{"title":"3D graphics and modelling Books","description":"","products":[{"product_id":"learning-blender-9780136411758","title":"Learning Blender","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cb\u003eOliver Villar\u003c\/b\u003e 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 \u003ca href=\"http:\/\/blendtuts.com\"\u003eblendtuts.com\u003c\/a\u003e to offer high-quality Blender training videos to the community. He authored this book's first and second editions and the video, \u003ci\u003eIntroduction to Blender LiveLessons\u003c\/i\u003e (Addison-Wesley, 2015). Villar is now co-directing \u003ci\u003eLuke's Escape\u003c\/i\u003e, 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\"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.\" \u003cbr\u003e \u003ci\u003e--David Andrade, Producer, Theory Studios\u003c\/i\u003e \u003cbr\u003e \u003cbr\u003e\"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!\" \u003cbr\u003e \u003ci\u003e--Waqas Abdul Majeed, CG Generalist, www.waqasmajeed.com\u003c\/i\u003e \u003cbr\u003e \u003cbr\u003e\"I found Oliver Villar's book, \u003ci\u003eLearning Blender\u003c\/i\u003e, 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.\" \u003cbr\u003e \u003ci\u003e--Jerry Perkins, 3D Conceptor, Fenix Fire\u003c\/i\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003ci\u003ePreface xxv\u003cbr\u003eAcknowledgments xxxi\u003cbr\u003eAbout the Author xxxiii\u003c\/i\u003e \u003cbr\u003e \u003cbr\u003e \u003cb\u003ePart I: The Basics of Blender 1\u003cbr\u003e\u003cbr\u003eChapter 1: What You Need to Know About Blender 3\u003c\/b\u003e \u003cbr\u003eWhat Is Blender? 3 \u003cbr\u003eCommercial Software Versus Open-Source Software 4 \u003cbr\u003eHistory of Blender 6 \u003cbr\u003eBlender Foundation and Blender Development 8 \u003cbr\u003eWho Pays for Blender’s Development? 10 \u003cbr\u003eThe Blender Community 10 \u003cbr\u003eSummary 11 \u003cbr\u003eExercises 12 \u003cbr\u003e \u003cbr\u003e \u003cb\u003eChapter 2: Blender Basics: The User Interface 13\u003c\/b\u003e \u003cbr\u003eDownloading and Installing Blender 13 \u003cbr\u003eUsing Blender with Recommended Hardware 13 \u003cbr\u003eUsing Blender’s User Interface 15 \u003cbr\u003eUnderstanding Areas and Editors 16 \u003cbr\u003eUsing Workspaces 21 \u003cbr\u003eGetting to Know Blender’s Interface Elements 23 \u003cbr\u003eUnderstanding the 3D Viewport 26 \u003cbr\u003eNavigating the 3D Scene 31 \u003cbr\u003eSelecting Objects 33 \u003cbr\u003eUnderstanding the 3D Cursor 35 \u003cbr\u003eUnderstanding Blender’s User Preferences 37 \u003cbr\u003eCreating Your Own Startup File 39 \u003cbr\u003eSummary 40 \u003cbr\u003eExercises 40 \u003cbr\u003e \u003cbr\u003e \u003cb\u003eChapter 3: Your First Scene in Blender 41\u003c\/b\u003e \u003cbr\u003eCreating Objects 41 \u003cbr\u003eMoving, Rotating, and Scaling 42 \u003cbr\u003eArranging Objects in Your Scene 48 \u003cbr\u003eNaming Objects and Using Datablocks 49 \u003cbr\u003eUsing Interaction Modes 51 \u003cbr\u003eApplying Flat or Smooth Surfaces 53 \u003cbr\u003eWorking with Modifiers 54 \u003cbr\u003eUsing Workbench, EEVEE, and Cycles 57 \u003cbr\u003eTurning On the Lights 62 \u003cbr\u003eMoving the Camera in Your Scene 62 \u003cbr\u003eRendering 63 \u003cbr\u003eSummary 66 \u003cbr\u003eExercises 66 \u003cbr\u003e \u003cbr\u003e \u003cb\u003ePart II: Beginning a Project 67\u003cbr\u003e\u003cbr\u003eChapter 4: Project Overview 69\u003c\/b\u003e \u003cbr\u003eThree Stages of a Project 69 \u003cbr\u003eDefining the Stages 71 \u003cbr\u003eMaking a Character-Creation Plan 73 \u003cbr\u003eSummary 74 \u003cbr\u003eExercises 74 \u003cbr\u003e \u003cbr\u003e \u003cb\u003eChapter 5: Character Design 75\u003c\/b\u003e \u003cbr\u003eCharacter Description 75 \u003cbr\u003eDesigning the Character 78 \u003cbr\u003eAdding Color 84 \u003cbr\u003eFinalizing the Design 85 \u003cbr\u003eMaking Character Reference Images 86 \u003cbr\u003eUsing Other Design Methods 88 \u003cbr\u003eSummary 89 \u003cbr\u003eExercises 89 \u003cbr\u003e \u003cbr\u003e \u003cb\u003ePart III: Modeling in Blender 91\u003cbr\u003e\u003cbr\u003eChapter 6: Blender Modeling Tools 93\u003c\/b\u003e \u003cbr\u003eWorking with Vertices, Edges, and Faces 93 \u003cbr\u003eMaking Selections 95 \u003cbr\u003eUsing Mesh Modeling Tools 100 \u003cbr\u003eUsing Modeling Add-Ons 120 \u003cbr\u003eUsing Other Useful Blender Options and Tools 123 \u003cbr\u003eSummary 125 \u003cbr\u003eExercises 125 \u003cbr\u003e \u003cbr\u003e \u003cb\u003eChapter 7: Character Modeling 127\u003c\/b\u003e \u003cbr\u003eWhat Is Mesh Topology? 127 \u003cbr\u003eChoosing Modeling Methods 129 \u003cbr\u003eSetting up the Reference Images 131 \u003cbr\u003eModeling the Eyes 135 \u003cbr\u003eModeling the Face 139 \u003cbr\u003eModeling the Torso and Arms 150 \u003cbr\u003eModeling the Legs 159 \u003cbr\u003eModeling the Boots 161 \u003cbr\u003eModeling the Hands 164 \u003cbr\u003eModeling the Cap 168 \u003cbr\u003eModeling the Hair 172 \u003cbr\u003eModeling the Final Details 176 \u003cbr\u003eSummary 180 \u003cbr\u003eExercises 180 \u003cbr\u003e \u003cbr\u003e \u003cb\u003ePart IV: Unwrapping, Painting, and Shading 181\u003cbr\u003e\u003cbr\u003eChapter 8: Unwrapping and UVs in Blender 183\u003c\/b\u003e \u003cbr\u003eSeeing How Unwrapping and UVs Work 183 \u003cbr\u003eUnwrapping in Blender 184 \u003cbr\u003eConsidering Before Unwrapping 191 \u003cbr\u003eWorking with UVs in Blender 193 \u003cbr\u003eUnwrapping the Rest of the Character 200 \u003cbr\u003ePacking UVs 202 \u003cbr\u003eSummary 203 \u003cbr\u003eExercises 204 \u003cbr\u003e \u003cbr\u003e \u003cb\u003eChapter 9: Painting Textures 205\u003c\/b\u003e \u003cbr\u003eDefining the Main Workflow 205 \u003cbr\u003eTexture Painting in Blender 206 \u003cbr\u003eCreating the Base Texture 214 \u003cbr\u003eUnderstanding the Elements of a Texture 215 \u003cbr\u003eTexturing in Other Software 216 \u003cbr\u003eSeeing the Painted Character in Blender 223 \u003cbr\u003eSummary 223 \u003cbr\u003eExercises 224 \u003cbr\u003e \u003cbr\u003e \u003cb\u003eChapter 10: Materials and Shaders 225\u003c\/b\u003e \u003cbr\u003eUnderstanding Materials 225 \u003cbr\u003eMasks and Layers 230 \u003cbr\u003eChannels 231 \u003cbr\u003eShading Your Character 236 \u003cbr\u003eRunning Render Tests 246 \u003cbr\u003eSummary 252 \u003cbr\u003eExercises 252 \u003cbr\u003e \u003cbr\u003e \u003cb\u003ePart V: Bringing Your Character to Life 253\u003cbr\u003e\u003cbr\u003eChapter 11: Character Rigging 255\u003c\/b\u003e \u003cbr\u003eUnderstanding the Rigging Process 255 \u003cbr\u003eWorking with Armatures 257 \u003cbr\u003eRigging Your Character 267 \u003cbr\u003eSkinning 278 \u003cbr\u003eCreating Custom Shapes 305 \u003cbr\u003eMaking Final Retouches 306 \u003cbr\u003eReusing Your Character in Different Scenes 307 \u003cbr\u003eSummary 310 \u003cbr\u003eExercises 310 \u003cbr\u003e \u003cbr\u003e \u003cb\u003eChapter 12: Animating Your Character 311\u003c\/b\u003e \u003cbr\u003eUsing the Character’s Rig 311 \u003cbr\u003ePosing the Character 312 \u003cbr\u003eWorking with Animation Editors 315 \u003cbr\u003eAnimating a Walk Cycle 321 \u003cbr\u003eSummary 326 \u003cbr\u003eExercises 326 \u003cbr\u003e \u003cbr\u003e \u003cb\u003ePart VI: Getting the Final Result 327\u003cbr\u003e\u003cbr\u003eChapter 13: Camera Tracking in Blender 329\u003c\/b\u003e \u003cbr\u003eUnderstanding Camera Tracking 329 \u003cbr\u003eShooting Video for Easy Tracking 330 \u003cbr\u003eUsing the Movie Clip Editor 332 \u003cbr\u003eTracking the Camera Motion 333 \u003cbr\u003eTesting Camera Tracking 343 \u003cbr\u003eSummary 343 \u003cbr\u003eExercises 343 \u003cbr\u003e \u003cbr\u003e \u003cb\u003eChapter 14: Lighting, Compositing, and Rendering 345\u003c\/b\u003e \u003cbr\u003eLighting Your Scene 345 \u003cbr\u003eRendering and Compositing Your Scene in Cycles 356 \u003cbr\u003eRendering and Compositing Your Scene with EEVEE 361 \u003cbr\u003eExporting the Final Render 365 \u003cbr\u003eSummary 367 \u003cbr\u003eExercises 367 \u003cbr\u003e \u003cbr\u003e \u003cb\u003ePart VII: Keep Learning 369\u003cbr\u003e\u003cbr\u003eChapter 15: Other Blender Features 371\u003c\/b\u003e \u003cbr\u003eSimulations 371 \u003cbr\u003e2D Animation 373 \u003cbr\u003eVFX: Masking, Object Tracking, and Video \u003cbr\u003eStabilization 373 \u003cbr\u003eVideo Editing 374 \u003cbr\u003eSculpting 374 \u003cbr\u003eRetopology 375 \u003cbr\u003eMaps Baking 375 \u003cbr\u003eAdd-Ons 375 \u003cbr\u003ePython Scripting 376 \u003cbr\u003eSummary 376 \u003cbr\u003e \u003cbr\u003e \u003ci\u003eIndex 379\u003c\/i\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48732340814167,"sku":"9780136411758","price":30.59,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780136411758.jpg?v=1791378629"},{"product_id":"rapid-roboting-recent-advances-on-3d-printers-and-robotics-9783319400013","title":"Rapid Roboting: Recent Advances on 3D Printers","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eThis book summarizes recent advances in robotics using 3D printers and rapid prototyping as a concept development tool. The book is focused on industrial applications, educational aspects, rehabilitation, and other related topics. In particular, the book is intended to offer the reader a smooth yet deep introduction to the use of 3D printers and rapid prototyping techniques as a solution to robotics and mechatronics problems, highlighting successful case studies.\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eChapter 1. Rapid Roboting: The New Approach for Quickly Development of Customized Robots.- Chapter 2. Additive Manufacturing Enabling Technologies for Rapid Roboting.- Chapter 3. Printing 3D Electronics for Robotics.- Chapter 4. Design of Mobile Robots.- Chapter 5. Prototyping the Brain of a Robot.- Chapter 6. Soft Robotics.- Chapter 7. Autonomous Service Robotics.- Chapter 8. Bio-Inspired Robotics.- Chapter 9. Biomedical Devices: Materials, Fabrication and Control.- Chapter 10. Future Trends.","brand":"Springer International Publishing AG","offers":[{"title":"Default Title","offer_id":48743094976855,"sku":"9783319400013","price":98.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783319400013.jpg?v=1720064089"},{"product_id":"physically-based-rendering-9780128006450","title":"Physically Based Rendering","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\"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 Knuth\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e1. 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","brand":"Elsevier Science \u0026 Technology","offers":[{"title":"Default Title","offer_id":48864160350551,"sku":"9780128006450","price":999.99,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780128006450.jpg?v=1722270670"},{"product_id":"animated-storytelling-9780135667859","title":"Animated Storytelling","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cdiv wordsection1=\"\"\u003e  \u003cp style=\"margin:0px;\"\u003e\u003cb\u003eLIZ BLAZER\u003c\/b\u003e 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 \u003ci\u003eBackseat Bingo\u003c\/i\u003e traveled to 180 film festivals in 15 countries and won many awards, including awards from the HBO Comedy Arts Festival, \u003ci\u003eAnimation Magazine\u003c\/i\u003e, 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.\u003c\/p\u003e \u003c\/div\u003e \u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e1. 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!    \u0026amp;. Show and Tell","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48864173195607,"sku":"9780135667859","price":24.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780135667859.jpg?v=1722270733"},{"product_id":"lost-american-projects-a-spacecraft-modellers-guide-9780719843204","title":"Lost American Projects A Spacecraft Modellers","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"The Crowood Press Ltd","offers":[{"title":"Default Title","offer_id":48865645396311,"sku":"9780719843204","price":18.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780719843204.jpg?v=1722274897"},{"product_id":"delta-lake-up-and-running-9781098139728","title":"Delta Lake Up and Running","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eWith 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.","brand":"O'Reilly Media","offers":[{"title":"Default Title","offer_id":48866332377431,"sku":"9781098139728","price":39.74,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781098139728.jpg?v=1722278172"},{"product_id":"sketchup-for-dummies-9781119617938","title":"SketchUp For Dummies","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003eThe first step in making your ideas a reality\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSketchUp offers a vast array of tools that help you get your building, woodworking, and design plans out of your head and into a real model. Even if you've never dabbled in the software, \u003ci\u003eSketchUp All-in-One For Dummies \u003c\/i\u003emakes it easy to get started as quickly as the ideas pop into your head!\u003c\/p\u003e \u003cp\u003eProviding real-world insight from top SketchUp insiders, these six-books-in-one teach you how to tackle the basics of the program and apply those skills to real-world projects. You'll discover the basics of modeling as they apply to either free or paid versions of SketchUp before diving into creating models to use for making objects, constructing buildings, or redesigning interiors.\u003c\/p\u003e \u003cul\u003e \u003cli\u003eNavigate the SketchUp product mix\u003c\/li\u003e \u003cli\u003eGet familiar with the basics of modeling\u003c\/li\u003e \u003cli\u003eView and share your models\u003c\/li\u003e \u003cli\u003eMake your architecture, interior design, and woodworking dreams a reality\u003c\/li\u003e \u003c\/ul\u003e \u003cp\u003eYou have tons o\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003e\u003cb\u003eIntroduction\u003c\/b\u003e\u003cb\u003e 1\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAbout This Book 1\u003c\/p\u003e \u003cp\u003eFoolish Assumptions 2\u003c\/p\u003e \u003cp\u003eIcons Used in This Book 2\u003c\/p\u003e \u003cp\u003eBeyond the Book 3\u003c\/p\u003e \u003cp\u003eWhere to Go from Here 4\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 1: Getting Started With Sketchup\u003c\/b\u003e\u003cb\u003e 5\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 1: The SketchUp Setup\u003c\/b\u003e\u003cb\u003e 7\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003ePicking a Version of SketchUp 7\u003c\/p\u003e \u003cp\u003eSketchUp for Schools 9\u003c\/p\u003e \u003cp\u003eSketchUp Pro 9\u003c\/p\u003e \u003cp\u003eSketchUp for Web 10\u003c\/p\u003e \u003cp\u003eTrimble Connect 12\u003c\/p\u003e \u003cp\u003eNavigating SketchUp 12\u003c\/p\u003e \u003cp\u003eCustomizing settings to see better 13\u003c\/p\u003e \u003cp\u003eGetting to know your mouse 13\u003c\/p\u003e \u003cp\u003eFinding your Zen with click-release, click-to-finish 14\u003c\/p\u003e \u003cp\u003eWorking faster with keyboard shortcuts 15\u003c\/p\u003e \u003cp\u003eIntroducing Undo 16\u003c\/p\u003e \u003cp\u003eTaking the 10-Minute SketchUp Tour 17\u003c\/p\u003e \u003cp\u003eThe SketchUp Frame of Mind 19\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2: Getting a Running Start\u003c\/b\u003e\u003cb\u003e 21\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eMaking a Quick Model from Scratch 21\u003c\/p\u003e \u003cp\u003eSlapping On Some Paint 28\u003c\/p\u003e \u003cp\u003eGiving Your Model Some Style 31\u003c\/p\u003e \u003cp\u003eSwitching On the Sun 33\u003c\/p\u003e \u003cp\u003eSharing Your Masterpiece 35\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3: Establishing the Modeling Mindset\u003c\/b\u003e\u003cb\u003e 37\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAll about Edges and Faces 38\u003c\/p\u003e \u003cp\u003eLiving on the edge 38\u003c\/p\u003e \u003cp\u003eFacing the facts about faces 39\u003c\/p\u003e \u003cp\u003eUnderstanding the relationship between edges and faces 41\u003c\/p\u003e \u003cp\u003eDrawing in 3D on a 2D Screen 43\u003c\/p\u003e \u003cp\u003eGiving instructions with the drawing axes 44\u003c\/p\u003e \u003cp\u003eKeeping an eye out for inferences 44\u003c\/p\u003e \u003cp\u003eUsing inferences to help you model 47\u003c\/p\u003e \u003cp\u003eWarming Up Your SketchUp Muscles 49\u003c\/p\u003e \u003cp\u003eGetting the best view of what you’re doing 49\u003c\/p\u003e \u003cp\u003eDrawing and erasing edges with ease 52\u003c\/p\u003e \u003cp\u003eInjecting accuracy into your model 53\u003c\/p\u003e \u003cp\u003eSelecting what you mean to select 57\u003c\/p\u003e \u003cp\u003eMoving and copying like a champ 60\u003c\/p\u003e \u003cp\u003eMaking and using guides 67\u003c\/p\u003e \u003cp\u003ePainting your faces with color and texture 70\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 2: MODELING IN SKETCHUP \u003c\/b\u003e\u003cb\u003e73\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4: Building Buildings \u003c\/b\u003e\u003cb\u003e75\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDrawing Floors and Walls 76\u003c\/p\u003e \u003cp\u003eStarting out in 2D 77\u003c\/p\u003e \u003cp\u003eComing up with a simple plan 82\u003c\/p\u003e \u003cp\u003eDoing an inside job 83\u003c\/p\u003e \u003cp\u003eGoing from 2D to 3D 90\u003c\/p\u003e \u003cp\u003eAdding floors to your building 95\u003c\/p\u003e \u003cp\u003eInserting doors and windows 104\u003c\/p\u003e \u003cp\u003eStaring Down Stairs 108\u003c\/p\u003e \u003cp\u003eThe Subdivided Rectangles method 109\u003c\/p\u003e \u003cp\u003eThe Copied Profile method 111\u003c\/p\u003e \u003cp\u003eRaising the Roof 113\u003c\/p\u003e \u003cp\u003eBuilding flat roofs with parapets 115\u003c\/p\u003e \u003cp\u003eCreating eaves for buildings with pitched roofs 116\u003c\/p\u003e \u003cp\u003eConstructing gabled roofs 117\u003c\/p\u003e \u003cp\u003eMaking hip roofs 119\u003c\/p\u003e \u003cp\u003eSticking your roof together with Intersect Faces 121\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5: Falling in Love with Components\u003c\/b\u003e\u003cb\u003e 125\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSketchUp Groupies 126\u003c\/p\u003e \u003cp\u003eWorking with Components 127\u003c\/p\u003e \u003cp\u003eWhat makes components so great? 128\u003c\/p\u003e \u003cp\u003eExploring the Components panel 132\u003c\/p\u003e \u003cp\u003eCreating your own components 138\u003c\/p\u003e \u003cp\u003eEditing, exploding, and locking component instances 140\u003c\/p\u003e \u003cp\u003eDiscovering Dynamic Components 142\u003c\/p\u003e \u003cp\u003ePoking around to see what happens 147\u003c\/p\u003e \u003cp\u003eTaking Advantage of Components to Build Better Models 148\u003c\/p\u003e \u003cp\u003eModeling symmetrically: Good news for lazy people 148\u003c\/p\u003e \u003cp\u003eModeling with repeated elements 155\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6: Going beyond Buildings\u003c\/b\u003e\u003cb\u003e 159\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eExtruding with Purpose: Follow Me 160\u003c\/p\u003e \u003cp\u003eUsing Follow Me 160\u003c\/p\u003e \u003cp\u003eMaking lathed forms 162\u003c\/p\u003e \u003cp\u003eCreating extruded shapes 164\u003c\/p\u003e \u003cp\u003eSubtracting from a model with Follow Me 169\u003c\/p\u003e \u003cp\u003eModeling with the Scale Tool 174\u003c\/p\u003e \u003cp\u003eGetting the hang of Scale 174\u003c\/p\u003e \u003cp\u003eScaling profiles to make organic forms 177\u003c\/p\u003e \u003cp\u003eMaking and Modifying Terrain 183\u003c\/p\u003e \u003cp\u003eCreating a new terrain model 184\u003c\/p\u003e \u003cp\u003eEditing an existing terrain model 192\u003c\/p\u003e \u003cp\u003eBuilding a Solid Tools Foundation 199\u003c\/p\u003e \u003cp\u003eUnderstanding solids 200\u003c\/p\u003e \u003cp\u003eChecking out the Solid Tools 202\u003c\/p\u003e \u003cp\u003ePutting the Solid Tools to work 204\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7: Keeping Your Model Organized\u003c\/b\u003e\u003cb\u003e 209\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eTaking Stock of Your Tools 210\u003c\/p\u003e \u003cp\u003eSeeing the Big Picture: The Outliner 211\u003c\/p\u003e \u003cp\u003eTaking a good look at the Outliner 212\u003c\/p\u003e \u003cp\u003eMaking good use of the Outliner 213\u003c\/p\u003e \u003cp\u003eDiscovering the Ins and Outs of Tags 214\u003c\/p\u003e \u003cp\u003eWhat Tags are — and what they’re not 214\u003c\/p\u003e \u003cp\u003eNavigating the Tags panel 215\u003c\/p\u003e \u003cp\u003eTag, you’re it! 216\u003c\/p\u003e \u003cp\u003eStaying out of trouble 217\u003c\/p\u003e \u003cp\u003ePutting It All Together 218\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8: Modeling with Textures, Photographs, and CAD Files \u003c\/b\u003e\u003cb\u003e223\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003ePainting Faces with Image Files 224\u003c\/p\u003e \u003cp\u003eApplying textures to flat faces 224\u003c\/p\u003e \u003cp\u003eControlling color and transparency 232\u003c\/p\u003e \u003cp\u003eApplying textures to curved surfaces 233\u003c\/p\u003e \u003cp\u003eModeling Directly from a Photo: Introducing Photo-Matching 238\u003c\/p\u003e \u003cp\u003eChoosing a Match Photo–friendly image 238\u003c\/p\u003e \u003cp\u003eModeling by photo-matching   239\u003c\/p\u003e \u003cp\u003eMaking your matched photo reappear (or disappear) 245\u003c\/p\u003e \u003cp\u003eAdding Geographic Data 246\u003c\/p\u003e \u003cp\u003eWorking with Imported CAD files 249\u003c\/p\u003e \u003cp\u003eImporting a CAD file into SketchUp Pro 249\u003c\/p\u003e \u003cp\u003eCleaning up imported CAD data 252\u003c\/p\u003e \u003cp\u003eModeling on top of imported CAD data 256\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9: 3D Printing with SketchUp Models\u003c\/b\u003e\u003cb\u003e 263\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eBuilding Up a View of 3D Printing 264\u003c\/p\u003e \u003cp\u003eKnowing Your 3D Printers 265\u003c\/p\u003e \u003cp\u003eFused deposition modeling (FDM) 265\u003c\/p\u003e \u003cp\u003eStereolithography (SLA) 266\u003c\/p\u003e \u003cp\u003eFused powder modeling (FPM) 266\u003c\/p\u003e \u003cp\u003eDesigning for Successful 3D Printing 267\u003c\/p\u003e \u003cp\u003eBuilding a model in layers 267\u003c\/p\u003e \u003cp\u003eDesigning to avoid support material 268\u003c\/p\u003e \u003cp\u003eBridging 269\u003c\/p\u003e \u003cp\u003ePreparing a SketchUp Model for 3D Printing 270\u003c\/p\u003e \u003cp\u003ePeeking inside a model 270\u003c\/p\u003e \u003cp\u003eKnowing what makes a solid model 271\u003c\/p\u003e \u003cp\u003eUsing Solid Tools to combine groups 272\u003c\/p\u003e \u003cp\u003eCleanUp3 and Solid Inspector2 273\u003c\/p\u003e \u003cp\u003eCombining groups with Intersect Faces 275\u003c\/p\u003e \u003cp\u003eChecking a model’s normals 277\u003c\/p\u003e \u003cp\u003eSize matters! 