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Showing 1 - 12 of 12 matches in All Departments
With off-road running, the ability of knowing where you are going is a fundamental skill. Unfortunately for many runners the secrets of navigation are akin to the secrets of the dark arts of black magic. Specifically with the runner in mind, this book presents in an easy to understand manner all the skills and techniques that are required for the beginner through to the advanced user. 'Navigation for Off-Road Runners' will give you the confidence to go further.
All organisms require nitrogen to live and grow. The movement of
nitrogen between the atmosphere, biosphere, and geosphere in
different forms is described by the nitrogen cycle. This book is an
activity of the COST 856 Action on Denitrification. It covers all
aspects of the N-cycle: chemistry, biology (enzymology, molecular
biology), physics, applied aspects (greenhouse effect, N-pollution
problems, practices in farming, in waste-water treatment, and
more). In this book, leading editors offer the latest research
available on dentrification (reduction of nitrates or nitrites
commonly by bacteria- as in soil).
A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been there. This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important sense in virtual reality. The second part of the book is tightly integrated with an accompanying CD, which contains the programs for more than 30 virtual reality projects, ranging in scope from a tool that simulates virtual sculpting to a suite of software for the control of a four-projector immersive virtual environment.
Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images. New to the Second Edition New chapter on the modern approach to real-time 3D programming using OpenGL New chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animation Discussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and fur More web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFX The book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine.
Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images. New to the Second Edition New chapter on the modern approach to real-time 3D programming using OpenGL New chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animation Discussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and fur More web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFX The book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine.
"A Hitchhiker's Guide to Virtual Reality" brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been there. This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important sense in virtual reality. The second part of the book is tightly integrated with an accompanying CD, which contains the programs for more than 30 virtual reality projects, ranging in scope from a tool that simulates virtual sculpting to a suite of software for the control of a four-projector immersive virtual environment.
The mountain marathon is possibly the ultimate test of the endurance runner's capabilities. Navigating your way across rugged open country whilst carrying everything required for your survival and still competing against the clock. From the more traditional two-day events of the OMM, Saunders Lakeland Mountain Marathon and Lowe Alpine Mountain Marathon to the newer one-day events of the White and Dark Peak series, these events are gaining in popularity each year as entrants pit themselves against both the physical and mental challenges of these competitions. This is the first full instructional book written for those people seeking to face this challenge, the complexities and procedures that control and govern these events are laid open. Everything from the different types of courses and classes of event and how to enter them, through to the equipment required and on to the necessary training both to compete and improve performance in these gruelling events are included here. Written by two experienced mountain marathon competitors who are rapidly gaining the reputation for producing the most comprehensive instructional books, this book is set to become the bible of all those seeking to compete the mountain marathon.
The booklet shows you the necessary techniques and how to alter your running style to contend with running on sand, running through mud, running over heather, running through peat, running in snow, running through deep vegetation, running along narrow tracks, running along woodland trails and running on stony tracks. Also covered is how to cope with obstacles such as rutted ground, stiles and steps. In the final sections, the booklet shows you how to construct training sessions to improve your techniques and increase your confidence for running over rough ground along with some sample training sessions.
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