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Books > Academic & Education > Professional & Technical > Computing
The power of today s motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of "Understanding Motion Capture for Computer Animation and Video Games," an industry insider explains the latest research developments in digital design and film, games, medicine, sports, and security engineering. This completely updated new edition tells the complete story of
motion capture, including the current state-of-the-art technology,
methodology, and the explosive growth of the motion capture
industry. In-depth technical explanations pair text and code, to
help you understand not only the fundamental tenets of motion
capture, but also the reasons behind its successes and failures.
This timely new edition is an essential resource for anyone
producing realistic motion graphics.
This book will introduce professional engineers and students alike to system development using Platform FPGAs. The focus is on embedded systems but it also serves as a general guide to building custom computing systems. The text describes the fundamental technology in terms of hardware, software, and a set of principles to guide the development of Platform FPGA systems. The goal is to show how to systematically and creatively apply these principles to the construction of application-specific embedded system architectures. There is a strong focus on using free and open source software to increase productivity. The organization of each chapter in the book includes two parts.
The white pages describe concepts, principles, and general
knowledge. The gray pages include a technical rendition of the main
issues of the chapter and show the concepts applied in practice.
This includes step-by-step details for a specific development board
and tool chain so that the reader can carry out the same steps on
their own. Rather than try to demonstrate the concepts on a broad
set of tools and boards, the text uses a single set of tools
(Xilinx Platform Studio, Linux, and GNU) throughout and uses a
single developer board (Xilinx ML-510) for the examples.
The creation of ever more realistic 3-D images is central to the
development of computer graphics. The ray tracing technique has
become one of the most popular and powerful means by which
photo-realistic images can now be created. The simplicity, elegance
and ease of implementation makes ray tracing an essential part of
understanding and exploiting state-of-the-art computer
graphics.
VHDL, the IEEE standard hardware description language for
describing digital electronic systems, has recently been revised.
This book has become a standard in the industry for learning the
features of VHDL and using it to verify hardware designs. This
third edition is the first comprehensive book on the market to
address the new features of VHDL-2008.
"The Student's Guide to VHDL" is a condensed edition of "The
Designer's Guide to VHDL, " the most widely used textbook on VHDL
for digital system modeling. "The Student's Guide" is targeted as a
supplemental reference book for computer organization and digital
design courses.
VHDL-2008: Just the New Stuff, as its title says, introduces the
new features added to the latest revision of the IEEE standard for
the VHDL hardware description language. Written by the Chair and
Technical Editor of the IEEE working group, the book is an
authoritative guide to how the new features work and how to use
them to improve design productivity. It will be invaluable for
early adopters of the new language version, for tool implementers,
and for those just curious about where VHDL is headed.
The field of multidimensional data structures is large and growing very quickly. Here, for the first time, is a thorough treatment of multidimensional point data, object and image-based representations, intervals and small rectangles, and high-dimensional datasets. The book includes a thorough introduction; a comprehensive survey to spatial and multidimensional data structures and algorithms; and implementation details for the most useful data structures. Along with the hundreds of worked exercises and hundreds of illustrations, the result is an excellent and valuable reference tool for professionals in many areas, including computer graphics, databases, geographic information systems (GIS), game programming, image processing, pattern recognition, solid modeling, similarity retrieval, and VLSI design. Award Winner in 2006 Best Book competition in Professional and Scholarly Publishing from the Association of American Publishers. Morgan Kaufmann would like to congratulate Hanan Samet on receiving the UCGIS 2009 Research Award Read the announcement here: http:
//www.ucgis.org/summer2009/researchaward.htm
