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Books > Computing & IT > Computer software packages > Computer graphics software > General

Blender Game Engine: Beginner's Guide (Paperback): Victor Kuller Bacone Blender Game Engine: Beginner's Guide (Paperback)
Victor Kuller Bacone
R1,076 Discovery Miles 10 760 Ships in 18 - 22 working days

'Blender Game Engine' is the part of the Blender 3D editor used to create actual 3D video games. It's the ideal entry level game development environment because you don't even need to learn to program. Create a complete game using Blender's innovative logic bricks. This book is the ideal introduction to game development. Using only logic bricks, the reader will create a complete game in Blender. By the end of the book the reader will be able to use their skills to create their own 3D games.

Mudbox 2013 Cookbook (Paperback): Jeremy Roland Mudbox 2013 Cookbook (Paperback)
Jeremy Roland
R1,194 Discovery Miles 11 940 Ships in 18 - 22 working days

Written in cookbook style, this book offers many recipes to learn digital sculpting with Mudbox. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order,This book is for 3D modelers and texture artists who are, or would like to be, working in the games, movies, product design, television, medical imaging, or advertising industries. By learning the techniques in this book you will be able to create "next gen" assets for the game industry, create realistic creatures and sets for movies, and add the fine details needed for medical images and animations. Whether you are an Environment Artist or a Character Artist there is much to learn from this book.

Mastering Autodesk Revit Architecture 2013 (Paperback): Phil Read, James Vandezande, Eddy Krygiel Mastering Autodesk Revit Architecture 2013 (Paperback)
Phil Read, James Vandezande, Eddy Krygiel
R916 Discovery Miles 9 160 Ships in 4 - 6 working days

Learn BIM the Revit Way

Revit is Autodesk's industry-leading Building Information Modeling (BIM) software, and this Autodesk Official Training Guide thoroughly covers core Revit topics such as modeling, massing, sustainability, and more. It also brings you up to speed on advanced techniques such as using Revit in the cloud and how to go direct to fabrication.

Organized by real-world workflows, this book covers the interface, templates, worksharing, modeling and massing, visualization techniques for different industries, sustainability, roofs and floors, stairs and railings, documentation, and much more.This Autodesk Official Training Guide teaches you how to use the leading BIM software and also serves as a study aid for Autodesk's Certified Associate and Certified Professional exams Organized according to actual workflows, the book begins with an explanation of key BIM concepts, familiarizes you with the interface, and then moves into actual application Covers modeling and massing, the Family Editor, visualization techniques for various industries, documentation, annotation and detailing, and how to work with complex walls, roofs, floors, stairs, and railings Companion website features before-and-after tutorial files, so readers can jump in at any point

"Mastering Autodesk Revit Architecture" helps you learn Revit in a context that makes real-world sense.

Google SketchUp for Game Design: Beginner's Guide (Paperback): Robin De Jongh Google SketchUp for Game Design: Beginner's Guide (Paperback)
Robin De Jongh
R1,195 Discovery Miles 11 950 Ships in 18 - 22 working days

The book takes a clear, step-by-step approach to building a complete game level using SketchUp with many props and textures. This book is designed for anyone who wants to create entire 3D worlds in freely available game engines such as Unity 3D, CryEngine, Ogre, Panda3D, Unreal Engine, and Blender Game Engine. It also targets all those who wish to create new levels and assets to sell in game asset stores or use in visualization or animation.

OpenGL 4.0 Shading Language Cookbook (Paperback): David Wolff OpenGL 4.0 Shading Language Cookbook (Paperback)
David Wolff
R1,356 Discovery Miles 13 560 Ships in 18 - 22 working days
Blender 2.5 Materials and Textures Cookbook (Paperback): Colin Litster Blender 2.5 Materials and Textures Cookbook (Paperback)
Colin Litster
R1,207 Discovery Miles 12 070 Ships in 18 - 22 working days

Each chapter in the book follows a themed approach to creating materials using the new Blender 2.5 features. As you read through each chapter you will learn approaches to create materials and textures. These materials and textures will help you to create a flawless simulation of real-world objects. You need not read the chapters in any particular order to learn to use the Blender 3D suite for materials simulation appropriately. Every recipe in this book will enable you to create a usable material or texture effect as well as teaching you techniques that save your time. If you are a Graphics Designer looking to master the features for materials and textures to create realistic looking models in Blender, then this book is for you. It can be read by both beginners and experienced Blender users; however, prior understanding of object creation and manipulation in Blender would be an advantage. This is a must-read for Blender users who want to learn the concepts and at the same time experiment with the different Blender Material and texture functions.

