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Books > Computing & IT > Computer software packages > Computer graphics software > General
This book presents state-of-the-art methods in computer graphics rendering. The papers included in this volume were selected after careful review by an international committee of experts. Included are various topics related to the generation of synthetic images: visibility, global illumination, perception, hardware assisted rendering, reflectance models, real-time rendering, antialiasing, compression and image-based rendering.
This book summarizes recent advances in robotics using 3D printers and rapid prototyping as a concept development tool. The book is focused on industrial applications, educational aspects, rehabilitation, and other related topics. In particular, the book is intended to offer the reader a smooth yet deep introduction to the use of 3D printers and rapid prototyping techniques as a solution to robotics and mechatronics problems, highlighting successful case studies.
This book contains the proceedings of the 10th Eurographics Workshop on Rendering, which took place from the 21st to the 23rd of June, 1999, in Granada, Spain. Origi nally an outgrowth of the annual Eurographics meeting, the workshop was organized by a dedicated group of researchers who felt there was insufficient opportunity at Eu rographics and Siggraph to exchange ideas specifically on rendering. Over the past 9 years, the workshop has become renown as an international watershed for top quality work in this field, attracting between 50 and 100 attendees each year to share their latest research. This year we received a total of 63 submissions. Each paper was carefully reviewed by two of the 25 international programme committee members, as well as two external reviewers, selected by the co-chairs from a pool of 71 individuals. (The programme committee and external reviewers are listed following the contents pages.) In this new review process, all submissions and reviews were handled electronically, with the ex ception of videos submitted with a few of the papers. This streamlined the review process considerably, while reducing the costs and confusion associated with courier delivery of hundreds of papers."
The book contains the proceedings of the 8th Eurographics Rendering Workshop, which took place from 16th to 18th June, 1997, in Saint Etienne, France. After a series of seven successful events the workshop is now well established as the major international forum in the field of rendering and illumination techniques. It brought together the experts of this field. Their recent research results are compiled in this proceedings together with many color images that demonstrate new ideas and techniques. This year we received a total of 63 submissions of which 28 were selected for the workshop after a period of careful reviewing and evaluation by the 27 mem bers of the international program committee. The quality of the submissions was again very high and, unfortunately, many interesting papers had to be rejected. In addition to regular papers the program also contains two invited lectures by Shenchang Eric Chen (Live Picture) and Per Christensen (Mental Images). The papers in this proceedings contain new research results in the areas of Finite-Element and Monte-Carlo illumination algorithms, image-based render ing, outdoor and natural illumination, error metrics, perception, texture and color handling, data acquisition for rendering, and efficient use of hardware. While some contributions report results from more efficient or elegant algo rithms, others pursue new and experimental approaches to find better solutions to the open problems in rendering."
Anyone who uses Blender needs this book. Blender users know that it can be used for modeling, animation, and rendering, but it can also be used as a fully functional compositing and post-production application. This book explores Blender's use as a compositing and post-production tool in the video and film production pipeline. In this book, you will learn how to: Create and apply masks and special effects in Blender Composite images using Blender's node-based compositor Sequence and overlay video and audio using Blender's non-linear editor What you'll learn This book provides concise yet step-by-step examples on using all of the power of Blender to provide a complete post-production workbench. Specifically, this book shows you how to: Create Masks and Rotoscope video Texture mattes and video planes Composite any image or render with other images Introduce special effects, such as blur, smoke, and light. Add titles and text, mixes, fades, wipes and splices Remove Green Screen and composite CG with live action shots Assemble all the shots and audio into a completed movie Who this book is for Film and video professionals and enthusiasts interested in an open source alternative to commercial compositing and video effects software like AfterEffects, Fusion, and Shake. Table of Contents Blender OverviewBlender in the PipelineWelcome to Blender Formats3D ElementsCamera and WorldShadingAnimated EffectsRenderingNode-Based CompositingManipulating ImagesAdvanced NodesNonlinear Video EditorSequencer Effects
This book considers evolution at different scales: sequences,
genes, gene families, organelles, genomes and species. The focus is
on the mathematical and computational tools and concepts, which
form an essential basis of evolutionary studies, indicate their
limitations, and give them orientation. Recent years have witnessed
rapid progress in the mathematics of evolution and phylogeny, with
models and methods becoming more realistic, powerful, and
complex.
This book offers an up-to-date coverage of the basic principles and of the tools of Bayesian inference in econometrics. Bayesian inference is a branch of statistics that integrates explicitly both data and prior (possibly subjective) information in model building , estimation and evaluation. The book then shows how to use Bayesian methods in a range of models especially suited to the analysis of macroeconomic and financial time series.
