visual Effects in a Digital World - A Comprehensive Glossary of over 7000 Visual Effects Terms (Paperback): Karen Goulekas Visual Effects in a Digital World - A Comprehensive Glossary of over 7000 Visual Effects Terms (Paperback)
Karen Goulekas
R1,344 Discovery Miles 13 440 Ships in 12 - 17 working days

As the visual effects industry has diversified, so too have the books written to serve the needs of this industry. Today there are hundreds of highly specialized titles focusing on particular aspects of film and broadcast animation, computer graphics, stage photography, miniature photography, color theory, and many others.
Visual Effects in a Digital World offers a much-needed reconsolidation of this knowledge. All of the industry's workers frequently need to understand concepts from other specialties, and this book-the only one of its kind-lets them look up and grasp the basics of any visual effects concept in a matter of seconds. It's a great way for everyone, regardless of experience, to find their way through the jargon and learn what they need to know.
* Authoritative coverage from a winner visual effects expert-winner of a British Academy Award and two Emmys.
* Cover topics such as computer graphics, digital compositing, live action, stage, and miniature photography, and a wide range of computer and Internet concepts.
* Offers job descriptions for positions found throughout the industry.
* Demystifies the jargon used by practitioners in every subspecialty.

Advanced RenderMan - Creating CGI for Motion Pictures (Paperback): Anthony A. Apodaca, Larry Gritz Advanced RenderMan - Creating CGI for Motion Pictures (Paperback)
Anthony A. Apodaca, Larry Gritz
R1,333 Discovery Miles 13 330 Ships in 12 - 17 working days

"Advanced RenderMan: Creating CGI for Motion Pictures" is precisely what you and other RenderMan users are dying for. Written by the world's foremost RenderMan experts, it offers thoroughly updated coverage of the standard while moving beyond the scope of the original "RenderMan Companion" to provide in-depth information on dozens of advanced topics. Both a reference and a tutorial, this book will quickly prove indispensable, whether you're a technical director, graphics programmer, modeler, animator, or hobbyist.
Explore the Power of RenderMan
* Use the entire range of geometric primitives supported by RenderMan.
* Understand how and when to use procedural primitives and level of detail.
* Master every nuance of the Shading Language.
* Write detailed procedural shaders using texture, displacement, pattern generation, and custom reflection models.
* Write shaders for special effects relating to volumes, custom lighting, and non-photorealistic media.
* Use antialiasing to ensure that your shaders are free of artifacts.
* Minimize the expense of rendering scenes by optimizing input.
Other Features from Advanced RenderMan
* Offers expert advice and instruction applicable to any RenderMan-compliant renderer.
* Filled with technical illustrations and many full-color representations of effects supported by the RenderMan standard.
* Includes a chapter reviewing key math and computer graphics concepts.

Jim Blinn's Corner: A Trip Down the Graphics Pipeline (Paperback): Jim Blinn Jim Blinn's Corner: A Trip Down the Graphics Pipeline (Paperback)
Jim Blinn
R958 Discovery Miles 9 580 Ships in 12 - 17 working days

For almost three decades eminent computer graphicist Jim Blinn has coupled his scientific knowledge and artistic abilities to foster the growth of the computer graphics field. His many contributions include the Voyager Fly-by animations of space missions to Jupiter, Saturn, and Uranus; "The Mechanical Universe," a 52-part telecourse of animated physics; and the computer animation of Carl Sagan's PBS series "Cosmos." In addition, Blinn, the recipient of the first SIGGRAPH Computer Graphics Achievement Award, has developed many widely used graphics techniques, including bump mapping, environment mapping, and blobby modeling.
Blinn shares his insight and experience in "Jim Blinn's Corner," an award-winning column in the technical magazine "IEEE Computer Graphics and Applications" in which he unveils his most useful graphics methods and observations. This book, a compendium of 20 of the column's articles, leads you through the "graphics pipeline" offering a wealth of tips and tricks. It explores common graphics problems, many of which have never before been addressed.
An invaluable resource for any graphics professional
In his entertaining and inspirational style, Blinn examines a variety of topics to help computer graphics software and application developers recognize and solve graphics programming problems. Focusing on geometry and the graphics pipeline, he shares:
easy to understand explanations of difficult concepts gleaned from years of teaching
interesting examples of tricky special cases that cause conventional algorithms to fail
highly refined algorithms for clipping, viewing, lighting, and rendering
easy to understand explanations of difficult concepts gleaned from years of teaching
interesting examples of tricky special cases that cause conventional algorithms to fail
highly refined algorithms for clipping, viewing, lighting, and rendering