Mobile 3D Graphics SoC - From Algorithm To Chip (Hardcover): Woo Mobile 3D Graphics SoC - From Algorithm To Chip (Hardcover)
Woo
R4,038 Discovery Miles 40 380 Ships in 18 - 22 working days

The first book to explain the principals behind mobile 3D hardware implementation, helping readers understand advanced algorithms, produce low-cost, low-power SoCs, or become familiar with embedded systems

As mobile broadcasting and entertainment applications evolve, there is increasing interest in 3D graphics within the field of mobile electronics, particularly for handheld devices. In "Mobile 3D Graphics SoC," Yoo provides a comprehensive understanding of the algorithms of mobile 3D graphics and their real chip implementation methods. 3D graphics SoC (System on a Chip) architecture and its interaction with embedded system software are explained with numerous examples. Yoo divides the book into three sections: general methodology of low power SoC, design of low power 3D graphics SoC, and silicon implementation of 3D graphics SoCs and their application to mobile electronics. Full examples are presented at various levels such as system level design and circuit level optimization along with design technology. Yoo incorporates many real chip examples, including many commercial 3D graphics chips, and provides cross-comparisons of various architectures and their performance. Furthermore, while advanced 3D graphics techniques are well understood and supported by industry standards, this is less true in the emerging mobile applications and games market. This book redresses this imbalance, providing an in-depth look at the new OpenGL ES (The Standard for Embedded Accelerated 3D Graphics), and shows what these new embedded systems graphics libraries can provide for 3D graphics and games developers.

Ogre 3D 1.7 Beginner's Guide (Paperback): Felix Kerger Ogre 3D 1.7 Beginner's Guide (Paperback)
Felix Kerger
R1,202 Discovery Miles 12 020 Ships in 18 - 22 working days

This book is an example-driven introduction to OGRE 3D. Each example shows some new features and you learn step-by-step to create complex scenes with different effects using OGRE 3D. After several examples discussing one topic there is a do-it-yourself part where you will be challenged to solve problems on your own. If you have ever wanted to develop 3D applications with OGRE 3D, this example-driven book will enable you to do so. Understanding of C++ is needed to follow the examples in the book.

Domain-Specific Modeling (Paperback): S Kelly Domain-Specific Modeling (Paperback)
S Kelly
R2,956 Discovery Miles 29 560 Ships in 18 - 22 working days

" The authors] are pioneers. . . . Few in our industry have their breadth of knowledge and experience."
--From the Foreword by Dave Thomas, Bedarra Labs

Domain-Specific Modeling (DSM) is the latest approach to software development, promising to greatly increase the speed and ease of software creation. Early adopters of DSM have been enjoying productivity increases of 500-1000% in production for over a decade. This book introduces DSM and offers examples from various fields to illustrate to experienced developers how DSM can improve software development in their teams.

Two authorities in the field explain what DSM is, why it works, and how to successfully create and use a DSM solution to improve productivity and quality. Divided into four parts, the book covers: background and motivation; fundamentals; in-depth examples; and creating DSM solutions. There is an emphasis throughout the book on practical guidelines for implementing DSM, including how to identify the necessary language constructs, how to generate full code from models, and how to provide tool support for a new DSM language. The example cases described in the book are available the book's Website, www.dsmbook.com, along with, an evaluation copy of the MetaEdit+ tool (for Windows, Mac OS X, and Linux), which allows readers to examine and try out the modeling languages and code generators.

Domain-Specific Modeling is an essential reference for lead developers, software engineers, architects, methodologists, and technical managers who want to learn how to create a DSM solution and successfully put it into practice.