278\u003c\/p\u003e \u003cp\u003eBreaking your model into arts 279\u003c\/p\u003e \u003cp\u003eExporting Your SketchUp File 284\u003c\/p\u003e \u003cp\u003e3D printing services 284\u003c\/p\u003e \u003cp\u003eUsing Your 3D Printer 285\u003c\/p\u003e \u003cp\u003ePrint early, print often 285\u003c\/p\u003e \u003cp\u003eInside your model 286\u003c\/p\u003e \u003cp\u003eGoing beyond Basic 3D Printing 287\u003c\/p\u003e \u003cp\u003eDesigning Parts that connect 287\u003c\/p\u003e \u003cp\u003eTesting your model’s moving Parts 291\u003c\/p\u003e \u003cp\u003eDesigning Things That Move 292\u003c\/p\u003e \u003cp\u003eCaptive joints 292\u003c\/p\u003e \u003cp\u003ePins 293\u003c\/p\u003e \u003cp\u003eGears 293\u003c\/p\u003e \u003cp\u003eAssemblies 294\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 3: Viewing Your Model In Different Ways\u003c\/b\u003e\u003cb\u003e 295\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10: Working with Styles and Shadows\u003c\/b\u003e\u003cb\u003e 297\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eStyling Your Model’s Appearance 298\u003c\/p\u003e \u003cp\u003eChoosing how and where to apply styles 298\u003c\/p\u003e \u003cp\u003eApplying styles to your models 299\u003c\/p\u003e \u003cp\u003eEditing your styles 301\u003c\/p\u003e \u003cp\u003eCreating 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\u003cp\u003eMastering the Sectional Approach 352\u003c\/p\u003e \u003cp\u003eCutting plans and sections 353\u003c\/p\u003e \u003cp\u003eAnimating sections with scenes 361\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 4: Sharing What You’ve Made\u003c\/b\u003e\u003cb\u003e 363\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 12: Creating Images, Presentations, and Documents in LayOut\u003c\/b\u003e\u003cb\u003e 365\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eBuilding a LayOut Document 366\u003c\/p\u003e \u003cp\u003eCustomizing a document’s pages and layers 368\u003c\/p\u003e \u003cp\u003eAdding and editing text 370\u003c\/p\u003e \u003cp\u003eInserting SketchUp model views 372\u003c\/p\u003e \u003cp\u003eAdding photos and other graphics 379\u003c\/p\u003e \u003cp\u003eDrawing with LayOut’s vector tools 380\u003c\/p\u003e \u003cp\u003eCreate clipping masks to emphasize details 384\u003c\/p\u003e \u003cp\u003eAnnotating with labels 385\u003c\/p\u003e \u003cp\u003eDisplaying dimensions 387\u003c\/p\u003e \u003cp\u003eCreating tables 392\u003c\/p\u003e \u003cp\u003eCreating Your Own Templates 394\u003c\/p\u003e \u003cp\u003ePutting Together Your Own Scrapbooks 395\u003c\/p\u003e \u003cp\u003eGetting Your Document out the Door 396\u003c\/p\u003e \u003cp\u003ePrinting your work 396\u003c\/p\u003e \u003cp\u003eExporting a PDF or image files 396\u003c\/p\u003e \u003cp\u003eExporting a DWG or DXF file 398\u003c\/p\u003e \u003cp\u003eGoing full-screen 399\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 13: Other Ways to Share Your Work\u003c\/b\u003e\u003cb\u003e 401\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eExporting Images from SketchUp for Web 402\u003c\/p\u003e \u003cp\u003eMaking Sure You Export Enough Pixels 405\u003c\/p\u003e \u003cp\u003eExporting Enough Pixels for a Digital Presentation 407\u003c\/p\u003e \u003cp\u003ePrinting from SketchUp for Web 407\u003c\/p\u003e \u003cp\u003ePrinting to Scale in SketchUp for Web 408\u003c\/p\u003e \u003cp\u003eMaking Movies with Animation Export 410\u003c\/p\u003e \u003cp\u003eGetting ready for prime time 410\u003c\/p\u003e \u003cp\u003eExporting a movie 411\u003c\/p\u003e \u003cp\u003eFiguring out the Animation Export Options settings 413\u003c\/p\u003e \u003cp\u003eExporting a CAD File 415\u003c\/p\u003e \u003cp\u003ePreparing your file 415\u003c\/p\u003e \u003cp\u003eExporting a 2D DWG file 416\u003c\/p\u003e \u003cp\u003eExporting a 3D DWG file 417\u003c\/p\u003e \u003cp\u003eWorking with the 3D Warehouse 418\u003c\/p\u003e \u003cp\u003eWhy use 3D Warehouse? 418\u003c\/p\u003e \u003cp\u003eGetting to the 3D Warehouse 419\u003c\/p\u003e \u003cp\u003eFind, preview, and download models 420\u003c\/p\u003e \u003cp\u003eUploading a model 420\u003c\/p\u003e \u003cp\u003eManaging models online 421\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 5: The Part of Tens\u003c\/b\u003e\u003cb\u003e 425\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 14: Ten 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He is the series editor for the Addison-Wesley OpenGL Series.\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eAatab Munshi\u003c\/strong\u003e is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e“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.” \u003cp\u003e–Rick Tewell, Graphics Technology Architect, Freescale\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003e“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.”\u003c\/p\u003e \u003cp\u003e–Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003e“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.”\u003c\/p\u003e \u003cp\u003e–Kristof Beets, Business Development, Imagination Technologies\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003e“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.”\u003c\/p\u003e \u003cp\u003e–Jed Fisher, Managing Partner, 4D Pipeline\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003e“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.”\u003c\/p\u003e \u003cp\u003e–Todd Furlong, President \u0026amp; Principal Engineer, Inv3rsion LLC\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cstrong\u003e\u003cem\u003eList of Figures xvii\u003c\/em\u003e\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eList of Examples xxi\u003c\/p\u003e \u003cp\u003eList of Tables xxv\u003c\/p\u003e \u003cp\u003eForeword xxix\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003e\u003cem\u003ePreface xxxi\u003c\/em\u003e\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eIntended Audience xxxi\u003c\/p\u003e \u003cp\u003eOrganization of This Book xxxii\u003c\/p\u003e \u003cp\u003eExample Code and Shaders xxxvi\u003c\/p\u003e \u003cp\u003eErrata xxxvi\u003c\/p\u003e \u003cp\u003eAcknowledgments xxxvii\u003c\/p\u003e \u003cp\u003eAbout the Authors xxxix\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 1: Introduction to OpenGL ES 3.0 1\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eOpenGL ES 3.0 3\u003c\/p\u003e \u003cp\u003eWhat’s New in OpenGL ES 3.0 11\u003c\/p\u003e \u003cp\u003eOpenGL ES 3.0 and Backward Compatibility 17\u003c\/p\u003e \u003cp\u003eEGL 19\u003c\/p\u003e \u003cp\u003eEGL Command Syntax 20\u003c\/p\u003e \u003cp\u003eOpenGL ES Command Syntax 21\u003c\/p\u003e \u003cp\u003eError Handling 22\u003c\/p\u003e \u003cp\u003eBasic State Management 23\u003c\/p\u003e \u003cp\u003eFurther Reading 25\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 2: Hello Triangle: An OpenGL ES 3.0 Example 27\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eCode Framework 28\u003c\/p\u003e \u003cp\u003eWhere to Download the Examples 28\u003c\/p\u003e \u003cp\u003eHello Triangle Example 29\u003c\/p\u003e \u003cp\u003eUsing the OpenGL ES 3.0 Framework 34\u003c\/p\u003e \u003cp\u003eCreating a Simple Vertex and Fragment Shader 35\u003c\/p\u003e \u003cp\u003eCompiling and Loading the Shaders 36\u003c\/p\u003e \u003cp\u003eCreating a Program Object and Linking the Shaders 38\u003c\/p\u003e \u003cp\u003eSetting the Viewport and Clearing the Color Buffer 39\u003c\/p\u003e \u003cp\u003eLoading the Geometry and Drawing a Primitive 40\u003c\/p\u003e \u003cp\u003eDisplaying the Back Buffer 41\u003c\/p\u003e \u003cp\u003eSummary 42\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 3: An Introduction to EGL 43\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eCommunicating with the Windowing System 44\u003c\/p\u003e \u003cp\u003eChecking for Errors 45\u003c\/p\u003e \u003cp\u003eInitializing EGL 46\u003c\/p\u003e \u003cp\u003eDetermining the Available Surface Configurations 46\u003c\/p\u003e \u003cp\u003eQuerying EGLConfig Attributes 48\u003c\/p\u003e \u003cp\u003eLetting EGL Choose the Configuration 51\u003c\/p\u003e \u003cp\u003eCreating an On-Screen Rendering Area: The EGL Window 53\u003c\/p\u003e \u003cp\u003eCreating an Off-Screen Rendering Area: EGL Pbuffers 56\u003c\/p\u003e \u003cp\u003eCreating a Rendering Context 60\u003c\/p\u003e \u003cp\u003eMaking an EGLContext Current 62\u003c\/p\u003e \u003cp\u003ePutting All Our EGL Knowledge Together 63\u003c\/p\u003e \u003cp\u003eSynchronizing Rendering 66\u003c\/p\u003e \u003cp\u003eSummary 67\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 4: Shaders and Programs 69\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eShaders and Programs 69\u003c\/p\u003e \u003cp\u003eUniforms and Attributes 80\u003c\/p\u003e \u003cp\u003eShader Compiler 93\u003c\/p\u003e \u003cp\u003eProgram Binaries 94\u003c\/p\u003e \u003cp\u003eSummary 95\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 5: OpenGL ES Shading Language 97\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eOpenGL ES Shading Language Basics 98\u003c\/p\u003e \u003cp\u003eShader Version Specification 98\u003c\/p\u003e \u003cp\u003eVariables and Variable Types 99\u003c\/p\u003e \u003cp\u003eVariable Constructors 100\u003c\/p\u003e \u003cp\u003eVector and Matrix Components 101\u003c\/p\u003e \u003cp\u003eConstants 102\u003c\/p\u003e \u003cp\u003eStructures 103\u003c\/p\u003e \u003cp\u003eArrays 104\u003c\/p\u003e \u003cp\u003eOperators 104\u003c\/p\u003e \u003cp\u003eFunctions 106\u003c\/p\u003e \u003cp\u003eBuilt-In Functions 107\u003c\/p\u003e \u003cp\u003eControl Flow Statements 107\u003c\/p\u003e \u003cp\u003eUniforms 108\u003c\/p\u003e \u003cp\u003eUniform Blocks 109\u003c\/p\u003e \u003cp\u003eVertex and Fragment Shader Inputs\/Outputs 111\u003c\/p\u003e \u003cp\u003eInterpolation Qualifiers 114\u003c\/p\u003e \u003cp\u003ePreprocessor and Directives 115\u003c\/p\u003e \u003cp\u003eUniform and Interpolator Packing 117\u003c\/p\u003e \u003cp\u003ePrecision Qualifiers 119\u003c\/p\u003e \u003cp\u003eInvariance 121\u003c\/p\u003e \u003cp\u003eSummary 123\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects 125\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eSpecifying Vertex Attribute Data 126\u003c\/p\u003e \u003cp\u003eDeclaring Vertex Attribute Variables in a Vertex Shader 135\u003c\/p\u003e \u003cp\u003eVertex Buffer Objects 140\u003c\/p\u003e \u003cp\u003eVertex Array Objects 150\u003c\/p\u003e \u003cp\u003eMapping Buffer Objects 154\u003c\/p\u003e \u003cp\u003eCopying Buffer Objects 159\u003c\/p\u003e \u003cp\u003eSummary 160\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 7: Primitive Assembly and Rasterization 161\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003ePrimitives 161\u003c\/p\u003e \u003cp\u003eDrawing Primitives 165\u003c\/p\u003e \u003cp\u003ePrimitive Assembly 174\u003c\/p\u003e \u003cp\u003eRasterization 179\u003c\/p\u003e \u003cp\u003eOcclusion Queries 183\u003c\/p\u003e \u003cp\u003eSummary 185\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 8: Vertex Shaders 187\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eVertex Shader Overview 188\u003c\/p\u003e \u003cp\u003eVertex Shader Examples 196\u003c\/p\u003e \u003cp\u003eGenerating Texture Coordinates 205\u003c\/p\u003e \u003cp\u003eVertex Skinning 207\u003c\/p\u003e \u003cp\u003eTransform Feedback 211\u003c\/p\u003e \u003cp\u003eVertex Textures 214\u003c\/p\u003e \u003cp\u003eOpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader 215\u003c\/p\u003e \u003cp\u003eSummary 223\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 9: Texturing 225\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eTexturing Basics 226\u003c\/p\u003e \u003cp\u003eCompressed Textures 262\u003c\/p\u003e \u003cp\u003eTexture Subimage Specification 266\u003c\/p\u003e \u003cp\u003eCopying Texture Data from the Color Buffer 269\u003c\/p\u003e \u003cp\u003eSampler Objects 273\u003c\/p\u003e \u003cp\u003eImmutable Textures 276\u003c\/p\u003e \u003cp\u003ePixel Unpack Buffer Objects 277\u003c\/p\u003e \u003cp\u003eSummary 278\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 10: Fragment Shaders 279\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eFixed-Function Fragment Shaders 280\u003c\/p\u003e \u003cp\u003eFragment Shader Overview 282\u003c\/p\u003e \u003cp\u003eImplementing Fixed-Function Techniques Using Shaders 286\u003c\/p\u003e \u003cp\u003eSummary 295\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 11: Fragment Operations 297\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eBuffers 298\u003c\/p\u003e \u003cp\u003eFragment Tests and Operations 303\u003c\/p\u003e \u003cp\u003eBlending 311\u003c\/p\u003e \u003cp\u003eDithering 314\u003c\/p\u003e \u003cp\u003eMultisampled Anti-Aliasing 314\u003c\/p\u003e \u003cp\u003eReading and Writing Pixels to the Framebuffer 316\u003c\/p\u003e \u003cp\u003eMultiple Render Targets 320\u003c\/p\u003e \u003cp\u003eSummary 324\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter12: Framebuffer Objects 325\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eWhy Framebuffer Objects? 325\u003c\/p\u003e \u003cp\u003eFramebuffer and Renderbuffer Objects 327\u003c\/p\u003e \u003cp\u003eCreating Framebuffer and Renderbuffer Objects 329\u003c\/p\u003e \u003cp\u003eUsing Renderbuffer Objects 330\u003c\/p\u003e \u003cp\u003eUsing Framebuffer Objects 335\u003c\/p\u003e \u003cp\u003eFramebuffer Blits 342\u003c\/p\u003e \u003cp\u003eFramebuffer Invalidation 344\u003c\/p\u003e \u003cp\u003eDeleting Framebuffer and Renderbuffer Objects 346\u003c\/p\u003e \u003cp\u003eExamples 348\u003c\/p\u003e \u003cp\u003ePerformance Tips and Tricks 354\u003c\/p\u003e \u003cp\u003eSummary 355\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 13: Sync Objects and Fences 357\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eFlush and Finish 357\u003c\/p\u003e \u003cp\u003eWhy Use a Sync Object? 358\u003c\/p\u003e \u003cp\u003eCreating and Deleting a Sync Object 358\u003c\/p\u003e \u003cp\u003eWaiting for and Signaling a Sync Object 359\u003c\/p\u003e \u003cp\u003eExample 360\u003c\/p\u003e \u003cp\u003eSummary 361\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 14: Advanced Programming with OpenGL ES 3.0 363\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003ePer-Fragment Lighting 363\u003c\/p\u003e \u003cp\u003eEnvironment Mapping 370\u003c\/p\u003e \u003cp\u003eParticle System Using Transform Feedback 380\u003c\/p\u003e \u003cp\u003eImage Postprocessing 387\u003c\/p\u003e \u003cp\u003eProjective Texturing 390\u003c\/p\u003e \u003cp\u003eNoise Using a 3D Texture 397\u003c\/p\u003e \u003cp\u003eProcedural Texturing 404\u003c\/p\u003e \u003cp\u003eRendering Terrain with Vertex Texture Fetch 410\u003c\/p\u003e \u003cp\u003eShadows Using a Depth Texture 414\u003c\/p\u003e \u003cp\u003eSummary 420\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 15: State Queries 421\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eOpenGL ES 3.0 Implementation String Queries 421\u003c\/p\u003e \u003cp\u003eQuerying Implementation-Dependent Limits 423\u003c\/p\u003e \u003cp\u003eQuerying OpenGL ES State 429\u003c\/p\u003e \u003cp\u003eHints 435\u003c\/p\u003e \u003cp\u003eEntity Name Queries 436\u003c\/p\u003e \u003cp\u003eNonprogrammable Operations Control and Queries 436\u003c\/p\u003e \u003cp\u003eShader and Program State Queries 438\u003c\/p\u003e \u003cp\u003eVertex Attribute Queries 440\u003c\/p\u003e \u003cp\u003eTexture State Queries 441\u003c\/p\u003e \u003cp\u003eSampler Queries 442\u003c\/p\u003e \u003cp\u003eAsynchronous Object Queries 442\u003c\/p\u003e \u003cp\u003eSync Object Queries 443\u003c\/p\u003e \u003cp\u003eVertex Buffer Queries 444\u003c\/p\u003e \u003cp\u003eRenderbuffer and Framebuffer State Queries 445\u003c\/p\u003e \u003cp\u003eSummary 446\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eChapter 16: OpenGL ES Platforms 447\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eBuilding for Microsoft Windows with Visual Studio 447\u003c\/p\u003e \u003cp\u003eBuilding for Ubuntu Linux 449\u003c\/p\u003e \u003cp\u003eBuilding for Android 4.3+ NDK (C++) 450\u003c\/p\u003e \u003cp\u003eBuilding for Android 4.3+ SDK (Java) 452\u003c\/p\u003e \u003cp\u003eBuilding for iOS 7 453\u003c\/p\u003e \u003cp\u003eSummary 455\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eAppendix A: GL_HALF_FLOAT 457\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003e16-Bit Floating-Point Number 458\u003c\/p\u003e \u003cp\u003eConverting a Float to a Half-Float 459\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eAppendix B: Built-In Functions 463\u003c\/strong\u003e\u003c\/p\u003e \u003cp\u003eAngle and Trigonometry Functions 465\u003c\/p\u003e \u003cp\u003eExponential Functions 466\u003c\/p\u003e \u003cp\u003eCommon Functions 467\u003c\/p\u003e \u003cp\u003eFloating-Point Pack and Unpack Functions 471\u003c\/p\u003e \u003cp\u003eGeometric Functions 472\u003c\/p\u003e \u003cp\u003eMatrix Functions 474\u003c\/p\u003e \u003cp\u003eVector Relational Functions 475\u003c\/p\u003e \u003cp\u003eTexture Lookup Functions 476\u003c\/p\u003e \u003cp\u003eFragment Processing Functions 483\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eAppendix C: 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An appendix covers the mathematical methods used, and exercises are available on the book's Web site.\u003c\/p\u003e","brand":"MIT Press Ltd","offers":[{"title":"Default Title","offer_id":49083454652759,"sku":"9780262541855","price":68.4,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780262541855.jpg?v=1725548999"},{"product_id":"3d-printing-for-model-engineers-a-practical-guide-9781785004254","title":"3D Printing for Model Engineers: A Practical","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eSince the release of the first commercially available 3D printer in 2009, a thriving consumer market has developed, with a huge variety of kits now available for the home constructor. In their short existence, these printers have developed into capable machines able to make robust and useful objects in a wide range of materials.   3D Printing for Model Engineers - A Practical Guide provides the first truly comprehensive guide to 3D printing in the context of other creating engineering-based hobbies.  It covers using 3D Computer Aided Design; 3D printing materials and best practice; joining and finishing 3D printed parts; making your own metal castings from 3D printed parts and building your own 3D printer.  Filled with real world examples and applications of 3D printing, this book is based on practical experience and is the essential guide to getting the most from your 3D printer.","brand":"The Crowood Press Ltd","offers":[{"title":"Default Title","offer_id":49084361343319,"sku":"9781785004254","price":999.99,"currency_code":"GBP","in_stock":false}]},{"product_id":"digital-modelmaking-laser-cutting-3d-printing-and-reverse-engineering-9781785005855","title":"Digital Modelmaking: Laser Cutting, 3D Printing","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eDigital manufacturing has become an intrinsic part of the modelmaking profession, so today's practitioner must be skilled in both traditional hand-making techniques and digital technology.  Relevant to a wide variety of creative industries, including film and television, theatre, architecture and product design, Digital Modelmaking offers a comprehensive insight into the manufacturing processes and technologies used within contemporary modelmaking.  Each chapter contains an in-depth explanation of each topic, presents examples of how each process is used and includes case studies from professional modelmakers and students.  Topics covered include: making models using a laser cutter, 3D printer and CNC milling machinery; generating 3D digital data using a 3D scanner and photogrammetry; two-and three- dimensional drawing software such as CAD; designing models for digital manufacturing; selecting materials based on their suitability for modelmaking; combining traditional hand-making skills with digital manufacturing; painting and finishing models, and finally, moulding and casting using silicone and resin.  This invaluable book will be of great interest for students, young professionals and everyone with a passion for design and making.","brand":"The Crowood Press Ltd","offers":[{"title":"Default Title","offer_id":49084363178327,"sku":"9781785005855","price":18.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781785005855.jpg?v=1725551897"},{"product_id":"model-dioramas-handbook-9781800352780","title":"Model Dioramas Handbook","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eDioramas are invariably associated with scale models, providing a setting or background for a completed kit, though arguably the scenery and buildings on a model railway layout is essentially, a very large diorama. The techniques and materials used are much the same whether you wish to create a landscape through which the track of a classic English branch line will run or a smaller base displaying a Hawker Hurricane being readied for take-off, a Panther tank stuck in the mud of a battlefield or a Monte Carlo Mini in the snow. This book shows how you can create interesting dioramas irrespective as to what you are modelling. It looks at the materials required for building dioramas, primarily tools, paints and glues. Similar skills and techniques are required to create everything from simple bases that contain only a few items, to larger structures that need far more work and effort in their creation. It covers the materials that can be used to create earth, vegetation and water - from se","brand":"Crecy Publishing","offers":[{"title":"Default Title","offer_id":49084425732439,"sku":"9781800352780","price":23.76,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781800352780.jpg?v=1725552124"},{"product_id":"what-is-cgi-9780007186679","title":"What Is CGI","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eArtist 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","brand":"HarperCollins Publishers","offers":[{"title":"Default Title","offer_id":49399366418775,"sku":"9780007186679","price":9.05,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780007186679.jpg?v=1730467316"},{"product_id":"creating-games-with-unity-and-maya-9780240818818","title":"Creating Games with Unity and Maya","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eUnity 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. \u003c\/p\u003e\u003cp\u003eMastering Unity is absolutely essential in an increasingly competitive games market where agility is expected, yet until now practical tutorials were nearly impossible to find. \u003c\/p\u003e\u003cp\u003eCreating 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. \u003c\/p\u003e\u003cp\u003eThis accessible guide provides a non-programmer entry point to the world of game creation. Aspiring developers with little or no coding experience will learn chara\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003e\"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.