"Digital Design and Computer Architecture" takes a unique and modern approach to digital design. Beginning with digital logic gates and progressing to the design of combinational and sequential circuits, Harris and Harris use these fundamental building blocks as the basis for what follows: the design of an actual MIPS processor. SystemVerilog and VHDL are integrated throughout the text in examples illustrating the methods and techniques for CAD-based circuit design. By the end of this book, readers will be able to build their own microprocessor and will have a top-to-bottom understanding of how it works. Harris and Harris have combined an engaging and humorous writing style with an updated and hands-on approach to digital design. This second edition has been updated with new content on I/O systems in the context of general purpose processors found in a PC as well as microcontrollers found almost everywhere. The new edition provides practical examples of how to interface with peripherals using RS232, SPI, motor control, interrupts, wireless, and analog-to-digital conversion. High-level descriptions of I/O interfaces found in PCs include USB, SDRAM, WiFi, PCI Express, and others. In addition to expanded and updated material throughout, SystemVerilog is now featured in the programming and code examples (replacing Verilog), alongside VHDL. This new edition also provides additional exercises and a new appendix on C programming to strengthen the connection between programming and processor architecture. SECOND Edition Features Covers the fundamentals of digital logic
design and reinforces logic concepts through the design of a MIPS
microprocessor.Features side-by-side examples of the two most
prominent Hardware Description Languages (HDLs)-SystemVerilog and
VHDL-which illustrate and compare the ways each can be used in the
design of digital systems.Includes examples throughout the text
that enhance the reader s understanding and retention of key
concepts and techniques.Companion Web site includes links to CAD
tools for FPGA design from Altera and Mentor Graphics, lecture
slides, laboratory projects, and solutions to exercises. Updated based on instructor feedback with more exercises and new examples of parallel and advanced architectures, practical I/O applications, embedded systems, and heterogeneous computing Presents digital system design examples in both VHDL and SystemVerilog (updated for the second edition from Verilog), shown side-by-side to compare and contrast their strengthsIncludes a new chapter on C programming to provide necessary prerequisites and strengthen the connection between programming and processor architectureCompanion Web site includes links to Xilinx CAD tools for FPGA design, lecture slides, laboratory projects, and solutions to exercises. Instructors can also register at textbooks.elsevier.com for access to: Solutions to all exercises (PDF)Lab materials with solutionsHDL for textbook examples and exercise solutions Lecture slides (PPT)Sample exams\Sample course syllabusFigures from the text (JPG, PPT)"
Precharge logic is used by a variety of industries in
applications where processor speed is the primary goal, such as
VLSI (very large systems integration) applications. Also called
dynamic logic, this type of design uses a clock to synchronize
instructions in circuits. This comprehensive book covers the
challenges faced by designers when using this logic style,
including logic basics, timing, noise considerations, alternative
topologies and more. In addition advanced topics such as skew
tolerant design are covered in some detail. Overall this is a
comprehensive view of precharge logic, which should be useful to
graduate students and designers in the field alike. It might also
be considered as a supplemental title for courses covering
VLSI.
Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current, unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others. An insider s view of what works, what doesn t work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field. Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest Development techniques are cross referenced between different application areas, providing fundamental best practices Includes a media-rich companion website with hours of footage from application demonstrations"
The proceedings from Parallel CFD 2006 covers all aspects of
parallel computings and its applications. Although CFD is one of
basic tools for design procedures to produce machineries, such as
automobiles, ships, aircrafts, etc., large scale parallel computing
has been realized very recently, especially for the manufactures.
Various applications in many areas could be experienced including
acoustics, weather prediction and ocean modeling, flow control,
turbine flow, fluid-structure interaction, optimization, heat
transfer, hydrodynamics.
The steady and unabated increase in the capacity of silicon has
brought the semiconductor industry to a watershed challenge. Now a
single chip can integrate a radio transceiver, a network interface,
multimedia functions, all the "glue" needed to hold it together as
well as a design that allows the hardware and software to be
reconfigured for future applications. Such complex heterogeneous
systems demand a different design methodology. A consortium of
industrial and government labs have created a new language and a
new design methodology to support this effort. Rosetta permits
designers to specify requirements and constraints independent of
their low level implementation and to integrate the designs of
domains as distinct as digital and analog electronics, and the
mechanical, optical, fluidic and thermal subsystems with which they
interact.
The proceedings from Parallel CFD 2005 covering all aspects of the
theory and applications of parallel computational fluid dynamics
from the traditional to the more contemporary issues.
The goal of this book is to present and compare various options one
for systems architecture from two separate points of view. One,
that of the information technology decision-maker who must choose a
solution matching company business requirements, and secondly that
of the systems architect who finds himself between the rock of
changes in hardware and software technologies and the hard place of
changing business needs.