Real-Time Rendering (Hardcover, 3rd New edition): Tomas Akenine-Moller, Eric Haines, Naty Hoffman Real-Time Rendering (Hardcover, 3rd New edition)
Tomas Akenine-Moller, Eric Haines, Naty Hoffman
R399 Discovery Miles 3 990 Ships in 4 - 6 working days

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.: Download Figures

Geometric Transformations for 3D Modelling (Paperback, Second Edition): Michael E. Mortenson Geometric Transformations for 3D Modelling (Paperback, Second Edition)
Michael E. Mortenson
R2,324 Discovery Miles 23 240 Ships in 18 - 22 working days

Written from a mathematical standpoint accessible to students, teachers, and professionals studying or practicing in engineering, mathematics, or physics, the new second edition is a comprehensive introduction to the theory and application of transformations. Presenting the more abstract foundation material in the first three chapters, Geometric Transformations in 3D Modeling reduces the clutter of theoretical derivation and development in the remainder of the text and introduces the operational and more application-oriented tools and concepts as the need arises. It assumes the reader has already taken analytic geometry and first-year calculus and has a working knowledge of basic matrix and vector algebra. This self-contained resource is sure to appeal to those working in 3D modeling, geometric modeling, computer graphics, animation, robotics, and kinematics. Explores and develops the subject in much greater breadth and depth than other books, offering readers a better understanding of transformation theory, the role of invariants, the uses of various notation systems, and the relations between transformations. Describes how geometric objects may change position, orientation, or even shape when subjected to mathematical operations, while properties characterizing their geometric identity and integrity remain unchanged. Presents eigenvalues, eigenvectors, and tensors in a way that makes it easier for readers to understand. Contains revised and improved figures, with many in color to highlight important features. Provides exercises throughout nearly all of the chapters whose answers are found at the end of the book.

Introduction to Electronic Warfare Modeling and Simulation (Paperback): David L. Adamy Introduction to Electronic Warfare Modeling and Simulation (Paperback)
David L. Adamy
R2,780 R2,520 Discovery Miles 25 200 Save R260 (9%) Ships in 18 - 22 working days

This unique book covers the whole field of electronic warfare modeling and simulation at a systems level, including chapters that describe basic electronic warfare (EW) concepts. Written by a well-known expert in the field with more than 24 years of experience, the book explores EW applications and techniques and the radio frequency spectrum, with primary emphasis on HF (high frequency) to microwave. A detailed resource for entry-level engineering personnel in EW, military personnel with no radio or communications engineering background, technicians and software professionals, the work helps you understand the basic concepts required for modeling and simulation, as well as fidelity and other practical aspects of simulation design and application. You get clear explanations of important mathematical concepts, such as decibel notation and spherical trigonometry. This informative reference explains how to facilitate the generation of realistic computer models of EW equipment. Moreover, it describes specific types of EW equipment, how they work and how each is mathematically modeled. The book concludes with a description of the various types of models and simulations and the ways they are applied to training and equipment testing tasks.

From Pencil to Pen Tool - Understanding and Creating the Digital Fashion Image (Hardcover): Wynn Armstrong, Lorrie Ivas, Jemi... From Pencil to Pen Tool - Understanding and Creating the Digital Fashion Image (Hardcover)
Wynn Armstrong, Lorrie Ivas, Jemi Armstrong
R2,977 Discovery Miles 29 770 Ships in 18 - 22 working days

In today's fashion industry, the traditional skills of forecasting, cutting, sewing and drafting are no longer enough. Students must be able to transform their two-dimensional plans into computer-generated images. From Pencil to Pen Tool: Understanding Creating the Digital Fashion Image teaches Adobe PhotoShop CS and Illustrator CS techniques applicable to both fashion students entering the field and established fashion-industry professionals seeking to stay current with technology. This book includes technical instruction about sketching and image production, as well as practical advice about creating a computer-generated portfolio and entering the fashion marketplace. Instructor's Guide available on request

Systematic Data Analysis and Reporting - An Introduction to the Craft of Making Your Analytic Work... Systematic Data Analysis and Reporting - An Introduction to the Craft of Making Your Analytic Work ''Bulletproof'' (Paperback)
Daniel R. Bretheim
R634 Discovery Miles 6 340 Ships in 18 - 22 working days

If you are a data analyst in search of a systematic work process that will increase your efficiency, adequately document your results, and ensure that your work can be replicated, then this book is for you. The approach outlined in this book is straight forward yet comprehensive in scope, flexible in how it can be used, practical, and filled with dozens of examples using the SAS(R) System. By using the approach and standards described in the book, you will be able to confidently and accurately answer the following questions related to each of your data analysis projects: through 9 provide an overview of the author''s vision for a systematic approach to analytic work. The Appendix contains three comprehensive (yet relatively simple) case studies that apply the concepts and bring them to life.