An exploration of the basis for social and economic behaviour. Using cellular automata in particular, the authors model various factors that are involved in a system of individuals who interact socially and economically with one another. Computer simulations in the social sciences provide a laboratory in which qualitative ideas about social and economic interactions can be tested. This brings a new dimension to the science, where 'explanations' abound, but are rarely subject to much experimental testing. The authors have chosen Mathematica because it has a number of features which make it uniquely qualified for use by social scientists, especially those without expertise in computer programming. Further, users can easily access and readily interact with the various 3.0 Mathematica notebooks, plus other data to be found at www.telospub.com.
This book illustrates the ease with which various features of LISREL 8 and PRELIS 2 can be implemented in addressing research questions that lend themselves to SEM. Its purpose is threefold: (a) to present a nonmathmatical introduction to basic concepts associated with SEM, (b) to demonstrate basic applications of SEM using both the DOS and Windows versions of LISREL 8, as well as both the LISREL and SIMPLIS lexicons, and (c) to highlight particular features of the LISREL 8 and PRELIS 2 progams that address important caveats related to SEM analyses. This book is intended neither as a text on the topic of SEM, nor as a comprehensive review of the many statistical funcitons available in the LISREL 8 and PRELIS 2 programs. Rather, the intent is to provide a practical guide to SEM using the LISREL approach. As such, the reader is "walked through" a diversity of SEM applications that include both factor analytic and full latent variable models, as well as a variety of data management procedures.
Algorithmic design is not simply the use of computer to design architecture and objects. Algorithms allow designers to overcome the limitations of traditional CAD software and 3D modelers, reaching a level of complexity and control which is beyond the human manual ability. Algorithms-Aided Design presents design methods based on the use of Grasshopper (R), a visual algorithm editor tightly integrated with Rhinoceros (R), the 3D modeling software by McNeel & Associates allowing users to explore accurate freeform shapes. The book provides computational techniques to develop and control complex geometries, covering parametric modeling, digital fabrication techniques, form-finding strategies, environmental analysis and structural optimization. It also features case studies and contributions by researchers and designers from world's most influential universities and leading architecture firms.
Create in 3D with Tinkercad! If you can dream it, you can create it--using Tinkercad. This free tool gives everyone the power to create 3D models, regardless of your level of experience. With the help of Tinkercad For Dummies, you'll have the knowledge you need to plan your designs, the know-how to utilize the platform's drag-and-drop tools to create your design, and the information you need to print or export your designs to use them elsewhere. Tinkercad is for everyone! It's simple enough to be used by kids and students, but robust enough that an adult could use it to create a complex product prototype. With more than 4 million designs posted in the Tinkercad community, the platform is also popular with teachers around the world. Why not join in on the fun? Create your Tinkercad account and join the community Use the drag-and-drop tools to build 3D images Export your designs to have them 3D printed Learn the principles of great 3D design Tinkercad is truly fun for all ages, and this hands-on guide makes it faster and easier to start using it right away!
Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.
Digital manufacturing has become an intrinsic part of the modelmaking profession, so today's practitioner must be skilled in both traditional hand-making techniques and digital technology. Relevant to a wide variety of creative industries, including film and television, theatre, architecture and product design, Digital Modelmaking offers a comprehensive insight into the manufacturing processes and technologies used within contemporary modelmaking. Each chapter contains an in-depth explanation of each topic, presents examples of how each process is used and includes case studies from professional modelmakers and students. Topics covered include: making models using a laser cutter, 3D printer and CNC milling machinery; generating 3D digital data using a 3D scanner and photogrammetry; two-and three- dimensional drawing software such as CAD; designing models for digital manufacturing; selecting materials based on their suitability for modelmaking; combining traditional hand-making skills with digital manufacturing; painting and finishing models, and finally, moulding and casting using silicone and resin. This invaluable book will be of great interest for students, young professionals and everyone with a passion for design and making.
This two-volume set (CCIS 175 and CCIS 176) constitutes the refereed proceedings of the International Conference on Computer Education, Simulation and Modeling, CSEM 2011, held in Wuhan, China, in June 2011. The 148 revised full papers presented in both volumes were carefully reviewed and selected from a large number of submissions. The papers cover issues such as multimedia and its application, robotization and automation, mechatronics, computer education, modern education research, control systems, data mining, knowledge management, image processing, communication software, database technology, artificial intelligence, computational intelligence, simulation and modeling, agent based simulation, biomedical visualization, device simulation & modeling, object-oriented simulation, Web and security visualization, vision and visualization, coupling dynamic modeling theory, discretization method, and modeling method research.