Digital geometry is about deriving geometric information from
digital pictures. The field emerged from its mathematical roots
some forty-years ago through work in computer-based imaging, and it
is used today in many fields, such as digital image processing and
analysis (with applications in medical imaging, pattern
recognition, and robotics) and of course computer graphics. Digital
Geometry is the first book to detail the concepts, algorithms, and
practices of the discipline. This comphrehensive text and reference
provides an introduction to the mathematical foundations of digital
geometry, some of which date back to ancient times, and also
discusses the key processes involved, such as geometric algorithms
as well as operations on pictures.
One of the greatest challenges faced by designers of digital
systems is optimizing the communication and interconnection between
system components. Interconnection networks offer an attractive and
economical solution to this communication crisis and are fast
becoming pervasive in digital systems. Current trends suggest that
this communication bottleneck will be even more problematic when
designing future generations of machines. Consequently, the anatomy
of an interconnection network router and science of interconnection
network design will only grow in importance in the coming years.
Over the last decade, advances in the semiconductor fabrication
process have led to the realization of true system-on-a-chip
devices. But the theories, methods and tools for designing,
integrating and verifying these complex systems have not kept pace
with our ability to build them. System level design is a critical
component in the search for methods to develop designs more
productively. However, there are a number of challenges that must
be overcome in order to implement system level modeling.
Embedded system designers are constantly looking for new tools
and techniques to help satisfy the exploding demand for consumer
information appliances and specialized industrial products. One
critical barrier to the timely release of embedded system products
is integrating the design of the hardware and software systems.
Hardware/software co-design is a set of methodologies and
techniques specifically created to support the concurrent design of
both systems, effectively reducing multiple iterations and major
redesigns. In addition to its critical role in the development of
embedded systems, many experts believe that co-design will be a key
design methodology for Systems-on-a-Chip.
"Elsevier's Dictionary of Computer Graphics" contains 10,540 terms
with more than 2,600 cross-references that are commonly used in the
theory and practice of computer graphics. Included are terms from
all areas related to a) the theory of computer graphics -
descriptive geometry, projective geometry, topology, fractal
geometry, color science; and b) the practice of computer graphics -
computer-aided design (CAD) systems, technical drawing, computer
art, computer animation, business graphics, scientific
visualization, virtual reality, graphical programming, image
processing, graphical computer devices.
A hands-on view of the highly successful MIPS family of
microprocessors, written for programmers developing systems
applications for the MIPS platform. "The MIPS Programmer's Handbook" describes the MIPS architecture
from the perspective of assembly- and C-language programmers, with
special emphasis on issues related to embedded applications.
Engineers writing system-level programs for MIPS-based embedded
systems will find the topic selection especially useful including
the sections on software conventions, initializing the processor in
a bare machine environment, and writing exception handlers. For convenient use, the instruction set reference is presented
with only one page per instruction. The authors focus on the
instructions available to assembly-language programmers, rather
than on the hardware-level instruction set documented in data books
released by vendors of the MIPS processor. Provides enough detail
for anyone doing serious system-level programming. Also included
are ten complete program examples, with line-by-line
explanations. Several sample sections are available from the authors' website.
As the field of computer graphics develops, techniques for
modeling complex curves and surfaces are increasingly important. A
major technique is the use of parametric splines in which a curve
is defined by piecing together a succession of curve segments, and
surfaces are defined by stitching together a mosaic of surface
patches. "An Introduction to Splines for Use in Computer Graphics and Geometric Modeling" discusses the use of splines from the point of view of the computer scientist. Assuming only a background in beginning calculus, the authors present the material using many examples and illustrations with the goal of building the reader's intuition. Based on courses given at the University of California, Berkeley, and the University of Waterloo, as well as numerous ACM Siggraph tutorials, the book includes the most recent advances in computer-aided geometric modeling and design to make spline modeling techniques generally accessible to the computer graphics and geometric modeling communities.
An authoritative book for hardware and software designers. Caches are by far the simplest and most effective mechanism for improving computer performance. This innovative book exposes the characteristics of performance-optimal single and multi-level cache hierarchies by approaching the cache design process through the novel perspective of minimizing execution times. It presents useful data on the relative performance of a wide spectrum of machines and offers empirical and analytical evaluations of the underlying phenomena. This book will help computer professionals appreciate the impact of caches and enable designers to maximize performance given particular implementation constraints. |
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