Connectionism - A Hands-on Approach (Paperback): M. Dawson Connectionism - A Hands-on Approach (Paperback)
M. Dawson
R1,314 Discovery Miles 13 140 Ships in 18 - 22 working days

"Connectionism" is a "hands on" introduction to connectionist modeling through practical exercises in different types of connectionist architectures.
explores three different types of connectionist architectures - distributed associative memory, perceptron, and multilayer perceptron
provides a brief overview of each architecture, a detailed introduction on how to use a program to explore this network, and a series of practical exercises that are designed to highlight the advantages, and disadvantages, of each
accompanied by a website at http: //www.bcp.psych.ualberta.ca/ mike/Book3/ that includes practice exercises and software, as well as the files and blank exercise sheets required for performing the exercises
designed to be used as a stand-alone volume or alongside "Minds and Machines: Connectionism and Psychological Modeling" (by Michael R.W. Dawson, Blackwell 2004)

Finite Element Method - A Practical Course (Paperback): Gui-Rong Liu, S. S Quek Finite Element Method - A Practical Course (Paperback)
Gui-Rong Liu, S. S Quek
R390 Discovery Miles 3 900 Ships in 4 - 6 working days

The Finite Element Method (FEM) has become an indispensable technology for the modelling and simulation of engineering systems. Written for engineers and students alike, the aim of the book is to provide the necessary theories and techniques of the FEM for readers to be able to use a commercial FEM package to solve primarily linear problems in mechanical and civil engineering with the main focus on structural mechanics and heat transfer.
Fundamental theories are introduced in a straightforward way, and state-of-the-art techniques for designing and analyzing engineering systems, including microstructural systems are explained in detail. Case studies are used to demonstrate these theories, methods, techniques and practical applications, and numerous diagrams and tables are used throughout.
The case studies and examples use the commercial software package ABAQUS, but the techniques explained are equally applicable for readers using other applications including NASTRAN, ANSYS, MARC, etc.
Full sets of PowerPoint slides developed by the authors for their course on FEM are available as a free download from a companion website.
* A practical and accessible guide to this complex, yet important subject
* Covers modeling techniques that predict how components will operate and tolerate loads, stresses and strains in reality
* Full set of PowerPoint presentation slides which illustrate and support the book are available on a companion website.

Methods in Neuronal Modeling - From Ions to Networks (Paperback, second edition): Christof Koch, Idan Segev Methods in Neuronal Modeling - From Ions to Networks (Paperback, second edition)
Christof Koch, Idan Segev
R1,828 Discovery Miles 18 280 Ships in 18 - 22 working days

Much research focuses on the question of how information is processed in nervous systems, from the level of individual ionic channels to large-scale neuronal networks, and from "simple" animals such as sea slugs and flies to cats and primates. New interdisciplinary methodologies combine a bottom-up experimental methodology with the more top-down-driven computational and modeling approach. This book serves as a handbook of computational methods and techniques for modeling the functional properties of single and groups of nerve cells.The contributors highlight several key trends: (1) the tightening link between analytical/numerical models and the associated experimental data, (2) the broadening of modeling methods, at both the subcellular level and the level of large neuronal networks that incorporate real biophysical properties of neurons as well as the statistical properties of spike trains, and (3) the organization of the data gained by physical emulation of the nervous system components through the use of very large scale circuit integration (VLSI) technology.The field of neuroscience has grown dramatically since the first edition of this book was published nine years ago. Half of the chapters of the second edition are completely new; the remaining ones have all been thoroughly revised. Many chapters provide an opportunity for interactive tutorials and simulation programs. They can be accessed via Christof Koch's Website.Contributors: Larry F. Abbott, Paul R. Adams, Hagai Agmon-Snir, James M. Bower, Robert E. Burke, Erik de Schutter, Alain Destexhe, Rodney Douglas, Bard Ermentrout, Fabrizio Gabbiani, David Hansel, Michael Hines, Christof Koch, Misha Mahowald, Zachary F. Mainen, Eve Marder, Michael V. Mascagni, Alexander D. Protopapas, Wilfrid Rall, John Rinzel, Idan Segev, Terrence J. Sejnowski, Shihab Shamma, Arthur S. Sherman, Paul Smolen, Haim Sompolinsky, Michael Vanier, Walter M. Yamada.