\"\u003c\/p\u003e\u003cp\u003e--A. Chen, Cogswell Polytechnical College\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eIntroduction; 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;","brand":"Taylor \u0026 Francis Ltd","offers":[{"title":"Default Title","offer_id":49400388518231,"sku":"9780240818818","price":999.99,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780240818818.jpg?v=1730470571"},{"product_id":"computer-modeling-in-bioengineering-9780470060353","title":"Computer Modeling in Bioengineering","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eBioengineering 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.  \u003cp\u003e\u003ci\u003eComputer Modeling in Bioengineering\u003c\/i\u003e 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 ar\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eContributors.  \u003c\/p\u003e\u003cp\u003ePreface.\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart I: Theoretical Background of Computational Methods.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e1. Notation - Matrices and Tensors.\u003c\/p\u003e \u003cp\u003e2. Fundamentals of Continuum Mechanics.\u003c\/p\u003e \u003cp\u003e3. Heat Transfer, Diffusion, Fluid Mechanics, and Fluid Flow through Porous Deformable Media.\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart II: Fundamentals of Computational Methods.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e4. Isoparametric Formulation of Finite Elements.\u003c\/p\u003e \u003cp\u003e5. Dynamic Finite Element Analysis.\u003c\/p\u003e \u003cp\u003e6. Introduction to Nonlinear Finite Element Analysis.\u003c\/p\u003e \u003cp\u003e7. Finite Element Modeling of Field Problems.\u003c\/p\u003e \u003cp\u003e8. Discrete Particle Methods for Modeling of Solids and Fluids.\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart III: Computational Methods in Bioengineering.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e9. Introduction to Bioengineering.\u003c\/p\u003e \u003cp\u003e10. Bone Modeling.\u003c\/p\u003e \u003cp\u003e11. Biological Soft Tissue.\u003c\/p\u003e \u003cp\u003e12. Skeletal Muscles.\u003c\/p\u003e \u003cp\u003e13. Blood Flow and Blood Vessels.\u003c\/p\u003e \u003cp\u003e14. Modeling Mass Transport and Thrombosis in Arteries.\u003c\/p\u003e \u003cp\u003e15. Cartilage Mechanics.\u003c\/p\u003e \u003cp\u003e16. Cell Mechanics.\u003c\/p\u003e \u003cp\u003e17. Extracellular Mechanotransduction: Modeling Ligand Concentration Dynamics in the Lateral Intercellular Space of Compressed Airway Epithelial Cells.\u003c\/p\u003e \u003cp\u003e18. Spider Silk: Modeling Solvent Removal during Synthetic and Nephila clavipes Fiber Spinning.\u003c\/p\u003e \u003cp\u003e19. Modeling in Cancer Nanotechnology.\u003c\/p\u003e \u003cp\u003eIndex.\u003c\/p\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402276544855,"sku":"9780470060353","price":124.4,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780470060353.jpg?v=1730479921"},{"product_id":"reviews-in-computational-chemistry-volume-24-9780470112816","title":"Reviews in Computational Chemistry Volume 24","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eReviews In Computational Chemistry\u003cbr\u003e \u003cbr\u003e Martin Schoen and Sabine Klapp\u003cbr\u003e \u003cbr\u003e Kenny B. Lipkowitz and Thomas Cundari, Series Editors\u003cbr\u003e \u003cbr\u003e 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.\u003cbr\u003e \u003cbr\u003e From Reviews Of The Series\u003cbr\u003e \u003cbr\u003e Reviews in Computational Chemistry remains the most valuable reference to methods and techniques in computational chemistry.\u003cbr\u003e -Journal Of Molecular Graphics And Modelling\u003cbr\u003e \u003cbr\u003e One cannot generally do better than to try to find an appropriate article in the highly","brand":"Wiley-VCH Verlag GmbH","offers":[{"title":"Default Title","offer_id":49402287817047,"sku":"9780470112816","price":204.26,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780470112816.jpg?v=1791462864"},{"product_id":"drawing-shortcuts-9780470435489","title":"Drawing Shortcuts","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThe updated edition of a contemporary approach to merging traditional hand drawing methods with 2-dimensional and 3-dimensional digital visualization tools.  \u003cp\u003eJim Leggitt?s \u003ci\u003eDrawing Shortcuts\u003c\/i\u003e 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.\u003c\/p\u003e \u003cul\u003e \u003cli\u003eEasy-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\u003c\/li\u003e \u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\"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.\" (\u003ci\u003eTango Reporter\u003c\/i\u003e, August 2010)  \u003cp\u003e\"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.\" (\u003ci\u003eLandscape Architecture\u003c\/i\u003e, July 2010)\u003c\/p\u003e \u003cp\u003e\"\u003ci\u003eDrawing Shortcuts, Second Edition\u003c\/i\u003e, 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.\" (\u003ci\u003eChicagoArchitectureToday.com\u003c\/i\u003e, June 2010)\u003c\/p\u003e \u003cp\u003e\"Written for students and professionals in the building and landscaping arts, \u003ci\u003eDrawing Shortcuts\u003c\/i\u003e 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.\" (\u003ci\u003eSan Francisco Book Review\u003c\/i\u003e, March 28, 2010)\u003c\/p\u003e\n\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003ePreface.  \u003cp\u003eAcknowledgments.\u003c\/p\u003e \u003cp\u003eINTRODUCTION.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 1 TRADITIONAL DRAWING TYPES.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eObservation Drawings.\u003c\/p\u003e \u003cp\u003eImagination Drawings.\u003c\/p\u003e \u003cp\u003eThumbnail Drawings.\u003c\/p\u003e \u003cp\u003eConcept Drawings.\u003c\/p\u003e \u003cp\u003ePresentation Drawings.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 2 DRAWING COMPOSITION.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDrawing Composition.\u003c\/p\u003e \u003cp\u003ePerspective Drawings.\u003c\/p\u003e \u003cp\u003eParaline Drawings.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 3 TRADITIONAL DRAWING TOOLS.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDrawing Media.\u003c\/p\u003e \u003cp\u003eDrawing with Pencils.\u003c\/p\u003e \u003cp\u003eDrawing with Pens.\u003c\/p\u003e \u003cp\u003eHatching Techniques.\u003c\/p\u003e \u003cp\u003eShowing Detail.\u003c\/p\u003e \u003cp\u003eCreating Shadows.\u003c\/p\u003e \u003cp\u003eCorrecting Mistakes.\u003c\/p\u003e \u003cp\u003eDrawing Safety.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 4 TRADITIONAL COLORING TOOLS.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eHow to Color with Pencils.\u003c\/p\u003e \u003cp\u003eHow to Color with Markers.\u003c\/p\u003e \u003cp\u003eMixed-Media Drawings.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 5 TRADITIONAL ENTOURAGE DRAWING.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDrawing Sources.\u003c\/p\u003e \u003cp\u003eHow to Draw People.\u003c\/p\u003e \u003cp\u003eHow to Draw Cars.\u003c\/p\u003e \u003cp\u003eHow to Draw Vegetation.\u003c\/p\u003e \u003cp\u003eDrawing Furniture.\u003c\/p\u003e \u003cp\u003eDrawing Building Materials.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 6 DIGITAL DRAWING TOOLS.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e3-D Modeling.\u003c\/p\u003e \u003cp\u003eDigital Editing.\u003c\/p\u003e \u003cp\u003eDigital Photography.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 7 TRADIGITAL DRAWING.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eTraditional + Digital.\u003c\/p\u003e \u003cp\u003eTradigital Variations.\u003c\/p\u003e \u003cp\u003eOverlay and Trace.\u003c\/p\u003e \u003cp\u003eSimple Composite Method.\u003c\/p\u003e \u003cp\u003eAdvanced Composite Method.\u003c\/p\u003e \u003cp\u003eDigital Hybrids.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eCHAPTER 8 DRAWING GALLERY.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eKirk Fromm.\u003c\/p\u003e \u003cp\u003eJennifer Mahoney.\u003c\/p\u003e \u003cp\u003ePaul Stevenson Oles, FAIA.\u003c\/p\u003e \u003cp\u003eTerry J. Leonard, AIA.\u003c\/p\u003e \u003cp\u003eMichael P. O'Beirne.\u003c\/p\u003e \u003cp\u003eSeth Harry, AIA.\u003c\/p\u003e \u003cp\u003eStanley Doctor.\u003c\/p\u003e \u003cp\u003eConclusion.\u003c\/p\u003e \u003cp\u003eContributors.\u003c\/p\u003e \u003cp\u003eProject Credits.\u003c\/p\u003e \u003cp\u003eIndex.\u003c\/p\u003e \u003cp\u003eJim Leggitt.\u003c\/p\u003e\n\u003c\/ul\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402332348759,"sku":"9780470435489","price":51.25,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780470435489.jpg?v=1791462868"},{"product_id":"rendering-in-sketchup-9780470642191","title":"Rendering in SketchUp","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003eThe sure way for design professionals to learn SketchUp modeling and rendering techniques\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003ci\u003eRendering In SketchUp\u003c\/i\u003e 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.\u003c\/p\u003e \u003cp\u003eThe book focuses on tasks and principles at the core of photorealistic rendering, including:\u003c\/p\u003e \u003cul\u003e \u003cli\u003e\n\u003cb\u003eRendering process:\u003c\/b\u003e Learn a step-by-step process focused on workflow within SketchUp''s familiar workspace.\u003c\/li\u003e \u003cli\u003e\n\u003cb\u003eUniversal method:\u003c\/b\u003e 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 func\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eAcknowledgments ix\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 1 Overview and Concepts\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 1: Introduction to Rendering in SketchUp 2\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIntegrated Rendering Programs 3\u003c\/p\u003e \u003cp\u003eStudio Rendering Programs 4\u003c\/p\u003e \u003cp\u003eDigital Rendering and Photorealism 5\u003c\/p\u003e \u003cp\u003eUsing This Book 8\u003c\/p\u003e \u003cp\u003eThe Software 10\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2: Contents and Extended Features 14\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCompanion IRP Chapters 14\u003c\/p\u003e \u003cp\u003eMethod and Reference Guide 18\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3: The Rendering Process 23\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCreate the SketchUp Model 24\u003c\/p\u003e \u003cp\u003eThe Iterative Rendering Process 28\u003c\/p\u003e \u003cp\u003eThe Post-Rendering Process 33\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4: How Rendering Works 35\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIRP Render Processing 35\u003c\/p\u003e \u003cp\u003eComputer Hardware and Rendering 37\u003c\/p\u003e \u003cp\u003eOther Rendering Options 40\u003c\/p\u003e \u003cp\u003eComputer Specifications 42\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5: Learning to Look 45\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eRendering as an Art Form 45\u003c\/p\u003e \u003cp\u003eBecoming a Student of Light and Color 53\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 2 Textures\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6: Textures Overview 56\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eTextures in SketchUp 58\u003c\/p\u003e \u003cp\u003eThe Texturing Process 63\u003c\/p\u003e \u003cp\u003eGeneral Considerations 65\u003c\/p\u003e \u003cp\u003eTexture Image Formats 68\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7: The Texture Library 69\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSketchUp Native Textures 70\u003c\/p\u003e \u003cp\u003eWeb Sources 70\u003c\/p\u003e \u003cp\u003eChoosing and Downloading Textures 72\u003c\/p\u003e \u003cp\u003eSaving a Texture Library 76\u003c\/p\u003e \u003cp\u003eSearching CG Textures 77\u003c\/p\u003e \u003cp\u003eLinking the Texture Library 79\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8: The SketchUp Texture Tools 81\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eMacintosh Texture Tools 81\u003c\/p\u003e \u003cp\u003ePC Texture Tools 82\u003c\/p\u003e \u003cp\u003eThe Paint Bucket Tool 83\u003c\/p\u003e \u003cp\u003eThe Styles Menu 95\u003c\/p\u003e \u003cp\u003eThe Right-Click Texture Menu 98\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9: Apply, Assess, and Adjust 109\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Three As 109\u003c\/p\u003e \u003cp\u003eApply 111\u003c\/p\u003e \u003cp\u003eAssess and Adjust 121\u003c\/p\u003e \u003cp\u003eTexture Tips 141\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10: Editing Textures in an External Photo Editor 146\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eLinking an Editor to SketchUp 146\u003c\/p\u003e \u003cp\u003eLaunching, Editing, and Saving 147\u003c\/p\u003e \u003cp\u003eTypical Alterations 150\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 3 Modeling Detail\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 11: An Overview of Modeling Detail 168\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhat Is Detail Modeling? 170\u003c\/p\u003e \u003cp\u003eMethods 173\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 12: The Detailing Tools 176\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Component Library 176\u003c\/p\u003e \u003cp\u003eThe Component Browser 178\u003c\/p\u003e \u003cp\u003eUsing Layers 181\u003c\/p\u003e \u003cp\u003eSketchUp Scenes 186\u003c\/p\u003e \u003cp\u003eThe Camera Tools 188\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 13: Component Details 193\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhat Is Component Detail? 193\u003c\/p\u003e \u003cp\u003ePremade Components and Textures 197\u003c\/p\u003e \u003cp\u003ePremade Component Websites 201\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 14: Organizing the Model 219\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhat Is a Large Model? 220\u003c\/p\u003e \u003cp\u003eLayering Strategy 223\u003c\/p\u003e \u003cp\u003eLayer Conventions by Model Typology 226\u003c\/p\u003e \u003cp\u003eCleaning Up Layers 231\u003c\/p\u003e \u003cp\u003eControlling Layers with Scenes 234\u003c\/p\u003e \u003cp\u003eToggling Layers 237\u003c\/p\u003e \u003cp\u003eWarning! 241\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 15: Camera Scenes, Composition, and Backdrops 242\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCamera Scenes 242\u003c\/p\u003e \u003cp\u003eComposition 244\u003c\/p\u003e \u003cp\u003eBackdrops 251\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 16: Advanced Detailing 261\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eTexture Modeling 262\u003c\/p\u003e \u003cp\u003eRuby Scripts for Detailing 276\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 4 Setting Light with Shadows\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 17: The Shadow Menu 290\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe SketchUp Shadow Menu 290\u003c\/p\u003e \u003cp\u003eSolar North 296\u003c\/p\u003e \u003cp\u003eWorking with Shadows 297\u003c\/p\u003e \u003cp\u003eTroubleshooting Shadows 298\u003c\/p\u003e \u003cp\u003eChapter 18: Composing Light 300\u003c\/p\u003e \u003cp\u003eComposing Light Tools 303\u003c\/p\u003e \u003cp\u003eComposing Light Strategies 308\u003c\/p\u003e \u003cp\u003eComposing the Light 314\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 5 The Iterative Rendering Process\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 19: A Rendering Overview 320\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIRP Universal Features 321\u003c\/p\u003e \u003cp\u003eCustom Features 325\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 20: Steps of the Iterative Rendering Process 331\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAdd Initial Values 332\u003c\/p\u003e \u003cp\u003eDraft to Final Render 334\u003c\/p\u003e \u003cp\u003eSimulated Light Drafts-to-Final Process 343\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 21: Texture Values 351\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIRPs and Texture Values 351\u003c\/p\u003e \u003cp\u003eBump Values 354\u003c\/p\u003e \u003cp\u003eSurface Condition and Surface Reflection 358\u003c\/p\u003e \u003cp\u003eTransparency 364\u003c\/p\u003e \u003cp\u003eTexture Categories 365\u003c\/p\u003e \u003cp\u003eTroubleshooting Textures 366\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 22: Image Resolution 368\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhat Is Resolution? 368\u003c\/p\u003e \u003cp\u003eDetermining DPI 374\u003c\/p\u003e \u003cp\u003eLarge Resolutions 374\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 23: Exterior Light 375\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eFirst Lighting Steps 375\u003c\/p\u003e \u003cp\u003eSketchUp Shadows 376\u003c\/p\u003e \u003cp\u003eImage-Based Lighting 376\u003c\/p\u003e \u003cp\u003eExposure\/Gamma\/Intensity 381\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 24: Simulated Lighting 383\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eTypes of Lighting 385\u003c\/p\u003e \u003cp\u003ePlacing and Editing Lights 394\u003c\/p\u003e \u003cp\u003eRender Times 398\u003c\/p\u003e \u003cp\u003eGeneral Simulated Light Strategies 399\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 6 Shaderlight by ArtVPS\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 25: Introduction to Shaderlight 412\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eMenu Overview 414\u003c\/p\u003e \u003cp\u003eSecondary Menu 415\u003c\/p\u003e \u003cp\u003eSpecial Features 415\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 26: Shaderlight Iterative Rendering Settings 418\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Render Settings Menu 418\u003c\/p\u003e \u003cp\u003eDynamic Preview and Saving 422\u003c\/p\u003e \u003cp\u003eDraft-to-Final Settings 424\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 27: Shaderlight Texture Settings 430\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eApply Texture Values 430\u003c\/p\u003e \u003cp\u003eTexture Value Descriptions 432\u003c\/p\u003e \u003cp\u003eTexture Settings Categories 437\u003c\/p\u003e \u003cp\u003eGlass and Water Material Values 442\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 28: Shaderlight Exterior Lighting and Backdrops 449\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSketchUp Dark Slider 450\u003c\/p\u003e \u003cp\u003ePhysical Sky 451\u003c\/p\u003e \u003cp\u003eHDRI Lighting 452\u003c\/p\u003e \u003cp\u003eBackground and Backdrops 458\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 29: Shaderlight Simulated Lighting 461\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eShaderlight Lighting Options 462\u003c\/p\u003e \u003cp\u003eLight Editor 468\u003c\/p\u003e \u003cp\u003eShaderlight Render Settings 469\u003c\/p\u003e \u003cp\u003eQuality Settings 470\u003c\/p\u003e \u003cp\u003eLighting Settings 470\u003c\/p\u003e \u003cp\u003ePostproduction 478\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 30: Shaderlight Special Features 481\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eBatch Rendering 481\u003c\/p\u003e \u003cp\u003eReplaceMe 487\u003c\/p\u003e \u003cp\u003eChalk Rendering 490\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 7 The Photoshop Postproduction Process\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 31: Postproduction Effects 496\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eMethods 498\u003c\/p\u003e \u003cp\u003eLight and Color 500\u003c\/p\u003e \u003cp\u003eEffects 511\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 32: Detailed Postproduction 519\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eRealistic Vegetation 519\u003c\/p\u003e \u003cp\u003eArchitecture Photo Placement 524\u003c\/p\u003e \u003cp\u003eBackgrounds\/Backdrops 526\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart 8 Anatomy of a Rendering\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 33: Building the Base Model 536\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eChapter Relationships 537\u003c\/p\u003e \u003cp\u003eThe Base Model 538\u003c\/p\u003e \u003cp\u003eSolid Color to Surfaces 539\u003c\/p\u003e \u003cp\u003eBase Model Extrusion 541\u003c\/p\u003e \u003cp\u003eSolid Colors Swapped with Textures 542\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 34: Building Detail 545\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 35: Interior Detail 552\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eInterior Base Model 552\u003c\/p\u003e \u003cp\u003eInterior Detailing 557\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 36: Site Detail 565\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 37: Scenes 573\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCleaning Up the Layer List 573\u003c\/p\u003e \u003cp\u003eOff\/On Scenes 574\u003c\/p\u003e \u003cp\u003eSpecific Control Scenes 575\u003c\/p\u003e \u003cp\u003eCamera View Scenes 578\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 38: Setting Light with Shadows 581\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 39: The Iterative Rendering Process for Exterior Scenes 587\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 40: The Iterative Rendering Process for Interior Scenes 605\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 41: Postproduction of Exterior Scene 620\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIndex 624\u003c\/p\u003e\n\u003c\/li\u003e\n\u003c\/ul\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402384712023,"sku":"9780470642191","price":40.8,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780470642191.jpg?v=1791462873"},{"product_id":"geosimulation-automatabased-modeling-of-urban-phenomena-9780470843499","title":"Geosimulation Automatabased Modeling of Urban","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eGeosimulation 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cb\u003ePreface.\u003c\/b\u003e  \u003cp\u003e\u003cb\u003eAcknowledgements.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eForeword.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e1. Introduction to urban Geosimulation.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e1.1 A new wave of urban geographic models is coming.\u003c\/p\u003e \u003cp\u003e1.2 Defining urban Geosimulation.\u003c\/p\u003e \u003cp\u003e1.3 Automata as a basis of Geosimulation.\u003c\/p\u003e \u003cp\u003e1.4 High-resolution GIS as a driving force of Geosimulation.\u003c\/p\u003e \u003cp\u003e1.5 The origins of support for Geosimulation.\u003c\/p\u003e \u003cp\u003e1.6 Geosimulation of complex adaptive systems.\u003c\/p\u003e \u003cp\u003e1.7 Book layout.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e2. Formalizing Geosimulation with Geographic Automata Systems (GAS).\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e2.1 Cellular Automata and Multi-Agent Systems – Unite!\u003c\/p\u003e \u003cp\u003e2.2 Geographic Automata Systems (GAS).