3D graphics and modelling Books
O'Reilly Media Fundamentals of Data Observability
Book Synopsis
£39.74
O'Reilly Media R Graphics Cookbook
Book SynopsisThis O'Reilly cookbook provides more than 150 recipes to help scientists, engineers, programmers, and data analysts generate high-quality graphs quicklywithout having to comb through all the details of R's graphing systems.
£47.99
Pearson Education (US) OpenGL ES 3.0 Programming Guide
Book SynopsisDan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012). Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications. Dave Shreiner is one of the World's foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series. Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.Trade Review“As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.” –Rick Tewell, Graphics Technology Architect, Freescale “This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.” –Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net “The second edition of OpenGL® ES™ 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. We’d recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.” –Kristof Beets, Business Development, Imagination Technologies “This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.” –Jed Fisher, Managing Partner, 4D Pipeline “This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming. This is the guide I’d want by my side when diving into embedded OpenGL.” –Todd Furlong, President & Principal Engineer, Inv3rsion LLCTable of ContentsList of Figures xvii List of Examples xxi List of Tables xxv Foreword xxix Preface xxxi Intended Audience xxxi Organization of This Book xxxii Example Code and Shaders xxxvi Errata xxxvi Acknowledgments xxxvii About the Authors xxxix Chapter 1: Introduction to OpenGL ES 3.0 1 OpenGL ES 3.0 3 What’s New in OpenGL ES 3.0 11 OpenGL ES 3.0 and Backward Compatibility 17 EGL 19 EGL Command Syntax 20 OpenGL ES Command Syntax 21 Error Handling 22 Basic State Management 23 Further Reading 25 Chapter 2: Hello Triangle: An OpenGL ES 3.0 Example 27 Code Framework 28 Where to Download the Examples 28 Hello Triangle Example 29 Using the OpenGL ES 3.0 Framework 34 Creating a Simple Vertex and Fragment Shader 35 Compiling and Loading the Shaders 36 Creating a Program Object and Linking the Shaders 38 Setting the Viewport and Clearing the Color Buffer 39 Loading the Geometry and Drawing a Primitive 40 Displaying the Back Buffer 41 Summary 42 Chapter 3: An Introduction to EGL 43 Communicating with the Windowing System 44 Checking for Errors 45 Initializing EGL 46 Determining the Available Surface Configurations 46 Querying EGLConfig Attributes 48 Letting EGL Choose the Configuration 51 Creating an On-Screen Rendering Area: The EGL Window 53 Creating an Off-Screen Rendering Area: EGL Pbuffers 56 Creating a Rendering Context 60 Making an EGLContext Current 62 Putting All Our EGL Knowledge Together 63 Synchronizing Rendering 66 Summary 67 Chapter 4: Shaders and Programs 69 Shaders and Programs 69 Uniforms and Attributes 80 Shader Compiler 93 Program Binaries 94 Summary 95 Chapter 5: OpenGL ES Shading Language 97 OpenGL ES Shading Language Basics 98 Shader Version Specification 98 Variables and Variable Types 99 Variable Constructors 100 Vector and Matrix Components 101 Constants 102 Structures 103 Arrays 104 Operators 104 Functions 106 Built-In Functions 107 Control Flow Statements 107 Uniforms 108 Uniform Blocks 109 Vertex and Fragment Shader Inputs/Outputs 111 Interpolation Qualifiers 114 Preprocessor and Directives 115 Uniform and Interpolator Packing 117 Precision Qualifiers 119 Invariance 121 Summary 123 Chapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects 125 Specifying Vertex Attribute Data 126 Declaring Vertex Attribute Variables in a Vertex Shader 135 Vertex Buffer Objects 140 Vertex Array Objects 150 Mapping Buffer Objects 154 Copying Buffer Objects 159 Summary 160 Chapter 7: Primitive Assembly and Rasterization 161 Primitives 161 Drawing Primitives 165 Primitive Assembly 174 Rasterization 179 Occlusion Queries 183 Summary 185 Chapter 8: Vertex Shaders 187 Vertex Shader Overview 188 Vertex Shader Examples 196 Generating Texture Coordinates 205 Vertex Skinning 207 Transform Feedback 211 Vertex Textures 214 OpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader 215 Summary 223 Chapter 9: Texturing 225 Texturing Basics 226 Compressed Textures 262 Texture Subimage Specification 266 Copying Texture Data from the Color Buffer 269 Sampler Objects 273 Immutable Textures 276 Pixel Unpack Buffer Objects 277 Summary 278 Chapter 10: Fragment Shaders 279 Fixed-Function Fragment Shaders 280 Fragment Shader Overview 282 Implementing Fixed-Function Techniques Using Shaders 286 Summary 295 Chapter 11: Fragment Operations 297 Buffers 298 Fragment Tests and Operations 303 Blending 311 Dithering 314 Multisampled Anti-Aliasing 314 Reading and Writing Pixels to the Framebuffer 316 Multiple Render Targets 320 Summary 324 Chapter12: Framebuffer Objects 325 Why Framebuffer Objects? 325 Framebuffer and Renderbuffer Objects 327 Creating Framebuffer and Renderbuffer Objects 329 Using Renderbuffer Objects 330 Using Framebuffer Objects 335 Framebuffer Blits 342 Framebuffer Invalidation 344 Deleting Framebuffer and Renderbuffer Objects 346 Examples 348 Performance Tips and Tricks 354 Summary 355 Chapter 13: Sync Objects and Fences 357 Flush and Finish 357 Why Use a Sync Object? 358 Creating and Deleting a Sync Object 358 Waiting for and Signaling a Sync Object 359 Example 360 Summary 361 Chapter 14: Advanced Programming with OpenGL ES 3.0 363 Per-Fragment Lighting 363 Environment Mapping 370 Particle System Using Transform Feedback 380 Image Postprocessing 387 Projective Texturing 390 Noise Using a 3D Texture 397 Procedural Texturing 404 Rendering Terrain with Vertex Texture Fetch 410 Shadows Using a Depth Texture 414 Summary 420 Chapter 15: State Queries 421 OpenGL ES 3.0 Implementation String Queries 421 Querying Implementation-Dependent Limits 423 Querying OpenGL ES State 429 Hints 435 Entity Name Queries 436 Nonprogrammable Operations Control and Queries 436 Shader and Program State Queries 438 Vertex Attribute Queries 440 Texture State Queries 441 Sampler Queries 442 Asynchronous Object Queries 442 Sync Object Queries 443 Vertex Buffer Queries 444 Renderbuffer and Framebuffer State Queries 445 Summary 446 Chapter 16: OpenGL ES Platforms 447 Building for Microsoft Windows with Visual Studio 447 Building for Ubuntu Linux 449 Building for Android 4.3+ NDK (C++) 450 Building for Android 4.3+ SDK (Java) 452 Building for iOS 7 453 Summary 455 Appendix A: GL_HALF_FLOAT 457 16-Bit Floating-Point Number 458 Converting a Float to a Half-Float 459 Appendix B: Built-In Functions 463 Angle and Trigonometry Functions 465 Exponential Functions 466 Common Functions 467 Floating-Point Pack and Unpack Functions 471 Geometric Functions 472 Matrix Functions 474 Vector Relational Functions 475 Texture Lookup Functions 476 Fragment Processing Functions 483 Appendix C: ES Framework API 485 Framework Core Functions 485 Transformation Functions 490 Index 495
£35.14
Wiley Computer Analysis of Power Systems
Book SynopsisDescribes the main computer modelling techniques that constitute the basic framework of modern power system analysis. Basic knowledge of power system theory, matrix analysis and numerical techniques is presumed, although appendices and references are included to provide the relevant background.Table of ContentsLoad Flow. Three-Phase Load Flow. A.C.-D.C. Load Flow. Faulted System Studies. Power System Stability--Basic Model. Power System Stability--Advanced Component Modeling. Analysis of Electromagnetic Transients. Analysis of Harmonic Propagation. Analysis of System Optimization and Security. A Graphical Power System Analysis Package. Appendices. Index.
£334.76
Le Penseur AAD Algorithms-Aided Design
Book SynopsisAlgorithmic 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®, a visual algorithm editor tightly integrated with Rhinoceros®, 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.