How to Do Everything with Imovie 2 (Paperback): T. Reveaux How to Do Everything with Imovie 2 (Paperback)
T. Reveaux
R739 R668 Discovery Miles 6 680 Save R71 (10%) Ships in 18 - 22 working days

Now you can make exciting digital movies using this easy-to-use and information-packed resource. Covering all editing basics, as well as serious film-making techniques, you will be able to successfully apply visual effects and control sound with pinpoint accuracy-- and deliver digital stories you never thought possible.

Computational Explorations in Cognitive Neuroscience - Understanding the Mind by Simulating the Brain (Paperback, New): Randall... Computational Explorations in Cognitive Neuroscience - Understanding the Mind by Simulating the Brain (Paperback, New)
Randall C. O'Reilly, Yuko Munakata; Foreword by James L. McClelland
R2,428 Discovery Miles 24 280 Ships in 18 - 22 working days

This text, based on a course taught by Randall O'Reilly and Yuko Munakata over the past several years, provides an in-depth introduction to the main ideas in the computational cognitive neuroscience. The goal of computational cognitive neuroscience is to understand how the brain embodies the mind by using biologically based computational models comprising networks of neuronlike units. This text, based on a course taught by Randall O'Reilly and Yuko Munakata over the past several years, provides an in-depth introduction to the main ideas in the field. The neural units in the simulations use equations based directly on the ion channels that govern the behavior of real neurons, and the neural networks incorporate anatomical and physiological properties of the neocortex. Thus the text provides the student with knowledge of the basic biology of the brain as well as the computational skills needed to simulate large-scale cognitive phenomena. The text consists of two parts. The first part covers basic neural computation mechanisms: individual neurons, neural networks, and learning mechanisms. The second part covers large-scale brain area organization and cognitive phenomena: perception and attention, memory, language, and higher-level cognition. The second part is relatively self-contained and can be used separately for mechanistically oriented cognitive neuroscience courses. Integrated throughout the text are more than forty different simulation models, many of them full-scale research-grade models, with friendly interfaces and accompanying exercises. The simulation software (PDP++, available for all major platforms) and simulations can be downloaded free of charge from the Web. Exercise solutions are available, and the text includes full information on the software.

The Object Data Standard - ODMG 3.0 (Paperback): R. Cattell, Douglas K. Barry, Mark Berler, Jeff Eastman, David Jordan, Conn... The Object Data Standard - ODMG 3.0 (Paperback)
R. Cattell, Douglas K. Barry, Mark Berler, Jeff Eastman, David Jordan, …
R2,283 Discovery Miles 22 830 Ships in 18 - 22 working days

This isn't a book about the Object Data Standard; it's the complete,
fully authoritative version of the standard itself, presented by the
researchers who developed it. This book provides all the details
comprising ODMG 3.0, making the latest version of the specification
the most mature and most flexible yet.

When it comes to storing objects in databases, ODMG 3.0 is a
standard with which you need to be familiar-whether you design,
develop, or implement object database products, object-to-relational
database mapping products, or applications based on these products.
* Presents authoritative, completely up-to-date information not available anywhere else.
* Documents all the changes found in version 3.0, including enhancements to the Java language binding, greater semantic precision, and various improvements and corrections throughout the standard.
* Pays special attention to the broadening of the standard to support recent developments in object-to-database mappings (ODMs) that allow objects to be stored in relational databases.
* Provides a way to write Java, C++, or Smalltalk code that works with the entire spectrum of database products, while taking full advantage of your organization's preferred platform.
* Continues to cover everything retained from version 2.0, including key details relating to C++, Smalltalk, and Object Query Language.
* Establishes a level of stability for this increasingly important specification.