\u003c\/p\u003e \u003cp\u003e2.3 GAS as a tool for modelling Complex Adaptive Systems.\u003c\/p\u003e \u003cp\u003e2.4 From Gas to software environment for urban modelling.\u003c\/p\u003e \u003cp\u003e2.5 Object Based Environment for Urban Simulation (OBEUS) – a minimal implementation of GAS.\u003c\/p\u003e \u003cp\u003e2.6 Universality of GAS.\u003c\/p\u003e \u003cp\u003e2.7 Verifying GAS models.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e3. System Theory, Geography, and Urban Modelling.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e3.1 The basic notions of system theory.\u003c\/p\u003e \u003cp\u003e3.2 The 1960s, geography meets system theory.\u003c\/p\u003e \u003cp\u003e3.3 ‘Stocks and flows’ urban modelling.\u003c\/p\u003e \u003cp\u003e3.4 Critics of comprehensive modelling.\u003c\/p\u003e \u003cp\u003e3.5 What next? Geosimulation of collective dynamics!\u003c\/p\u003e \u003cp\u003e\u003cb\u003e4. Modelling urban land usage with cellular automata.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e4.1 Introduction.\u003c\/p\u003e \u003cp\u003e4.2 Cellular Automata as a framework for modelling complex spatial systems.\u003c\/p\u003e \u003cp\u003e4.3 Urban Cellular Automata.\u003c\/p\u003e \u003cp\u003e4.4 From Markov models to urban Cellular Automata.\u003c\/p\u003e \u003cp\u003e4.5 Integration of the CA and Markov approaches at a regional level.\u003c\/p\u003e \u003cp\u003e4.6 Conclusions.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e5. Modelling Urban Dynamics with Multi-Agent Systems.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e5.1 Introduction.\u003c\/p\u003e \u003cp\u003e5.2 MAS as a tool for modelling complex human-driven systems.\u003c\/p\u003e \u003cp\u003e5.3 Interpreting agency.\u003c\/p\u003e \u003cp\u003e5.4 Urban agents, urban agency, and multi-agent cities.\u003c\/p\u003e \u003cp\u003e5.5 Agent behaviour in urban environments.\u003c\/p\u003e \u003cp\u003e5.6 General models of agents’ collectives in urban interpretation.\u003c\/p\u003e \u003cp\u003e5.7 Abstract MAS models of urban phenomena.\u003c\/p\u003e \u003cp\u003e5.8 Real-world agent-based simulations of urban phenomena.\u003c\/p\u003e \u003cp\u003e5.9 MAS models as planning and assessment tools.\u003c\/p\u003e \u003cp\u003e5.10 Conclusions.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e6. Finale: Epistemology of Geosimulation.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e6.1 Universal questions.\u003c\/p\u003e \u003cp\u003e6.2 The future of Geosimulation.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eBibliography.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eIndex.\u003c\/b\u003e\u003c\/p\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402434847063,"sku":"9780470843499","price":75.56,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780470843499.jpg?v=1730480387"},{"product_id":"advances-in-geometric-modeling-9780470859377","title":"Advances in Geometric Modeling","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThis volume is based on a new idea of gathering state of the art topics in Geometric Modeling together with techniques, applications, systems and tools.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003ePreface.  \u003cp\u003e1. Polygonal Subdivision Curves for Computer Graphics and Geometric Modeling (Ahmad H. Nasri).\u003c\/p\u003e \u003cp\u003e2. Planar Development of Digital Free-Form Surfaces (Phillip N. Azariadis and Nickolas S. Sapidis).\u003c\/p\u003e \u003cp\u003e3. A Shape Preserving Representation for Rational Curves with Efficient Evaluation Algorithm (Jorge Delgado and Juan M. Peña).\u003c\/p\u003e \u003cp\u003e4. Piecewise Power Basis Conversion of Dynamic B-spline Curves and Surfaces (Deok-Soo Kim and Joonghyun Ryu).\u003c\/p\u003e \u003cp\u003e5. Computational Methods for Geometric Processing of Surfaces: Blending, Offsetting, Intersection, Implicitization (Andres Iglesias).\u003c\/p\u003e \u003cp\u003e6. Weighted Nu Splines: An Alternative to NURBS (Muhammad Sarfraz).\u003c\/p\u003e \u003cp\u003e7. Generation of Parting Surfaces Using Subdivision Technique (C. L. Li).\u003c\/p\u003e \u003cp\u003e8. Triadic Subdivision of Non Uniform Powell-Sabin splines (Evelyne Vanraes, Paul Dierckx, and AdhemarBultheel).\u003c\/p\u003e \u003cp\u003e9. Surface Interpolation Scheme By Distance Blending Over Convex Sets (Lizhuang Ma, Qiang Wang, and TonyChan K Y).\u003c\/p\u003e \u003cp\u003e10. Family of G\u003csup\u003e2\u003c\/sup\u003e Spiral Transition Between Two Circles (Zulfiqar Habib and Manabu Sakai).\u003c\/p\u003e \u003cp\u003e11. Optimal Hierarchical Adaptive Mesh Construction Using FCO Sampling (Panagiotis A. Dafas, Ioannis Kompatsiarisand Michael G. Strintzis).\u003c\/p\u003e \u003cp\u003e12. Virtual Sculpting and Deformable Volume Modeling (K. C. Hui).\u003c\/p\u003e \u003cp\u003e13. Free Form Modeling Method Based on Silhouette and Boundary Lines (Jun Kamiya and Hideki Aoyama).\u003c\/p\u003e \u003cp\u003e14. Intuitive and Precise Solid Modeling in A Virtual Reality Environment (Yongmin Zhong, Wolfgang Müller-Wittig and Weiyin Ma).\u003c\/p\u003e \u003cp\u003e15. Efficient Simplification of Triangular Meshes (Muhammad Hussain, Yoshihiro Okada, andKoichi Niijima).\u003c\/p\u003e \u003cp\u003e16. 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).\u003c\/p\u003e \u003cp\u003e17. A Multiresolution Framework for NUBS (Muhammad Sarfraz and Mohammed Ali Siddiqui).\u003c\/p\u003e \u003cp\u003e18. Irregular Topology Spline Surfaces and Texture Mapping (Jin J. Zheng and Jian J. Zhang).\u003c\/p\u003e \u003cp\u003e19. Segmentation of Scanned Surfaces: Improved Extraction of Planes (R. Sacchi, J.F. Poliakoff, P.D. Thomas, and K.-H. Häfele).\u003c\/p\u003e \u003cp\u003e20. Constraint-Based Visualization of Spatiotemporal Databases (Peter Revesz and Lixin Li).\u003c\/p\u003e \u003cp\u003e21. Surface Oriented Triangulation of Unorganized 3D Points Based On Laszlo’s Algorithm (Thomas Schadlich, Guido Brunnett and Mark Vanco).\u003c\/p\u003e \u003cp\u003e22. Modifying the Shape of Cubic B-spline and NURBS Curves by Means of Knots (Imre Juhász and Miklós Hoffmann).\u003c\/p\u003e \u003cp\u003eIndex of Authors.\u003c\/p\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402445103447,"sku":"9780470859377","price":107.06,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780470859377.jpg?v=1730480418"},{"product_id":"parallel-and-distributed-simulation-systems-9780471183839","title":"Parallel and Distributed Simulation Systems","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThe 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\"This book is indeed a state-of-the-art guide for the implementation of distributed simulation technology\" (Simulation News Europe, December 2000)\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eBackground and Applications.\u003cbr\u003e \u003cbr\u003e Discrete Event Simulation Fundamentals.\u003cbr\u003e \u003cbr\u003e PARALLEL AND DISTRIBUTED DISCRETE-EVENT SIMULATION.\u003cbr\u003e \u003cbr\u003e Conservative Synchronization Algorithms.\u003cbr\u003e \u003cbr\u003e Time Warp.\u003cbr\u003e \u003cbr\u003e Advanced Optimistic Techniques.\u003cbr\u003e \u003cbr\u003e Time Parallel Simulation.\u003cbr\u003e \u003cbr\u003e DISTRIBUTED VIRTUAL ENVIRONMENTS (DVEs).\u003cbr\u003e \u003cbr\u003e DVEs: Introduction.\u003cbr\u003e \u003cbr\u003e Networking and Data Distribution.\u003cbr\u003e \u003cbr\u003e Time Management and Event Ordering.\u003cbr\u003e \u003cbr\u003e References.\u003cbr\u003e \u003cbr\u003e Index.","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402517061975,"sku":"9780471183839","price":145.76,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780471183839.jpg?v=1730480630"},{"product_id":"agile-modeling-9780471202820","title":"Agile Modeling","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eAgile 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e“…I would not hesitate in recommending this book…” (\u003ci\u003eCVu\u003c\/i\u003e, October 2004)  \u003cp\u003e“…easy-to-follow…enjoyable writing style…overall the book is impressive…valuable reading…” (\u003ci\u003eSoftware Testing, Verification \u0026amp; Reliability\u003c\/i\u003e, March 2003)\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eForeword xi\u003c\/p\u003e \u003cp\u003ePreface xiii\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart One Introduction to Agile Modeling 1\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 1 Introduction 3\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eEnter Agile Software Development 6\u003c\/p\u003e \u003cp\u003eAgile Modeling 8\u003c\/p\u003e \u003cp\u003eThe SWA Online Case Study 17\u003c\/p\u003e \u003cp\u003eA Brief Overview of this Book 18\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2 Agile Modeling Values 19\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCommunication 20\u003c\/p\u003e \u003cp\u003eSimplicity 21\u003c\/p\u003e \u003cp\u003eFeedback 22\u003c\/p\u003e \u003cp\u003eCourage 23\u003c\/p\u003e \u003cp\u003eHumility 25\u003c\/p\u003e \u003cp\u003eBeyond Motherhood and Apple Pie 26\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3 Core Principles 27\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSoftware Is Your Primary Goal 28\u003c\/p\u003e \u003cp\u003eEnabling the Next Effort Is Your Secondary Goal 28\u003c\/p\u003e \u003cp\u003eTravel Light 29\u003c\/p\u003e \u003cp\u003eAssume Simplicity 29\u003c\/p\u003e \u003cp\u003eEmbrace Change 30\u003c\/p\u003e \u003cp\u003eIncremental Change 31\u003c\/p\u003e \u003cp\u003eModel with a Purpose 31\u003c\/p\u003e \u003cp\u003eMultiple Models 32\u003c\/p\u003e \u003cp\u003eQuality Work 34\u003c\/p\u003e \u003cp\u003eRapid Feedback 35\u003c\/p\u003e \u003cp\u003eMaximize Stakeholder Investment 37\u003c\/p\u003e \u003cp\u003eWhy Core Principles? 37\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4 Supplementary Principles 38\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eContent Is More Important Than Representation 38\u003c\/p\u003e \u003cp\u003eEveryone Can Learn from Everyone Else 41\u003c\/p\u003e \u003cp\u003eKnow Your Models 41\u003c\/p\u003e \u003cp\u003eLocal Adaptation 42\u003c\/p\u003e \u003cp\u003eOpen and Honest Communication 42\u003c\/p\u003e \u003cp\u003eWork with People’s Instincts 42\u003c\/p\u003e \u003cp\u003eBenefiting from These Principles 43\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5 Core Practices 44\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003ePractices for Iterative and Incremental Modeling 45\u003c\/p\u003e \u003cp\u003ePractices for Effective Teamwork 52\u003c\/p\u003e \u003cp\u003ePractices That Enable Simplicity 56\u003c\/p\u003e \u003cp\u003ePractices for Validating Your Work 58\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6 Supplementary Practices 60\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003ePractices to Improve Your Productivity 61\u003c\/p\u003e \u003cp\u003ePractices for Agile Documentation 64\u003c\/p\u003e \u003cp\u003ePractices Concerning Your Motivation 68\u003c\/p\u003e \u003cp\u003eReally Good Ideas 71\u003c\/p\u003e \u003cp\u003eHow to Schedule AM Practices on Your Project 72\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7 Order from Chaos: How the AM Practices Fit Together 73\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Core Practices 73\u003c\/p\u003e \u003cp\u003eThe Supplementary Practices 76\u003c\/p\u003e \u003cp\u003eHow the Categories Relate to One Another 77\u003c\/p\u003e \u003cp\u003eChaos and Order: Chaordic 79\u003c\/p\u003e \u003cp\u003eLooking Ahead 80\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart Two Agile Modeling in Practice 81\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8 Communication 83\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eHow Do We Communicate? 84\u003c\/p\u003e \u003cp\u003eFactors That Affect Communication 85\u003c\/p\u003e \u003cp\u003eCommunication and Agile Modeling 86\u003c\/p\u003e \u003cp\u003eEffective Communication 87\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9 Nurturing an Agile Culture 89\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eOvercome the Misconceptions That Surround Modeling 89\u003c\/p\u003e \u003cp\u003eThink Small 95\u003c\/p\u003e \u003cp\u003eLoosen Up a Bit 96\u003c\/p\u003e \u003cp\u003eRigidly Support Rights and Responsibilities 97\u003c\/p\u003e \u003cp\u003eRethink Presentations to Project Stakeholders 98\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10 Using the Simplest Tools Possible? 101\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAgile Modeling with Simple Tools? 102\u003c\/p\u003e \u003cp\u003eThe Evolution of a Model 107\u003c\/p\u003e \u003cp\u003eAgile Modeling with CASE Tools 111\u003c\/p\u003e \u003cp\u003eUse the Media 115\u003c\/p\u003e \u003cp\u003eThe Effect of Tools on Models 116\u003c\/p\u003e \u003cp\u003eUsing the Simplest Tools In Practice 117\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 11 Agile Work Areas 118\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAgile Modeling Room 118\u003c\/p\u003e \u003cp\u003eEffective Work Areas 122\u003c\/p\u003e \u003cp\u003eMaking This Work in the Real World 122\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 12 Agile Modeling Teams 124\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eRecruit a Few Good Developers 124\u003c\/p\u003e \u003cp\u003eRecognize That There Is No “I” in Agile 128\u003c\/p\u003e \u003cp\u003eRequire that Everyone Actively Participates 130\u003c\/p\u003e \u003cp\u003eModel in Teams 130\u003c\/p\u003e \u003cp\u003eMaking This Work in the Real World 132\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 13 Agile Modeling Sessions 134\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eModeling Session Duration 134\u003c\/p\u003e \u003cp\u003eTypes of Modeling Sessions 136\u003c\/p\u003e \u003cp\u003eParticipants in Modeling Sessions 138\u003c\/p\u003e \u003cp\u003eThe Formality of Modeling Sessions 140\u003c\/p\u003e \u003cp\u003eHow to Make This Work in the Real World 142\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 14 Agile Documentation 143\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhy Do People Document? 144\u003c\/p\u003e \u003cp\u003eWhen Does a Model Become Permanent? 147\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 15 The UML and Beyond 168\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe UML Is Not Sufficient 169\u003c\/p\u003e \u003cp\u003eThe UML Is Too Complex 171\u003c\/p\u003e \u003cp\u003eThe UML Is Not a Methodology or Process 171\u003c\/p\u003e \u003cp\u003eForget about Executable UML (for Now) 172\u003c\/p\u003e \u003cp\u003eMaking the UMLWork in Practice 173\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart Three Agile Modeling and eXtreme Programming (XP) 175\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 16 Setting the Record Straight 177\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eModeling Is a Part of XP 178\u003c\/p\u003e \u003cp\u003eDocumentation Happens 179\u003c\/p\u003e \u003cp\u003eXP and the UML? 181\u003c\/p\u003e \u003cp\u003eAnd the Verdict Is? 183\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 17 Agile Modeling and eXtreme Programming 184\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Potential Fit between AM and XP 185\u003c\/p\u003e \u003cp\u003eRefactoring and AM 185\u003c\/p\u003e \u003cp\u003eTest-First Development and AM 188\u003c\/p\u003e \u003cp\u003eWhich AM Practices Should You Adopt? 189\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 18 Agile Modeling Throughout the XP Lifecycle 190\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eExploration Phase 191\u003c\/p\u003e \u003cp\u003ePlanning Phase 192\u003c\/p\u003e \u003cp\u003eIterations to Release Phase 194\u003c\/p\u003e \u003cp\u003eProductionizing 196\u003c\/p\u003e \u003cp\u003eMaintenance 197\u003c\/p\u003e \u003cp\u003eHow Do You Make This Work? 198\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 19 Modeling During the XP Exploration Phase 199\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eInitial Requirements Up Front (IRUF) 199\u003c\/p\u003e \u003cp\u003eMetaphors, Architectures, and Spikes 203\u003c\/p\u003e \u003cp\u003eSetting the Foundation for Your Project 206\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 20 Modeling During an XP Iteration: Searching for Items 207\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Task 208\u003c\/p\u003e \u003cp\u003eModeling the Physical Database Schema 209\u003c\/p\u003e \u003cp\u003eObservations 212\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 21 Modeling During an XP Iteration: Totaling an Order 214\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Task 214\u003c\/p\u003e \u003cp\u003eRequirements Modeling to the Rescue 215\u003c\/p\u003e \u003cp\u003eHelp from an Outside Expert 217\u003c\/p\u003e \u003cp\u003eA Quick Design Session 218\u003c\/p\u003e \u003cp\u003eFormalizing a Contract Model 220\u003c\/p\u003e \u003cp\u003eWhat about Changes in the Future? 220\u003c\/p\u003e \u003cp\u003eObservations 222\u003c\/p\u003e \u003cp\u003eHow to Make This Work in the Real World 222\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart Four Agile Modeling and the Unified Process 223\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 22 Agile Modeling and the Unified Process 225\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eHow Modeling Works in the Unified Process 226\u003c\/p\u003e \u003cp\u003eHow Good Is the Fit? 227\u003c\/p\u003e \u003cp\u003eChoose To Be Agile 231\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 23 Agile Modeling throughout the Unified Process Lifecycle 232\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Modeling Disciplines 232\u003c\/p\u003e \u003cp\u003eNon-Modeling Disciplines 242\u003c\/p\u003e \u003cp\u003eHow Do You Make This Work? 245\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 24 Agile Business Modeling 246\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eA Business\/Essential Use Case Model 247\u003c\/p\u003e \u003cp\u003eA Simple Business Object Model 248\u003c\/p\u003e \u003cp\u003eAn Agile Supplementary Business Specification 249\u003c\/p\u003e \u003cp\u003eA Business Vision 252\u003c\/p\u003e \u003cp\u003eHow to Make This Work in Practice 253\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 25 Agile Requirements 254\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Context Model 255\u003c\/p\u003e \u003cp\u003eUse Case Model 258\u003c\/p\u003e \u003cp\u003eUse Case Story Board 262\u003c\/p\u003e \u003cp\u003eSupplementary Specification 265\u003c\/p\u003e \u003cp\u003eHow to Make This Work in Practice 267\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 26 Agile Analysis and Design 269\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eRethinking Analysis and Design Models in the UP 270\u003c\/p\u003e \u003cp\u003eArchitectural Modeling 272\u003c\/p\u003e \u003cp\u003eCreating Use Case Realizations 277\u003c\/p\u003e \u003cp\u003eTime to Update Our Use Case? 281\u003c\/p\u003e \u003cp\u003eTime to Use a CASE Tool? 284\u003c\/p\u003e \u003cp\u003eDesign Class Modeling 284\u003c\/p\u003e \u003cp\u003eData Modeling 287\u003c\/p\u003e \u003cp\u003eEmbracing Change 290\u003c\/p\u003e \u003cp\u003eHow Does This Work in Practice? 291\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 27 Agile Infrastructure Management 292\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eInfrastructure Models 293\u003c\/p\u003e \u003cp\u003eInfrastructure Modeling 294\u003c\/p\u003e \u003cp\u003eSetting Modeling Standards and Guidelines 297\u003c\/p\u003e \u003cp\u003eCore Infrastructure Teams 299\u003c\/p\u003e \u003cp\u003eScaling AM with Core Architecture Teams 301\u003c\/p\u003e \u003cp\u003eHow to Make This Work in the Real World 302\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 28 Adopting AM on an UP Project 304\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eHow Does This Work? 308\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart Five Looking Ahead 309\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 29 Adopting Agile Modeling or Overcoming Adversity 311\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eEvaluate the Fit 312\u003c\/p\u003e \u003cp\u003eKeep It Simple 315\u003c\/p\u003e \u003cp\u003eOvercome Organizational and Cultural Challenges 316\u003c\/p\u003e \u003cp\u003eConsider Alternatives to Full Adoption of AM 324\u003c\/p\u003e \u003cp\u003eHow to Make This Work in Practice 324\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 30 Conclusion: Choose to Succeed 325\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCommon Misconceptions Regarding Agile Modeling 325\u003c\/p\u003e \u003cp\u003eWhen Is(n’t) it Agile Modeling? 326\u003c\/p\u003e \u003cp\u003eAgile Modeling Resources 328\u003c\/p\u003e \u003cp\u003eA Few Parting Thoughts . . . 329\u003c\/p\u003e \u003cp\u003e\u003cb\u003eAppendix A Modeling Techniques 330\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eGlossary of Definitions and Abbreviations 358\u003c\/p\u003e \u003cp\u003eReferences and Suggested Reading 369\u003c\/p\u003e \u003cp\u003eIndex 375\u003c\/p\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402526335319,"sku":"9780471202820","price":34.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780471202820.jpg?v=1730480670"},{"product_id":"computeraided-design-of-analog-integrated-circuits-and-systems-9780471227823","title":"ComputerAided Design of Analog Integrated","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThe tools and techniques you need to break the analog design bottleneck!\u003cbr\u003e 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.\u003cbr\u003e To give circuit designers and CAD professionals a better understanding of the history and the current state of the art in the field, this volum\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003ePreface ix\u003c\/p\u003e \u003cp\u003eAcknowledgments xi\u003c\/p\u003e \u003cp\u003ePart I Introduction to Analog CAD\u003c\/p\u003e \u003cp\u003ePart II Analog Synthesis\u003c\/p\u003e \u003cp\u003ePart III Symbolic Analysis\u003c\/p\u003e \u003cp\u003ePart IV Analog Layout\u003c\/p\u003e \u003cp\u003ePart V Analog Modeling Analysis\u003c\/p\u003e \u003cp\u003ePart VI Spec Simulation\u003c\/p\u003e \u003cp\u003ePart VII Analog Centering and Yield Optimization\u003c\/p\u003e \u003cp\u003ePart VIII Analog Test\u003c\/p\u003e \u003cp\u003eAbout the Editors 754\u003c\/p\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402531348823,"sku":"9780471227823","price":154.76,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780471227823.jpg?v=1730480688"},{"product_id":"simulation-with-visual-slam-and-awesim-9780471352938","title":"Simulation with Visual Slam and Awesim","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThis 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eINTRODUCTION TO SIMULATION.\u003cbr\u003e \u003cbr\u003e Introduction to Modeling and Simulation.