£35.14
HarperCollins Publishers What Is CGI
Book SynopsisArtist Jon Stuart shows how he produces computer-generated images. The process starts with a simple block of cubes, which are added to, given texture, before being bent, stretched, twisted into the correct shape and size. He then adds background, lighting and colour to bring the whole scene to life.This is a Band 06/Orange book in the Collins Big Cat reading programme which offers varied text and characters, with action sustained over several pages. This is an information book with a flow chart on pages 22 and 23 that summarises the process of producing CGI. Contents are listed on page 1 while a glossary and index are detailed on pages 20 and 21. This book supports learning around art and design, and investigates different kinds of art, design and craft. It also supports ICT education, and is an introduction to modelling and creating pictures. This book has been levelled for Reading Recovery. For more guided reading books in this Collins Big Cat band, try Pompeii (9780007461875) writte
£9.02
Elsevier Science Understanding Molecular Simulation
Book SynopsisComputer simulators are continuously confronted with questions concerning the choice of a particular technique for a given application. A wide variety of tools exist, so the choice of technique requires a good understanding of the basic principles. This title explains the physics behind the 'recipes' of molecular simulation for materials science.Trade Review"…brilliantly maintains a balance between explaining the physical phenomena and performing computations. Its marvelous writing style invites scientists and students to deepen their knowledge of MD simulations." --ComputingReviews.com, January 11, 2013 "... this book brilliantly lays down the scientific foundations of the simulational approach ..." --Prof. Kurt Binder in Physics World, 1997 "... a treasure. The book is a marvellous mix of just enough formalism with an informal and readable style, sufficient detail to understand methodological advances, appropriate mathematics ..." --Prof. Mark A. Ratner in Physics Today, 1997Table of Contents1. Introduction Part I Basics 2. Statistical Mechanics 3. Monte Carlo Simulations 4. Molecular Dynamics Simulations Part II Ensembles 5. Monte Carlo Simulations in Various Ensembles 6. Molecular Dynamics in Various Ensembles Part III Free Energies and Phase Equilibria 7. Free Energy Calculations 8. The Gibbs Ensemble 9. Other Methods to Study Coexistence 10. Free Energies of Solids 11. Free Energy of Chain Molecules Part IV Advanced Techniques 12. Long-Range Interactions 13. Biased Monte Carlo Schemes 14. Accelerating Monte Carlo Sampling 15. Tackling Time-Scale Problems 16. Rare Events 17. Dissipative Particle Dynamics
£74.69
Elsevier Science & Technology Physically Based Rendering
Book SynopsisTrade Review"Physically Based Rendering is a terrific book. It covers all the marvelous math, fascinating physics, practical software engineering, and clever tricks that are necessary to write a state-of-the-art photorealistic renderer. All of these topics are dealt with in a clear and pedagogical manner without omitting the all-important practical details." --Per Christensen, Senior Software Developer, RenderMan Products, Pixar Animation Studios "This book has deservedly won an Academy Award. I believe it should also be nominated for a Pulitzer Prize." --Donald KnuthTable of Contents1. Introduction 2. Geometry and Transformations 3. Shapes 4. Primitives and Intersection Acceleration 5. Color and Radiometry 6. Camera Models 7. Sampling Reconstruction 8. Reflection Models 9. Materials 10. Texture 11. Volume Scattering 12. Light Sources 13. Monte Carlo Integration 14. Light Transport I: Surface Reflection 15. Light Transport II: Volume Rendering 16. Light Transport III: Bidirectional Methods 17: Retrospective and the Future
£77.39
Pearson Education (US) Adobe Dimension CC Classroom in a Book 2018
Book SynopsisThe exciting new Adobe Dimension CC empowers graphic designers to create high-quality photorealistic imagery using 2D and 3D assets -- and if you have an Adobe Creative Suite subscription, it's already included. Now, Adobe Dimension CC Classroom in a Book offers complete hands-on training to help you master it quickly and easily. Straight from Adobe Press, this is the latest in our best-selling series of official Adobe software training guides -- packed with self-paced lessons and downloadable files designed by Adobe training experts. Each chapter contains a project that builds on your growing knowledge of the program, and end-of-chapter review questions reinforce each lesson. Long-time Adobe user experience/interactive experience designer Kevin Bomberry covers all you need to know about modeling, applying and editing surface materials, lighting, rendering, and much more -- even if you've never worked with 3D tools before!Table of ContentsGetting Started 1 Introducing Adobe Dimension 2 Exploring Design Mode 3 Changing Your View of The Scene: Working with The Camera 4 Exploring Render Mode 5 Finding 3D Models and Using CC Libraries 6 Working with Materials 7 Creating Materials with Adobe Capture CC 8 Selecting Objects and Surfaces 9 Applying Graphics to Models 10 Working with Backgrounds 11 Working with Lights 12 Pushing the Limits: Model- And Scene-Building Techniques 13 Post-Processing with Adobe Photoshop CC
£41.79
Pearson Education (US) Animated Storytelling
Book Synopsis LIZ BLAZER is a filmmaker, art director, designer, animator, and educator. She has worked as a development artist for Disney, director for Cartoon Network, special effects designer for MTV, and art director for the Palestinian/Israeli Sesame Street. Her animated documentary Backseat Bingo traveled to 180 film festivals in 15 countries and won many awards, including awards from the HBO Comedy Arts Festival, Animation Magazine, and the International Documentary Association. As an educator, Blazer emphasizes storytelling and pitching as she guides her students to bring their art to life through animation. Table of Contents1. Pre-Production 2. Storytelling 3. Unlocking Your Story 4. Storyboarding 5. Color Sense 6. Weird Science 7. Sound Ideas 8. Design Wonderland 9. Technique 10. Animate! &. Show and Tell
£23.74
Pearson Education (US) Learning Blender
Book SynopsisOliver Villar is a Blender Foundation Certified Trainer. He has has studied 3D since 2004 and used diverse commercial 3D software before stumbling onto Blender in 2008. Since then, he has used Blender professionally as a freelance 3D designer and tutor. In 2010, he founded blendtuts.com to offer high-quality Blender training videos to the community. He authored this book's first and second editions and the video, Introduction to Blender LiveLessons (Addison-Wesley, 2015). Villar is now co-directing Luke's Escape, a 3D animated short film made with Blender. He is also teaching Blender at online schools focused on teaching for the Spanish community and teaches 3D for online schools and the University of Murcia in Spain.Trade Review"Oliver Villar's book will give you a solid foundation in Blender and computer graphics in general. Filled with well-crafted examples and lessons, this book will give you the tools you need to succeed as an artist." --David Andrade, Producer, Theory Studios "The days are now over when beginners found learning Blender 3D difficult. Oliver Villar introduces to beginners the best of Blender's 3D features and 3D fundamentals in fun and exciting ways. His approach of completing a character from scratch, touching every aspect of 3D from Blender's point of view, is truly filled with explanations of techniques and important tools that will help readers to bring their ideas to life creatively while following professional workflows in 3D. Starting with the fundamentals of 3D, this is a great resource for every beginner artist who is looking to learn Blender 3D. It's truly a book written with great dedication!" --Waqas Abdul Majeed, CG Generalist, www.waqasmajeed.com "I found Oliver Villar's book, Learning Blender, to be an essential tool for not only getting users acquainted with Blender, but also preparing them by explaining the history and the magic that has made Blender what it is now. His book also prepares users to be productive and informed by explaining the community and its various portals. His book is complete in explaining all the aspects of the UI and acquainting users with the classic G, S, and R. The exercises are perfect for getting users on the level to begin making their own worlds. I was even pleased to see him discussing F2, ripping with V, and even Knife Project, which are classics I usually consider to be more advanced. This book is a no-holds-barred approach to getting the most out of this capable little program. I must also add that the character created is attractive and well created, and is a fine example of using the program for character modeling. Oliver is truly a skilled artist and that shines through in his use of this program." --Jerry Perkins, 3D Conceptor, Fenix FireTable of ContentsPreface xxvAcknowledgments xxxiAbout the Author xxxiii Part I: The Basics of Blender 1Chapter 1: What You Need to Know About Blender 3 What Is Blender? 3 Commercial Software Versus Open-Source Software 4 History of Blender 6 Blender Foundation and Blender Development 8 Who Pays for Blender’s Development? 10 The Blender Community 10 Summary 11 Exercises 12 Chapter 2: Blender Basics: The User Interface 13 Downloading and Installing Blender 13 Using Blender with Recommended Hardware 13 Using Blender’s User Interface 15 Understanding Areas and Editors 16 Using Workspaces 21 Getting to Know Blender’s Interface Elements 23 Understanding the 3D Viewport 26 Navigating the 3D Scene 31 Selecting Objects 33 Understanding the 3D Cursor 35 Understanding Blender’s User Preferences 37 Creating Your Own Startup File 39 Summary 40 Exercises 40 Chapter 3: Your First Scene in Blender 41 Creating Objects 41 Moving, Rotating, and Scaling 42 Arranging Objects in Your Scene 48 Naming Objects and Using Datablocks 49 Using Interaction Modes 51 Applying Flat or Smooth Surfaces 53 Working with Modifiers 54 Using Workbench, EEVEE, and Cycles 57 Turning On the Lights 62 Moving the Camera in Your Scene 62 Rendering 63 Summary 66 Exercises 66 Part II: Beginning a Project 67Chapter 4: Project Overview 69 Three Stages of a Project 69 Defining the Stages 71 Making a Character-Creation Plan 73 Summary 74 Exercises 74 Chapter 5: Character Design 75 Character Description 75 Designing the Character 78 Adding Color 84 Finalizing the Design 85 Making Character Reference Images 86 Using Other Design Methods 88 Summary 89 Exercises 89 Part III: Modeling in Blender 91Chapter 6: Blender Modeling Tools 93 Working with Vertices, Edges, and Faces 93 Making Selections 95 Using Mesh Modeling Tools 100 Using Modeling Add-Ons 120 Using Other Useful Blender Options and Tools 123 Summary 125 Exercises 125 Chapter 7: Character Modeling 127 What Is Mesh Topology? 127 Choosing Modeling Methods 129 Setting up the Reference Images 131 Modeling the Eyes 135 Modeling the Face 139 Modeling the Torso and Arms 150 Modeling the Legs 159 Modeling the Boots 161 Modeling the Hands 164 Modeling the Cap 168 Modeling the Hair 172 Modeling the Final Details 176 Summary 180 Exercises 180 Part IV: Unwrapping, Painting, and Shading 181Chapter 8: Unwrapping and UVs in Blender 183 Seeing How Unwrapping and UVs Work 183 Unwrapping in Blender 184 Considering Before Unwrapping 191 Working with UVs in Blender 193 Unwrapping the Rest of the Character 200 Packing UVs 202 Summary 203 Exercises 204 Chapter 9: Painting Textures 205 Defining the Main Workflow 205 Texture Painting in Blender 206 Creating the Base Texture 214 Understanding the Elements of a Texture 215 Texturing in Other Software 216 Seeing the Painted Character in Blender 223 Summary 223 Exercises 224 Chapter 10: Materials and Shaders 225 Understanding Materials 225 Masks and Layers 230 Channels 231 Shading Your Character 236 Running Render Tests 246 Summary 252 Exercises 252 Part V: Bringing Your Character to Life 253Chapter 11: Character Rigging 255 Understanding the Rigging Process 255 Working with Armatures 257 Rigging Your Character 267 Skinning 278 Creating Custom Shapes 305 Making Final Retouches 306 Reusing Your Character in Different Scenes 307 Summary 310 Exercises 310 Chapter 12: Animating Your Character 311 Using the Character’s Rig 311 Posing the Character 312 Working with Animation Editors 315 Animating a Walk Cycle 321 Summary 326 Exercises 326 Part VI: Getting the Final Result 327Chapter 13: Camera Tracking in Blender 329 Understanding Camera Tracking 329 Shooting Video for Easy Tracking 330 Using the Movie Clip Editor 332 Tracking the Camera Motion 333 Testing Camera Tracking 343 Summary 343 Exercises 343 Chapter 14: Lighting, Compositing, and Rendering 345 Lighting Your Scene 345 Rendering and Compositing Your Scene in Cycles 356 Rendering and Compositing Your Scene with EEVEE 361 Exporting the Final Render 365 Summary 367 Exercises 367 Part VII: Keep Learning 369Chapter 15: Other Blender Features 371 Simulations 371 2D Animation 373 VFX: Masking, Object Tracking, and Video Stabilization 373 Video Editing 374 Sculpting 374 Retopology 375 Maps Baking 375 Add-Ons 375 Python Scripting 376 Summary 376 Index 379
£30.59
Oxford University Press, USA Monte Carlo Modeling for Electron Microscopy and Microanalysis 9 Oxford Series in Optical and Imaging Sciences
Book SynopsisThis book is a practical guide to the use of Monte Carlo simulation techniques for the study of electron solid interactions in the electron microscope. Programs, optimized for use on personal computers, are developed to deal with typical applications including secondary, and back- scattered, electron imaging. EBIC imaging of semiconductors and X-ray microanalysis.Trade Review`... provides an outstanding introduction for the microscopist seeking to make new use of this powerful simulation tool, as well as a great resource for established modelers looking to extend their knowledge... clearly written and strongly supported by practical examples throughout.' Radiation and Physical ChemistryTable of ContentsPreface ; 1. An Introducton to Monte Carlo Methods ; 2. Constructing a Simulation ; 3. The Single Scattering Model ; 4. The Plural Scattering Model ; 5. Practical Applications of Monte Carlo Models ; 6. Backscattered Electrons ; 7. Charge Collection Microscopy and Cathodoluminescence ; 8. Secondary Electrons and Imaging ; 9. X-ray Production and Micro-Analysis ; 10. What Next in Monte Carlo Simulations?