Unlike many AutoCAD competitors, this book covers only the basics and uses mixed units -inches, meters, feet, kilometers, etc., to illustrate the myriad drawing and editing tools for this popular application. Use the DVD to set up drawing exercises and projects, see all of the book s figures in color, and draw with a trial version of AutoCAD 2012. AutoCAD 2012 Beginning and Intermediate includes 50 exercises or mini-workshops, that complete small projects from concept through actual plotting. Solving all of the workshops will simulate the creation of two full projects (architectural and mechanical) from beginning to end, without overlooking any of the basic commands and functions in AutoCAD 2012.BRIEF TABLE OF CONTENTS: 1: AutoCAD 2012 Basics. 2: Precise Drafting in AutoCAD 2012. 3: Modifying Commands. 4: Construction Commands. 5: Layers and Inquiry Commands. 6: Blocks and Hatch. 7: Text and Tables. 8: Dimensioning. 9: Plotting. 10: Projects."
If you want to learn to create 3-D models using Google SketchUp, this "Missing Manual" is the ideal place to start. Filled with step-by-step tutorials, this entertaining, reader-friendly guide will have you creating detailed 3-D objects, including building plans, furniture, landscaping plans - even characters for computer games - in no time. "Google SketchUp: The Missing Manual" offers a hands-on tour of the program, with crystal-clear instructions for using every feature and lots of real-world examples to help you pick up the practical skills you need. It helps you learn to use the basic tools, build and animate models, and place your objects in Google Earth.With this book, you will: learn your way around the SketchUp workspace, and explore the differences between working in 2-D and 3-D; build simple 3-D shapes, save them as reusable components, and use SketchUp's Outliner to show or hide them as you work; tackle a complicated model building with lots of detail, and discover timesaving tools for using many components; animate the model by creating an interior walkthrough of your building; and, dress up your model with realistic material shading and shadows, and place it in Google Earth. It's easy to get started. Just download the program from Google.com, and follow the instructions in this book. You'll become a SketchUp master in a jiffy.
Create stunning renders of your 3ds Max models in mental ray with this concise guide. Learn all of the essential concepts such as indirect illumination, materials, render options, shaders, and lighting. Rendering with mental ray and 3ds Max, Second Edition is now revised to cover Autodesk Revit and special effects. The companion website includes all of the necessary project files from inside the book.
This book is the first to provide a comprehensive survey of the computational models and methodologies used for studying the evolution and origin of language and communication. Comprising contributions from the most influential figures in the field, it presents and summarises the state-of-the-art in computational approaches to language evolution, and highlights new lines of development.Essential reading for researchers and students in the fields of evolutionary and adaptive systems, language evolution modelling and linguistics, it will also be of interest to researchers working on applications of neural networks to language problems. Furthermore, due to the fact that language evolution models use multi-agent methodologies, it will also be of great interest to computer scientists working on multi-agent systems, robotics and internet agents.
What is life? Is it just the biologically familiar--birds, trees, snails, people--or is it an infinitely complex set of patterns that a computer could simulate? What role does intelligence play in separating the organic from the inorganic, the living from the inert? Does life evolve along a predestined path, or does it suddenly emerge from what appeared lifeless and programmatic? In this easily accessible and wide-ranging survey, Claus Emmeche outlines many of the challenges and controversies involved in the dynamic and curious science of artificial life. Emmeche describes the work being done by an international network of biologists, computer scientists, and physicists who are using computers to study life as it could be, or as it might evolve under conditions different from those on earth. Many artificial-life researchers believe that they can create new life in the computer by simulating the processes observed in traditional, biological life-forms. The flight of a flock of birds, for example, can be reproduced faithfully and in all its complexity by a relatively simple computer program that is designed to generate electronic "boids." Are these "boids" then alive? The central problem, Emmeche notes, lies in defining the salient differences between biological life and computer simulations of its processes. And yet, if we can breathe life into a computer, what might this mean for our other assumptions about what it means to be alive? "The Garden in the Machine" touches on every aspect of this complex and rapidly developing discipline, including its connections to artificial intelligence, chaos theory, computational theory, and studies of emergence. Drawing on the most current work in the field, this book is a major overview of artificial life. Professionals and nonscientists alike will find it an invaluable guide to concepts and technologies that may forever change our definition of life.