\u003cbr\u003e \u003cbr\u003e Simulation Modeling Perspectives.\u003cbr\u003e \u003cbr\u003e Modeling and Simulation Process.\u003cbr\u003e \u003cbr\u003e Applications of Simulation.\u003cbr\u003e \u003cbr\u003e VISUAL SLAM NETWORK MODELING AND AWESIM.\u003cbr\u003e \u003cbr\u003e Basic Network Modeling.\u003cbr\u003e \u003cbr\u003e Resources and Gates.\u003cbr\u003e \u003cbr\u003e Interface, Find and Assembly Modeling.\u003cbr\u003e \u003cbr\u003e Visual Subnetwork Modeling.\u003cbr\u003e \u003cbr\u003e Awesim Simulation Support System.\u003cbr\u003e \u003cbr\u003e SIMULATION ANALYSIS: PRACTICE AND THEORY.\u003cbr\u003e \u003cbr\u003e Awesim Analysis of Simulation Outputs.\u003cbr\u003e \u003cbr\u003e Random Sampling from Distributions.\u003cbr\u003e \u003cbr\u003e Statistical Aspects of Simulation.\u003cbr\u003e \u003cbr\u003e VISUAL SLAM DISCRETE EVENT, CONTINUOUS AND COMBINED MODELING.\u003cbr\u003e \u003cbr\u003e Network Modeling with Visual Basic Inserts.\u003cbr\u003e \u003cbr\u003e Network Modeling with C Inserts.\u003cbr\u003e \u003cbr\u003e Network Modeling with Continuous Variables.\u003cbr\u003e \u003cbr\u003e Discrete Event Simulation Using Visual Basic.\u003cbr\u003e \u003cbr\u003e Discrete Event Simulation Using C Functions.\u003cbr\u003e \u003cbr\u003e Continuous Modeling.\u003cbr\u003e \u003cbr\u003e Combined Modeling.\u003cbr\u003e \u003cbr\u003e Indexes.","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402571456855,"sku":"9780471352938","price":188.06,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780471352938.jpg?v=1730480794"},{"product_id":"computational-3e-9780471428008","title":"Computational 3e","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThis 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\"…includes a wealth of computer projects, exercises…and problems to challenge any group of sharp, industrious students.\" (\u003ci\u003eComputing Reviews.com\u003c\/i\u003e, December 30, 2004)  \u003cp\u003e\"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.\" (\u003ci\u003eJournal of Chemical Education\u003c\/i\u003e, October 2004)\u003c\/p\u003e \u003cp\u003e\"The book is a worthwhile addition for any library and will be of use for several years to come.” (\u003ci\u003eJournal of Metals Online\u003c\/i\u003e, September 1, 2004)\u003c\/p\u003e \u003cp\u003e\"…this text is a real gem...should be considered by anyone contemplating developing course material in the area of computational chemistry.\" (\u003ci\u003eJournal of Medicinal Chemistry\u003c\/i\u003e, May 20, 2004)\u003c\/p\u003e \u003cp\u003e\"...superbly organized, and the information is clearly presented, in a great deal of detail...very highly recommended.\" (\u003ci\u003ePolymer News\u003c\/i\u003e)\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003ePreface to the Third Edition.  \u003cp\u003ePreface to the Second Edition.\u003c\/p\u003e \u003cp\u003ePreface to the First Edition.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 1. Iterative Methods.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIterative Methods.\u003c\/p\u003e \u003cp\u003eAn Iterative Algorithm.\u003c\/p\u003e \u003cp\u003eBlackbody Radiation.\u003c\/p\u003e \u003cp\u003eRadiation Density.\u003c\/p\u003e \u003cp\u003eWien’s Law.\u003c\/p\u003e \u003cp\u003eThe Planck Radiation Law.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 1-1: Wien’s Law.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 1-2: Roots of the Secular Determinant.\u003c\/p\u003e \u003cp\u003eThe Newton–Raphson Method.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003eNumerical Integration.\u003c\/p\u003e \u003cp\u003eSimpson’s Rule.\u003c\/p\u003e \u003cp\u003eEfficiency and Machine Considerations.\u003c\/p\u003e \u003cp\u003eElements of Single-Variable Statistics.\u003c\/p\u003e \u003cp\u003eThe Gaussian Distribution.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 1-3: Medical Statistics.\u003c\/p\u003e \u003cp\u003eMolecular Speeds.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 1-4: Maxwell–Boltzmann Distribution Laws.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 1-5: Elementary Quantum Mechanics.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 1-6: Numerical Integration of Experimental Data Sets.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2. Applications of Matrix Algebra.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eMatrix Addition.\u003c\/p\u003e \u003cp\u003eMatrix Multiplication.\u003c\/p\u003e \u003cp\u003eDivision of Matrices.\u003c\/p\u003e \u003cp\u003ePowers and Roots of Matrices.\u003c\/p\u003e \u003cp\u003eMatrix Polynomials.\u003c\/p\u003e \u003cp\u003eThe Least Equation.\u003c\/p\u003e \u003cp\u003eImportance of Rank.\u003c\/p\u003e \u003cp\u003eImportance of the Least Equation.\u003c\/p\u003e \u003cp\u003eSpecial Matrices.\u003c\/p\u003e \u003cp\u003eThe Transformation Matrix.\u003c\/p\u003e \u003cp\u003eComplex Matrices.\u003c\/p\u003e \u003cp\u003eWhat’s Going On Here?\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003eLinear Nonhomogeneous Simultaneous Equations.\u003c\/p\u003e \u003cp\u003eAlgorithms.\u003c\/p\u003e \u003cp\u003eMatrix Inversion and Diagonalization.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 2-1: Simultaneous Spectrophotometric Analysis.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 2-2 j Gauss–Seidel Iteration: Mass Spectroscopy.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 2-3 j Bond Enthalpies of Hydrocarbons.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3. Curve Fitting.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eInformation Loss.\u003c\/p\u003e \u003cp\u003eThe Method of Least Squares.\u003c\/p\u003e \u003cp\u003eLeast Squares Minimization.\u003c\/p\u003e \u003cp\u003eLinear Functions Passing Through the Origin.\u003c\/p\u003e \u003cp\u003eLinear Functions Not Passing Through the Origin.\u003c\/p\u003e \u003cp\u003eQuadratic Functions.\u003c\/p\u003e \u003cp\u003ePolynomials of Higher Degree.\u003c\/p\u003e \u003cp\u003eStatistical Criteria for Curve Fitting.\u003c\/p\u003e \u003cp\u003eReliability of Fitted Parameters.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 3-1: Linear Curve Fitting: KF Solvation.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 3-2: The Boltzmann Constant.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 3-3: The Ionization Energy of Hydrogen.\u003c\/p\u003e \u003cp\u003eReliability of Fitted Polynomial Parameters.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 3-4 j The Partial Molal Volume of ZnCl\u003csub\u003e2\u003c\/sub\u003e.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003eMultivariate Least Squares Analysis.\u003c\/p\u003e \u003cp\u003eError Analysis.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 3-5: Calibration Surfaces Not Passing Through the Origin.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 3-6: Bond Energies of Hydrocarbons.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 3-7: Expanding the Basis Set.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4. Molecular Mechanics: Basic Theory.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Harmonic Oscillator.\u003c\/p\u003e \u003cp\u003eThe Two-Mass Problem.\u003c\/p\u003e \u003cp\u003ePolyatomic Molecules.\u003c\/p\u003e \u003cp\u003eMolecular Mechanics.\u003c\/p\u003e \u003cp\u003eEthylene: A Trial Run.\u003c\/p\u003e \u003cp\u003eThe Geo File.\u003c\/p\u003e \u003cp\u003eThe Output File.\u003c\/p\u003e \u003cp\u003eTINKER.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 4-1: The Geometry of Small Molecules.\u003c\/p\u003e \u003cp\u003eThe GUI Interface.\u003c\/p\u003e \u003cp\u003eParameterization.\u003c\/p\u003e \u003cp\u003eThe Energy Equation.\u003c\/p\u003e \u003cp\u003eSums in the Energy Equation: Modes of Motion.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 4-2: The MM3 Parameter Set.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 4-3: The Butane Conformational Mix.\u003c\/p\u003e \u003cp\u003eCross Terms.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5. Molecular Mechanics II: Applications.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCoupling.\u003c\/p\u003e \u003cp\u003eNormal Coordinates.\u003c\/p\u003e \u003cp\u003eNormal Modes of Motion.\u003c\/p\u003e \u003cp\u003eAn Introduction to Matrix Formalism for Two Masses.\u003c\/p\u003e \u003cp\u003eThe Hessian Matrix.\u003c\/p\u003e \u003cp\u003eWhy So Much Fuss About Coupling?\u003c\/p\u003e \u003cp\u003eThe Enthalpy of Formation.\u003c\/p\u003e \u003cp\u003eEnthalpy of Reaction.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 5-1: The Enthalpy of Isomerization of cis- and trans-2-Butene.\u003c\/p\u003e \u003cp\u003eEnthalpy of Reaction at Temperatures ≠ 298 K.\u003c\/p\u003e \u003cp\u003ePopulation Energy Increments.\u003c\/p\u003e \u003cp\u003eTorsional Modes of Motion.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 5-2: The Heat of Hydrogenation of Ethylene.\u003c\/p\u003e \u003cp\u003ePi Electron Calculations.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 5-3: The Resonance Energy of Benzene.\u003c\/p\u003e \u003cp\u003eStrain Energy.\u003c\/p\u003e \u003cp\u003eFalse Minima.\u003c\/p\u003e \u003cp\u003eDihedral Driver.\u003c\/p\u003e \u003cp\u003eFull Statistical Method.\u003c\/p\u003e \u003cp\u003eEntropy and Heat Capacity.\u003c\/p\u003e \u003cp\u003eFree Energy and Equilibrium.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 5-4: More Complicated Systems.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6. Huckel Molecular Orbital Theory I: Eigenvalues.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eExact Solutions of the Schroedinger Equation.\u003c\/p\u003e \u003cp\u003eApproximate Solutions.\u003c\/p\u003e \u003cp\u003eThe Huckel Method.\u003c\/p\u003e \u003cp\u003eThe Expectation Value of the Energy: The Variational Method.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 6-1 j Another Variational Treatment of the Hydrogen Atom.\u003c\/p\u003e \u003cp\u003eHuckel Theory and the LCAO Approximation.\u003c\/p\u003e \u003cp\u003eHomogeneous Simultaneous Equations.\u003c\/p\u003e \u003cp\u003eThe Secular Matrix.\u003c\/p\u003e \u003cp\u003eFinding Eigenvalues by Diagonalization.\u003c\/p\u003e \u003cp\u003eRotation Matrices.\u003c\/p\u003e \u003cp\u003eGeneralization.\u003c\/p\u003e \u003cp\u003eThe Jacobi Method.\u003c\/p\u003e \u003cp\u003ePrograms QMOBAS and TMOBAS.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 6-2: Energy Levels (Eigenvalues).\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 6-3: Huckel MO Calculations of Spectroscopic Transitions.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7. Huckel Molecular Orbital Theory II: Eigenvectors.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eRecapitulation and Generalization.\u003c\/p\u003e \u003cp\u003eThe Matrix as Operator.\u003c\/p\u003e \u003cp\u003eThe Huckel Coefficient Matrix.\u003c\/p\u003e \u003cp\u003eChemical Application: Charge Density.\u003c\/p\u003e \u003cp\u003eChemical Application: Dipole Moments.\u003c\/p\u003e \u003cp\u003eChemical Application: Bond Orders.\u003c\/p\u003e \u003cp\u003eChemical Application: Delocalization Energy.\u003c\/p\u003e \u003cp\u003eChemical Application: The Free Valency Index.\u003c\/p\u003e \u003cp\u003eChemical Application: Resonance (Stabilization) Energies.\u003c\/p\u003e \u003cp\u003eLIBRARY PROJECT 7-1: The History of Resonance and Aromaticity.\u003c\/p\u003e \u003cp\u003eExtended Huckel Theory—Wheland’s Method.\u003c\/p\u003e \u003cp\u003eExtended Huckel Theory—Hoffman’s EHT Method.\u003c\/p\u003e \u003cp\u003eThe Programs.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 7-1: Larger Molecules: Calculations using SHMO.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 7-2: Dipole Moments.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 7-3: Conservation of Orbital Symmetry.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 7-4: Pyridine.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8. Self-Consistent Fields.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eBeyond Huckel Theory.\u003c\/p\u003e \u003cp\u003eElements of the Secular Matrix.\u003c\/p\u003e \u003cp\u003eThe Helium Atom.\u003c\/p\u003e \u003cp\u003eA Self-Consistent Field Variational Calculation of IP for the Helium Atom.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 8-1: The SCF Energies of First Row Atoms and Ions.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 8-2: A High-Level ab initio Calculation of SCF First IPs of the First Row Atoms.\u003c\/p\u003e \u003cp\u003eThe STO-\u003csub\u003ex\u003c\/sub\u003eG Basis Set.\u003c\/p\u003e \u003cp\u003eThe Hydrogen Atom: An STO-1G ‘‘Basis Set’’.\u003c\/p\u003e \u003cp\u003eSemiempirical Methods.\u003c\/p\u003e \u003cp\u003ePPP Self-Consistent Field Calculations.\u003c\/p\u003e \u003cp\u003eThe PPP-SCF Method.\u003c\/p\u003e \u003cp\u003eEthylene.\u003c\/p\u003e \u003cp\u003eSpinorbitals, Slater Determinants, and Configuration Interaction.\u003c\/p\u003e \u003cp\u003eThe Programs.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 8-3: SCF Calculations of Ultraviolet Spectral Peaks.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 8-4: SCF Dipole Moments.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9. Semiempirical Calculations on Larger Molecules.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Hartree Equation.\u003c\/p\u003e \u003cp\u003eExchange Symmetry.\u003c\/p\u003e \u003cp\u003eElectron Spin.\u003c\/p\u003e \u003cp\u003eSlater Determinants.\u003c\/p\u003e \u003cp\u003eThe Hartree–Fock Equation.\u003c\/p\u003e \u003cp\u003eThe Fock Equation.\u003c\/p\u003e \u003cp\u003eThe Roothaan–Hall Equations.\u003c\/p\u003e \u003cp\u003eThe Semiempirical Model and Its Approximations: MNDO, AM1, and PM3.\u003c\/p\u003e \u003cp\u003eThe Programs.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 9-1: Semiempirical Calculations on Small Molecules: HF to HI.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 9-2: Vibration of the Nitrogen Molecule.\u003c\/p\u003e \u003cp\u003eNormal Coordinates.\u003c\/p\u003e \u003cp\u003eDipole Moments.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 9-3: Dipole Moments (Again).\u003c\/p\u003e \u003cp\u003eEnergies of Larger Molecules.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 9-4: Large Molecules: Carcinogenesis.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10.\u003c\/b\u003e \u003cb\u003eAb Initio\u003c\/b\u003e\u003cb\u003eMolecular Orbital Calculations.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe GAUSSIAN Implementation.\u003c\/p\u003e \u003cp\u003eHow Do We Determine Molecular Energies?\u003c\/p\u003e \u003cp\u003eWhy Is the Calculated Energy Wrong?\u003c\/p\u003e \u003cp\u003eCan the Basis Set Be Further Improved?\u003c\/p\u003e \u003cp\u003eHydrogen.\u003c\/p\u003e \u003cp\u003eGaussian Basis Sets.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 10-1: Gaussian Basis Sets: The HF Limit.\u003c\/p\u003e \u003cp\u003eElectron Correlation.\u003c\/p\u003e \u003cp\u003eG2 and G3.\u003c\/p\u003e \u003cp\u003eEnergies of Atomization and Ionization.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 10-2: Larger Molecules: G2, G2(MP2), G3, and G3(MP2).\u003c\/p\u003e \u003cp\u003eThe GAMESS Implementation.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 10-3: The Bonding Energy Curve of H2: GAMESS.\u003c\/p\u003e \u003cp\u003eThe Thermodynamic Functions.\u003c\/p\u003e \u003cp\u003eKoopmans’s Theorem and Photoelectron Spectra.\u003c\/p\u003e \u003cp\u003eLarger Molecules I: Isodesmic Reactions.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 10-4: Dewar Benzene.\u003c\/p\u003e \u003cp\u003eLarger Molecules II: Density Functional Theory.\u003c\/p\u003e \u003cp\u003eCOMPUTER PROJECT 10-5: Cubane.\u003c\/p\u003e \u003cp\u003eProblems.\u003c\/p\u003e \u003cp\u003eBibliography.\u003c\/p\u003e \u003cp\u003eAppendix A. Software Sources.\u003c\/p\u003e \u003cp\u003eIndex.\u003c\/p\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402591543639,"sku":"9780471428008","price":105.26,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780471428008.jpg?v=1730480884"},{"product_id":"computational-molecular-spectroscopy-chemistry-9780471489986","title":"Computational Molecular Spectroscopy Chemistry","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThis 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\"Twenty studies bridge the gaps between traditional quantum chemistry...theoretical high-resolution spectroscopy..and molecular dynamics...\" (\u003ci\u003eSciTech Book News\u003c\/i\u003e, Vol. 25, No. 2, June 2001)  \u003cp\u003e\"...a valuable source of information...\" (\u003ci\u003eAngewandte Chemie International Edition\u003c\/i\u003e, Vol. 42, No. 1, January 3, 2003)\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003ePartial table of contents:\u003cbr\u003e \u003cbr\u003e The Born-Oppenheimer Approximation (P. Bunker \u0026amp; P. Jensen).\u003cbr\u003e \u003cbr\u003e ELECTRONIC STATES.\u003cbr\u003e \u003cbr\u003e Ab Initio Determination of Accurate Ground Electronic State Potential Energy Hypersurfaces for Small Molecules (A. Császár, et al.).\u003cbr\u003e \u003cbr\u003e Symmetry Adapted Perturbation Theory Applied to the Computation of Intermolecular Forces (R. Moszynski, et al.).\u003cbr\u003e \u003cbr\u003e The Ab Initio Calculation of Molecular Properties Other than the Potential Energy Surface (S. Sauer \u0026amp; M. Packer).\u003cbr\u003e \u003cbr\u003e ROTATION-VIBRATION STATES.\u003cbr\u003e \u003cbr\u003e Perturbation Theory, Effective Hamiltonians and Force Constants (K. Sarka \u0026amp; J. Demaison).\u003cbr\u003e \u003cbr\u003e Variational Calculations of Rotation-Vibration Spectra (J. Tennyson).\u003cbr\u003e \u003cbr\u003e ROVIBRONIC STATES AND THE BREAKDOWN OF THE BORN-OPPENHEIMER APPROXIMATION.\u003cbr\u003e \u003cbr\u003e The Renner Effect (P. Jensen, et al.).\u003cbr\u003e \u003cbr\u003e The Renner-Teller Effect: The Effective Hamiltonian Approach (J. Brown).\u003cbr\u003e \u003cbr\u003e DYNAMICS.\u003cbr\u003e \u003cbr\u003e Forming Superposition States (T. Seideman).\u003cbr\u003e \u003cbr\u003e Ab Initio Molecular Dynamics (J. Tse \u0026amp; R. Rousseau).\u003cbr\u003e \u003cbr\u003e Index.","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402610024791,"sku":"9780471489986","price":359.96,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780471489986.jpg?v=1730480948"},{"product_id":"the-spice-book-9780471609261","title":"The SPICE Book","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eExtremely 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eIntroduction to Electrical Computer Simulation.\u003cbr\u003e \u003cbr\u003e Circuit Element and Network Description.\u003cbr\u003e \u003cbr\u003e Semiconductor-Device Elements.\u003cbr\u003e \u003cbr\u003e DC Analysis.\u003cbr\u003e \u003cbr\u003e AC Analysis.\u003cbr\u003e \u003cbr\u003e Time-Domain Analysis.\u003cbr\u003e \u003cbr\u003e Functional and Hierarchical Simulation.\u003cbr\u003e \u003cbr\u003e Distortion Analysis.\u003cbr\u003e \u003cbr\u003e SPICE Algorithms and Options.\u003cbr\u003e \u003cbr\u003e Convergence Advice.\u003cbr\u003e \u003cbr\u003e Appendices.\u003cbr\u003e \u003cbr\u003e Index.","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402643906903,"sku":"9780471609261","price":80.7,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780471609261.jpg?v=1730481088"},{"product_id":"computer-modelling-of-electrical-power-systems-2e-9780471872498","title":"Computer Modelling of Electrical Power Systems 2e","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eComputer 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003ePreface.\u003cbr\u003e \u003cbr\u003e Introduction.\u003cbr\u003e Transmission Systems.\u003cbr\u003e FACTS and HVDC Transmission.\u003cbr\u003e Load Flow.\u003cbr\u003e Load Flow Under Power Electronic Control.\u003cbr\u003e Electromagnetic Transients.\u003cbr\u003e System Stability.\u003cbr\u003e System Stability Under Power Electronic Control.\u003cbr\u003e Appendix I: Fault Level Derivation.\u003cbr\u003e Appendix II: Numerical Integration Methods.\u003cbr\u003e Appendix III: Test System Used in the Stability Examples.\u003cbr\u003e \u003cbr\u003e Index.","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402680901975,"sku":"9780471872498","price":173.66,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780471872498.jpg?v=1730481214"},{"product_id":"theoretical-aspects-and-computer-modeling-of-the-molecular-solid-state-9780471961871","title":"Theoretical Aspects and Computer Modeling of the","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThe 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eCrystal Symmetry and Molecular Recognition (A. Gavezzotti).\u003cbr\u003e \u003cbr\u003e Intermolecular Forces -\u003cbr\u003e From the Molecular Charge Distribution to the Molecular Packing (S. Price).\u003cbr\u003e \u003cbr\u003e Energetic Aspects of Crystal Packing: Experiment and Computer Simulations (A. Gavezzotti \u0026amp; G. Filippini).\u003cbr\u003e \u003cbr\u003e Energy Minimization and Molecular Dynamics Calculations for Molecular Crystals (B. van Eijck, et al.).\u003cbr\u003e \u003cbr\u003e Nucleation and Phase Transition in Molecular Clusters: Molecular Dynamics Simulation and Experiment (L. Bartell).\u003cbr\u003e \u003cbr\u003e Ab Initio Prediction of Possible Molecular Crystal Structures (R. Gdanitz).\u003cbr\u003e \u003cbr\u003e The Crystal Habit of Molecular Materials: A Structural Perspective (G. Clydesdale, et al.).\u003cbr\u003e \u003cbr\u003e Index.","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402694697303,"sku":"9780471961871","price":334.76,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780471961871.jpg?v=1730481261"},{"product_id":"scientific-simulations-with-specialpurpose-computers-the-grape-systems-9780471969464","title":"Scientific Simulations with SpecialPurpose","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eIn 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\"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)\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eThe Evolution of General-Purpose Computers.\u003cbr\u003e \u003cbr\u003e Overview of Special-Purpose Systems.\u003cbr\u003e \u003cbr\u003e The GRAPE Systems.\u003cbr\u003e \u003cbr\u003e Software.\u003cbr\u003e \u003cbr\u003e Science by Special-Purpose Systems.\u003cbr\u003e \u003cbr\u003e The Future of Special-Purpose Computers.\u003cbr\u003e \u003cbr\u003e References.