£150.75
Oxford University Press Phylogenetics
Book Synopsis''Phylogenetics'' is the reconstruction and analysis of phylogenetic (evolutionary) trees and networks based on inherited characteristics. It is a flourishing area of intereaction between mathematics, statistics, computer science and biology.The main role of phylogenetic techniques lies in evolutionary biology, where it is used to infer historical relationships between species. However, the methods are also relevant to a diverse range of fields including epidemiology, ecology, medicine, as well as linguistics and cognitive psychologyThis graduate-level book, based on the authors lectures at The University of Canterbury, New Zealand, focuses on the mathematical aspects of phylogenetics. It brings together the central results of the field (providing proofs of the main theorem), outlines their biological significance,and indicates how algorithms may be derived. The presentation is self-contained and relies on discrete mathematics with some probability theory. A set of exercises and at least one specialist topic ends each chapter.This book is intended for biologists interested in the mathematical theory behind phylogenetic methods, and for mathematicians, statisticians, and computer scientists eager to learn about this emerging area of discrete mathematics.''Phylogenetics'' in the 24th volume in the Oxford Lecture Series in Mathematics and its Applications. This series contains short books suitable for graduate students and researchers who want a well-written account of mathematics that is fundamental to current to research. The series emphasises future directions of research and focuses on genuine applications of mathematics to finance, engineering and the physical and biological sciences.Trade ReviewThe authors' versatility in words, as well as in mathematics, makes reading this book altogether an enjoyable experience for the mathematically-inclined. * Systematic Biology *The authors state in the preface that their intention is to provide "a reasonably self-contained overview of an expanding field". In our opinion, they certainly succeed in meeting that goal. * Systematic Biology *All in all, this book should serve as an excellent mathematical introduction to phylogenetics for beginners and as a good reference for experts in the field. * Systematic Biology *Concisely and clearly written, Phylogenetics is a must-read for mathematicians or computer scientists who wish to do research in molecular phylogenetics, computational biology and bioinformatics. I hope the book will attract powerful mathematicians into this exciting area of research. * TRENDS in Ecology and Evolution *... this book provides a concise and lucid summary of the mathematics literature related to phylogenetics. * TRENDS in Ecology and Evolution *Table of ContentsPreliminaries ; 1. Graphs and their role in biology ; 2. X-trees and phylogenetic trees ; 3. Trees and splits ; 4. Compatibility of characters ; 5. Maximum Parsimony ; 6. Subtrees and supertrees ; 7. Tree-based metrics ; 8. Markov models on trees ; References ; Commonly-used symbols ; Index
£119.25
Taylor & Francis Ltd Creating Games with Unity and Maya
Book SynopsisUnity 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 charaTrade Review"Watkins (Univ. of the Incarnate Word) devotes most of the first half of the book to 3-D digital asset creation in Maya with a very light overview of animation. The remainder of the book provides an artist-friendly introduction to game scripting that should be enough to get beginners started on developing games on their own using the game engine. Therefore, those who are new to 3-D modeling, texturing, and character rigging will likely benefit most from this book. 3-D artists who have a working proficiency in Maya or those who are more interested in game design or programming may be b etter served elsewhere. Summing Up: Highly recommended. Students of all levels in digital arts or game art programs, researchers/faculty, and professionals/practitioners."--A. Chen, Cogswell Polytechnical CollegeTable of ContentsIntroduction; Chapter 1 Game Production Process; Chapter 2 Asset Creation; Chapter 3 Asset Creation; Chapter 4 Asset Creation; Chapter 5 Asset Creation; Chapter 6 Asset Creation; Chapter 7 Asset Creation; Chapter 8 Asset Creation; Chapter 9 Asset Creation; Chapter 10 Asset Creation; Chapter 11 Unity Sound; Chapter 12 Introduction to Unity Scripting Basics and Graphical User Interface; Chapter 13 Unity Triggers; Chapter 14 Unity Raycasting; Chapter 15 Unity Prefabs and Instantiation; Chapter 16 Unity; Chapter 17 Health Systems, Winning, and Losing the Game; Chapter 18 Unity Debugging, Optimization, and Builds;
£49.39
MIT Press Ltd Theoretical Neuroscience Computational and
Book SynopsisTheoretical neuroscience provides a quantitative basis for describing what nervous systems do, determining how they function, and uncovering the general principles by which they operate. This text introduces the basic mathematical and computational methods of theoretical neuroscience and presents applications in a variety of areas including vision, sensory-motor integration, development, learning, and memory. The book is divided into three parts. Part I discusses the relationship between sensory stimuli and neural responses, focusing on the representation of information by the spiking activity of neurons. Part II discusses the modeling of neurons and neural circuits on the basis of cellular and synaptic biophysics. Part III analyzes the role of plasticity in development and learning. An appendix covers the mathematical methods used, and exercises are available on the book's Web site.
£68.40
John Wiley & Sons Inc Service Modelling
Book SynopsisLearn how to use service modelling to streamline and optimize processes! Information about customer needs, the technical composition of services, and service performance are fundamental to effective service management. Service modelling is a structured approach to utilizing this information to improve the way services are delivered.Table of ContentsAcknowledgements. Preface. Abbreviations. How to Read This Book. Information About Trademarks and Copyrights. List of Figures. List of Tables. I Background. 1 Introduction. 1.1 Definition of Service Modelling. 1.2 Packet-based Services. 1.3 Emerging Technologies. 1.4 Summary. 1.5 Highlights. 2 Approaches to Modelling. 2.1 Introduction to Modelling. 2.2 Software Engineering Paradigm. 2.3 Object-Oriented Modelling. 2.4 Expert Systems. 2.5 Service-Oriented Architectures. 2.6 Databases. 2.7 Architecture Design. 2.8 Other Modelling Methods. 2.9 Summary. 2.10 Highlights. 3 Industry Initiatives. 3.1 Introduction. 3.2 OMG. 3.3 Business Process Management. 3.4 ITU. 3.5 3GPP. 3.6 TeleManagement Forum. 3.7 IT Service Management Forum. 3.8 Activities Related to Internet Services. 3.9 Other Fora and Viewpoints. 3.10 Summary. 3.11 Highlights. II Service Modelling Concepts. 4 Requirements for Service Modelling. 4.1 Notation. 4.2 General Requirements and Concerns. 4.3 Technology-related Requirements. 4.4 Process-related Requirements. 4.5 Information Modelling–Related Requirements. 4.6 Stakeholder Type–Specific Requirements and Concerns. 4.7 Summary. 4.8 Highlights. 5 Management Framework. 5.1 Description of the Framework. 5.2 Assumptions about Inter-provider Relations. 5.3 Relation to Existing Frameworks. 5.4 Summary. 5.5 Highlights. 6 Service Framework. 6.1 Introduction. 6.2 Service Quality Framework. 6.3 Security Framework. 6.4 Using of Service Framework in Management Framework. 6.5 End-user Services. 6.6 Summary. 6.7 Highlights. 7 Service Modelling Patterns. 7.1 Modelling Framework. 7.2 Modelling Patterns. 7.3 Notes About Using Service Model Patterns. 7.4 Relationship to Existing Models. 7.5 Summary. 7.6 Highlights. III Use Cases. 8 DiffServ Network Example. 8.1 Introduction. 8.2 Description. 8.3 Service Framework. 8.4 Service Model. 8.5 Link to Service Management. 8.6 Summary. 8.7 Highlights. 9 Mobile Network Example. 9.1 Introduction. 9.2 Description. 9.3 Service Framework. 9.4 Service Model. 9.5 Link to Service Management. 9.6 Summary. 9.7 Highlights. 10 Distributed Network Example. 10.1 Introduction. 10.2 Description. 10.3 Service Framework. 10.4 Service Model. 10.5 Link to Service Management. 10.6 Summary. 10.7 Highlights. IV Summary. 11 Summary. 11.1 Issues for the Future. V Appendices. A 3GPP Bearer Concepts. B DiffServ SLA Concepts. Bibliography. Index.
£106.35
John Wiley & Sons Inc Computer Modeling in Bioengineering
Book SynopsisBioengineering is a broad-based engineering discipline that applies engineering principles and design to challenges in human health and medicine, dealing with bio-molecular and molecular processes, product design, sustainability and analysis of biological systems. Applications that benefit from bioengineering include medical devices, diagnostic equipment and biocompatible materials, amongst others. Computer Modeling in Bioengineering offers a comprehensive reference for a large number of bioengineering topics, presenting important computer modeling problems and solutions for research and medical practice. Starting with basic theory and fundamentals, the book progresses to more advanced methods and applications, allowing the reader to become familiar with different topics to the desired extent. It includes unique and original topics alongside classical computational modeling methods, and each application is structured to explain the physiological background, phenomena that arTable of ContentsContributors. Preface. Part I: Theoretical Background of Computational Methods. 1. Notation - Matrices and Tensors. 2. Fundamentals of Continuum Mechanics. 3. Heat Transfer, Diffusion, Fluid Mechanics, and Fluid Flow through Porous Deformable Media. Part II: Fundamentals of Computational Methods. 4. Isoparametric Formulation of Finite Elements. 5. Dynamic Finite Element Analysis. 6. Introduction to Nonlinear Finite Element Analysis. 7. Finite Element Modeling of Field Problems. 8. Discrete Particle Methods for Modeling of Solids and Fluids. Part III: Computational Methods in Bioengineering. 9. Introduction to Bioengineering. 10. Bone Modeling. 11. Biological Soft Tissue. 12. Skeletal Muscles. 13. Blood Flow and Blood Vessels. 14. Modeling Mass Transport and Thrombosis in Arteries. 15. Cartilage Mechanics. 16. Cell Mechanics. 17. Extracellular Mechanotransduction: Modeling Ligand Concentration Dynamics in the Lateral Intercellular Space of Compressed Airway Epithelial Cells. 18. Spider Silk: Modeling Solvent Removal during Synthetic and Nephila clavipes Fiber Spinning. 19. Modeling in Cancer Nanotechnology. Index.