Heterogeneous Computing with OpenCL - Revised OpenCL 1.2 Edition (Paperback, 2nd edition): Benedict Gaster, Lee Howes, David R.... Heterogeneous Computing with OpenCL - Revised OpenCL 1.2 Edition (Paperback, 2nd edition)
Benedict Gaster, Lee Howes, David R. Kaeli, Perhaad Mistry, Dana Schaa
R1,513 Discovery Miles 15 130 Ships in 12 - 17 working days

"Heterogeneous Computing with OpenCL "teaches OpenCL and parallel programming for complex systems that may include a variety of device architectures: multi-core CPUs, GPUs, and fully-integrated Accelerated Processing Units (APUs) such as AMD Fusion technology. Designed to work on multiple platforms and with wide industry support, OpenCL will help you more effectively program for a heterogeneous future.

Written by leaders in the parallel computing and OpenCL communities, this book will give you hands-on OpenCL experience to address a range of fundamental parallel algorithms. The authors explore memory spaces, optimization techniques, graphics interoperability, extensions, and debugging and profiling. Intended to support a parallel programming course, "Heterogeneous Computing with OpenCL" includes detailed examples throughout, plus additional online exercises and other supporting materials.
Explains principles and strategies to learn parallel programming with OpenCL, from understanding the four abstraction models to thoroughly testing and debugging complete applications.Covers image processing, web plugins, particle simulations, video editing, performance optimization, and more.Shows how OpenCL maps to an example target architecture and explains some of the tradeoffs associated with mapping to various architecturesAddresses a range of fundamental programming techniques, with multiple examples and case studies that demonstrate OpenCL extensions for a variety of hardware platforms

Computer Animation Complete - All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques... Computer Animation Complete - All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques (Paperback)
Rick Parent, David S. Ebert, David Gould, Markus Gross, Chris Kazmier, …
R1,722 R1,600 Discovery Miles 16 000 Save R122 (7%) Ships in 12 - 17 working days

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.
Expert instruction from a variety of pace-setting computer graphics researchers.Provides in-depth coverage of established and emerging animation algorithms.For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics.A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.

See MIPS Run (Paperback, 2nd edition): Dominic Sweetman See MIPS Run (Paperback, 2nd edition)
Dominic Sweetman
R1,724 Discovery Miles 17 240 Ships in 12 - 17 working days

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.
Sweetman has revised his best-selling MIPS bible for MIPS programmers, embedded systems designers, developers and programmers, who need an in-depth understanding of the MIPS architecture and specific guidance for writing software for MIPS-based systems, which are increasingly Linux-based.
* Completely new material offers the best explanation available on how Linux runs on real hardware.
* Provides a complete, updated and easy-to-use guide to the MIPS instruction set using the MIPS32 standard as the baseline architecture with the MIPS64 as the main option.
* Retains the same engaging writing style that made the first edition so readable, reflecting the authors 20+ years experience in designing systems based on the MIPS architecture."

Complete Maya Programming Volume II, Volume 2 - An In-depth Guide to 3D Fundamentals, Geometry, and Modeling (Paperback): David... Complete Maya Programming Volume II, Volume 2 - An In-depth Guide to 3D Fundamentals, Geometry, and Modeling (Paperback)
David Gould
R1,755 Discovery Miles 17 550 Ships in 12 - 17 working days

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.
Each concept is explained progressively and is fully implemented in both MEL and C++ so that an artist or programmer can use the source code directly in their own programs. Geometry and modeling are covered in detail with progressively more complex examples demonstrating all of Maya's possible programming features. David Gould's first volume is widely regarded as the most authoritative reference on Maya programming. Volume II continues this tradition and provides an unmatched guide for the artist and programmer tackling complex tasks.
* Covers a spectrum of topics in computer graphics including points and vectors, rotations, transformations, curves and surfaces (polygonal, NURBS, subdivision), and modeling.
* Offers insights to Maya's inner workings so that an artist or programmer can design and develop customized tools and solutions.
* Discusses problem solving with MEL (Maya's scripting language) and the more powerful and versatile C++ API, with plenty of code examples for each.