\u003cbr\u003e \u003cbr\u003e Index.","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402700366167,"sku":"9780471969464","price":238.46,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780471969464.jpg?v=1730481276"},{"product_id":"google-sketchup-cookbook-9780596155117","title":"Google Sketchup Cookbook","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eExplores 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.","brand":"O'Reilly Media","offers":[{"title":"Default Title","offer_id":49403364442455,"sku":"9780596155117","price":29.99,"currency_code":"GBP","in_stock":false}]},{"product_id":"google-sketchup-9780596521462","title":"Google Sketchup","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eA 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.","brand":"O'Reilly Media","offers":[{"title":"Default Title","offer_id":49403367981399,"sku":"9780596521462","price":22.39,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780596521462.jpg?v=1791463648"},{"product_id":"communication-and-computer-networks-modelling-with-discretetime-queues-14-systems-9780818651724","title":"Communication and Computer Networks Modelling","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"IEEE Computer Society Press,U.S.","offers":[{"title":"Default Title","offer_id":49405983129943,"sku":"9780818651724","price":65.66,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780818651724.jpg?v=1730494137"},{"product_id":"modelling-soilbiosphere-interactions-9780851993539","title":"Modelling SoilBiosphere Interactions","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eSoils 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 Scientific\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e1: 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","brand":"CABI Publishing","offers":[{"title":"Default Title","offer_id":49406249926999,"sku":"9780851993539","price":111.2,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780851993539.jpg?v=1730495098"},{"product_id":"scaling-python-with-dask-9781098119874","title":"Scaling Python with Dask","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eWith 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.","brand":"O'Reilly Media","offers":[{"title":"Default Title","offer_id":49406792401239,"sku":"9781098119874","price":47.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781098119874.jpg?v=1730497126"},{"product_id":"fundamentals-of-data-observability-9781098133290","title":"Fundamentals of Data Observability","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"O'Reilly Media","offers":[{"title":"Default Title","offer_id":49406793056599,"sku":"9781098133290","price":39.74,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781098133290.jpg?v=1730497128"},{"product_id":"deep-learning-for-finance-9781098148393","title":"Deep Learning for Finance","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThis 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.","brand":"O'Reilly Media","offers":[{"title":"Default Title","offer_id":49406794334551,"sku":"9781098148393","price":41.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781098148393.jpg?v=1730497132"},{"product_id":"digital-property-9781118954980","title":"Digital Property","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eEven more than authorship, ownership is challenged by the rise of digitaland computational methods of design and production. These challengesare simultaneously legal, ethical and economic. How are new methods offabrication and manufacture going to irreversibly change not only ways ofworking, but also designers' ethics and their stance on ownership? In his2013 second-term State of the Union address, President Obama statedthat 3D printing has the potential to revolutionize the way we makealmost everything'. Nowhere will the impact of 3D printing be felt greaterthan in the architectural and design communities. When anyone can printout an object or structure from a digital file, will designers still exert thesame creative rights or will they need to develop new practice andpayment models? As architecture becomes more collaborative withopen-source processes, will the emphasis on signature as the basis ofownership remain relevant? 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Means Company Ltd","offers":[{"title":"Default Title","offer_id":49406961549655,"sku":"9781118977965","price":65.66,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781118977965.jpg?v=1730497704"},{"product_id":"mastering-autodesk-inventor-2016-and-autodesk-inventor-lt-2016-9781119059806","title":"Mastering Autodesk Inventor 2016 and Autodesk","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cb\u003eYour real-world introduction to mechanical design with Autodesk Inventor 2016\u003c\/b\u003e \u003cp\u003e\u003ci\u003eMastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016\u003c\/i\u003eis a complete real-world reference and tutorial for those learning this mechanical design software. With straightforward explanations and practical tutorials, this guide brings you up to speed with Inventor in the context of real-world workflows and environments. You''ll begin designing right away as you become acquainted with the interface and conventions, and then move into more complex projects as you learn sketching, modeling, assemblies, weldment design, functional design, documentation, visualization, simulation and analysis, and much more. Detailed discussions are reinforced with step-by-step tutorials, and the companion website provides downloadable project files that allow you to compare your work to the pros. Whether you''re teaching yourself, teaching a class, or preparing for the Inventor certification exam, this is the\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eIntroduction xxvii \u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 1 • Getting Started 1\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eUnderstanding Parametric Design 1\u003c\/p\u003e \u003cp\u003eCreating a Base Sketch 1\u003c\/p\u003e \u003cp\u003eCreating a Base Feature 2\u003c\/p\u003e \u003cp\u003eAdding More Features 3\u003c\/p\u003e \u003cp\u003eUsing the Part in an Assembly 3\u003c\/p\u003e \u003cp\u003eMaking Changes 4\u003c\/p\u003e \u003cp\u003eUnderstanding History-Based Modeling and Dependencies 4\u003c\/p\u003e \u003cp\u003eTaking a Closer Look at Sketch Dimensions 5\u003c\/p\u003e \u003cp\u003eFollowing Part Modeling Best Practices 7\u003c\/p\u003e \u003cp\u003eFollowing Assembly Modeling Best Practices 8\u003c\/p\u003e \u003cp\u003eUnderstanding the “Feel” of Inventor 10\u003c\/p\u003e \u003cp\u003eUnderstanding the Intuitive Interface 10\u003c\/p\u003e \u003cp\u003eUsing General Tools vsSpecifi c Commands 12\u003c\/p\u003e \u003cp\u003eWhen in Doubt, Right-Click 12\u003c\/p\u003e \u003cp\u003eUsing the Graphical Interface 13\u003c\/p\u003e \u003cp\u003eInventor Title Bar 14\u003c\/p\u003e \u003cp\u003eGraphics Window Tools 15\u003c\/p\u003e \u003cp\u003eThe Ribbon Menu 17\u003c\/p\u003e \u003cp\u003eThe Browser Pane\/Model Browser 19\u003c\/p\u003e \u003cp\u003eDialog Boxes and the In-Canvas Mini-Toolbars 19\u003c\/p\u003e \u003cp\u003eTask-Based Tools 20\u003c\/p\u003e \u003cp\u003eLearning the File Types in Inventor 20\u003c\/p\u003e \u003cp\u003eWhat Is an Inventor Project? 22\u003c\/p\u003e \u003cp\u003eProject Files and Search Paths 22\u003c\/p\u003e \u003cp\u003eLibrary Folders and Library Editor IPJ Files 25\u003c\/p\u003e \u003cp\u003eContent Center Files 26\u003c\/p\u003e \u003cp\u003eHow Search Paths and Project Files Are Used 26\u003c\/p\u003e \u003cp\u003eExploring Project File Types 27\u003c\/p\u003e \u003cp\u003eCreating a Project File 29\u003c\/p\u003e \u003cp\u003eCreating Single-User Projects 29\u003c\/p\u003e \u003cp\u003eCreating Multiuser Projects 38\u003c\/p\u003e \u003cp\u003eUnderstanding Inventor Templates39\u003c\/p\u003e \u003cp\u003eWorking with Styles, Style Libraries, and Company Standards 40\u003c\/p\u003e \u003cp\u003eThe Bottom Line 40\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2 • A Hands-on Test-Drive of the Workflow 43\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCreating a Part Model 43\u003c\/p\u003e \u003cp\u003eStarting with a Part Template 45\u003c\/p\u003e \u003cp\u003eUnderstanding Origin Geometry 45\u003c\/p\u003e \u003cp\u003eCreating a Base 2D Sketch 46\u003c\/p\u003e \u003cp\u003eCreating a Profi le in the Sketch 48\u003c\/p\u003e \u003cp\u003eCreating a Base 3D Feature 48\u003c\/p\u003e \u003cp\u003eCreating a Secondary 2D Sketch 49\u003c\/p\u003e \u003cp\u003eCreating a Secondary 3D Feature 51\u003c\/p\u003e \u003cp\u003ePatterning a 3D Feature 52\u003c\/p\u003e \u003cp\u003eCreating and Detailing Drawings of Part Models 53\u003c\/p\u003e \u003cp\u003eCreating a Base View on a Drawing 53\u003c\/p\u003e \u003cp\u003eCreating Projected Views on a Drawing 55\u003c\/p\u003e \u003cp\u003eCreating Dimensions on a Drawing 55\u003c\/p\u003e \u003cp\u003ePutting Part Models Together in Assembly Files 56\u003c\/p\u003e \u003cp\u003ePlacing, Rotating, and Moving Parts in an Assembly File 57\u003c\/p\u003e \u003cp\u003eWorking with Degrees of Freedom in an Assembly 58\u003c\/p\u003e \u003cp\u003ePlacing Assembly Constraints to Defi ne Mechanical Movement 60\u003c\/p\u003e \u003cp\u003eCreating and Detailing Drawings of Assembly Models 63\u003c\/p\u003e \u003cp\u003eCreating an Assembly Detail View 63\u003c\/p\u003e \u003cp\u003ePlacing a Parts List and Balloons 65\u003c\/p\u003e \u003cp\u003eExporting a Drawing to a PDF File 66\u003c\/p\u003e \u003cp\u003eThe Bottom Line 66\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3 • Sketch Techniques 69\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eExploring the Options and Settings for Sketches 69\u003c\/p\u003e \u003cp\u003eApplication Options 70\u003c\/p\u003e \u003cp\u003eDocument Settings 75\u003c\/p\u003e \u003cp\u003eSketching Basics 75\u003c\/p\u003e \u003cp\u003eCreating a Sketch on an Existing Sketch 76\u003c\/p\u003e \u003cp\u003eProjecting Geometry into Your Sketch 77\u003c\/p\u003e \u003cp\u003eBreaking Links to Projected Geometry 79\u003c\/p\u003e \u003cp\u003eDeleting a Sketch 80\u003c\/p\u003e \u003cp\u003eCreating Another New Sketch 80\u003c\/p\u003e \u003cp\u003eCreating Dimensions 81\u003c\/p\u003e \u003cp\u003eCreating a Sketch in a New Part 82\u003c\/p\u003e \u003cp\u003eCreating a New Part File from a Template 82\u003c\/p\u003e \u003cp\u003eCreating Lines Using the Line Tool 84\u003c\/p\u003e \u003cp\u003eUnderstanding Sketch Constraints 86\u003c\/p\u003e \u003cp\u003eUsing Degrees of Freedom to View Underconstrained Sketch Elements 88\u003c\/p\u003e \u003cp\u003eUsing Dimensions to Fully Constrain a Sketch 89\u003c\/p\u003e \u003cp\u003eUnderstanding the Save Options 92\u003c\/p\u003e \u003cp\u003eMaking a Sketch Active for Edits 93\u003c\/p\u003e \u003cp\u003eUsing Construction Geometry 93\u003c\/p\u003e \u003cp\u003eUsing the Polygon Tool and Creating an Aligned Dimension 95\u003c\/p\u003e \u003cp\u003eUsing Offset and Creating a Three-Point Rectangle 97\u003c\/p\u003e \u003cp\u003eCreating Driven Dimensions 99\u003c\/p\u003e \u003cp\u003eTaking a Closer Look at Sketch Constraints 102\u003c\/p\u003e \u003cp\u003eThe Tangent Constraint 103\u003c\/p\u003e \u003cp\u003eThe Perpendicular Constraint 103\u003c\/p\u003e \u003cp\u003eThe Parallel Constraint 104\u003c\/p\u003e \u003cp\u003eThe Coincident Constraint 105\u003c\/p\u003e \u003cp\u003eThe Concentric Constraint 105\u003c\/p\u003e \u003cp\u003eThe Collinear Constraint 106\u003c\/p\u003e \u003cp\u003eThe Horizontal Constraint 106\u003c\/p\u003e \u003cp\u003eThe Vertical Constraint 107\u003c\/p\u003e \u003cp\u003eThe Equal Constraint 108\u003c\/p\u003e \u003cp\u003eThe Fix Constraint 109\u003c\/p\u003e \u003cp\u003eThe Symmetric Constraint 109\u003c\/p\u003e \u003cp\u003eThe Smooth Constraint 110\u003c\/p\u003e \u003cp\u003eGaining More Sketch Skills 111\u003c\/p\u003e \u003cp\u003eCreating Arcs 111\u003c\/p\u003e \u003cp\u003eCreating Automatic Tangents with the Line Tool 113\u003c\/p\u003e \u003cp\u003eUnderstanding the Point\/Center Point Tool 113\u003c\/p\u003e \u003cp\u003eProjecting Geometry 114\u003c\/p\u003e \u003cp\u003eLearning More about Dimensions 115\u003c\/p\u003e \u003cp\u003eMeasuring Geometry 119\u003c\/p\u003e \u003cp\u003eCreating Sketches from AutoCAD Geometry 120\u003c\/p\u003e \u003cp\u003eImporting Existing AutoCAD Designs 120\u003c\/p\u003e \u003cp\u003eCopying and Pasting Existing AutoCAD Designs into Inventor 122\u003c\/p\u003e \u003cp\u003eCreating and Using 3D Sketches 123\u003c\/p\u003e \u003cp\u003eCreating a 3D Path 123\u003c\/p\u003e \u003cp\u003eUsing the 3D Coordinate Triad 124\u003c\/p\u003e \u003cp\u003eExploring More 3D Sketch Tools 127\u003c\/p\u003e \u003cp\u003eBest Practices for Working with Sketches 132\u003c\/p\u003e \u003cp\u003eThe Bottom Line 133\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4 • Basic Modeling Techniques 135\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eExploring Application Options and Settings for Part Modeling 135\u003c\/p\u003e \u003cp\u003eSpecifying Global Settings 135\u003c\/p\u003e \u003cp\u003eSpecifying Document-Specific Settings 137\u003c\/p\u003e \u003cp\u003eKey Concepts for Creating Basic Part Features 144\u003c\/p\u003e \u003cp\u003eSimplifying Your Sketches 147\u003c\/p\u003e \u003cp\u003eExploring the Extrude Tool 148\u003c\/p\u003e \u003cp\u003eExtruding Basic Features 149\u003c\/p\u003e \u003cp\u003eEditing an Extrusion Feature 152\u003c\/p\u003e \u003cp\u003eExtruding with Cut and Taper 152\u003c\/p\u003e \u003cp\u003eExtruding with Intersect 153\u003c\/p\u003e \u003cp\u003eExtruding Surfaces from Open Profiles 155\u003c\/p\u003e \u003cp\u003eExtruding Solids from Open Profiles 156\u003c\/p\u003e \u003cp\u003eExtruding with To 158\u003c\/p\u003e \u003cp\u003eExtruding with the Minimum Solution Option 160\u003c\/p\u003e \u003cp\u003eExtruding with To Next 160\u003c\/p\u003e \u003cp\u003eExtruding Between 161\u003c\/p\u003e \u003cp\u003eExtruding Multi-body Solids 162\u003c\/p\u003e \u003cp\u003eCreating Revolved Parts 164\u003c\/p\u003e \u003cp\u003eRevolved Cylindrical Parts vsStacked Circular Extrusions 164\u003c\/p\u003e \u003cp\u003eCreating Revolved Parts 165\u003c\/p\u003e \u003cp\u003eCreating Work Features 167\u003c\/p\u003e \u003cp\u003eWork Planes 168\u003c\/p\u003e \u003cp\u003eWork Axes and Work Points 174\u003c\/p\u003e \u003cp\u003eCreating Fillets 175\u003c\/p\u003e \u003cp\u003eEdge Fillets 176\u003c\/p\u003e \u003cp\u003eFace Fillets 179\u003c\/p\u003e \u003cp\u003eFull Round Fillets 180\u003c\/p\u003e \u003cp\u003eWorking with Fillet Features 180\u003c\/p\u003e \u003cp\u003eCreating Threaded Features 182\u003c\/p\u003e \u003cp\u003eCreating Cosmetic Threads Using the Thread Tool 182\u003c\/p\u003e \u003cp\u003eUsing the Coil Tool to Create Physical Threads 183\u003c\/p\u003e \u003cp\u003eHole Features 184\u003c\/p\u003e \u003cp\u003eUsing the Thread and Clearance Spreadsheets 184\u003c\/p\u003e \u003cp\u003eCreating Holes in Parts 186\u003c\/p\u003e \u003cp\u003eSetting Tolerance Values in Holes 188\u003c\/p\u003e \u003cp\u003eBend Parts 189\u003c\/p\u003e \u003cp\u003ePart Modeling Exercise 190\u003c\/p\u003e \u003cp\u003eCreating a Base Feature 191\u003c\/p\u003e \u003cp\u003eCreating a Second Feature 192\u003c\/p\u003e \u003cp\u003eCreating a Sketch-Based Hole Feature 194\u003c\/p\u003e \u003cp\u003eCreating a Rectangular Hole Pattern 197\u003c\/p\u003e \u003cp\u003eEditing Sketches and Features 199\u003c\/p\u003e \u003cp\u003eRepairing Features and Sketches 202\u003c\/p\u003e \u003cp\u003eThe Bottom Line 204\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5 • Advanced Modeling Techniques 207\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCreating Complex Sweeps and Lofts 207\u003c\/p\u003e \u003cp\u003eCreating and Using Sweeps 208\u003c\/p\u003e \u003cp\u003eExploring Sweep Options 210\u003c\/p\u003e \u003cp\u003eCreating Loft Features 214\u003c\/p\u003e \u003cp\u003eCreating a Part Using Loft and Sculpt 221\u003c\/p\u003e \u003cp\u003eCreating Multi-body Parts 223\u003c\/p\u003e \u003cp\u003eCreating Multiple Solids 223\u003c\/p\u003e \u003cp\u003eUsing One Solid to Shape Another 225\u003c\/p\u003e \u003cp\u003eCreating Derived Parts and Assemblies 230\u003c\/p\u003e \u003cp\u003eCreating Derived Parts 230\u003c\/p\u003e \u003cp\u003eDeriving a Part File 230\u003c\/p\u003e \u003cp\u003eDeriving an Assembly File 232\u003c\/p\u003e \u003cp\u003eModifying Derived Parts 233\u003c\/p\u003e \u003cp\u003eUsing the Component Derive Tool 233\u003c\/p\u003e \u003cp\u003eWorking with Patterns 233\u003c\/p\u003e \u003cp\u003eRectangular Patterns 233\u003c\/p\u003e \u003cp\u003eCircular Patterns 234\u003c\/p\u003e \u003cp\u003ePatterns Along Curves 236\u003c\/p\u003e \u003cp\u003eThe Coil Tool and Spiral Patterns 238\u003c\/p\u003e \u003cp\u003ePattern Solids 240\u003c\/p\u003e \u003cp\u003eDynamic Patterns 243\u003c\/p\u003e \u003cp\u003eSetting iProperties and Parameters 244\u003c\/p\u003e \u003cp\u003eiProperties 244\u003c\/p\u003e \u003cp\u003ePart Parameters 245\u003c\/p\u003e \u003cp\u003eAssembly Parameters 250\u003c\/p\u003e \u003cp\u003eAdding Part Tolerances 250\u003c\/p\u003e \u003cp\u003eTolerances in Sketches 251\u003c\/p\u003e \u003cp\u003eSetting Global File Tolerances 252\u003c\/p\u003e \u003cp\u003eWorking with Limits and Fits 254\u003c\/p\u003e \u003cp\u003eWorking with Free-Form Modeling and Direct Editing Tools 257\u003c\/p\u003e \u003cp\u003eFree-Form Modeling 257\u003c\/p\u003e \u003cp\u003eUsing the Direct Edit Tool 264\u003c\/p\u003e \u003cp\u003eTroubleshooting Failures with the End-of-Part Marker 265\u003c\/p\u003e \u003cp\u003eStep 1: Editing the First Feature 266\u003c\/p\u003e \u003cp\u003eStep 2: Moving the EOP Marker Down One Feature at a Time 267\u003c\/p\u003e \u003cp\u003eThe Bottom Line 268\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6 • Sheet Metal 269\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eUnderstanding Sheet-Metal Parts 269\u003c\/p\u003e \u003cp\u003eGetting to Know the Features 270\u003c\/p\u003e \u003cp\u003eStarting with a Base Feature 270\u003c\/p\u003e \u003cp\u003eCreating Secondary Flange Features 276\u003c\/p\u003e \u003cp\u003eAdding, Removing, or Deforming Material 285\u003c\/p\u003e \u003cp\u003eUsing Sheet-Metal Templates and Rules 302\u003c\/p\u003e \u003cp\u003eWhat Are Sheet-Metal Rules? 302\u003c\/p\u003e \u003cp\u003eWorking with Styles and Templates 310\u003c\/p\u003e \u003cp\u003eWorking with the Flat Pattern 311\u003c\/p\u003e \u003cp\u003eExploring the Flat Pattern Edit Features 311\u003c\/p\u003e \u003cp\u003eAdding Manufacturing Information to the Flat Pattern 311\u003c\/p\u003e \u003cp\u003eUsing the Flat Pattern Definition Dialog Box 313\u003c\/p\u003e \u003cp\u003eManufacturing Your Flat Pattern 314\u003c\/p\u003e \u003cp\u003eUsing Sheet-Metal iPart Factories 315\u003c\/p\u003e \u003cp\u003eiParts for Confi gurations 316\u003c\/p\u003e \u003cp\u003eiParts for Fold Progression 316\u003c\/p\u003e \u003cp\u003eModeling with Non-Sheet-Metal Features 317\u003c\/p\u003e \u003cp\u003eSelecting Problematic Features 317\u003c\/p\u003e \u003cp\u003eUsing Surface-Based Workflows 317\u003c\/p\u003e \u003cp\u003eWorking with Imported Parts 318\u003c\/p\u003e \u003cp\u003eSetting Yourself Up for Success 318\u003c\/p\u003e \u003cp\u003eConverting Components 318\u003c\/p\u003e \u003cp\u003eAnnotating Your Sheet-Metal Design 319\u003c\/p\u003e \u003cp\u003eCreating a View of Your Sheet-Metal Design 319\u003c\/p\u003e \u003cp\u003eAdding Bend, Punch, and Flat Pattern Annotations 321\u003c\/p\u003e \u003cp\u003eThe Bottom Line 323\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7 • Reusing Parts and Features 325\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWorking with iParts 325\u003c\/p\u003e \u003cp\u003eCreating and Modifying iParts 326\u003c\/p\u003e \u003cp\u003eUsing iParts in Designs 338\u003c\/p\u003e \u003cp\u003eWorking with iFeatures 340\u003c\/p\u003e \u003cp\u003eCreating iFeatures 341\u003c\/p\u003e \u003cp\u003eCreating Punch Features 345\u003c\/p\u003e \u003cp\u003eReusing Existing Geometry 349\u003c\/p\u003e \u003cp\u003eCopying Features 349\u003c\/p\u003e \u003cp\u003eCloning 351\u003c\/p\u003e \u003cp\u003eLinking Parameters Between Two Files 352\u003c\/p\u003e \u003cp\u003eCopying Sketches 353\u003c\/p\u003e \u003cp\u003eIntroducing Content Center 355\u003c\/p\u003e \u003cp\u003eConfi guring Content Center 356\u003c\/p\u003e \u003cp\u003eUsing Content Center 358\u003c\/p\u003e \u003cp\u003ePublishing Parts to Content Center 366\u003c\/p\u003e \u003cp\u003eThe Bottom Line 369\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8 • Assembly Design Workflows 371\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAssembly Relationships 372\u003c\/p\u003e \u003cp\u003eDegrees of Freedom 372\u003c\/p\u003e \u003cp\u003eGrounded Components 374\u003c\/p\u003e \u003cp\u003eHow the Constrain Tool Works 375\u003c\/p\u003e \u003cp\u003eHow the Joint Tool Works 376\u003c\/p\u003e \u003cp\u003eWorking with Constraints 377\u003c\/p\u003e \u003cp\u003eAdditional Constrain Tools and Options 391\u003c\/p\u003e \u003cp\u003eWorking with Joint Relationships 397\u003c\/p\u003e \u003cp\u003eUnderstanding Subassemblies 408\u003c\/p\u003e \u003cp\u003eTop-Down Design 410\u003c\/p\u003e \u003cp\u003eDeveloping an Efficient Assembly Workflow 410\u003c\/p\u003e \u003cp\u003eLayout Sketches 414\u003c\/p\u003e \u003cp\u003eFlexibility 417\u003c\/p\u003e \u003cp\u003eAdaptivity 417\u003c\/p\u003e \u003cp\u003eCreating Adaptivity 418\u003c\/p\u003e \u003cp\u003eRemoving Adaptivity from Parts 420\u003c\/p\u003e \u003cp\u003eAssembly Features 421\u003c\/p\u003e \u003cp\u003eManaging the Bill of Materials 423\u003c\/p\u003e \u003cp\u003eParts-Level BOM Control 424\u003c\/p\u003e \u003cp\u003eAssembly-Level BOM Control 424\u003c\/p\u003e \u003cp\u003eAssembly Reuse and Configurations 431\u003c\/p\u003e \u003cp\u003eCopying Designs 431\u003c\/p\u003e \u003cp\u003eUsing Representations 433\u003c\/p\u003e \u003cp\u003eUsing iAssemblies 443\u003c\/p\u003e \u003cp\u003eUse Assembly Design Accelerators 447\u003c\/p\u003e \u003cp\u003eFunctional Design vsGeometric Modeling 447\u003c\/p\u003e \u003cp\u003eWorking with Design Accelerators 448\u003c\/p\u003e \u003cp\u003eThe Bottom Line 455\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9 • Large Assembly Strategies 457\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSelecting a Workstation 457\u003c\/p\u003e \u003cp\u003ePhysical Memory vs Virtual Memory 458\u003c\/p\u003e \u003cp\u003eHardware 458\u003c\/p\u003e \u003cp\u003eWorking with Performance Settings 461\u003c\/p\u003e \u003cp\u003eExpress Mode 461\u003c\/p\u003e \u003cp\u003eWorking with Drawing Settings 461\u003c\/p\u003e \u003cp\u003eWorking with Model Display Settings 465\u003c\/p\u003e \u003cp\u003eWorking with General Settings 466\u003c\/p\u003e \u003cp\u003eUsing the Memory Probe 468\u003c\/p\u003e \u003cp\u003eWorking with System Settings 469\u003c\/p\u003e \u003cp\u003eLarge Assembly Best Practices 470\u003c\/p\u003e \u003cp\u003eWorking with the Model 470\u003c\/p\u003e \u003cp\u003eImproving File Open Time 471\u003c\/p\u003e \u003cp\u003eReducing Assembly Constraints 471\u003c\/p\u003e \u003cp\u003eAdaptivity 474\u003c\/p\u003e \u003cp\u003eSelection Tools 475\u003c\/p\u003e \u003cp\u003eView Representations 477\u003c\/p\u003e \u003cp\u003eFind 477\u003c\/p\u003e \u003cp\u003eOpening the Model 478\u003c\/p\u003e \u003cp\u003eWorking with Large Assembly Drawings 479\u003c\/p\u003e \u003cp\u003eManaging Assembly Detail 483\u003c\/p\u003e \u003cp\u003eLOD Strategies 483\u003c\/p\u003e \u003cp\u003eSubstitute LODs 485\u003c\/p\u003e \u003cp\u003eSubassembly LODs 487\u003c\/p\u003e \u003cp\u003eSimplifying Parts 489\u003c\/p\u003e \u003cp\u003eRemoving or Suppressing Unneeded Features 489\u003c\/p\u003e \u003cp\u003eThe Bottom Line 491\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10 • Weldment Design 493\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eExploring Weldment Design Methodologies 493\u003c\/p\u003e \u003cp\u003ePart Files and Part Features 494\u003c\/p\u003e \u003cp\u003eWeldment Assembly and Derived Technology 494\u003c\/p\u003e \u003cp\u003eWeldment Assembly 495\u003c\/p\u003e \u003cp\u003eMulti-body Part Files 496\u003c\/p\u003e \u003cp\u003eModeling Preparations 497\u003c\/p\u003e \u003cp\u003eExploring Cosmetic Welds 499\u003c\/p\u003e \u003cp\u003eCreating a Simple Cosmetic Weld 501\u003c\/p\u003e \u003cp\u003eUsing Split Faces to Place Cosmetic Welds 502\u003c\/p\u003e \u003cp\u003ePlacing Cosmetic Welds with Extents 502\u003c\/p\u003e \u003cp\u003eCreating Weld Beads 503\u003c\/p\u003e \u003cp\u003eCreating Fillet Welds 504\u003c\/p\u003e \u003cp\u003eModeling a Fillet Weld 505\u003c\/p\u003e \u003cp\u003eFillet Welds and Gaps 507\u003c\/p\u003e \u003cp\u003eCreating Intermittent Fillet Welds 508\u003c\/p\u003e \u003cp\u003eCreating Groove Welds 509\u003c\/p\u003e \u003cp\u003ePerforming Machining Operations 512\u003c\/p\u003e \u003cp\u003eExploring Weld Properties and Combinations 513\u003c\/p\u003e \u003cp\u003eWeld Properties 513\u003c\/p\u003e \u003cp\u003eReplication 514\u003c\/p\u003e \u003cp\u003eGroove and Fillet Weld Combinations 514\u003c\/p\u003e \u003cp\u003eSplit Technique 515\u003c\/p\u003e \u003cp\u003eUsing the Weld Symbol 517\u003c\/p\u003e \u003cp\u003eUnderstanding Bead Property Report and Mass Properties 518\u003c\/p\u003e \u003cp\u003eCreating Drawing Documentation 519\u003c\/p\u003e \u003cp\u003eWeldment Design Stages 521\u003c\/p\u003e \u003cp\u003eEnd Fill 523\u003c\/p\u003e \u003cp\u003eDrawing Weld Symbols 524\u003c\/p\u003e \u003cp\u003eCaterpillar 525\u003c\/p\u003e \u003cp\u003eGenerating a Bill of Materials and Parts List 526\u003c\/p\u003e \u003cp\u003eThe Bottom Line 527\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 11 • Presentations and Exploded Views 529\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eGetting Started 530\u003c\/p\u003e \u003cp\u003eWorking in the Presentation Environment 530\u003c\/p\u003e \u003cp\u003eCreating an Automatically Exploded Presentation 532\u003c\/p\u003e \u003cp\u003eCreating Tweaks Individually 535\u003c\/p\u003e \u003cp\u003ePreparing the Exploded Presentation to Be Used in an Animation 538\u003c\/p\u003e \u003cp\u003eHiding Components from View During Animations 544\u003c\/p\u003e \u003cp\u003eRounding Up Presentation Preparation 546\u003c\/p\u003e \u003cp\u003eCreating and Publishing Animations 546\u003c\/p\u003e \u003cp\u003eAnimation File Types and Compression Codecs 547\u003c\/p\u003e \u003cp\u003eThe Bottom Line 549\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 12 • Documentation 551\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCreating Drawing Views 551\u003c\/p\u003e \u003cp\u003eCreating a Base View 552\u003c\/p\u003e \u003cp\u003eMoving and Copying Views 556\u003c\/p\u003e \u003cp\u003eCreating Section Views 557\u003c\/p\u003e \u003cp\u003eSlice Views 561\u003c\/p\u003e \u003cp\u003eUsing Breakout Views 562\u003c\/p\u003e \u003cp\u003eUsing Detail Views 566\u003c\/p\u003e \u003cp\u003eCreating Break Views 567\u003c\/p\u003e \u003cp\u003eCropping Views 570\u003c\/p\u003e \u003cp\u003eUsing Draft Views 570\u003c\/p\u003e \u003cp\u003eCreating Overlay Views 570\u003c\/p\u003e \u003cp\u003eAnnotating Part Drawings 571\u003c\/p\u003e \u003cp\u003eUsing Centerline and Center Marks 571\u003c\/p\u003e \u003cp\u003eCreating Dimensions 576\u003c\/p\u003e \u003cp\u003eHole and Thread Notes 588\u003c\/p\u003e \u003cp\u003eLeadered Symbols589\u003c\/p\u003e \u003cp\u003eDrawing Text 590\u003c\/p\u003e \u003cp\u003eGeneral Tables 590\u003c\/p\u003e \u003cp\u003eHole Tables 592\u003c\/p\u003e \u003cp\u003eAnnotating Assembly Drawings 594\u003c\/p\u003e \u003cp\u003eAssembly Representations 595\u003c\/p\u003e \u003cp\u003eReference Data in Drawing Views 597\u003c\/p\u003e \u003cp\u003eInterference and Tangent Edge Display 598\u003c\/p\u003e \u003cp\u003eParts Lists 599\u003c\/p\u003e \u003cp\u003eBalloons 601\u003c\/p\u003e \u003cp\u003eCenter of Gravity Display 603\u003c\/p\u003e \u003cp\u003eWorking with Sheet-Metal Drawings 604\u003c\/p\u003e \u003cp\u003eFlat Pattern Views 604\u003c\/p\u003e \u003cp\u003eBend Centerlines and Extents 605\u003c\/p\u003e \u003cp\u003eBend and Punch Notes 605\u003c\/p\u003e \u003cp\u003eBend Tables 606\u003c\/p\u003e \u003cp\u003ePunch Tables 607\u003c\/p\u003e \u003cp\u003eWorking with Weldment Views 608\u003c\/p\u003e \u003cp\u003eWorking with iParts and iAssembly Drawings 610\u003c\/p\u003e \u003cp\u003eDrawing Standards 611\u003c\/p\u003e \u003cp\u003eCreating Templates and Styles 612\u003c\/p\u003e \u003cp\u003eUnderstanding Template Locations 613\u003c\/p\u003e \u003cp\u003eChoosing a File Format 614\u003c\/p\u003e \u003cp\u003eUtilizing Drawing Resources 615\u003c\/p\u003e \u003cp\u003eSheet Size 615\u003c\/p\u003e \u003cp\u003eMultiple Sheets 616\u003c\/p\u003e \u003cp\u003eCreating a Border 616\u003c\/p\u003e \u003cp\u003eCreating a Title Block 618\u003c\/p\u003e \u003cp\u003ePrompted Entry 623\u003c\/p\u003e \u003cp\u003eSketched Symbols 625\u003c\/p\u003e \u003cp\u003eAutoCAD Blocks 627\u003c\/p\u003e \u003cp\u003eSketched Symbol Libraries 627\u003c\/p\u003e \u003cp\u003eSheet Formats 628\u003c\/p\u003e \u003cp\u003eTransferring Drawing Resources 629\u003c\/p\u003e \u003cp\u003eEditing Styles and Standards 630\u003c\/p\u003e \u003cp\u003eObject Defaults 631\u003c\/p\u003e \u003cp\u003eCreating Styles 634\u003c\/p\u003e \u003cp\u003eWorking with Substyles 635\u003c\/p\u003e \u003cp\u003eDrawing Style Administration 636\u003c\/p\u003e \u003cp\u003eSharing Your Drawings Outside Your Workgroup 636\u003c\/p\u003e \u003cp\u003eThe Bottom Line 637\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 13 • Tools Overview 641\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eExploring the BIM Exchange 641\u003c\/p\u003e \u003cp\u003eAssembly Model Simplification 642\u003c\/p\u003e \u003cp\u003ePart Model Simplification 647\u003c\/p\u003e \u003cp\u003eModel Authoring 649\u003c\/p\u003e \u003cp\u003eModel Publishing 650\u003c\/p\u003e \u003cp\u003eUsing AutoLimits 653\u003c\/p\u003e \u003cp\u003eCreating AutoLimits 655\u003c\/p\u003e \u003cp\u003eEditing AutoLimits 657\u003c\/p\u003e \u003cp\u003eUsing the Design Assistant 658\u003c\/p\u003e \u003cp\u003eUsing the Find Files Tool 660\u003c\/p\u003e \u003cp\u003eUsing the Where Used Tool 661\u003c\/p\u003e \u003cp\u003eRenaming, Copying, and Replacing Files 663\u003c\/p\u003e \u003cp\u003eUsing Pack And Go 664\u003c\/p\u003e \u003cp\u003eUsing the Drawing Resource Transfer Wizard 667\u003c\/p\u003e \u003cp\u003eUsing the Style Library Manager 668\u003c\/p\u003e \u003cp\u003eUsing the Task Scheduler 670\u003c\/p\u003e \u003cp\u003eCreating a Task for Migrating Files 671\u003c\/p\u003e \u003cp\u003ePerforming Sequential Tasks 673\u003c\/p\u003e \u003cp\u003ePerforming Custom Tasks 674\u003c\/p\u003e \u003cp\u003eTweaking Multi-Process Settings 674\u003c\/p\u003e \u003cp\u003ePublishing DWF Files and Filenames 675\u003c\/p\u003e \u003cp\u003eUsing iProperties 675\u003c\/p\u003e \u003cp\u003eCopying iProperties to Drawings 677\u003c\/p\u003e \u003cp\u003eCreating Expressions with iProperties 678\u003c\/p\u003e \u003cp\u003eWorking with the Design Assistant and iProperties 679\u003c\/p\u003e \u003cp\u003eCreating Design Property Reports 680\u003c\/p\u003e \u003cp\u003eUsing the Measure Tools 681\u003c\/p\u003e \u003cp\u003eUsing Measurement Helpers 681\u003c\/p\u003e \u003cp\u003eMeasuring in Assemblies 683\u003c\/p\u003e \u003cp\u003eParticipating in the CIP and CER R 683\u003c\/p\u003e \u003cp\u003eParticipating in the CIP 683\u003c\/p\u003e \u003cp\u003eParticipating in CER 684\u003c\/p\u003e \u003cp\u003eUsing Miscellaneous Tools 684\u003c\/p\u003e \u003cp\u003eUsing the Autodesk Multi-Sheet Plot Tool 684\u003c\/p\u003e \u003cp\u003eUsing the Add-In Manager 685\u003c\/p\u003e \u003cp\u003eUsing the Project Editor 686\u003c\/p\u003e \u003cp\u003eThe Bottom Line 686\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 14 • Exchanging Data with Other Systems 687\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eImporting and Exporting Geometry 687\u003c\/p\u003e \u003cp\u003eImporting vsReferencing Geometry 688\u003c\/p\u003e \u003cp\u003eTranslating DWG and DXF Files 695\u003c\/p\u003e \u003cp\u003eMechanical Desktop DWG 703\u003c\/p\u003e \u003cp\u003eSTEP and IGES 704\u003c\/p\u003e \u003cp\u003eSAT 706\u003c\/p\u003e \u003cp\u003eCATIA Import Options 706\u003c\/p\u003e \u003cp\u003ePro\/ENGINEER Import Options 707\u003c\/p\u003e \u003cp\u003eUnigraphics and Parasolids Import Options 707\u003c\/p\u003e \u003cp\u003eSolidWorks Import Options 708\u003c\/p\u003e \u003cp\u003eRhino Import Options 708\u003c\/p\u003e \u003cp\u003eSMT Import Options 708\u003c\/p\u003e \u003cp\u003eJT Import Options708\u003c\/p\u003e \u003cp\u003eSTL Import Options 709\u003c\/p\u003e \u003cp\u003eIDF Board Files 709\u003c\/p\u003e \u003cp\u003eWorking with Imported Data 711\u003c\/p\u003e \u003cp\u003eRepair Tools 711\u003c\/p\u003e \u003cp\u003eEdit Solid Tools 711\u003c\/p\u003e \u003cp\u003eViewing DWF Markup 714\u003c\/p\u003e \u003cp\u003ePublishing a DWF or DWFx File 715\u003c\/p\u003e \u003cp\u003eReviewing and Marking Up DWF and DWFx Files 716\u003c\/p\u003e \u003cp\u003eAccessing DWF or DWFx Markups in Inventor 717\u003c\/p\u003e \u003cp\u003eThe Bottom Line 718\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 15 • Frame Generator 719\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAccessing Frame Generator Tools 719\u003c\/p\u003e \u003cp\u003eExploring the Frame Generator File Structure 720\u003c\/p\u003e \u003cp\u003eExploring the Anatomy of a Frame Member 722\u003c\/p\u003e \u003cp\u003eInserting Frame Members 723\u003c\/p\u003e \u003cp\u003eSpecifying a Structural Shape 723\u003c\/p\u003e \u003cp\u003eChanging the Orientation 724\u003c\/p\u003e \u003cp\u003eSelecting Placement Geometry 725\u003c\/p\u003e \u003cp\u003eCreating a Basic Frame 726\u003c\/p\u003e \u003cp\u003eAligning Frame Members 730\u003c\/p\u003e \u003cp\u003eUsing the Change Tool731\u003c\/p\u003e \u003cp\u003eAdding End Treatments 732\u003c\/p\u003e \u003cp\u003eMiter 733\u003c\/p\u003e \u003cp\u003eTrim\/Extend to Face 736\u003c\/p\u003e \u003cp\u003eTrim to Frame Member 737\u003c\/p\u003e \u003cp\u003eNotch Frame Members 738\u003c\/p\u003e \u003cp\u003eLengthen\/Shorten Frame Member 739\u003c\/p\u003e \u003cp\u003eReuse Frame Members 739\u003c\/p\u003e \u003cp\u003eMaintaining Frames 741\u003c\/p\u003e \u003cp\u003eRemove End Treatments 741\u003c\/p\u003e \u003cp\u003eFrame Member Information 741\u003c\/p\u003e \u003cp\u003eRefresh 741\u003c\/p\u003e \u003cp\u003ePerforming Calculations and Analysis 742\u003c\/p\u003e \u003cp\u003eThe Beam and Column Calculator 742\u003c\/p\u003e \u003cp\u003ePublishing Frame Members 751\u003c\/p\u003e \u003cp\u003eAuthoring a Part 751\u003c\/p\u003e \u003cp\u003ePublishing a Part 754\u003c\/p\u003e \u003cp\u003eFrame Assemblies and BOMs 755\u003c\/p\u003e \u003cp\u003eThe Bottom Line 756\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 16 • Inventor Studio 757\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eHow to Make Your Models Look Great, Live Onscreen 758\u003c\/p\u003e \u003cp\u003eMaterials and Appearances 758\u003c\/p\u003e \u003cp\u003eVisual Styles Settings 764\u003c\/p\u003e \u003cp\u003eSaving an Image 773\u003c\/p\u003e \u003cp\u003eRounding Up 773\u003c\/p\u003e \u003cp\u003eAn Introduction to Inventor Studio 774\u003c\/p\u003e \u003cp\u003eHow to Create a Still Image (Render) 776\u003c\/p\u003e \u003cp\u003eInventor Studio Lighting Styles 780\u003c\/p\u003e \u003cp\u003eHow to Add Local Lights 781\u003c\/p\u003e \u003cp\u003eHow to Add Cameras 784\u003c\/p\u003e \u003cp\u003eHow to Create an Animated Render 788\u003c\/p\u003e \u003cp\u003eAnimating with Inventor Studio 790\u003c\/p\u003e \u003cp\u003eInventor Studio Video Producer 796\u003c\/p\u003e \u003cp\u003eRendering Animations 797\u003c\/p\u003e \u003cp\u003eInventor Studio Roundup 798\u003c\/p\u003e \u003cp\u003eThe Bottom Line 799\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 17 • Stress Analysis and Dynamic Simulation 801\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIntroducing Analysis 801\u003c\/p\u003e \u003cp\u003eConducting Stress Analysis Simulations 802\u003c\/p\u003e \u003cp\u003eSimulation Guide 803\u003c\/p\u003e \u003cp\u003eStatic Stress vsModal Analysis 803\u003c\/p\u003e \u003cp\u003eSimplifying Your Model 803\u003c\/p\u003e \u003cp\u003eSpecifying Materials 804\u003c\/p\u003e \u003cp\u003eApplying Simulation Constraints 805\u003c\/p\u003e \u003cp\u003eApplying Loads 806\u003c\/p\u003e \u003cp\u003eSpecifying Contact Conditions 808\u003c\/p\u003e \u003cp\u003ePreparing Thin Bodies 810\u003c\/p\u003e \u003cp\u003eGenerating a Mesh 810\u003c\/p\u003e \u003cp\u003eRunning the Simulation 812\u003c\/p\u003e \u003cp\u003eInterpreting the Results 813\u003c\/p\u003e \u003cp\u003eUsing the Result, Scaling, Display, and Report Tools 814\u003c\/p\u003e \u003cp\u003eConducting Parameter Studies 815\u003c\/p\u003e \u003cp\u003eConducting a Frame Analysis 819\u003c\/p\u003e \u003cp\u003eFrame Analysis Settings 819\u003c\/p\u003e \u003cp\u003eFrame Constraints 819\u003c\/p\u003e \u003cp\u003eFrame Loads 820\u003c\/p\u003e \u003cp\u003eConnections 821\u003c\/p\u003e \u003cp\u003eResults821\u003c\/p\u003e \u003cp\u003eConducting Dynamic Simulations 823\u003c\/p\u003e \u003cp\u003eWorking with Joints 823\u003c\/p\u003e \u003cp\u003eMore on Working with Joints 827\u003c\/p\u003e \u003cp\u003eWorking with Redundancy 828\u003c\/p\u003e \u003cp\u003eWorking with Environmental Constraints 829\u003c\/p\u003e \u003cp\u003eRunning a Simulation 835\u003c\/p\u003e \u003cp\u003eExporting to FEA 838\u003c\/p\u003e \u003cp\u003eUsing the Dynamic Simulation Information in Stress Analysis 839\u003c\/p\u003e \u003cp\u003eThe Bottom Line 839\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 18 • Routed Systems 841\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eTube and Pipe 841\u003c\/p\u003e \u003cp\u003eUnderstanding Routes, Runs, and Assembly Structure 841\u003c\/p\u003e \u003cp\u003eTube and Pipe Settings 843\u003c\/p\u003e \u003cp\u003eExploring the Tube and Pipe Styles 844\u003c\/p\u003e \u003cp\u003ePlacing Fittings 849\u003c\/p\u003e \u003cp\u003eCreating Routes 850\u003c\/p\u003e \u003cp\u003eExporting ISOGEN Files 859\u003c\/p\u003e \u003cp\u003eCable and Harness 859\u003c\/p\u003e \u003cp\u003eCreating and Placing Electrical Parts 860\u003c\/p\u003e \u003cp\u003eCreating a Harness 863\u003c\/p\u003e \u003cp\u003ePlacing Wires 865\u003c\/p\u003e \u003cp\u003eUsing the Cable \u0026amp; Harness Library 866\u003c\/p\u003e \u003cp\u003ePlacing Cables 867\u003c\/p\u003e \u003cp\u003ePlacing and Editing Segments 868\u003c\/p\u003e \u003cp\u003eCopying Cable and Harness Designs 871\u003c\/p\u003e \u003cp\u003eCreating Nailboard Drawings 873\u003c\/p\u003e \u003cp\u003eThe Bottom Line 875\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 19 • Plastics Design Features 877\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCreating Thicken\/Offset Features 878\u003c\/p\u003e \u003cp\u003eCreating Shell Features 879\u003c\/p\u003e \u003cp\u003eCreating Split Features 881\u003c\/p\u003e \u003cp\u003eCreating Grill Features 882\u003c\/p\u003e \u003cp\u003eCreating Rule Fillet Features 884\u003c\/p\u003e \u003cp\u003eCreating Rest Features 886\u003c\/p\u003e \u003cp\u003eCreating Boss Features 888\u003c\/p\u003e \u003cp\u003eCreating Lip and Groove Features 891\u003c\/p\u003e \u003cp\u003eCreating Snap-Fit Features 892\u003c\/p\u003e \u003cp\u003eCreating Rib and Web Features 894\u003c\/p\u003e \u003cp\u003eCreating Draft Features 896\u003c\/p\u003e \u003cp\u003eMold Design Overview 898\u003c\/p\u003e \u003cp\u003eInventor Tooling 898\u003c\/p\u003e \u003cp\u003eImporting a Plastic Part 899\u003c\/p\u003e \u003cp\u003eCreating Runners and Gates 902\u003c\/p\u003e \u003cp\u003eAnalyzing and Creating Cores and Cavities 904\u003c\/p\u003e \u003cp\u003eWorking with Mold Bases 907\u003c\/p\u003e \u003cp\u003eWorking with Ejectors and Sprue Bushings 909\u003c\/p\u003e \u003cp\u003eThe Bottom Line 912\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 20 • iLogic 915\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWhat Is iLogic? 915\u003c\/p\u003e \u003cp\u003eUnderstanding iLogic Rules 916\u003c\/p\u003e \u003cp\u003eWhat Are Functions? 916\u003c\/p\u003e \u003cp\u003eConditional Statements 919\u003c\/p\u003e \u003cp\u003eUnderstanding the iLogic Elements and Interface 921\u003c\/p\u003e \u003cp\u003eExploring iLogic Parameter Types 921\u003c\/p\u003e \u003cp\u003eUsing the iLogic Browser 924\u003c\/p\u003e \u003cp\u003eUnderstanding the iTrigger 930\u003c\/p\u003e \u003cp\u003eWorking with Event Triggers 930\u003c\/p\u003e \u003cp\u003eCreating iLogic Parameters, Rules, and Forms 931\u003c\/p\u003e \u003cp\u003eCreating iLogic Rules 931\u003c\/p\u003e \u003cp\u003eCreating iLogic Forms 946\u003c\/p\u003e \u003cp\u003eWorking with iLogic Components 957\u003c\/p\u003e \u003cp\u003eiLogic Design Copy 958\u003c\/p\u003e \u003cp\u003eThe Bottom Line 959\u003c\/p\u003e \u003cp\u003e\u003cb\u003eAppendix A • Th e Bottom Line 961\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eChapter 1: Getting Started 961\u003c\/p\u003e \u003cp\u003eChapter 2: A Hands-on Test-Drive of the Workflow 963\u003c\/p\u003e \u003cp\u003eChapter 3: Sketch Techniques 964\u003c\/p\u003e \u003cp\u003eChapter 4: Basic Modeling Techniques 966\u003c\/p\u003e \u003cp\u003eChapter 5: Advanced Modeling Techniques 968\u003c\/p\u003e \u003cp\u003eChapter 6: Sheet Metal 970\u003c\/p\u003e \u003cp\u003eChapter 7: Reusing Parts and Features 973\u003c\/p\u003e \u003cp\u003eChapter 8: Assembly Design Workfl ows 974\u003c\/p\u003e \u003cp\u003eChapter 9: Large Assembly Strategies 977\u003c\/p\u003e \u003cp\u003eChapter 10: Weldment Design 978\u003c\/p\u003e \u003cp\u003eChapter 11: Presentations and Exploded Views 980\u003c\/p\u003e \u003cp\u003eChapter 12: Documentation 981\u003c\/p\u003e \u003cp\u003eChapter 13: Tools Overview 984\u003c\/p\u003e \u003cp\u003eChapter 14: Exchanging Data with Other Systems 986\u003c\/p\u003e \u003cp\u003eChapter 15: Frame Generator 987\u003c\/p\u003e \u003cp\u003eChapter 16: Inventor Studio 988\u003c\/p\u003e \u003cp\u003eChapter 17: Stress Analysis and Dynamic Simulation 991\u003c\/p\u003e \u003cp\u003eChapter 18: Routed Systems 991\u003c\/p\u003e \u003cp\u003eChapter 19: Plastics Design Features 992\u003c\/p\u003e \u003cp\u003eChapter 20: iLogic 995\u003c\/p\u003e \u003cp\u003e\u003cb\u003eAppendix B • Autodesk Inventor 2016 Certification 999\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIndex 1009\u003c\/p\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49406976393559,"sku":"9781119059806","price":61.2,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781119059806.jpg?v=1730497760"},{"product_id":"mastering-autodesk-maya-2016-9781119059820","title":"Mastering Autodesk Maya 2016","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cb\u003eGo from ''beginner'' to ''expert'' with this professional, tutorial-based guide to Maya 2016\u003c\/b\u003e \u003cp\u003e\u003ci\u003eMastering Autodesk Maya 2016\u003c\/i\u003eis your professional hands-on coverage to getting the most out of Maya. If you already know the basics of Maya, this book is your ticket to full coverage of all Maya 2016''s latest features, and showcases the tools and methods used in real-world 3D animation and visual effects. From modeling, texturing, animation, and effects to high-level techniques for film, television, games, and more, this book expands your skill set, and helps you prepare for the Autodesk Maya certification exam. Filled with challenging tutorials and real-world scenarios this book provides valuable insight into the entire CG production timeline.\u003c\/p\u003e \u003cp\u003eTake your Maya skills to the next level with step-by-step instruction and insight from the industry professionals.