£117.85
Wiley-VCH Verlag GmbH Reviews in Computational Chemistry Volume 24
Book SynopsisReviews In Computational Chemistry Martin Schoen and Sabine Klapp Kenny B. Lipkowitz and Thomas Cundari, Series Editors This volume, unlike those prior to it, consists of a single monograph covering the timely topic of confined fluids. Volume 24 features the thermodynamics of confined phases, elements of statistical thermodynamics, one-dimensional hard-rod fluids, mean-field theory, treatments of confined fluids with short-range and long-range interactions, and the statistical mechanics of disordered confined fluids. Six appendices are included, which cover the mathematical derivation of equations used throughout the book. From Reviews Of The Series Reviews in Computational Chemistry remains the most valuable reference to methods and techniques in computational chemistry. -Journal Of Molecular Graphics And Modelling One cannot generally do better than to try to find an appropriate article in the highly
£204.26
John Wiley & Sons Inc ComputerAided Modeling of Reactive Systems
Book SynopsisThis book introduces readers to powerful parameter estimation and computational methods for modeling complex chemical reactions and reaction processes. It presents useful mathematical models, numerical methods for solving them, and statistical methods for testing and discriminating candidate models with experimental data.Trade Review"The book is a very useful tool…all presented in a very rigorous style." (Computing Reviews, September 3, 2008)Table of ContentsChapter 1. Overview. References. Chapter 2. Chemical Reaction Models. 2.1 Stoichiometry of Reaction Schemes. 2.2 Computability of Reaction Rates from Data. 2.3 Equilibria of Chemical Reactions. 2.4 Kinetics of Elementary Steps. 2.5 Properties of Reaction Networks. 2.6 Evidence for Reaction Steps. References. Chapter 3. Chemical Reactor Models. 3.1 Macroscopic Conservation Equations. 3.2 Heat and Mass Transfer in Fixed Beds. 3.3 Interfacial States in Fixed-Bed Reactors. 3.4 Material Transport in Porous Catalysts. 3.4.1 Material Transport in a Cylindrical Pore Segment. 3.4.2 Material Transport in a Pore Network. 3.4.3 Working Models of Flow and Diffusion an Isotropic Media. 3.4.4 Discussion. 3.4.5 Transport and Reaction in Porous Catalysts. 3.5 Gas Properties at Low Pressures. 3.6 Notation. References. Chapter 4. Introduction to Probability and Statistics. 4.1 Strategy of Data-Based Investigation. 4.2 Basic Concepts in Probability Theory. 4.3 Distributions of Sums of Random Variables. 4.4 Multiresponse Normal Error Distributions. 4.5 Statistical Inference and Criticism. References. Chapter 5. Introduction to Bayesian Estimation. 5.1 The Theorem. 5.2 Bayesian Estimation with Informative Priors. 5.3 Introduction to Noninformative Priors. 5.4 Jeffreys’ Prior for One-Parameter Models. 5.5 Jeffreys’ Prior for Multiparameter Models. 5.6 Summary. References. Chapter 6. Process Modeling With Single-Response Data. 6.1 The Objective Function S(_). 6.2 Weighting and Observation Forms98. 6.3 Parametric Sensitivities; Normal Equations. 6.4 Constrained Minimization Of S(_). 6.4.1 The Quadratic Programming Algorithm GRQP. 6.4.2 The Line Search Algorithm GRS1. 6.4.3 Final Expansions Around b_. 6.5 Testing the Residuals. 106. 6.6 Inferences from the Posterior Density. 6.6.1 Inferences for the Parameters. 6.6.2 Inferences for Predicted Functions. 6.6.3 Discrimination of Rival Models by Posterior Probability. 6.7 Sequential Planning Of Experiments. 6.7.1 Planning For Parameter Estimation. 6.7.2 Planning For Auxiliary Function Estimation. 6.7.3 Planning For Model Discrimination. 6.7.4 Combined Discrimination and Estimation. 6.7.5 Planning For Model Building. 6.8 Examples. 6.9 Summary. 6.10 Notation. References. Chapter 7. Process Modeling With Multiresponse Data. 7.1 Problem Types. 7.2 Objective Function. 7.2.1 Selection of Working Responses. 7.2.2 Derivatives of EQS. (7.2-1) and (7.2-3)150. 7.2.3 Quadratic Expansions; Normal Equations. 7.3 Constrained Minimization Of S(_. 7.3.1 Final Expansions Around b_. 7.4 Testing the Residual. 7.5 Posterior Probabilities and Regions. 7.5.1 Inferences Regarding Parameters. 7.5.2 Inferences Regarding Functions. 7.5.3 Discrimination among Rival Models. 7.6 Sequential Planning Of Experiments. 7.7 Examples. 7.8 Process Investigations. 7.9 Conclusion. 7.10 Notation. 7.11 Proof of EQS. (7.1-16) and (7.1-17). References. Appendix A. Solution of Linear Algebraic Equations. A.1 Introductory Concepts and Operations. A.2 Operations with Partitioned Matrices. A.3 Gauss-Jordan Reduction. A.4 Gaussian Elimination. A.5 Lu Factorization. A.6 Software. References. Appendix B. Ddaplus Documentation. B.1 What Ddaplus Does. B.2 Object Code. B.3 Calling Ddaplus. B.4 Description of The Calling Arguments. B.5 Exit Conditions and Continuation Calls. B.6 The Subroutine fsub. B.7 The Subroutine Esub. B.8 The Subroutine Jac. B.9 The Subroutine Bsub. B.10numerical Examples. References. Appendix C. Gregplus Documentation. C.1 Description Of Gregplus. C.2 Levels of Gregplus. C.3 Calling Gregplu. C.4 Work Space Requirements for Gregplus. C.5 Specifications For The User-Provided Model. C.6 Single-Response Examples. C.7 Multiresponse Examples. References. Author Index. Subject Index.
£91.15
John Wiley & Sons Inc Drawing Shortcuts
Book SynopsisThe updated edition of a contemporary approach to merging traditional hand drawing methods with 2-dimensional and 3-dimensional digital visualization tools. Jim Leggitt?s Drawing Shortcuts shows how communicating with hand drawings combined with digital technology can be ingeniously simple, and this new edition makes an already popular technique even better. Completely expanded with new chapters and a wealth of supporting images, this Second Edition presents practical techniques for improving drawing efficiency and effectiveness by combining traditional hand drawing methods with the latest digital technology, including 3-D modeling with SketchUp. This book?s step-by-step approach will sharpen and streamline your techniques whether you draw for pleasure, school or your design profession. Easy-to-follow instructions cover every aspect from the basics of drawing?such as composition, color, shading, hatching, and perspective?up to the most current technologies Trade Review"Given the impact that technology has had to face with design, the second edition of this fascinating book focuses on the implementation of the illustrations of the urban landscape all the while blending the traditional hand drawing with the more contemporary digital techniques." (Tango Reporter, August 2010) "Architect, Urban Planner, and professional illustrator Jim Leggitt brings the information he teaches in his drawing workshops to the pages of this colorful text. A second edition of a 2002 book, this version has been revised to integrate "today's technology," specifically in the form of Google Sketchup, presenting a drawing approach that merges hand-drawing techniques with digital technology." (Landscape Architecture, July 2010) "Drawing Shortcuts, Second Edition, is a timely reference tool at a time when technology - for all its advantages – has contributed to an increased atrophy of freehand drawing skills among design students and professionals." (ChicagoArchitectureToday.com, June 2010) "Written for students and professionals in the building and landscaping arts, Drawing Shortcuts has numerous tips that will help today's busy professional speed up the drawing process without sacrificing creativity. Author Jim Leggit's processes combine computer technology with the more emotion-based, traditional, hand techniques to produce work worthy for presentations. Rather than take years to learn the shortcuts, this book allows readers to quickly stimulate spaces that tell a story." (San Francisco Book Review, March 28, 2010) Table of ContentsPreface. Acknowledgments. INTRODUCTION. CHAPTER 1 TRADITIONAL DRAWING TYPES. Observation Drawings. Imagination Drawings. Thumbnail Drawings. Concept Drawings. Presentation Drawings. CHAPTER 2 DRAWING COMPOSITION. Drawing Composition. Perspective Drawings. Paraline Drawings. CHAPTER 3 TRADITIONAL DRAWING TOOLS. Drawing Media. Drawing with Pencils. Drawing with Pens. Hatching Techniques. Showing Detail. Creating Shadows. Correcting Mistakes. Drawing Safety. CHAPTER 4 TRADITIONAL COLORING TOOLS. How to Color with Pencils. How to Color with Markers. Mixed-Media Drawings. CHAPTER 5 TRADITIONAL ENTOURAGE DRAWING. Drawing Sources. How to Draw People. How to Draw Cars. How to Draw Vegetation. Drawing Furniture. Drawing Building Materials. CHAPTER 6 DIGITAL DRAWING TOOLS. 3-D Modeling. Digital Editing. Digital Photography. CHAPTER 7 TRADIGITAL DRAWING. Traditional + Digital. Tradigital Variations. Overlay and Trace. Simple Composite Method. Advanced Composite Method. Digital Hybrids. CHAPTER 8 DRAWING GALLERY. Kirk Fromm. Jennifer Mahoney. Paul Stevenson Oles, FAIA. Terry J. Leonard, AIA. Michael P. O'Beirne. Seth Harry, AIA. Stanley Doctor. Conclusion. Contributors. Project Credits. Index. Jim Leggitt.