The modern ecologist usually works in both the field and laboratory, uses statistics and computers, and often works with ecological concepts that are model-based, if not model-driven. How do we make the field and laboratory coherent? How do we link models and data? How do we use statistics to help experimentation? How do we integrate modeling and statistics? How do we confront multiple hypotheses with data and assign degrees of belief to different hypotheses? How do we deal with time series (in which data are linked from one measurement to the next) or put multiple sources of data into one inferential framework? These are the kinds of questions asked and answered by "The Ecological Detective." Ray Hilborn and Marc Mangel investigate ecological data much as a detective would investigate a crime scene by trying different hypotheses until a coherent picture emerges. The book is not a set of pat statistical procedures but rather an approach. The Ecological Detective makes liberal use of computer programming for the generation of hypotheses, exploration of data, and the comparison of different models. The authors' attitude is one of exploration, both statistical and graphical. The background required is minimal, so that students with an undergraduate course in statistics and ecology can profitably add this work to their tool-kit for solving ecological problems.
Unity brings you ever closer to the "author once, deploy anywhere" dream. With its multiplatform capabilities, you can target desktop, web, mobile devices, and consoles using a single development engine. Little wonder that Unity has quickly become the #1 game engine out there. Mastering Unity is absolutely essential in an increasingly competitive games market where agility is expected, yet until now practical tutorials were nearly impossible to find. Creating Games with Unity and Maya gives you with an end-to-end solution for Unity game development with Maya. Written by a twelve-year veteran of the 3D animation and games industry and professor of 3D animation, this book takes you step-by-step through the process of developing an entire game from scratch-including coding, art, production, and deployment. This accessible guide provides a "non-programmer" entry point to the world of game creation. Aspiring developers with little or no coding experience will learn character development in Maya, scripts, GUI interface, and first- and third-person interactions.
This textbook presents a proven, mature Model-Based Systems Engineering (MBSE) methodology that has delivered success in a wide range of system and enterprise programs. The authors introduce MBSE as the state of the practice in the vital Systems Engineering discipline that manages complexity and integrates technologies and design approaches to achieve effective, affordable, and balanced system solutions to the needs of a customer organization and its personnel. The book begins with a summary of the background and nature of MBSE. It summarizes the theory behind Object-Oriented Design applied to complex system architectures. It then walks through the phases of the MBSE methodology, using system examples to illustrate key points. Subsequent chapters broaden the application of MBSE in Service-Oriented Architectures (SOA), real-time systems, cybersecurity, networked enterprises, system simulations, and prototyping. The vital subject of system and architecture governance completes the discussion. The book features exercises at the end of each chapter intended to help readers/students focus on key points, as well as extensive appendices that furnish additional detail in particular areas. The self-contained text is ideal for students in a range of courses in systems architecture and MBSE as well as for practitioners seeking a highly practical presentation of MBSE principles and techniques.
This simple-to-follow textbook/reference provides an invaluable guide to object-oriented C++ programming for scientific computing. Through a series of clear and concise discussions, the key features most useful to the novice programmer are explored, enabling the reader to quickly master the basics and build the confidence to investigate less well-used features when needed. The text presents a hands-on approach that emphasizes the benefits of learning by example, stressing the importance of a clear programming style to minimise the introduction of errors into the code, and offering an extensive selection of practice exercises. This updated and enhanced new edition includes additional material on software testing, and on some new features introduced in modern C++ standards such as C++11. Topics and features: presents a practical treatment of the C++ programming language for applications in scientific computing; reviews the essentials of procedural programming in C++, covering variables, flow of control, input and output, pointers, functions and reference variables; introduces the concept of classes, showcasing the main features of object-orientation, and discusses such advanced C++ features as templates and exceptions; examines the development of a collection of classes for linear algebra calculations, and presents an introduction to parallel computing using MPI; describes how to construct an object-oriented library for solving second order differential equations; contains appendices reviewing linear algebra and useful programming constructs, together with solutions to selected exercises; provides exercises and programming tips at the end of every chapter, and supporting code at an associated website. This accessible textbook is a "must-read" for programmers of all levels of expertise. Basic familiarity with concepts such as operations between vectors and matrices, and the Newton-Raphson method for finding the roots of non-linear equations, would be an advantage, but extensive knowledge of the underlying mathematics is not assumed.
Economists are increasingly using computer simulations to understand the implications of their theoretical models and to make policy recommendations. New model solution techniques are required to deal with the increasingly important role of dynamics and uncertainty in macroeconomics. This book consists of articles by leading contributors in the field showing how to use these techniques in the context of standard macroeconomic models.
This book provides an introduction to Monte Carlo simulations in classical statistical physics aimed both at students beginning work in the field and at more experienced researchers who wish to learn more about Monte Carlo methods. The material covered includes methods for both equilibrium and out of equilibrium systems, and common algorithms like the Metropolis and heat-bath algorithms. Also discussed are more sophisticated methods such as continuous time Monte Carlo, cluster algorithms, multigrid methods, entropic sampling and simulated tempering. |
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