MEL Scripting for Maya Animators (Paperback, 2nd edition): Mark R. Wilkins, Chris Kazmier MEL Scripting for Maya Animators (Paperback, 2nd edition)
Mark R. Wilkins, Chris Kazmier
R1,524 R1,424 Discovery Miles 14 240 Save R100 (7%) Ships in 12 - 17 working days

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.
This new edition has kept the popular style of the first edition that offered very clear explanations of programming concepts to those without programming experience. A generous collection of code examples and Maya scene files is included on the companion Web site. This is a book for animators, artists, game developers, visual effects developers, and technical directors who want to learn the fundamentals of Maya, how to automate tasks, personalize user interfaces, build custom tools, and solve problems with MEL.
* Fully updated with several new chapters.
* Profusely illustrated and includes a companion Web site with numerous code examples and scene files.
* The authors bring their extensive experience in professional production studios to provide expert guidance.

Virtual Machines - Versatile Platforms for Systems and Processes (Hardcover, New): Jim Smith, Ravi Nair Virtual Machines - Versatile Platforms for Systems and Processes (Hardcover, New)
Jim Smith, Ravi Nair
R1,890 Discovery Miles 18 900 Ships in 12 - 17 working days

Virtual Machine technology applies the concept of virtualization to an entire machine, circumventing real machine compatibility constraints and hardware resource constraints to enable a higher degree of software portability and flexibility. Virtual machines are rapidly becoming an essential element in computer system design. They provide system security, flexibility, cross-platform compatibility, reliability, and resource efficiency. Designed to solve problems in combining and using major computer system components, virtual machine technologies play a key role in many disciplines, including operating systems, programming languages, and computer architecture. For example, at the process level, virtualizing technologies support dynamic program translation and platform-independent network computing. At the system level, they support multiple operating system environments on the same hardware platform and in servers.
Historically, individual virtual machine techniques have been developed within the specific disciplines that employ them (in some cases they aren t even referred to as virtual machines ), making it difficult to see their common underlying relationships in a cohesive way. In this text, Smith and Nair take a new approach by examining virtual machines as a unified discipline. Pulling together cross-cutting technologies allows virtual machine implementations to be studied and engineered in a well-structured manner. Topics include instruction set emulation, dynamic program translation and optimization, high level virtual machines (including Java and CLI), and system virtual machines for both single-user systems and servers.
*Examines virtual machine technologies across the disciplines that use them operating systems, programming languages and computer architecture defining a new and unified discipline.
*Reviewed by principle researchers at Microsoft, HP, and by other industry research groups.
*Written by two authors who combine several decades of expertise in computer system research and development, both in academia and industry."

Geometric Tools for Computer Graphics (Hardcover): Philip Schneider, David H. Eberly Geometric Tools for Computer Graphics (Hardcover)
Philip Schneider, David H. Eberly
R2,483 Discovery Miles 24 830 Ships in 12 - 17 working days


Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? "Geometric Tools for Computer Graphics" is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.


If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.


Features
Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.
Covers problems relevant for both 2D and 3D graphics programming.
Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.
Provides the math and geometry background you need to understand the solutions and put them to work.
Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.
Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.
* Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.
* Covers problems relevant for both 2D and 3D graphics programming.
* Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.
* Provides the math and geometry background you need to understand the solutions and put them to work.
* Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.
* Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.

Computer Animation - Algorithms and Techniques (Hardcover, 3rd edition): Rick Parent Computer Animation - Algorithms and Techniques (Hardcover, 3rd edition)
Rick Parent
R1,461 Discovery Miles 14 610 Ships in 12 - 17 working days

Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teachyou the fundamentals of animation programming.

In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered.

* Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code * Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique * Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation *Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more"

Principles of Computer System Design - An Introduction (Paperback): Jerome Saltzer, M. Frans Kaashoek Principles of Computer System Design - An Introduction (Paperback)
Jerome Saltzer, M. Frans Kaashoek
R1,696 Discovery Miles 16 960 Ships in 12 - 17 working days

This text identifies, examines, and illustrates fundamental concepts in computer system design that are common across operating systems, networks, database systems, distributed systems, programming languages, software engineering, security, fault tolerance, and architecture. Through carefully analyzed case studies from each of these disciplines, it demonstrates how to apply these concepts to tackle practical system design problems. To support the focus on design, the text identifies and explains abstractions that have proven successful in practice such as, remote procedure call, client/service organization, file systems, data integrity, consistency, and authenticated messages. Most computer systems are built using a handful of such abstractions. The text describes how these abstractions are implemented, demonstrates how they are used in different systems, and prepares the reader to apply them in future designs.