£48.56
John Wiley & Sons Inc Rendering in SketchUp
Book SynopsisThe sure way for design professionals to learn SketchUp modeling and rendering techniques Rendering In SketchUp provides instructions for creating 3D photoreal graphics for SketchUp models using integrated rendering programs. The book serves as a beginner rendering manual and reference guide to further develop rendering skills. With an emphasis on step-by-step process, SketchUp users learn a universal approach to rendering varied SketchUp projects, including architecture, interiors, and site design models. The book focuses on tasks and principles at the core of photorealistic rendering, including: Rendering process: Learn a step-by-step process focused on workflow within SketchUp''s familiar workspace. Universal method: Understand how the process can be used to work with a variety of different integrated rendering programs, including Shaderlight, SU Podium and Twilight Render**. These programs are easy to learn and funcTable of ContentsAcknowledgments ix Part 1 Overview and Concepts Chapter 1: Introduction to Rendering in SketchUp 2 Integrated Rendering Programs 3 Studio Rendering Programs 4 Digital Rendering and Photorealism 5 Using This Book 8 The Software 10 Chapter 2: Contents and Extended Features 14 Companion IRP Chapters 14 Method and Reference Guide 18 Chapter 3: The Rendering Process 23 Create the SketchUp Model 24 The Iterative Rendering Process 28 The Post-Rendering Process 33 Chapter 4: How Rendering Works 35 IRP Render Processing 35 Computer Hardware and Rendering 37 Other Rendering Options 40 Computer Specifications 42 Chapter 5: Learning to Look 45 Rendering as an Art Form 45 Becoming a Student of Light and Color 53 Part 2 Textures Chapter 6: Textures Overview 56 Textures in SketchUp 58 The Texturing Process 63 General Considerations 65 Texture Image Formats 68 Chapter 7: The Texture Library 69 SketchUp Native Textures 70 Web Sources 70 Choosing and Downloading Textures 72 Saving a Texture Library 76 Searching CG Textures 77 Linking the Texture Library 79 Chapter 8: The SketchUp Texture Tools 81 Macintosh Texture Tools 81 PC Texture Tools 82 The Paint Bucket Tool 83 The Styles Menu 95 The Right-Click Texture Menu 98 Chapter 9: Apply, Assess, and Adjust 109 The Three As 109 Apply 111 Assess and Adjust 121 Texture Tips 141 Chapter 10: Editing Textures in an External Photo Editor 146 Linking an Editor to SketchUp 146 Launching, Editing, and Saving 147 Typical Alterations 150 Part 3 Modeling Detail Chapter 11: An Overview of Modeling Detail 168 What Is Detail Modeling? 170 Methods 173 Chapter 12: The Detailing Tools 176 The Component Library 176 The Component Browser 178 Using Layers 181 SketchUp Scenes 186 The Camera Tools 188 Chapter 13: Component Details 193 What Is Component Detail? 193 Premade Components and Textures 197 Premade Component Websites 201 Chapter 14: Organizing the Model 219 What Is a Large Model? 220 Layering Strategy 223 Layer Conventions by Model Typology 226 Cleaning Up Layers 231 Controlling Layers with Scenes 234 Toggling Layers 237 Warning! 241 Chapter 15: Camera Scenes, Composition, and Backdrops 242 Camera Scenes 242 Composition 244 Backdrops 251 Chapter 16: Advanced Detailing 261 Texture Modeling 262 Ruby Scripts for Detailing 276 Part 4 Setting Light with Shadows Chapter 17: The Shadow Menu 290 The SketchUp Shadow Menu 290 Solar North 296 Working with Shadows 297 Troubleshooting Shadows 298 Chapter 18: Composing Light 300 Composing Light Tools 303 Composing Light Strategies 308 Composing the Light 314 Part 5 The Iterative Rendering Process Chapter 19: A Rendering Overview 320 IRP Universal Features 321 Custom Features 325 Chapter 20: Steps of the Iterative Rendering Process 331 Add Initial Values 332 Draft to Final Render 334 Simulated Light Drafts-to-Final Process 343 Chapter 21: Texture Values 351 IRPs and Texture Values 351 Bump Values 354 Surface Condition and Surface Reflection 358 Transparency 364 Texture Categories 365 Troubleshooting Textures 366 Chapter 22: Image Resolution 368 What Is Resolution? 368 Determining DPI 374 Large Resolutions 374 Chapter 23: Exterior Light 375 First Lighting Steps 375 SketchUp Shadows 376 Image-Based Lighting 376 Exposure/Gamma/Intensity 381 Chapter 24: Simulated Lighting 383 Types of Lighting 385 Placing and Editing Lights 394 Render Times 398 General Simulated Light Strategies 399 Part 6 Shaderlight by ArtVPS Chapter 25: Introduction to Shaderlight 412 Menu Overview 414 Secondary Menu 415 Special Features 415 Chapter 26: Shaderlight Iterative Rendering Settings 418 The Render Settings Menu 418 Dynamic Preview and Saving 422 Draft-to-Final Settings 424 Chapter 27: Shaderlight Texture Settings 430 Apply Texture Values 430 Texture Value Descriptions 432 Texture Settings Categories 437 Glass and Water Material Values 442 Chapter 28: Shaderlight Exterior Lighting and Backdrops 449 SketchUp Dark Slider 450 Physical Sky 451 HDRI Lighting 452 Background and Backdrops 458 Chapter 29: Shaderlight Simulated Lighting 461 Shaderlight Lighting Options 462 Light Editor 468 Shaderlight Render Settings 469 Quality Settings 470 Lighting Settings 470 Postproduction 478 Chapter 30: Shaderlight Special Features 481 Batch Rendering 481 ReplaceMe 487 Chalk Rendering 490 Part 7 The Photoshop Postproduction Process Chapter 31: Postproduction Effects 496 Methods 498 Light and Color 500 Effects 511 Chapter 32: Detailed Postproduction 519 Realistic Vegetation 519 Architecture Photo Placement 524 Backgrounds/Backdrops 526 Part 8 Anatomy of a Rendering Chapter 33: Building the Base Model 536 Chapter Relationships 537 The Base Model 538 Solid Color to Surfaces 539 Base Model Extrusion 541 Solid Colors Swapped with Textures 542 Chapter 34: Building Detail 545 Chapter 35: Interior Detail 552 Interior Base Model 552 Interior Detailing 557 Chapter 36: Site Detail 565 Chapter 37: Scenes 573 Cleaning Up the Layer List 573 Off/On Scenes 574 Specific Control Scenes 575 Camera View Scenes 578 Chapter 38: Setting Light with Shadows 581 Chapter 39: The Iterative Rendering Process for Exterior Scenes 587 Chapter 40: The Iterative Rendering Process for Interior Scenes 605 Chapter 41: Postproduction of Exterior Scene 620 Index 624
£40.80
John Wiley & Sons Inc Geosimulation Automatabased Modeling of Urban
Book SynopsisGeosimulation is hailed as 'the next big thing' in geographic modelling for urban studies. This book presents readers with an overview of field by introducing the spatial modelling environment and describing the research and development using cellular automata and multi agent systems. It also covers urban geosimulation.Table of ContentsPreface. Acknowledgements. Foreword. 1. Introduction to urban Geosimulation. 1.1 A new wave of urban geographic models is coming. 1.2 Defining urban Geosimulation. 1.3 Automata as a basis of Geosimulation. 1.4 High-resolution GIS as a driving force of Geosimulation. 1.5 The origins of support for Geosimulation. 1.6 Geosimulation of complex adaptive systems. 1.7 Book layout. 2. Formalizing Geosimulation with Geographic Automata Systems (GAS). 2.1 Cellular Automata and Multi-Agent Systems – Unite! 2.2 Geographic Automata Systems (GAS). 2.3 GAS as a tool for modelling Complex Adaptive Systems. 2.4 From Gas to software environment for urban modelling. 2.5 Object Based Environment for Urban Simulation (OBEUS) – a minimal implementation of GAS. 2.6 Universality of GAS. 2.7 Verifying GAS models. 3. System Theory, Geography, and Urban Modelling. 3.1 The basic notions of system theory. 3.2 The 1960s, geography meets system theory. 3.3 ‘Stocks and flows’ urban modelling. 3.4 Critics of comprehensive modelling. 3.5 What next? Geosimulation of collective dynamics! 4. Modelling urban land usage with cellular automata. 4.1 Introduction. 4.2 Cellular Automata as a framework for modelling complex spatial systems. 4.3 Urban Cellular Automata. 4.4 From Markov models to urban Cellular Automata. 4.5 Integration of the CA and Markov approaches at a regional level. 4.6 Conclusions. 5. Modelling Urban Dynamics with Multi-Agent Systems. 5.1 Introduction. 5.2 MAS as a tool for modelling complex human-driven systems. 5.3 Interpreting agency. 5.4 Urban agents, urban agency, and multi-agent cities. 5.5 Agent behaviour in urban environments. 5.6 General models of agents’ collectives in urban interpretation. 5.7 Abstract MAS models of urban phenomena. 5.8 Real-world agent-based simulations of urban phenomena. 5.9 MAS models as planning and assessment tools. 5.10 Conclusions. 6. Finale: Epistemology of Geosimulation. 6.1 Universal questions. 6.2 The future of Geosimulation. Bibliography. Index.
£75.56
John Wiley & Sons Inc Advances in Geometric Modeling
Book SynopsisThis volume is based on a new idea of gathering state of the art topics in Geometric Modeling together with techniques, applications, systems and tools.Table of ContentsPreface. 1. Polygonal Subdivision Curves for Computer Graphics and Geometric Modeling (Ahmad H. Nasri). 2. Planar Development of Digital Free-Form Surfaces (Phillip N. Azariadis and Nickolas S. Sapidis). 3. A Shape Preserving Representation for Rational Curves with Efficient Evaluation Algorithm (Jorge Delgado and Juan M. Peña). 4. Piecewise Power Basis Conversion of Dynamic B-spline Curves and Surfaces (Deok-Soo Kim and Joonghyun Ryu). 5. Computational Methods for Geometric Processing of Surfaces: Blending, Offsetting, Intersection, Implicitization (Andres Iglesias). 6. Weighted Nu Splines: An Alternative to NURBS (Muhammad Sarfraz). 7. Generation of Parting Surfaces Using Subdivision Technique (C. L. Li). 8. Triadic Subdivision of Non Uniform Powell-Sabin splines (Evelyne Vanraes, Paul Dierckx, and AdhemarBultheel). 9. Surface Interpolation Scheme By Distance Blending Over Convex Sets (Lizhuang Ma, Qiang Wang, and TonyChan K Y). 10. Family of G2 Spiral Transition Between Two Circles (Zulfiqar Habib and Manabu Sakai). 11. Optimal Hierarchical Adaptive Mesh Construction Using FCO Sampling (Panagiotis A. Dafas, Ioannis Kompatsiarisand Michael G. Strintzis). 12. Virtual Sculpting and Deformable Volume Modeling (K. C. Hui). 13. Free Form Modeling Method Based on Silhouette and Boundary Lines (Jun Kamiya and Hideki Aoyama). 14. Intuitive and Precise Solid Modeling in A Virtual Reality Environment (Yongmin Zhong, Wolfgang Müller-Wittig and Weiyin Ma). 15. Efficient Simplification of Triangular Meshes (Muhammad Hussain, Yoshihiro Okada, andKoichi Niijima). 16. Multiresolution and Diffusion Methods Applied to Surface Reconstruction Based on T-Surfaces Framework (Gilson A. Giraldi, Rodrigo L. S. Silva, WalterH. Jiménez, Edilberto Strauss, and Antonio A. F. Oliveira). 17. A Multiresolution Framework for NUBS (Muhammad Sarfraz and Mohammed Ali Siddiqui). 18. Irregular Topology Spline Surfaces and Texture Mapping (Jin J. Zheng and Jian J. Zhang). 19. Segmentation of Scanned Surfaces: Improved Extraction of Planes (R. Sacchi, J.F. Poliakoff, P.D. Thomas, and K.-H. Häfele). 20. Constraint-Based Visualization of Spatiotemporal Databases (Peter Revesz and Lixin Li). 21. Surface Oriented Triangulation of Unorganized 3D Points Based On Laszlo’s Algorithm (Thomas Schadlich, Guido Brunnett and Mark Vanco). 22. Modifying the Shape of Cubic B-spline and NURBS Curves by Means of Knots (Imre Juhász and Miklós Hoffmann). Index of Authors.
£107.06
John Wiley & Sons Inc Parallel and Distributed Simulation Systems
Book SynopsisThe rapid expansion of the Internet has made parallel and distributed stimulation (PADS) a hot technology indeed. It is now used not only to analyze the behavior of such systems as air traffic control or future communication networks, but also in computer generated "virtual worlds" such as flight simulation training devices and computer wargames.Trade Review"This book is indeed a state-of-the-art guide for the implementation of distributed simulation technology" (Simulation News Europe, December 2000)Table of ContentsBackground and Applications. Discrete Event Simulation Fundamentals. PARALLEL AND DISTRIBUTED DISCRETE-EVENT SIMULATION. Conservative Synchronization Algorithms. Time Warp. Advanced Optimistic Techniques. Time Parallel Simulation. DISTRIBUTED VIRTUAL ENVIRONMENTS (DVEs). DVEs: Introduction. Networking and Data Distribution. Time Management and Event Ordering. References. Index.