\u003c\/p\u003e \u003cul\u003e \u003cli\u003eLearn professional techniques used in real-world visual effects\u003c\/li\u003e \u003cli\u003eMaster Dynamics, Maya Muscle,\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eIntroduction xix \u003cp\u003e\u003cb\u003eChapter 1\u003c\/b\u003e \u003cb\u003eWorking in Autodesk Maya 1\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eColor Management 1\u003c\/p\u003e \u003cp\u003eCreating and Editing Nodes 3\u003c\/p\u003e \u003cp\u003eUsing the Hypergraph 3\u003c\/p\u003e \u003cp\u003eConnecting Nodes with the Node Editor 8\u003c\/p\u003e \u003cp\u003eCreating Node Hierarchies in the Outliner 13\u003c\/p\u003e \u003cp\u003eDisplaying Options in the Outliner 17\u003c\/p\u003e \u003cp\u003eThe Channel Box 20\u003c\/p\u003e \u003cp\u003eThe Attribute Editor 24\u003c\/p\u003e \u003cp\u003eWorking with Shader Nodes in the Hypershade 27\u003c\/p\u003e \u003cp\u003eCreating Maya Projects 35\u003c\/p\u003e \u003cp\u003eCreating a New Project 36\u003c\/p\u003e \u003cp\u003eEditing and Changing Projects 37\u003c\/p\u003e \u003cp\u003eThe Bottom Line 38\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2\u003c\/b\u003e \u003cb\u003eIntroduction to Animation 39\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eUsing Joints and Constraints 39\u003c\/p\u003e \u003cp\u003eJoint Basics 39\u003c\/p\u003e \u003cp\u003ePoint Constraints 41\u003c\/p\u003e \u003cp\u003eAim Constraints 41\u003c\/p\u003e \u003cp\u003eInverse Kinematics 44\u003c\/p\u003e \u003cp\u003eIK Handle Tool 45\u003c\/p\u003e \u003cp\u003eCreating a Master Control 48\u003c\/p\u003e \u003cp\u003eKeyframe Animation 51\u003c\/p\u003e \u003cp\u003eCreating Keyframes 52\u003c\/p\u003e \u003cp\u003eAuto Keyframe 54\u003c\/p\u003e \u003cp\u003eMoving and Scaling Keyframes on the Timeline 55\u003c\/p\u003e \u003cp\u003eCopy, Paste, and Cut Keyframes 57\u003c\/p\u003e \u003cp\u003eThe Graph Editor 59\u003c\/p\u003e \u003cp\u003eAnimation Curves 60\u003c\/p\u003e \u003cp\u003eEditing Animation Curves 65\u003c\/p\u003e \u003cp\u003eWeighted Tangents 69\u003c\/p\u003e \u003cp\u003eAdditional Editing Tools 70\u003c\/p\u003e \u003cp\u003eBreakdowns and In-Betweens 74\u003c\/p\u003e \u003cp\u003ePre- and Post-Infinity 76\u003c\/p\u003e \u003cp\u003ePlayblast and FCheck 79\u003c\/p\u003e \u003cp\u003eDriven Keys 81\u003c\/p\u003e \u003cp\u003eCreating a Driven Key 81\u003c\/p\u003e \u003cp\u003eLooping Driven Keys 84\u003c\/p\u003e \u003cp\u003eCopying and Pasting Driven Keys 85\u003c\/p\u003e \u003cp\u003eMotion-Path Animation 88\u003c\/p\u003e \u003cp\u003eMotion Trails 90\u003c\/p\u003e \u003cp\u003eAnimating Constraints 93\u003c\/p\u003e \u003cp\u003eAnimation Layers 97\u003c\/p\u003e \u003cp\u003eCreating an Animation Layer 97\u003c\/p\u003e \u003cp\u003eLayer Mode 99\u003c\/p\u003e \u003cp\u003eOther Options in the Layer Editor 102\u003c\/p\u003e \u003cp\u003eLayer Hierarchy 103\u003c\/p\u003e \u003cp\u003eMerging Layers 106\u003c\/p\u003e \u003cp\u003eGrease Pencil 107\u003c\/p\u003e \u003cp\u003eThe Bottom Line 109\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3\u003c\/b\u003e \u003cb\u003eHard-Surface Modeling 111\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eUnderstanding Polygon Geometry 111\u003c\/p\u003e \u003cp\u003ePolygon Vertices 111\u003c\/p\u003e \u003cp\u003ePolygon Edges 112\u003c\/p\u003e \u003cp\u003ePolygon Faces 113\u003c\/p\u003e \u003cp\u003eWorking with Smooth Polygons 114\u003c\/p\u003e \u003cp\u003eUnderstanding NURBS 115\u003c\/p\u003e \u003cp\u003eUnderstanding Curves 116\u003c\/p\u003e \u003cp\u003eUnderstanding NURBS Surfaces 118\u003c\/p\u003e \u003cp\u003eSurface Seams 121\u003c\/p\u003e \u003cp\u003eNURBS Display Controls 121\u003c\/p\u003e \u003cp\u003eUsing Subdivision Surfaces 122\u003c\/p\u003e \u003cp\u003eEmploying Image Planes 122\u003c\/p\u003e \u003cp\u003eModeling NURBS Surfaces 126\u003c\/p\u003e \u003cp\u003eLofting Surfaces 134\u003c\/p\u003e \u003cp\u003eAttaching Surfaces 136\u003c\/p\u003e \u003cp\u003eConverting NURBS Surfaces to Polygons 139\u003c\/p\u003e \u003cp\u003eModeling with Polygons 140\u003c\/p\u003e \u003cp\u003eUsing Booleans 141\u003c\/p\u003e \u003cp\u003eCleaning Topology 146\u003c\/p\u003e \u003cp\u003eCreating Your Own Polygons 148\u003c\/p\u003e \u003cp\u003eMulti-Cut Tool 151\u003c\/p\u003e \u003cp\u003eCombining and Merging Geometry 153\u003c\/p\u003e \u003cp\u003eBridge Polygon 155\u003c\/p\u003e \u003cp\u003eMirror Cut 159\u003c\/p\u003e \u003cp\u003eThe Bottom Line 160\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4\u003c\/b\u003e \u003cb\u003eOrganic Modeling 163\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eImplement Box Modeling 163\u003c\/p\u003e \u003cp\u003eShaping Using Smooth Mesh Polygon Geometry 164\u003c\/p\u003e \u003cp\u003eMulti-Cut with Edge Flow 175\u003c\/p\u003e \u003cp\u003eSlide Edge Tool 177\u003c\/p\u003e \u003cp\u003eOffset Edge Loops 178\u003c\/p\u003e \u003cp\u003eEmploy Build-Out Modeling 179\u003c\/p\u003e \u003cp\u003eExtrude along a Curve 181\u003c\/p\u003e \u003cp\u003eSculpt Polygons 185\u003c\/p\u003e \u003cp\u003eSoft Select Tool 185\u003c\/p\u003e \u003cp\u003eSculpting Tools 187\u003c\/p\u003e \u003cp\u003eUse Retopology Tools 189\u003c\/p\u003e \u003cp\u003eImporting and Exporting 189\u003c\/p\u003e \u003cp\u003eAlembic Cache Files 190\u003c\/p\u003e \u003cp\u003eSlide on Surface 190\u003c\/p\u003e \u003cp\u003eQuad Draw 193\u003c\/p\u003e \u003cp\u003eReduce 198\u003c\/p\u003e \u003cp\u003eThe Bottom Line 199\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5\u003c\/b\u003e \u003cb\u003eRigging and Muscle Systems 201\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eUnderstanding Rigging 201\u003c\/p\u003e \u003cp\u003eCreating and Organizing Joint Hierarchies 203\u003c\/p\u003e \u003cp\u003eOrienting Joints 211\u003c\/p\u003e \u003cp\u003eNaming Joints 212\u003c\/p\u003e \u003cp\u003eMirroring Joints 215\u003c\/p\u003e \u003cp\u003eRigging the Giraffe 216\u003c\/p\u003e \u003cp\u003eIK Legs 216\u003c\/p\u003e \u003cp\u003eFK Blending 219\u003c\/p\u003e \u003cp\u003eRotate-Plane Solver 221\u003c\/p\u003e \u003cp\u003eCreating Custom Attributes 225\u003c\/p\u003e \u003cp\u003eSpline IK 230\u003c\/p\u003e \u003cp\u003eHuman Inverse Kinematics 237\u003c\/p\u003e \u003cp\u003eSkeleton Generator 237\u003c\/p\u003e \u003cp\u003eCharacter Controls 239\u003c\/p\u003e \u003cp\u003eInteroperability 241\u003c\/p\u003e \u003cp\u003eSkinning Geometry 242\u003c\/p\u003e \u003cp\u003eInteractive\/Smooth Binding 243\u003c\/p\u003e \u003cp\u003eWeighting the Giraffe 243\u003c\/p\u003e \u003cp\u003eGeodesic Voxel Binding 250\u003c\/p\u003e \u003cp\u003ePainting Skin Weights 253\u003c\/p\u003e \u003cp\u003eEditing Skin Weights in the Component Editor 258\u003c\/p\u003e \u003cp\u003eCopying Skin Weights 259\u003c\/p\u003e \u003cp\u003eMirroring Skin Weights 260\u003c\/p\u003e \u003cp\u003eThe Maya Muscle System 260\u003c\/p\u003e \u003cp\u003eUnderstanding the Maya Muscle System 260\u003c\/p\u003e \u003cp\u003eUsing Capsules 261\u003c\/p\u003e \u003cp\u003eCreating a Muscle Using the Muscle Builder 262\u003c\/p\u003e \u003cp\u003eEditing Muscle Parameters 268\u003c\/p\u003e \u003cp\u003eConverting the Smooth Skin to a Muscle System 270\u003c\/p\u003e \u003cp\u003eSliding Weights 272\u003c\/p\u003e \u003cp\u003eThe Bottom Line 273\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6\u003c\/b\u003e \u003cb\u003eAnimation Techniques 275\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWorking with Deformers 275\u003c\/p\u003e \u003cp\u003eShrinkWrapping Geometry 275\u003c\/p\u003e \u003cp\u003eUsing Textures to Deform Objects 278\u003c\/p\u003e \u003cp\u003eDelta Mush 281\u003c\/p\u003e \u003cp\u003eAnimating Facial Expressions Using Blend Shapes 283\u003c\/p\u003e \u003cp\u003eCreating Blend Shape Targets 286\u003c\/p\u003e \u003cp\u003eCreating Blend Shapes 292\u003c\/p\u003e \u003cp\u003ePainting Blend Shape Weights 294\u003c\/p\u003e \u003cp\u003eAdding Targets 297\u003c\/p\u003e \u003cp\u003eAnimating a Scene Using Nonlinear Deformers 298\u003c\/p\u003e \u003cp\u003eCreating a Wave Deformer 299\u003c\/p\u003e \u003cp\u003eSquashing and Stretching Objects 300\u003c\/p\u003e \u003cp\u003eTwisting Objects 302\u003c\/p\u003e \u003cp\u003eCreating a Jiggle Effect 304\u003c\/p\u003e \u003cp\u003eApplying Jiggle Deformers 304\u003c\/p\u003e \u003cp\u003ePainting Jiggle Weights 305\u003c\/p\u003e \u003cp\u003eOptimizing Animations with the Geometry Cache 307\u003c\/p\u003e \u003cp\u003eCreating a Geometry Cache 307\u003c\/p\u003e \u003cp\u003eEditing the Cache Playback 308\u003c\/p\u003e \u003cp\u003eApplying Motion Capture 309\u003c\/p\u003e \u003cp\u003eThe Bottom Line 311\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7\u003c\/b\u003e \u003cb\u003eLighting with mental ray 313\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eShadow-Casting Lights 313\u003c\/p\u003e \u003cp\u003eShadow Preview 314\u003c\/p\u003e \u003cp\u003eDepth Map Shadows 316\u003c\/p\u003e \u003cp\u003emental ray Shadow Map Overrides 320\u003c\/p\u003e \u003cp\u003eRaytrace Shadows 322\u003c\/p\u003e \u003cp\u003eIndirect Lighting: Global Illumination 323\u003c\/p\u003e \u003cp\u003eColor Bleeding 326\u003c\/p\u003e \u003cp\u003eIndirect Illumination: Final Gathering 326\u003c\/p\u003e \u003cp\u003eLight-Emitting Objects 327\u003c\/p\u003e \u003cp\u003eUsing Lights with Final Gathering 331\u003c\/p\u003e \u003cp\u003eImage-Based Lighting 332\u003c\/p\u003e \u003cp\u003eEnabling IBL 332\u003c\/p\u003e \u003cp\u003eIBL and Final Gathering 333\u003c\/p\u003e \u003cp\u003ePhysical Sun and Sky 335\u003c\/p\u003e \u003cp\u003eEnabling Physical Sun and Sky 335\u003c\/p\u003e \u003cp\u003eEditing the Sky Settings 337\u003c\/p\u003e \u003cp\u003emental ray Area Lights 338\u003c\/p\u003e \u003cp\u003eLight Shaders 341\u003c\/p\u003e \u003cp\u003ePhysical Light Shader 341\u003c\/p\u003e \u003cp\u003eTone Mapping 343\u003c\/p\u003e \u003cp\u003ePhotometric Lights and Profiles 344\u003c\/p\u003e \u003cp\u003eThe Bottom Line 345\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8\u003c\/b\u003e \u003cb\u003emental ray Shading Techniques 347\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eShading Concepts 347\u003c\/p\u003e \u003cp\u003eDiffusion 350\u003c\/p\u003e \u003cp\u003eReflection 351\u003c\/p\u003e \u003cp\u003eRefraction 351\u003c\/p\u003e \u003cp\u003eThe Fresnel Effect 353\u003c\/p\u003e \u003cp\u003eAnisotropy 353\u003c\/p\u003e \u003cp\u003eLayering Shaders 354\u003c\/p\u003e \u003cp\u003eCreating Reflections and Refractions 355\u003c\/p\u003e \u003cp\u003eCreating Metals and Plastics 362\u003c\/p\u003e \u003cp\u003eAdding Shaders to Individual Polygons 364\u003c\/p\u003e \u003cp\u003eBuilding a Layered Car Paint Shader 365\u003c\/p\u003e \u003cp\u003eBase Parameters 367\u003c\/p\u003e \u003cp\u003eFlake Parameters 369\u003c\/p\u003e \u003cp\u003eSpecular Reflection Layer 370\u003c\/p\u003e \u003cp\u003eGlossy Reflection Parameters 370\u003c\/p\u003e \u003cp\u003eThe Bottom Line 371\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9\u003c\/b\u003e \u003cb\u003eTexture Mapping 373\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eUV Texture Layout 373\u003c\/p\u003e \u003cp\u003eWhat Are UV Texture Coordinates? 374\u003c\/p\u003e \u003cp\u003eMapping the Giraffe Leg 376\u003c\/p\u003e \u003cp\u003eUnfolding UVs 381\u003c\/p\u003e \u003cp\u003eMapping the Giraffe Head 381\u003c\/p\u003e \u003cp\u003eMirroring UVs 384\u003c\/p\u003e \u003cp\u003eMore UV Tools 387\u003c\/p\u003e \u003cp\u003eArranging UV Shells 388\u003c\/p\u003e \u003cp\u003eAdditional UV Mapping Considerations 391\u003c\/p\u003e \u003cp\u003eTransferring UVs 392\u003c\/p\u003e \u003cp\u003eMultiple UV Sets 392\u003c\/p\u003e \u003cp\u003eOptimizing Textures 392\u003c\/p\u003e \u003cp\u003eBump and Normal Mapping 393\u003c\/p\u003e \u003cp\u003eBump Maps 393\u003c\/p\u003e \u003cp\u003eNormal Maps 394\u003c\/p\u003e \u003cp\u003eCreating Normal Maps 396\u003c\/p\u003e \u003cp\u003eApplying Normal Maps 400\u003c\/p\u003e \u003cp\u003eDisplacement Mapping 402\u003c\/p\u003e \u003cp\u003eSubsurface Scattering 407\u003c\/p\u003e \u003cp\u003eFast, Simple Skin-Shader Setup 407\u003c\/p\u003e \u003cp\u003eSubsurface Specularity 411\u003c\/p\u003e \u003cp\u003eShaderFX 415\u003c\/p\u003e \u003cp\u003eThe Bottom Line 417\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10\u003c\/b\u003e \u003cb\u003ePaint Effects 419\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eUsing the Paint Effects Canvas 419\u003c\/p\u003e \u003cp\u003eThe Paint Effects Window 420\u003c\/p\u003e \u003cp\u003ePainting in Scene Mode 424\u003c\/p\u003e \u003cp\u003ePainting on 3D Objects 425\u003c\/p\u003e \u003cp\u003eUnderstanding Strokes 427\u003c\/p\u003e \u003cp\u003eThe Anatomy of a Paint Effects Stroke 427\u003c\/p\u003e \u003cp\u003eBrush Sharing 430\u003c\/p\u003e \u003cp\u003eUnderstanding Brush Curve Nodes  431\u003c\/p\u003e \u003cp\u003eDesigning Brushes 433\u003c\/p\u003e \u003cp\u003eStarting from Scratch 433\u003c\/p\u003e \u003cp\u003eTubes 436\u003c\/p\u003e \u003cp\u003eGrowing Flowers 438\u003c\/p\u003e \u003cp\u003eAdding Leaves 444\u003c\/p\u003e \u003cp\u003eCreate Complexity by Adding Strokes to a Curve 447\u003c\/p\u003e \u003cp\u003eShaping Strokes with Behavior Controls 450\u003c\/p\u003e \u003cp\u003eApplying Forces 450\u003c\/p\u003e \u003cp\u003eDisplacement, Spiral, and Bend 451\u003c\/p\u003e \u003cp\u003eAnimating Strokes 453\u003c\/p\u003e \u003cp\u003eAnimating Attribute Values 455\u003c\/p\u003e \u003cp\u003eAdding Turbulence 456\u003c\/p\u003e \u003cp\u003eAnimating Growth 457\u003c\/p\u003e \u003cp\u003eModifiers 458\u003c\/p\u003e \u003cp\u003eSurface Collisions 459\u003c\/p\u003e \u003cp\u003eRendering Paint Effects 460\u003c\/p\u003e \u003cp\u003eIllumination 461\u003c\/p\u003e \u003cp\u003eShadow Effects 461\u003c\/p\u003e \u003cp\u003eShading Strokes and Tubes 463\u003c\/p\u003e \u003cp\u003eTexturing Strokes 466\u003c\/p\u003e \u003cp\u003eConverting Strokes to Geometry 469\u003c\/p\u003e \u003cp\u003eThe Bottom Line 471\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 11\u003c\/b\u003e \u003cb\u003eRendering for Compositing 473\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eRender Layers 473\u003c\/p\u003e \u003cp\u003eCreating Render Layers 474\u003c\/p\u003e \u003cp\u003eRender Layer Overrides 477\u003c\/p\u003e \u003cp\u003eCreating Overrides for Rendering Cameras 479\u003c\/p\u003e \u003cp\u003eMaterial Overrides 481\u003c\/p\u003e \u003cp\u003eRender Layer Blend Modes 481\u003c\/p\u003e \u003cp\u003eRender Passes 486\u003c\/p\u003e \u003cp\u003eRendering Multiple Passes from a Single Render Layer 488\u003c\/p\u003e \u003cp\u003eCreating an Ambient Occlusion Render Pass 492\u003c\/p\u003e \u003cp\u003eSetting Up a Render with mental ray 494\u003c\/p\u003e \u003cp\u003eFile Tokens 494\u003c\/p\u003e \u003cp\u003eSpecifying Frame Range 497\u003c\/p\u003e \u003cp\u003eStarting a Batch Render 498\u003c\/p\u003e \u003cp\u003eCommand-Line Rendering 499\u003c\/p\u003e \u003cp\u003emental ray Quality Settings 502\u003c\/p\u003e \u003cp\u003eTessellation and Approximation Nodes 502\u003c\/p\u003e \u003cp\u003eSampling 504\u003c\/p\u003e \u003cp\u003eFiltering 504\u003c\/p\u003e \u003cp\u003eThe Bottom Line 504\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 12\u003c\/b\u003e \u003cb\u003eIntroducing nParticles 507\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCreating nParticles 507\u003c\/p\u003e \u003cp\u003eDrawing nParticles Using the nParticle Tool 508\u003c\/p\u003e \u003cp\u003eSpawning nParticles from an Emitter 512\u003c\/p\u003e \u003cp\u003eEmitting nParticles from a Surface 515\u003c\/p\u003e \u003cp\u003eFilling an Object with nParticles 518\u003c\/p\u003e \u003cp\u003eMaking nParticles Collide with nRigids 523\u003c\/p\u003e \u003cp\u003ePassive Collision Objects 523\u003c\/p\u003e \u003cp\u003eCollide Strength and Collision Ramps 528\u003c\/p\u003e \u003cp\u003eUsing nParticles to Simulate Liquids 531\u003c\/p\u003e \u003cp\u003eCreating Liquid Behavior 531\u003c\/p\u003e \u003cp\u003eConverting nParticles to Polygons 536\u003c\/p\u003e \u003cp\u003eShading the nParticle Mesh 537\u003c\/p\u003e \u003cp\u003eEmitting nParticles Using a Texture 539\u003c\/p\u003e \u003cp\u003eSurface Emission 539\u003c\/p\u003e \u003cp\u003eUsing Wind 545\u003c\/p\u003e \u003cp\u003eShading nParticles and Using Hardware Rendering to Create Flame Effects 549\u003c\/p\u003e \u003cp\u003eShading nParticles to Simulate Flames 549\u003c\/p\u003e \u003cp\u003eCreating an nCache 551\u003c\/p\u003e \u003cp\u003eUsing the Hardware Render Buffer 553\u003c\/p\u003e \u003cp\u003eControlling nParticles with Fields 556\u003c\/p\u003e \u003cp\u003eUsing Multiple Emitters 556\u003c\/p\u003e \u003cp\u003eVolume Axis Curve 560\u003c\/p\u003e \u003cp\u003eWorking with Force Fields 566\u003c\/p\u003e \u003cp\u003ePainting Field Maps 569\u003c\/p\u003e \u003cp\u003eUsing Dynamic Fields 572\u003c\/p\u003e \u003cp\u003eRendering Particles with mental ray 576\u003c\/p\u003e \u003cp\u003eThe Bottom Line 579\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 13\u003c\/b\u003e \u003cb\u003eDynamic Effects 581\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCreating nCloth Objects 581\u003c\/p\u003e \u003cp\u003eMaking a Polygon Mesh Dynamic 582\u003c\/p\u003e \u003cp\u003eApplying nCloth Presets 585\u003c\/p\u003e \u003cp\u003eMaking Surfaces Sticky 587\u003c\/p\u003e \u003cp\u003eCreating nConstraints 589\u003c\/p\u003e \u003cp\u003eMaking nCloth Objects Expand Using Pressure 593\u003c\/p\u003e \u003cp\u003eAdditional Techniques 595\u003c\/p\u003e \u003cp\u003eCreating an nCache 595\u003c\/p\u003e \u003cp\u003eCreating nCloth and nParticle Interactions 597\u003c\/p\u003e \u003cp\u003eCreating an nParticle Goal 598\u003c\/p\u003e \u003cp\u003eControlling Collision Events 601\u003c\/p\u003e \u003cp\u003eBursting an Object Open Using Tearable nConstraints 603\u003c\/p\u003e \u003cp\u003eCrumbling Tower 604\u003c\/p\u003e \u003cp\u003eSoft Body Dynamics 606\u003c\/p\u003e \u003cp\u003eCreating Flying Debris Using nParticle Instancing 607\u003c\/p\u003e \u003cp\u003eAdding nParticles to the Scene 607\u003c\/p\u003e \u003cp\u003eSending the Debris Flying Using a Field 610\u003c\/p\u003e \u003cp\u003eCreating a More Convincing Explosion by Adjusting nParticle Mass 612\u003c\/p\u003e \u003cp\u003eInstancing Geometry 613\u003c\/p\u003e \u003cp\u003eAnimating Instances Using nParticle Expressions 615\u003c\/p\u003e \u003cp\u003eRandomizing Instance Index 615\u003c\/p\u003e \u003cp\u003eConnecting Instance Size to nParticle Mass 620\u003c\/p\u003e \u003cp\u003eControlling the Rotation of nParticles 624\u003c\/p\u003e \u003cp\u003eBullet Physics 626\u003c\/p\u003e \u003cp\u003eThe Bottom Line 629\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 14\u003c\/b\u003e \u003cb\u003eHair and Clothing 631\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eUnderstanding XGen 631\u003c\/p\u003e \u003cp\u003eCreating an XGen Description 632\u003c\/p\u003e \u003cp\u003eXGen Library 637\u003c\/p\u003e \u003cp\u003eRendering an XGen Description 638\u003c\/p\u003e \u003cp\u003eAnimating Using Dynamic Curves 642\u003c\/p\u003e \u003cp\u003eUsing Dynamic Curves with IK Splines 642\u003c\/p\u003e \u003cp\u003eCreating an IK Spline Handle from the Dynamic Curve 647\u003c\/p\u003e \u003cp\u003eUsing Forces 648\u003c\/p\u003e \u003cp\u003eAdding Hair to a Character 649\u003c\/p\u003e \u003cp\u003eApplying Hair to a Surface 649\u003c\/p\u003e \u003cp\u003eDetermining Hair Shape 653\u003c\/p\u003e \u003cp\u003eStyling Hair 656\u003c\/p\u003e \u003cp\u003eStart and Rest Positions 656\u003c\/p\u003e \u003cp\u003ePainting Follicle Attributes 658\u003c\/p\u003e \u003cp\u003eModifying Curves 660\u003c\/p\u003e \u003cp\u003eCurling, Noise, Sub Clumping, and Braids 660\u003c\/p\u003e \u003cp\u003eRendering Hair 661\u003c\/p\u003e \u003cp\u003eCreating Clothing for Characters 662\u003c\/p\u003e \u003cp\u003eModeling Clothes for nCloth 662\u003c\/p\u003e \u003cp\u003eUsing Constraints 664\u003c\/p\u003e \u003cp\u003eConnecting Buttons to the Shirt 670\u003c\/p\u003e \u003cp\u003eApplying Forces 671\u003c\/p\u003e \u003cp\u003ePainting nCloth Properties 671\u003c\/p\u003e \u003cp\u003eThe Bottom Line 675\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 15\u003c\/b\u003e \u003cb\u003eMaya Fluids 677\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eUsing Fluid Containers 677\u003c\/p\u003e \u003cp\u003eUsing 2D Containers 678\u003c\/p\u003e \u003cp\u003eAdding an Emitter 679\u003c\/p\u003e \u003cp\u003eUsing Fields with Fluids 683\u003c\/p\u003e \u003cp\u003eUsing 3D Containers 686\u003c\/p\u003e \u003cp\u003eFluid Interactions 687\u003c\/p\u003e \u003cp\u003eEmitting Fluids from a Surface 687\u003c\/p\u003e \u003cp\u003eMaking Flames 690\u003c\/p\u003e \u003cp\u003eIgniting the Fuel 693\u003c\/p\u003e \u003cp\u003eFilling Objects 694\u003c\/p\u003e \u003cp\u003eRendering Fluid Containers 700\u003c\/p\u003e \u003cp\u003eCreating Fluids and nParticle Interactions 702\u003c\/p\u003e \u003cp\u003eEmitting Fluids from nParticles 702\u003c\/p\u003e \u003cp\u003eCreating Flaming Trails 706\u003c\/p\u003e \u003cp\u003eCreating Water Effects 708\u003c\/p\u003e \u003cp\u003eBifrost Liquid Simulation 708\u003c\/p\u003e \u003cp\u003eShading Bifrost Liquids 714\u003c\/p\u003e \u003cp\u003eGuiding Liquid 717\u003c\/p\u003e \u003cp\u003eCreating an Ocean 720\u003c\/p\u003e \u003cp\u003eThe Bottom Line 722\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 16\u003c\/b\u003e \u003cb\u003eScene Management and Virtual Filmmaking 725\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eOrganizing Complex Node Structures with Assets 725\u003c\/p\u003e \u003cp\u003eCreating an Asset 726\u003c\/p\u003e \u003cp\u003ePublishing Asset Attributes 730\u003c\/p\u003e \u003cp\u003eUsing the Asset Editor 731\u003c\/p\u003e \u003cp\u003eViewing Assets in the Node Editor 733\u003c\/p\u003e \u003cp\u003eFile References 733\u003c\/p\u003e \u003cp\u003eReferencing a File 734\u003c\/p\u003e \u003cp\u003eBounding-Box Representations 736\u003c\/p\u003e \u003cp\u003eDetermining the Image Size and Film Speed of the Camera 737\u003c\/p\u003e \u003cp\u003eSetting the Size and Resolution of the Image 738\u003c\/p\u003e \u003cp\u003eSetting the Film Speed 740\u003c\/p\u003e \u003cp\u003eCreating and Animating Cameras 740\u003c\/p\u003e \u003cp\u003eCreating a Camera 741\u003c\/p\u003e \u003cp\u003eSetting Camera Attributes 744\u003c\/p\u003e \u003cp\u003eLimiting the Range of Renderable Objects with Clipping Planes 747\u003c\/p\u003e \u003cp\u003eComposing the Shot Using the Film-Back Settings 750\u003c\/p\u003e \u003cp\u003eCreating a Camera-Shake Effect 752\u003c\/p\u003e \u003cp\u003eUsing an Expression to Control Alpha Offset 755\u003c\/p\u003e \u003cp\u003eCreating Custom Camera Rigs 758\u003c\/p\u003e \u003cp\u003eSwivel Camera Rig 758\u003c\/p\u003e \u003cp\u003eSwivel Camera Rig Asset 760\u003c\/p\u003e \u003cp\u003eApplying Depth of Field and Motion Blur 764\u003c\/p\u003e \u003cp\u003eRendering Using Depth of Field 764\u003c\/p\u003e \u003cp\u003eCreating a Rack Focus Rig 767\u003c\/p\u003e \u003cp\u003eAdding Motion Blur to an Animation 771\u003c\/p\u003e \u003cp\u003eUsing Orthographic and Stereo Cameras 774\u003c\/p\u003e \u003cp\u003eOrthographic Cameras 774\u003c\/p\u003e \u003cp\u003eStereo Cameras 775\u003c\/p\u003e \u003cp\u003eUsing the Camera Sequencer 778\u003c\/p\u003e \u003cp\u003eThe Bottom Line 782\u003c\/p\u003e \u003cp\u003e\u003cb\u003eAppendixes\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eAppendix A\u003c\/b\u003e \u003cb\u003eThe Bottom Line 783\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eChapter 1: Working in Autodesk Maya 783\u003c\/p\u003e \u003cp\u003eChapter 2: Introduction to Animation 784\u003c\/p\u003e \u003cp\u003eChapter 3: Hard-Surface Modeling 785\u003c\/p\u003e \u003cp\u003eChapter 4: Organic Modeling 786\u003c\/p\u003e \u003cp\u003eChapter 5: Rigging and Muscle Systems 787\u003c\/p\u003e \u003cp\u003eChapter 6: Animation Techniques 788\u003c\/p\u003e \u003cp\u003eChapter 7: Lighting with mental ray 789\u003c\/p\u003e \u003cp\u003eChapter 8: mental ray Shading Techniques 790\u003c\/p\u003e \u003cp\u003eChapter 9: Texture Mapping 791\u003c\/p\u003e \u003cp\u003eChapter 10: Paint Effects 792\u003c\/p\u003e \u003cp\u003eChapter 11: Rendering for Compositing 794\u003c\/p\u003e \u003cp\u003eChapter 12: Introducing nParticles 795\u003c\/p\u003e \u003cp\u003eChapter 13: Dynamic Effects 796\u003c\/p\u003e \u003cp\u003eChapter 14: Hair and Clothing 797\u003c\/p\u003e \u003cp\u003eChapter 15: Maya Fluids 798\u003c\/p\u003e \u003cp\u003eChapter 16: Scene Management and Virtual Filmmaking 799\u003c\/p\u003e \u003cp\u003e\u003cb\u003eAppendix B\u003c\/b\u003e \u003cb\u003eAutodesk Maya 2016 Certification 803\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIndex 807\u003c\/p\u003e\n\u003c\/li\u003e\n\u003c\/ul\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49406976426327,"sku":"9781119059820","price":44.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781119059820.jpg?v=1730497759"}],"url":"https:\/\/bookcurl.com\/collections\/3d-graphics-and-modelling.oembed?page=3","provider":"Book Curl","version":"1.0","type":"link"}