This unique book is offered in an online / offline split: Chapters 1-6 are included in the book available from Morgan Kaufmann in print or ebook form. Chapters 7-11 are available online under a Creative Commons license. Download them for free at http: //www.elsevierdirect.com/companion.jsp?ISBN=9780123749574
Features:
Concepts of computer system design guided by fundamental principles.Cross-cutting approach that identifies abstractions common to networking, operating systems, transaction systems, distributed systems, architecture, and software engineering.Case studies that make the abstractions real: naming (DNS and the URL); file systems (the UNIX file system); clients and services (NFS); virtualization (virtual machines); scheduling (disk arms); security (TLS).Numerous pseudocode fragments that provide concrete examples of abstract concepts.Extensive support. The authors and MIT OpenCourseWare provide on-line, free of charge, open educational resources, including additional chapters, course syllabi, board layouts and slides, lecture videos, and an archive of lecture schedules, class assignments, and design projects."

The Art and Science of Digital Compositing - Techniques for Visual Effects, Animation and Motion Graphics (Paperback, 2nd... The Art and Science of Digital Compositing - Techniques for Visual Effects, Animation and Motion Graphics (Paperback, 2nd edition)
Ron Brinkmann
R1,906 R1,720 Discovery Miles 17 200 Save R186 (10%) Ships in 12 - 17 working days

*The classic reference, with over 25,000 copies in print, has been massively expanded and thoroughly updated to include state-of-the-art methods and 400+ all-new full color images At ILM, compositing is one of the most important tools we use. If you want to learn more, this excellent 2nd-edition is detailed with hundreds of secrets that will help make your comps seamless. For beginners or experts, Ron walks you through the processes of analysis and workflows - linear thinking which will help you become deft and successfully tackle any shot. - Dennis Muren ASC, Senior Visual Effects Supervisor, Industrial Light & Magic Ron Brinkman's book is the definitive work on digital compositing and we have depended on this book as a critical part of our in-house training program at Imageworks since the 1999 Edition. We use this book as a daily textbook and reference for our lighters, compositors and anyone working with digital imagery. It is wonderful to see a new edition being released and it will certainly be required reading for all our digital artists here at Imageworks. - Sande Scoredos, Executive Director of Training & Artist Development, Sony Pictures Imageworks The Art and Science of Digital Compositing is the only complete overview of the technical and artistic nature of digital compositing. It covers a wide range of topics from basic image creation, representation and manipulation, to a look at the visual cues that are necessary to create a believable composite. Designed as an introduction to the field, as well as an authoritative technical reference, this book provides essential information for novices and professionals alike. *17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith. *Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more

All disc-based content for this title is now available on the Web.

*17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith.

*Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more

Distributed and Cloud Computing - From Parallel Processing to the Internet of Things (Paperback): Kai Hwang, Jack Dongarra,... Distributed and Cloud Computing - From Parallel Processing to the Internet of Things (Paperback)
Kai Hwang, Jack Dongarra, Geoffrey C. Fox
R1,850 Discovery Miles 18 500 Ships in 12 - 17 working days

"Distributed and Cloud Computing," named a 2012 Outstanding Academic Title by the American Library Association's "Choice" publication, explains how to create high-performance, scalable, reliable systems, exposing the design principles, architecture, and innovative applications of parallel, distributed, and cloud computing systems.