£145.76
John Wiley & Sons Inc Agile Modeling
Book SynopsisAgile Modeling (AM) is a collection of techniques for modeling software that can be applied on an eXtreme Programming (XP) project. Because XP is fast-moving software development, modeling an XP project needs to be quick as well. Traditional modeling techniques based on the UML do not work.Trade Review“…I would not hesitate in recommending this book…” (CVu, October 2004) “…easy-to-follow…enjoyable writing style…overall the book is impressive…valuable reading…” (Software Testing, Verification & Reliability, March 2003)Table of ContentsForeword xi Preface xiii Part One Introduction to Agile Modeling 1 Chapter 1 Introduction 3 Enter Agile Software Development 6 Agile Modeling 8 The SWA Online Case Study 17 A Brief Overview of this Book 18 Chapter 2 Agile Modeling Values 19 Communication 20 Simplicity 21 Feedback 22 Courage 23 Humility 25 Beyond Motherhood and Apple Pie 26 Chapter 3 Core Principles 27 Software Is Your Primary Goal 28 Enabling the Next Effort Is Your Secondary Goal 28 Travel Light 29 Assume Simplicity 29 Embrace Change 30 Incremental Change 31 Model with a Purpose 31 Multiple Models 32 Quality Work 34 Rapid Feedback 35 Maximize Stakeholder Investment 37 Why Core Principles? 37 Chapter 4 Supplementary Principles 38 Content Is More Important Than Representation 38 Everyone Can Learn from Everyone Else 41 Know Your Models 41 Local Adaptation 42 Open and Honest Communication 42 Work with People’s Instincts 42 Benefiting from These Principles 43 Chapter 5 Core Practices 44 Practices for Iterative and Incremental Modeling 45 Practices for Effective Teamwork 52 Practices That Enable Simplicity 56 Practices for Validating Your Work 58 Chapter 6 Supplementary Practices 60 Practices to Improve Your Productivity 61 Practices for Agile Documentation 64 Practices Concerning Your Motivation 68 Really Good Ideas 71 How to Schedule AM Practices on Your Project 72 Chapter 7 Order from Chaos: How the AM Practices Fit Together 73 The Core Practices 73 The Supplementary Practices 76 How the Categories Relate to One Another 77 Chaos and Order: Chaordic 79 Looking Ahead 80 Part Two Agile Modeling in Practice 81 Chapter 8 Communication 83 How Do We Communicate? 84 Factors That Affect Communication 85 Communication and Agile Modeling 86 Effective Communication 87 Chapter 9 Nurturing an Agile Culture 89 Overcome the Misconceptions That Surround Modeling 89 Think Small 95 Loosen Up a Bit 96 Rigidly Support Rights and Responsibilities 97 Rethink Presentations to Project Stakeholders 98 Chapter 10 Using the Simplest Tools Possible? 101 Agile Modeling with Simple Tools? 102 The Evolution of a Model 107 Agile Modeling with CASE Tools 111 Use the Media 115 The Effect of Tools on Models 116 Using the Simplest Tools In Practice 117 Chapter 11 Agile Work Areas 118 Agile Modeling Room 118 Effective Work Areas 122 Making This Work in the Real World 122 Chapter 12 Agile Modeling Teams 124 Recruit a Few Good Developers 124 Recognize That There Is No “I” in Agile 128 Require that Everyone Actively Participates 130 Model in Teams 130 Making This Work in the Real World 132 Chapter 13 Agile Modeling Sessions 134 Modeling Session Duration 134 Types of Modeling Sessions 136 Participants in Modeling Sessions 138 The Formality of Modeling Sessions 140 How to Make This Work in the Real World 142 Chapter 14 Agile Documentation 143 Why Do People Document? 144 When Does a Model Become Permanent? 147 Chapter 15 The UML and Beyond 168 The UML Is Not Sufficient 169 The UML Is Too Complex 171 The UML Is Not a Methodology or Process 171 Forget about Executable UML (for Now) 172 Making the UMLWork in Practice 173 Part Three Agile Modeling and eXtreme Programming (XP) 175 Chapter 16 Setting the Record Straight 177 Modeling Is a Part of XP 178 Documentation Happens 179 XP and the UML? 181 And the Verdict Is? 183 Chapter 17 Agile Modeling and eXtreme Programming 184 The Potential Fit between AM and XP 185 Refactoring and AM 185 Test-First Development and AM 188 Which AM Practices Should You Adopt? 189 Chapter 18 Agile Modeling Throughout the XP Lifecycle 190 Exploration Phase 191 Planning Phase 192 Iterations to Release Phase 194 Productionizing 196 Maintenance 197 How Do You Make This Work? 198 Chapter 19 Modeling During the XP Exploration Phase 199 Initial Requirements Up Front (IRUF) 199 Metaphors, Architectures, and Spikes 203 Setting the Foundation for Your Project 206 Chapter 20 Modeling During an XP Iteration: Searching for Items 207 The Task 208 Modeling the Physical Database Schema 209 Observations 212 Chapter 21 Modeling During an XP Iteration: Totaling an Order 214 The Task 214 Requirements Modeling to the Rescue 215 Help from an Outside Expert 217 A Quick Design Session 218 Formalizing a Contract Model 220 What about Changes in the Future? 220 Observations 222 How to Make This Work in the Real World 222 Part Four Agile Modeling and the Unified Process 223 Chapter 22 Agile Modeling and the Unified Process 225 How Modeling Works in the Unified Process 226 How Good Is the Fit? 227 Choose To Be Agile 231 Chapter 23 Agile Modeling throughout the Unified Process Lifecycle 232 The Modeling Disciplines 232 Non-Modeling Disciplines 242 How Do You Make This Work? 245 Chapter 24 Agile Business Modeling 246 A Business/Essential Use Case Model 247 A Simple Business Object Model 248 An Agile Supplementary Business Specification 249 A Business Vision 252 How to Make This Work in Practice 253 Chapter 25 Agile Requirements 254 The Context Model 255 Use Case Model 258 Use Case Story Board 262 Supplementary Specification 265 How to Make This Work in Practice 267 Chapter 26 Agile Analysis and Design 269 Rethinking Analysis and Design Models in the UP 270 Architectural Modeling 272 Creating Use Case Realizations 277 Time to Update Our Use Case? 281 Time to Use a CASE Tool? 284 Design Class Modeling 284 Data Modeling 287 Embracing Change 290 How Does This Work in Practice? 291 Chapter 27 Agile Infrastructure Management 292 Infrastructure Models 293 Infrastructure Modeling 294 Setting Modeling Standards and Guidelines 297 Core Infrastructure Teams 299 Scaling AM with Core Architecture Teams 301 How to Make This Work in the Real World 302 Chapter 28 Adopting AM on an UP Project 304 How Does This Work? 308 Part Five Looking Ahead 309 Chapter 29 Adopting Agile Modeling or Overcoming Adversity 311 Evaluate the Fit 312 Keep It Simple 315 Overcome Organizational and Cultural Challenges 316 Consider Alternatives to Full Adoption of AM 324 How to Make This Work in Practice 324 Chapter 30 Conclusion: Choose to Succeed 325 Common Misconceptions Regarding Agile Modeling 325 When Is(n’t) it Agile Modeling? 326 Agile Modeling Resources 328 A Few Parting Thoughts . . . 329 Appendix A Modeling Techniques 330 Glossary of Definitions and Abbreviations 358 References and Suggested Reading 369 Index 375
£31.88
John Wiley & Sons Inc ComputerAided Design of Analog Integrated
Book SynopsisThe tools and techniques you need to break the analog design bottleneck! Ten years ago, analog seemed to be a dead-end technology. Today, System-on-Chip (SoC) designs are increasingly mixed-signal designs. With the advent of application-specific integrated circuits (ASIC) technologies that can integrate both analog and digital functions on a single chip, analog has become more crucial than ever to the design process. Today, designers are moving beyond hand-crafted, one-transistor-at-a-time methods. They are using new circuit and physical synthesis tools to design practical analog circuits; new modeling and analysis tools to allow rapid exploration of system level alternatives; and new simulation tools to provide accurate answers for analog circuit behaviors and interactions that were considered impossible to handle only a few years ago. To give circuit designers and CAD professionals a better understanding of the history and the current state of the art in the field, this volumTable of ContentsPreface ix Acknowledgments xi Part I Introduction to Analog CAD Part II Analog Synthesis Part III Symbolic Analysis Part IV Analog Layout Part V Analog Modeling Analysis Part VI Spec Simulation Part VII Analog Centering and Yield Optimization Part VIII Analog Test About the Editors 754
£154.76
John Wiley & Sons Inc Simulation with Visual Slam and Awesim
Book SynopsisThis book presents a process for problem resolution, policy crafting, and decision making based on the use of modeling and simulation. Detailed descriptions of the methods by which Visual SLAM and AweSim, version 3, support this process are presented.Table of ContentsINTRODUCTION TO SIMULATION. Introduction to Modeling and Simulation. Simulation Modeling Perspectives. Modeling and Simulation Process. Applications of Simulation. VISUAL SLAM NETWORK MODELING AND AWESIM. Basic Network Modeling. Resources and Gates. Interface, Find and Assembly Modeling. Visual Subnetwork Modeling. Awesim Simulation Support System. SIMULATION ANALYSIS: PRACTICE AND THEORY. Awesim Analysis of Simulation Outputs. Random Sampling from Distributions. Statistical Aspects of Simulation. VISUAL SLAM DISCRETE EVENT, CONTINUOUS AND COMBINED MODELING. Network Modeling with Visual Basic Inserts. Network Modeling with C Inserts. Network Modeling with Continuous Variables. Discrete Event Simulation Using Visual Basic. Discrete Event Simulation Using C Functions. Continuous Modeling. Combined Modeling. Indexes.