Unsupervised Learning - Foundations of Neural Computation (Paperback): Geoffrey Hinton, Terrence J. Sejnowski Unsupervised Learning - Foundations of Neural Computation (Paperback)
Geoffrey Hinton, Terrence J. Sejnowski
R1,437 Discovery Miles 14 370 Ships in 18 - 22 working days

Since its founding in 1989 by Terrence Sejnowski, Neural Computation has become the leading journal in the field. Foundations of Neural Computationcollects, by topic, the most significant papers that have appeared in the journal over the past nine years.This volume of Foundations of Neural Computation, on unsupervised learning algorithms, focuses on neural network learning algorithms that do not require an explicit teacher. The goal of unsupervised learning is to extract an efficient internal representation of the statistical structure implicit in the inputs. These algorithms provide insights into the development of the cerebral cortex and implicit learning in humans. They are also of interest to engineers working in areas such as computer vision and speech recognition who seek efficient representations of raw input data.

Molecular Dynamics Simulation - Elementary Methods (Paperback): J.M. Haile Molecular Dynamics Simulation - Elementary Methods (Paperback)
J.M. Haile
R4,281 Discovery Miles 42 810 Ships in 18 - 22 working days

"Provides a lot of reading pleasure and many new insights." —Journal of Molecular Structure

"This is the most entertaining, stimulating and useful book which can be thoroughly recommended to anyone with an interest in computer simulation." —Contemporary Physics

"A very useful introduction . . . more interesting to read than the often dry equation-based texts." —Journal of the American Chemical Society

Written especially for the novice, Molecular Dynamics Simulation demonstrates how molecular dynamics simulations work and how to perform them, focusing on how to devise a model for specific molecules and then how to simulate their movements using a computer. This book provides a collection of methods that until now have been scattered through the literature of the last 25 years. It reviews elements of sampling theory and discusses how modern notions of chaos and nonlinear dynamics explain the workings of molecular dynamics.

Stresses easy-to-use molecules

  • Provides sample calculations and figures
  • Includes four complete FORTRAN codes
Turtles, Termites, and Traffic Jams - Explorations in Massively Parallel Microworlds (Paperback, New Ed): Mitchel Resnick Turtles, Termites, and Traffic Jams - Explorations in Massively Parallel Microworlds (Paperback, New Ed)
Mitchel Resnick
R1,082 Discovery Miles 10 820 Ships in 10 - 15 working days

How does a bird flock keep its movements so graceful and synchronized? Most people assume that the bird in front leads and the others follow. In fact, bird flocks don't have leaders: they are organized without an organizer, coordinated without a coordinator. And a surprising number of other systems, from termite colonies to traffic jams to economic systems, work the same decentralized way. Turtles, Termites, and Traffic Jams describes innovative new computational tools that can qhelp people (even young children) explore the workings of such systems--and help them move beyond the centralized mindset.

Fluid Concepts and Creative Analogies - Computer Models Of The Fundamental Mechanisms Of Thought (Paperback): Douglas Hofstadter Fluid Concepts and Creative Analogies - Computer Models Of The Fundamental Mechanisms Of Thought (Paperback)
Douglas Hofstadter
R666 Discovery Miles 6 660 Ships in 18 - 22 working days

Since 1977, Hofstadter, the author of Godel, Escher, Bach, and his students have been developing computer models of discovery, creation, and analogical thought. What has emerged is a sophisticated and unorthodox vision of the mind in which perception, at an abstract level, is the key: perception of situations, of patterns, of patterns among patterns. This book conveys this bold vision to a broad public. Illustrations.

The Spice Book (WSE) (Paperback): A Vladimirescu The Spice Book (WSE) (Paperback)
A Vladimirescu
R2,560 Discovery Miles 25 600 Ships in 18 - 22 working days

Extremely easy-to-follow due to its natural progression tutorial approach on how to advance from the solution of typical electrical and electronic circuit examples by hand, followed by a SPICE verification through the discussion of simulation results. The first part contains relevant data about SPICE in order to analyze both linear passive and electronic circuits. The latter half provides more detail on such topics as distortion models and analysis, basic algorithms in SPICE, analysis option parameters and how to direct SPICE to find a solution when it fails.

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