Starting with an overview of modern distributed models, the book provides comprehensive coverage of distributed and cloud computing, including:

Facilitating management, debugging, migration, and disaster recovery through virtualization

Clustered systems for research or ecommerce applications

Designing systems as web services

Social networking systems using peer-to-peer computing

Principles of cloud computing using examples from open-source and commercial applications

Using examples from open-source and commercial vendors, the text describes cloud-based systems for research, e-commerce, social networking and more.
Complete coverage of modern distributed computing technology including clusters, the grid, service-oriented architecture, massively parallel processors, peer-to-peer networking, and cloud computing Includes case studies from the leading distributed computing vendors: Amazon, Microsoft, Google, and more Explains how to use virtualization to facilitate management, debugging, migration, and disaster recovery Designed for undergraduate or graduate students taking a distributed systems course each chapter includes exercises and further reading, with lecture slides and more available online"

Architecture of Network Systems (Paperback): Dimitrios Serpanos, Tilman Wolf Architecture of Network Systems (Paperback)
Dimitrios Serpanos, Tilman Wolf
R1,618 Discovery Miles 16 180 Ships in 12 - 17 working days

Network systems require technical skills in computer architecture, design methodologies, algorithm design, and networking. "Architecture of Network Systems" explains the practice and methodologies that will allow you to solve a broad range of problems in system design, including problems related to security, quality of service, performance, manageability, and more. Leading researchers Dimitrios Serpanos and Tilman Wolf develop architectures for all network sub-systems, bridging the gap between operation and VLSI. Discussing the major challenges in the design of networks and the architectures that have been developed, Serpanos and Wolf provide a systematic treatment of network architectures, from the basics to advanced topics.
This is the first book to provide comprehensive coverage of the technical aspects of network systems, including processing systems, hardware technologies, memory managers, software routers, and more. Develops a systematic approach to network architectures, based on the OSI reference model, that is useful for practitioners at every level. Covers both the important basics and cutting-edge topics in network systems architecture, including Quality of Service and Security for mobile, real-time P2P services, Low-Power Requirements for Mobile Systems, and next generation Internet systems.

High Dynamic Range Imaging - Acquisition, Display, and Image-Based Lighting (Hardcover, 2nd edition): Erik Reinhard, Wolfgang... High Dynamic Range Imaging - Acquisition, Display, and Image-Based Lighting (Hardcover, 2nd edition)
Erik Reinhard, Wolfgang Heidrich, Paul Debevec, Sumanta Pattanaik, Greg Ward, …
R2,152 Discovery Miles 21 520 Ships in 12 - 17 working days

This landmark book is the first to describe HDRI technology in its entirety and covers a wide-range of topics, from capture devices to tone reproduction and image-based lighting. The techniques described enable you to produce images that have a dynamic range much closer to that found in the real world, leading to an unparalleled visual experience. As both an introduction to the field and an authoritative technical reference, it is essential to anyone working with images, whether in computer graphics, film, video, photography, or lighting design.
New material includes chapters on High Dynamic Range Video Encoding, High Dynamic Range Image Encoding, and High Dynammic Range Display DevicesWritten by the inventors and initial implementors of High Dynamic Range ImagingCovers the basic concepts (including just enough about human vision to explain why HDR images are necessary), image capture, image encoding, file formats, display techniques, tone mapping for lower dynamic range display, and the use of HDR images and calculations in 3D renderingRange and depth of coverage is good for the knowledgeable researcher as well as those who are just starting to learn about High Dynamic Range imaging

Electronic Design Automation - Synthesis, Verification, and Test (Hardcover): Laung-terng Wang, Yao-Wen Chang, Kwang-Ting (Tim)... Electronic Design Automation - Synthesis, Verification, and Test (Hardcover)
Laung-terng Wang, Yao-Wen Chang, Kwang-Ting (Tim) Cheng
R2,241 Discovery Miles 22 410 Ships in 12 - 17 working days

This book provides broad and comprehensive coverage of the entire EDA flow. EDA/VLSI practitioners and researchers in need of fluency in an "adjacent" field will find this an invaluable reference to the basic EDA concepts, principles, data structures, algorithms, and architectures for the design, verification, and test of VLSI circuits. Anyone who needs to learn the concepts, principles, data structures, algorithms, and architectures of the EDA flow will benefit from this book.
Covers complete spectrum of the EDA flow, from ESL design modeling to logic/test synthesis, verification, physical design, and test - helps EDA newcomers to get "up-and-running" quickly Includes comprehensive coverage of EDA concepts, principles, data structures, algorithms, and architectures - helps all readers improve their VLSI design competence Contains latest advancements not yet available in other books, including Test compression, ESL design modeling, large-scale floorplanning, placement, routing, synthesis of clock and power/ground networks - helps readers to design/develop testable chips or products Includes industry best-practices wherever appropriate in most chapters - helps readers avoid costly mistakes