£188.06
John Wiley & Sons Inc Computational 3e
Book SynopsisThis work focuses on the theory and applications of molecular modelling. A mathematical introduction, practice problems in every chapter, laboratory exercises and small research projects provide the student with the tools needed to succeed in computational chemistry.Trade Review"…includes a wealth of computer projects, exercises…and problems to challenge any group of sharp, industrious students." (Computing Reviews.com, December 30, 2004) "If one is looking for a text that introduces students to the use of computers to solve chemical problems with the intent of moving those students on to the study of molecular structure, then this is a fantastic textbook." (Journal of Chemical Education, October 2004) "The book is a worthwhile addition for any library and will be of use for several years to come.” (Journal of Metals Online, September 1, 2004) "…this text is a real gem...should be considered by anyone contemplating developing course material in the area of computational chemistry." (Journal of Medicinal Chemistry, May 20, 2004) "...superbly organized, and the information is clearly presented, in a great deal of detail...very highly recommended." (Polymer News)Table of ContentsPreface to the Third Edition. Preface to the Second Edition. Preface to the First Edition. Chapter 1. Iterative Methods. Iterative Methods. An Iterative Algorithm. Blackbody Radiation. Radiation Density. Wien’s Law. The Planck Radiation Law. COMPUTER PROJECT 1-1: Wien’s Law. COMPUTER PROJECT 1-2: Roots of the Secular Determinant. The Newton–Raphson Method. Problems. Numerical Integration. Simpson’s Rule. Efficiency and Machine Considerations. Elements of Single-Variable Statistics. The Gaussian Distribution. COMPUTER PROJECT 1-3: Medical Statistics. Molecular Speeds. COMPUTER PROJECT 1-4: Maxwell–Boltzmann Distribution Laws. COMPUTER PROJECT 1-5: Elementary Quantum Mechanics. COMPUTER PROJECT 1-6: Numerical Integration of Experimental Data Sets. Problems. Chapter 2. Applications of Matrix Algebra. Matrix Addition. Matrix Multiplication. Division of Matrices. Powers and Roots of Matrices. Matrix Polynomials. The Least Equation. Importance of Rank. Importance of the Least Equation. Special Matrices. The Transformation Matrix. Complex Matrices. What’s Going On Here? Problems. Linear Nonhomogeneous Simultaneous Equations. Algorithms. Matrix Inversion and Diagonalization. COMPUTER PROJECT 2-1: Simultaneous Spectrophotometric Analysis. COMPUTER PROJECT 2-2 j Gauss–Seidel Iteration: Mass Spectroscopy. COMPUTER PROJECT 2-3 j Bond Enthalpies of Hydrocarbons. Problems. Chapter 3. Curve Fitting. Information Loss. The Method of Least Squares. Least Squares Minimization. Linear Functions Passing Through the Origin. Linear Functions Not Passing Through the Origin. Quadratic Functions. Polynomials of Higher Degree. Statistical Criteria for Curve Fitting. Reliability of Fitted Parameters. COMPUTER PROJECT 3-1: Linear Curve Fitting: KF Solvation. COMPUTER PROJECT 3-2: The Boltzmann Constant. COMPUTER PROJECT 3-3: The Ionization Energy of Hydrogen. Reliability of Fitted Polynomial Parameters. COMPUTER PROJECT 3-4 j The Partial Molal Volume of ZnCl2. Problems. Multivariate Least Squares Analysis. Error Analysis. COMPUTER PROJECT 3-5: Calibration Surfaces Not Passing Through the Origin. COMPUTER PROJECT 3-6: Bond Energies of Hydrocarbons. COMPUTER PROJECT 3-7: Expanding the Basis Set. Problems. Chapter 4. Molecular Mechanics: Basic Theory. The Harmonic Oscillator. The Two-Mass Problem. Polyatomic Molecules. Molecular Mechanics. Ethylene: A Trial Run. The Geo File. The Output File. TINKER. COMPUTER PROJECT 4-1: The Geometry of Small Molecules. The GUI Interface. Parameterization. The Energy Equation. Sums in the Energy Equation: Modes of Motion. COMPUTER PROJECT 4-2: The MM3 Parameter Set. COMPUTER PROJECT 4-3: The Butane Conformational Mix. Cross Terms. Problems. Chapter 5. Molecular Mechanics II: Applications. Coupling. Normal Coordinates. Normal Modes of Motion. An Introduction to Matrix Formalism for Two Masses. The Hessian Matrix. Why So Much Fuss About Coupling? The Enthalpy of Formation. Enthalpy of Reaction. COMPUTER PROJECT 5-1: The Enthalpy of Isomerization of cis- and trans-2-Butene. Enthalpy of Reaction at Temperatures ≠ 298 K. Population Energy Increments. Torsional Modes of Motion. COMPUTER PROJECT 5-2: The Heat of Hydrogenation of Ethylene. Pi Electron Calculations. COMPUTER PROJECT 5-3: The Resonance Energy of Benzene. Strain Energy. False Minima. Dihedral Driver. Full Statistical Method. Entropy and Heat Capacity. Free Energy and Equilibrium. COMPUTER PROJECT 5-4: More Complicated Systems. Problems. Chapter 6. Huckel Molecular Orbital Theory I: Eigenvalues. Exact Solutions of the Schroedinger Equation. Approximate Solutions. The Huckel Method. The Expectation Value of the Energy: The Variational Method. COMPUTER PROJECT 6-1 j Another Variational Treatment of the Hydrogen Atom. Huckel Theory and the LCAO Approximation. Homogeneous Simultaneous Equations. The Secular Matrix. Finding Eigenvalues by Diagonalization. Rotation Matrices. Generalization. The Jacobi Method. Programs QMOBAS and TMOBAS. COMPUTER PROJECT 6-2: Energy Levels (Eigenvalues). COMPUTER PROJECT 6-3: Huckel MO Calculations of Spectroscopic Transitions. Problems. Chapter 7. Huckel Molecular Orbital Theory II: Eigenvectors. Recapitulation and Generalization. The Matrix as Operator. The Huckel Coefficient Matrix. Chemical Application: Charge Density. Chemical Application: Dipole Moments. Chemical Application: Bond Orders. Chemical Application: Delocalization Energy. Chemical Application: The Free Valency Index. Chemical Application: Resonance (Stabilization) Energies. LIBRARY PROJECT 7-1: The History of Resonance and Aromaticity. Extended Huckel Theory—Wheland’s Method. Extended Huckel Theory—Hoffman’s EHT Method. The Programs. COMPUTER PROJECT 7-1: Larger Molecules: Calculations using SHMO. COMPUTER PROJECT 7-2: Dipole Moments. COMPUTER PROJECT 7-3: Conservation of Orbital Symmetry. COMPUTER PROJECT 7-4: Pyridine. Problems. Chapter 8. Self-Consistent Fields. Beyond Huckel Theory. Elements of the Secular Matrix. The Helium Atom. A Self-Consistent Field Variational Calculation of IP for the Helium Atom. COMPUTER PROJECT 8-1: The SCF Energies of First Row Atoms and Ions. COMPUTER PROJECT 8-2: A High-Level ab initio Calculation of SCF First IPs of the First Row Atoms. The STO-xG Basis Set. The Hydrogen Atom: An STO-1G ‘‘Basis Set’’. Semiempirical Methods. PPP Self-Consistent Field Calculations. The PPP-SCF Method. Ethylene. Spinorbitals, Slater Determinants, and Configuration Interaction. The Programs. COMPUTER PROJECT 8-3: SCF Calculations of Ultraviolet Spectral Peaks. COMPUTER PROJECT 8-4: SCF Dipole Moments. Problems. Chapter 9. Semiempirical Calculations on Larger Molecules. The Hartree Equation. Exchange Symmetry. Electron Spin. Slater Determinants. The Hartree–Fock Equation. The Fock Equation. The Roothaan–Hall Equations. The Semiempirical Model and Its Approximations: MNDO, AM1, and PM3. The Programs. COMPUTER PROJECT 9-1: Semiempirical Calculations on Small Molecules: HF to HI. COMPUTER PROJECT 9-2: Vibration of the Nitrogen Molecule. Normal Coordinates. Dipole Moments. COMPUTER PROJECT 9-3: Dipole Moments (Again). Energies of Larger Molecules. COMPUTER PROJECT 9-4: Large Molecules: Carcinogenesis. Problems. Chapter 10. Ab InitioMolecular Orbital Calculations. The GAUSSIAN Implementation. How Do We Determine Molecular Energies? Why Is the Calculated Energy Wrong? Can the Basis Set Be Further Improved? Hydrogen. Gaussian Basis Sets. COMPUTER PROJECT 10-1: Gaussian Basis Sets: The HF Limit. Electron Correlation. G2 and G3. Energies of Atomization and Ionization. COMPUTER PROJECT 10-2: Larger Molecules: G2, G2(MP2), G3, and G3(MP2). The GAMESS Implementation. COMPUTER PROJECT 10-3: The Bonding Energy Curve of H2: GAMESS. The Thermodynamic Functions. Koopmans’s Theorem and Photoelectron Spectra. Larger Molecules I: Isodesmic Reactions. COMPUTER PROJECT 10-4: Dewar Benzene. Larger Molecules II: Density Functional Theory. COMPUTER PROJECT 10-5: Cubane. Problems. Bibliography. Appendix A. Software Sources. Index.
£105.26
John Wiley & Sons Inc Computational Molecular Spectroscopy Chemistry
Book SynopsisThis book describes the use of modern computational methods in predicting high resolution molecular spectra, which allows the experimental spectroscopist to interpret and assign real spectra. aeo Offers a comprehensive treatment of modern computation techniques.Trade Review"Twenty studies bridge the gaps between traditional quantum chemistry...theoretical high-resolution spectroscopy..and molecular dynamics..." (SciTech Book News, Vol. 25, No. 2, June 2001) "...a valuable source of information..." (Angewandte Chemie International Edition, Vol. 42, No. 1, January 3, 2003)Table of ContentsPartial table of contents: The Born-Oppenheimer Approximation (P. Bunker & P. Jensen). ELECTRONIC STATES. Ab Initio Determination of Accurate Ground Electronic State Potential Energy Hypersurfaces for Small Molecules (A. Császár, et al.). Symmetry Adapted Perturbation Theory Applied to the Computation of Intermolecular Forces (R. Moszynski, et al.). The Ab Initio Calculation of Molecular Properties Other than the Potential Energy Surface (S. Sauer & M. Packer). ROTATION-VIBRATION STATES. Perturbation Theory, Effective Hamiltonians and Force Constants (K. Sarka & J. Demaison). Variational Calculations of Rotation-Vibration Spectra (J. Tennyson). ROVIBRONIC STATES AND THE BREAKDOWN OF THE BORN-OPPENHEIMER APPROXIMATION. The Renner Effect (P. Jensen, et al.). The Renner-Teller Effect: The Effective Hamiltonian Approach (J. Brown). DYNAMICS. Forming Superposition States (T. Seideman). Ab Initio Molecular Dynamics (J. Tse & R. Rousseau). Index.
£359.96
John Wiley & Sons Inc The SPICE Book
Book SynopsisExtremely 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.Table of ContentsIntroduction to Electrical Computer Simulation. Circuit Element and Network Description. Semiconductor-Device Elements. DC Analysis. AC Analysis. Time-Domain Analysis. Functional and Hierarchical Simulation. Distortion Analysis. SPICE Algorithms and Options. Convergence Advice. Appendices. Index.
£76.46
John Wiley & Sons Inc Computer Modelling of Electrical Power Systems 2e
Book SynopsisComputer models can be used to simulate the changing states of electrical power systems. Such simulations enable the power engineer to study performance and predict disturbances. Focusing on the performance of the power system boosted by the FACTS.Table of ContentsPreface. Introduction. Transmission Systems. FACTS and HVDC Transmission. Load Flow. Load Flow Under Power Electronic Control. Electromagnetic Transients. System Stability. System Stability Under Power Electronic Control. Appendix I: Fault Level Derivation. Appendix II: Numerical Integration Methods. Appendix III: Test System Used in the Stability Examples. Index.
£173.66
John Wiley & Sons Inc Theoretical Aspects and Computer Modeling of the
Book SynopsisThe theoretical aspects of crystal packing, the study of the nature and magnitude of the forces that hold molecules together in organic crystals, and of the most favourable arrangements of molecules in crystals are dealt with in this book. After an introductory chapter on the definition and relevance of symmetry in crystal packing, a chapter deals with the physical foundations of weak intermolecular forces and with their simulation by quantum chemical methods. Subsequently, the relationships between crystal structure and crystal thermodynamics are described using empirical intermolecular potentials to bridge the gap by computer modelling.Table of ContentsCrystal Symmetry and Molecular Recognition (A. Gavezzotti). Intermolecular Forces - From the Molecular Charge Distribution to the Molecular Packing (S. Price). Energetic Aspects of Crystal Packing: Experiment and Computer Simulations (A. Gavezzotti & G. Filippini). Energy Minimization and Molecular Dynamics Calculations for Molecular Crystals (B. van Eijck, et al.). Nucleation and Phase Transition in Molecular Clusters: Molecular Dynamics Simulation and Experiment (L. Bartell). Ab Initio Prediction of Possible Molecular Crystal Structures (R. Gdanitz). The Crystal Habit of Molecular Materials: A Structural Perspective (G. Clydesdale, et al.). Index.
