|
Showing 1 - 11 of
11 matches in All Departments
Divided into three sections that are also available as individual
volumes, this is the first reference to offer a complete guide to
the fundamentals, manufacturing, and applications of
pressure-sensitive adhesives and products. An indispensable source
of state-of-the-art information, this handbook covers the design
for pressure-sensitive adhesives and products, the manufacture
technology and equipment for such products, including their testing
and application, and the theory and practice that correlate with
the main domains of product development. Topically organized, it
presents a comprehensive list of terms and definitions and offers a
cross-disciplinary look at pressure-sensitive adhesives, spanning
such areas as physics, surface chemistry, electronic materials,
automotive engineering, packaging, and the biomedical, tape, and
label industries. For more complete information on each volume
visit www.crcpress.com or go directly to the webpage: Volume 1:
Fundamentals of Pressure Sensitivity Volume 2: Technology of
Pressure-Sensitive Adhesives and Products Volume 3: Applications of
Pressure-Sensitive Products
Discover how to build impressive 3D graphics with the
next-generation graphics API-Vulkan About This Book * Get started
with the Vulkan API and its programming techniques using the
easy-to-follow examples to create stunning 3D graphics * Understand
memory management in Vulkan and implement image and buffer
resources * Get hands-on with the drawing process and
synchronization, and render a 3D graphics scene with the Vulkan
graphics pipeline Who This Book Is For This book is ideal for
graphic programmers who want to get up and running with Vulkan.
It's also great for programmers who have experience with OpenGL and
other graphic APIs who want to take advantage of next generation
APIs. A good knowledge of C/C++ is expected. What You Will Learn *
Learn fundamentals of Vulkan programing model to harness the power
of modern GPU devices. * Implement device, command buffer and
queues to get connected with the physical hardware. * Explore
various validation layers and learn how to use it for debugging
Vulkan application. * Get a grip on memory management to control
host and device memory operations. * Understand and implement
buffer and image resource types in Vulkan. * Define drawing
operations in the Render pass and implement graphics pipeline. *
Manage GLSL shader using SPIR-V and update the shader resources
with descriptor sets and push constants. * Learn the drawing
process, manage resources with synchronization objects and render
3D scene output on screen with Swapchain. * Bring realism to your
rendered 3D scene with textures, and implement linear and optimal
textures In Detail Vulkan, the next generation graphics and compute
API, is the latest offering by Khronos. This API is the successor
of OpenGL and unlike OpenGL, it offers great flexibility and high
performance capabilities to control modern GPU devices. With this
book, you'll get great insights into the workings of Vulkan and how
you can make stunning graphics run with minimum hardware
requirements. We begin with a brief introduction to the Vulkan
system and show you its distinct features with the successor to the
OpenGL API. First, you will see how to establish a connection with
hardware devices to query the available queues, memory types, and
capabilities offered. Vulkan is verbose, so before diving deep into
programing, you'll get to grips with debugging techniques so even
first-timers can overcome error traps using Vulkan's layer and
extension features. You'll get a grip on command buffers and
acquire the knowledge to record various operation commands into
command buffer and submit it to a proper queue for GPU processing.
We'll take a detailed look at memory management and demonstrate the
use of buffer and image resources to create drawing textures and
image views for the presentation engine and vertex buffers to store
geometry information. You'll get a brief overview of SPIR-V, the
new way to manage shaders, and you'll define the drawing operations
as a single unit of work in the Render pass with the help of
attachments and subpasses. You'll also create frame buffers and
build a solid graphics pipeline, as well as making use of the
synchronizing mechanism to manage GPU and CPU hand-shaking. By the
end, you'll know everything you need to know to get your hands
dirty with the coolest Graphics API on the block. Style and
approach This book takes a practical approach to guide you through
the Vulkan API, and you will get to build an application throughout
the course of the book. Since you are expected to be familiar with
C/C++, there is not much hand-holding throughout the course of the
book.
If you are new to OpenGL ES or have some experience in 3D graphics,
then this book will be extremely helpful in raising your expertise
level from a novice to professional. The book implements more than
90 recipes to solve everyday challenges, helping you transition
from a beginner to a professional.
A 24-year-old woman attends rheumatology outpatients with an
eight-week history of painful hands. On examination she is tearful
and thin. You are the medic on duty... 100 Cases in Orthopaedics
and Rheumatology presents 100 scenarios commonly seen by medical
students and junior doctors in orthopaedic and rheumatology
clinics, or in the emergency department. A succinct summary of the
patient's history, examination and initial investigations, with
clinical and/or imaging photographs, is followed by questions on
the diagnosis and management of each case. The answer includes a
detailed discussion on each topic, with further illustration where
appropriate, providing an essential revision aid as well as a
practical guide for students and junior doctors. Making clinical
decisions and choosing the best course of action is one of the most
challenging and difficult parts of training to become a doctor.
These cases will teach students and junior doctors to recognize
important symptoms and signs and, where appropriate, their
relationship to other medical conditions, and to develop their
diagnostic and management skills.
Bharama Da Nass. Part 1 of a 2 series book. Are ghosts real? Where
does the human soul go after leaving the body? Can every soul be
united with some type of divine power worshiped by so many? What do
human dreams really mean and how are they influenced by deceased
relatives, surrounding communities, and culture? A philosophical
perspective of the natural and spiritual world. This book dives
into theories about the existence of heaven and hell, ghosts and
ghouls, and how the spiritual and natural world interact. Theories
presented in this book are influenced from modern and ancient
Indian culture and community.
|
You may like...
Loot
Nadine Gordimer
Paperback
(2)
R383
R310
Discovery Miles 3 100
Loot
Nadine Gordimer
Paperback
(2)
R383
R310
Discovery Miles 3 100
Hampstead
Diane Keaton, Brendan Gleeson, …
DVD
R63
Discovery Miles 630
|