Geometric Algebra for Computer Science (Revised Edition) - An Object-Oriented Approach to Geometry (Hardcover, 2nd Revised... Geometric Algebra for Computer Science (Revised Edition) - An Object-Oriented Approach to Geometry (Hardcover, 2nd Revised edition)
Leo Dorst, Daniel Fontijne, Stephen Mann
R2,409 R2,089 Discovery Miles 20 890 Save R320 (13%) Ships in 12 - 17 working days

Until recently, all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although linear algebra is an efficient way to specify low-level computations, it is not a suitable high-level language for geometric programming. "Geometric Algebra for Computer Science" presents a compelling alternative to the limitations of linear algebra. Geometric algebra, or GA, is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. In this book you will find an introduction to GA that will give you a strong grasp of its relationship to linear algebra and its significance for your work. You will learn how to use GA to represent objects and perform geometric operations on them. And you will begin mastering proven techniques for making GA an integral part of your applications in a way that simplifies your code without slowing it down.
Explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics. Systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA. Covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space. Presents effective approaches to making GA an integral part of your programming. Includes numerous drills and programming exercises helpful for both students and practitioners. Companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book, and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter.

Digital Electronics and Design with VHDL (Hardcover): Volnei A. Pedroni Digital Electronics and Design with VHDL (Hardcover)
Volnei A. Pedroni
R2,047 Discovery Miles 20 470 Ships in 12 - 17 working days

This book offers a friendly presentation of the fundamental principles and practices of modern digital design. Unlike any other book in this field, transistor-level implementations are also included, which allow the readers to gain a solid understanding of a circuit's real potential and limitations, and to develop a realistic perspective on the practical design of actual integrated circuits. Coverage includes the largest selection available of digital circuits in all categories (combinational, sequential, logical, or arithmetic). Coverage also includes detailed digital design techniques, with a thorough discussion on state-machine modeling for the analysis and design of complex sequential systems. Key technologies used in modern circuits are also described, including Bipolar, MOS, ROM/RAM, and CPLD/FPGA chips, as well as codes and techniques used in data storage and transmission. Designs are illustrated by means of complete, realistic applications using VHDL, where the complete code, comments and simulation results are included.
* Comprehensive coverage of fundamental digital concepts and principles, as well as complete, realistic, industry-standard designs
* Many circuits shown with internal details at the transistor-level, as in real integrated circuits
* Actual technologies used in state-of-the-art digital circuits presented in conjunction with fundamental concepts and principles
* Six chapters dedicated to VHDL-based techniques, with all VHDL-based designs synthesized onto CPLD/FPGA chips

ARM System Developer's Guide - Designing And Optimizing System Software (Hardcover, New): Andrew Sloss, Dominic Symes,... ARM System Developer's Guide - Designing And Optimizing System Software (Hardcover, New)
Andrew Sloss, Dominic Symes, Chris Wright
R1,972 Discovery Miles 19 720 Ships in 12 - 17 working days

Over the last ten years, the ARM architecture has become one of the most pervasive architectures in the world, with more than 2 billion ARM-based processors embedded in products ranging from cell phones to automotive braking systems. A world-wide community of ARM developers in semiconductor and product design companies includes software developers, system designers and hardware engineers. To date no book has directly addressed their need to develop the system and software for an ARM-based system. This text fills that gap.
This book provides a comprehensive description of the operation of the ARM core from a developer s perspective with a clear emphasis on software. It demonstrates not only how to write efficient ARM software in C and assembly but also how to optimize code. Example code throughout the book can be integrated into commercial products or used as templates to enable quick creation of productive software.
The book covers both the ARM and Thumb instruction sets, covers Intel's XScale Processors, outlines distinctions among the versions of the ARM architecture, demonstrates how to implement DSP algorithms, explains exception and interrupt handling, describes the cache technologies that surround the ARM cores as well as the most efficient memory management techniques. A final chapter looks forward to the future of the ARM architecture considering ARMv6, the latest change to the instruction set, which has been designed to improve the DSP and media processing capabilities of the architecture.
* No other book describes the ARM core from a system and software perspective.
* Author team combines extensive ARM software engineering experience with an in-depth knowledge of ARM developer needs.
* Practical, executable code is fully explained in the book and available on the publisher's Website.
* Includes a simple embedded operating system."

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