£334.76
John Wiley & Sons Inc Scientific Simulations with SpecialPurpose
Book SynopsisIn astrophysics, stellar systems or galaxies can be thought of as individual "particles". High power computers are being developed to handle these problems. This book describes the structure, performance and applications of the world's most advanced such computer, developed in Tokyo.Trade Review"It is an excellent summary text of the GRAPE systems and what they have achieved but not such a good introduction to scientific simulations with special-purpose computers in a wider context." (The Observatory Magazine, Vol. 119, No. 1149, April 1999)Table of ContentsThe Evolution of General-Purpose Computers. Overview of Special-Purpose Systems. The GRAPE Systems. Software. Science by Special-Purpose Systems. The Future of Special-Purpose Computers. References. Index.
£238.46
Cambridge University Press The NEURON Book
Book SynopsisThe authoritative reference on NEURON, the simulation environment for modeling biological neurons and neural networks that enjoys wide use in the experimental and computational neuroscience communities. This book shows how to use NEURON to construct and apply empirically based models. Written primarily for neuroscience investigators, teachers, and students, it assumes no previous knowledge of computer programming or numerical methods. Readers with a background in the physical sciences or mathematics, who have some knowledge about brain cells and circuits and are interested in computational modeling, will also find it helpful. The NEURON Book covers material that ranges from the inner workings of this program, to practical considerations involved in specifying the anatomical and biophysical properties that are to be represented in models. It uses a problem-solving approach, with many working examples that readers can try for themselves.Table of ContentsPreface; Acknowledgements; 1. A tour of the NEURON simulation environment; 2. The modeling perspective; 3. Expressing conceptual models in mathematical terms; 4. Essentials of numerical methods for neural modeling; 5. Representing neurons with a digital computer; 6. How to build and use models of individual cells; 7. How to control simulations; 8. How to initialize simulations; 9. How to expand NEURON's library of mechanisms; 10. Synaptic transmission and artificial spiking cells; 11. Modeling networks; 12. Hoc, NEURON's interpreter; 13. Object-oriented programming; 14. How to modify NEURON itself; Appendix 1. Mathematical analysis of IntFire4; Appendix 2. NEURON's built-in editor; References; Epilogue; Index.
£67.99
Cambridge University Press The NEURON Book
Book SynopsisThe authoritative reference on NEURON, the simulation environment for modeling biological neurons and neural networks that enjoys wide use in the experimental and computational neuroscience communities. This book shows how to use NEURON to construct and apply empirically based models. Written primarily for neuroscience investigators, teachers, and students, it assumes no previous knowledge of computer programming or numerical methods. Readers with a background in the physical sciences or mathematics, who have some knowledge about brain cells and circuits and are interested in computational modeling, will also find it helpful. The NEURON Book covers material that ranges from the inner workings of this program, to practical considerations involved in specifying the anatomical and biophysical properties that are to be represented in models. It uses a problem-solving approach, with many working examples that readers can try for themselves.Table of ContentsPreface; Acknowledgements; 1. A tour of the NEURON simulation environment; 2. The modeling perspective; 3. Expressing conceptual models in mathematical terms; 4. Essentials of numerical methods for neural modeling; 5. Representing neurons with a digital computer; 6. How to build and use models of individual cells; 7. How to control simulations; 8. How to initialize simulations; 9. How to expand NEURON's library of mechanisms; 10. Synaptic transmission and artificial spiking cells; 11. Modeling networks; 12. Hoc, NEURON's interpreter; 13. Object-oriented programming; 14. How to modify NEURON itself; Appendix 1. Mathematical analysis of IntFire4; Appendix 2. NEURON's built-in editor; References; Epilogue; Index.
£105.00
Cambridge University Press Computational Thermodynamics The CALPHAD Method
Book SynopsisA hands-on 2007 introductory guide to CALPHAD, the reader can directly apply the methods in the book to their own research. Several case studies put the methods into a practical context. Suitable for advanced materials design and engineering courses and to those using thermodynamic data in their research or simulations.Trade Review"Lukas (U. Stuttgart emeritus) and co-authors Sundman (Paul Sabatier U.) and independent scientist Fries provide the first introductory guide to this method of computation that combines data from thermodynamics, phase diagrams, and atomistic properties such as magnetism into a unified and consistent model. They introduce the science and art of computational thermodynamics and the past and present of the Calphad technique, the scientific basis of the technique (including thermodynamics, crystallography, equilibrium calculations and optimization methods), first principles and thermodynamic properties, experimental data needed for optimization, models for the Gibbs energy element, assessment methodology, optimization tools, and thermodynamic databases. They also offer a series of case studies, including a complete assessment of the Cu-Mg system and a complete binary system (Ca-Ng) and provide a list of websites along with comprehensive references." --Book NewsTable of ContentsPreface; 1. Introduction; 2. Basis; 3. First principles and thermodynamic properties; 4. Experimental data used for the optimisation; 5. Models for the Gibbs energy; 6. Assessment methodology; 7. Optimisation tools; 8. Creating thermodynamic databases; 9. Case studies; Bibliography; Index.
£107.35
O'Reilly Media Google Sketchup Cookbook
Book SynopsisExplores the complex features and tools that design professionals use. This book features step-by-step tutorials for solving common (and not so common) design problems, with color graphics to guide your way, and discussions that explain additional ways to complete a task.
£29.99
O'Reilly Media Google Sketchup
Book SynopsisA guide to create 3-D models using Google SketchUp. It helps you learn to use the basic tools, build and animate models, and place your objects in Google Earth. It also helps you build simple 3-D shapes, save them as reusable components, and use SketchUp's Outliner to show or hide them as you work.
£20.99
The Crowood Press Ltd Lost American Projects A Spacecraft Modellers
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£18.00
IEEE Computer Society Press,U.S. Communication and Computer Networks Modelling
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£65.66
RAND A Method for Measuring the Value of
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£14.24
RAND Credible Uses of the Distributed Interactive
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£17.59
MP-ALA American Library Assoc 3D Data Creation to Curation Community Standards
Book SynopsisCovers best practices for 3D data preservation, management, metadata, legal issues, and access. Beginning with surveys of current practices, the authors provide recommendations for implementing standards and identify areas in which further development is required. A glossary of key terms and acronyms is included for easy reference.Table of Contents Acknowledgments Chapter 1. Introduction Jennifer Moore, Adam Rountrey, and Hannah Scates Kettler Context for This Work The Democratization of 3D Data Production The Audience The Creators Values of CS3DP From Creation to Preservation Modalities Represented in the Chapters What to Expect Notes Bibliography Chapter 2. Best Practices for 3D Data Preservation Kristina Golubiewski-Davis, Jessica Maisano, Marcia McIntosh, Jennifer Moore, Kieron Niven, Will Rourk, and Rebecca Snyder Introduction Existing Standards Preservation Intervention Points Documentation Good/Better/Best Recommendations for Implementation Conclusion Notes Bibliography Chapter 3. Management and Storage of 3D Data Doug Boyer, Rachel Fernandez, Monique Lassere, Marcia McIntosh, Jennifer Moore, Francis P. McManamon, Albert Rozo, Todd P. Swanson, and Kate Webbink Introduction Survey Overview Management Technology Sustainability Conclusion Notes Bibliography Chapter 4. Metadata Requirements for 3D Data Jon Blundell, Jasmine L. Clark, Katherine E. DeVet, and Juliet L. Hardesty Introduction Methods Considerations, Decisions, and Scope Digital Asset Life Cycle and 3D Metadata Gap Analysis/Future Work Conclusion: Summary Recommendations Acknowledgments Notes Bibliography Chapter 5. Copyright and Legal Issues Surrounding 3D Data Andrea D’Andrea, Michael Conyers, Kyle K. Courtney, Emily Finch, Melissa Levine, Nicole Meyer, Adam Rountrey, Hannah Scates Kettler, Kate Webbink, and Ann Whiteside Introduction Foundations: Copyright and the “Bundle of Rights” Case Studies Conclusion Notes Bibliography Chapter 6. Accessing 3D Data Francesca Albrezzi, John Bonnett, Tassie Gniady, Heather Richards-Rissetto, and Lisa M. Snyder Introduction Modes of 3D Data Audiences for 3D Data Discovering 3D Assets and Decision-Making Issues Technology Requirements and Limitations Impacting Access Use Case Challenges and Outstanding Questions Recommendations for Next Steps Conclusion Notes Bibliography Chapter 7. Conclusion Jennifer Moore, Adam Rountrey, and Hannah Scates Kettler How Are 3D Data Different? Ideas from the Community Assessing Our Approach (CoP) Going Forward Notes Bibliography Glossary Biographies
£77.25
CABI Publishing Modelling SoilBiosphere Interactions
Book SynopsisSoils interact with the biological environment in a number of ways. Our understanding of these interactions can often be enhanced by computer modelling. The primary function of this book is to introduce basic modelling skills and to show how even complex problems in the relationship between soil and the biosphere can be solved using modelling packages. The author presents numerous examples using ModelMaker, an easily learnt software package. Only basic mathematical skills are expected of the reader. A demo of ModelMaker is available on CD from Cherwell ScientificTable of Contents1: Introduction 2: Nitrogen Transformation in Soil 3: Modelling kinetics 4: Nitrification 5: Denitrification 6: C/N transformations in soil organic matter 7: Soil Temperature 8: Dynamics in space and time 9: Volumetric heat capacity and thermal conductivity 10: Heat flow models 11: Soil Water 12: Potential concept 13: Hydraulic conductivity 14: Basic water flow model 15: Other boundary conditions 16: Infiltrability 17: Soil Energy Balance 18: Soil temperature-moisture model 19: Radiation balance 20: Water vapour movement 21: Plant Growth 22: Conceptual plant growth model 23: Photosynthesis 24: Plant growth-substrate relationships 25: Environmental factors 26: Leaching 27: Transport processes 28: Leaching models 29: Final Comments
£111.20
3DTotal Publishing Ltd 3D Masterclass The Swordmaster in 3ds Max and
Book Synopsis 3D Masterclass: The Swordmaster in 3ds Max and ZBrush presents a comprehensive, step-by-step guide to modeling, sculpting, unwrapping, texturing, and rendering a low poly game character. The professional workflow detailed in this book is typical of the games design industry, and anyone looking to produce a portfolio-worthy character will benefit from talented character artist Gavin Goulden’s extensive experience. Gavin Goulden is a US-based character artist currently working for Irrational Games on BioShock Infinite. A veteran in the games industry, he’s been involved with a number of high profile projects over the years, including Dead Rising 2, Dragon Age, and F.E.A.R.2.
£18.45
O'Reilly Media Scaling Python with Dask
Book SynopsisWith this short but thorough resource, data scientists and Python programmers will learn how the Dask open source library for parallel computing provides APIs that make it easy to parallelize PyData libraries including NumPy, pandas, and scikit-learn.
£47.99
O'Reilly Media Delta Lake Up and Running
Book SynopsisWith the surge in big data and AI, organizations can rapidly create data products. However, the effectiveness of their analytics and machine learning models depends on the data's quality. Delta Lake's open source format offers a robust lakehouse framework over platforms like Amazon S3, ADLS, and GCS.
£39.74
O'Reilly Media Deep Learning for Finance
Book SynopsisThis hands-on guide teaches you how to develop a deep learning trading model from scratch using Python, and it also helps you create, trade, and back-test trading algorithms based on machine learning and reinforcement learning.
£41.99