3D graphics and modelling Books

83 products


  • Adobe Dimension CC Classroom in a Book 2018

    Pearson Education (US) Adobe Dimension CC Classroom in a Book 2018

    Book SynopsisThe exciting new Adobe Dimension CC empowers graphic designers to create high-quality photorealistic imagery using 2D and 3D assets -- and if you have an Adobe Creative Suite subscription, it's already included. Now, Adobe Dimension CC Classroom in a Book offers complete hands-on training to help you master it quickly and easily. Straight from Adobe Press, this is the latest in our best-selling series of official Adobe software training guides -- packed with self-paced lessons and downloadable files designed by Adobe training experts. Each chapter contains a project that builds on your growing knowledge of the program, and end-of-chapter review questions reinforce each lesson. Long-time Adobe user experience/interactive experience designer Kevin Bomberry covers all you need to know about modeling, applying and editing surface materials, lighting, rendering, and much more -- even if you've never worked with 3D tools before!Table of ContentsGetting Started 1 Introducing Adobe Dimension 2 Exploring Design Mode 3 Changing Your View of The Scene: Working with The Camera 4 Exploring Render Mode 5 Finding 3D Models and Using CC Libraries 6 Working with Materials 7 Creating Materials with Adobe Capture CC 8 Selecting Objects and Surfaces 9 Applying Graphics to Models 10 Working with Backgrounds 11 Working with Lights 12 Pushing the Limits: Model- And Scene-Building Techniques 13 Post-Processing with Adobe Photoshop CC

    £41.79

  • AAD Algorithms-Aided Design

    Le Penseur AAD Algorithms-Aided Design

    15 in stock

    Book SynopsisAlgorithmic design is not simply the use of computer to design architecture and objects. Algorithms allow designers to overcome the limitations of traditional CAD software and 3D modelers, reaching a level of complexity and control which is beyond the human manual ability. Algorithms-Aided Design presents design methods based on the use of Grasshopper®, a visual algorithm editor tightly integrated with Rhinoceros®, the 3D modeling software by McNeel & Associates allowing users to explore accurate freeform shapes. The book provides computational techniques to develop and control complex geometries, covering parametric modeling, digital fabrication techniques, form-finding strategies, environmental analysis and structural optimization. It also features case studies and contributions by researchers and designers from world's most influential universities and leading architecture firms. 

    15 in stock

    £35.14

  • Theoretical Neuroscience  Computational and

    MIT Press Ltd Theoretical Neuroscience Computational and

    3 in stock

    Book SynopsisTheoretical neuroscience provides a quantitative basis for describing what nervous systems do, determining how they function, and uncovering the general principles by which they operate. This text introduces the basic mathematical and computational methods of theoretical neuroscience and presents applications in a variety of areas including vision, sensory-motor integration, development, learning, and memory. The book is divided into three parts. Part I discusses the relationship between sensory stimuli and neural responses, focusing on the representation of information by the spiking activity of neurons. Part II discusses the modeling of neurons and neural circuits on the basis of cellular and synaptic biophysics. Part III analyzes the role of plasticity in development and learning. An appendix covers the mathematical methods used, and exercises are available on the book's Web site.

    3 in stock

    £68.40

  • SketchUp For Dummies

    John Wiley & Sons Inc SketchUp For Dummies

    2 in stock

    Book SynopsisThe first step in making your ideas a reality SketchUp 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, SketchUp All-in-One For Dummies makes it easy to get started as quickly as the ideas pop into your head! Providing 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. Navigate the SketchUp product mix Get familiar with the basics of modeling View and share your models Make your architecture, interior design, and woodworking dreams a reality You have tons oTable of ContentsIntroduction 1 About This Book 1 Foolish Assumptions 2 Icons Used in This Book 2 Beyond the Book 3 Where to Go from Here 4 Part 1: Getting Started With Sketchup 5 Chapter 1: The SketchUp Setup 7 Picking a Version of SketchUp 7 SketchUp for Schools 9 SketchUp Pro 9 SketchUp for Web 10 Trimble Connect 12 Navigating SketchUp 12 Customizing settings to see better 13 Getting to know your mouse 13 Finding your Zen with click-release, click-to-finish 14 Working faster with keyboard shortcuts 15 Introducing Undo 16 Taking the 10-Minute SketchUp Tour 17 The SketchUp Frame of Mind 19 Chapter 2: Getting a Running Start 21 Making a Quick Model from Scratch 21 Slapping On Some Paint 28 Giving Your Model Some Style 31 Switching On the Sun 33 Sharing Your Masterpiece 35 Chapter 3: Establishing the Modeling Mindset 37 All about Edges and Faces 38 Living on the edge 38 Facing the facts about faces 39 Understanding the relationship between edges and faces 41 Drawing in 3D on a 2D Screen 43 Giving instructions with the drawing axes 44 Keeping an eye out for inferences 44 Using inferences to help you model 47 Warming Up Your SketchUp Muscles 49 Getting the best view of what you’re doing 49 Drawing and erasing edges with ease 52 Injecting accuracy into your model 53 Selecting what you mean to select 57 Moving and copying like a champ 60 Making and using guides 67 Painting your faces with color and texture 70 Part 2: MODELING IN SKETCHUP 73 Chapter 4: Building Buildings 75 Drawing Floors and Walls 76 Starting out in 2D 77 Coming up with a simple plan 82 Doing an inside job 83 Going from 2D to 3D 90 Adding floors to your building 95 Inserting doors and windows 104 Staring Down Stairs 108 The Subdivided Rectangles method 109 The Copied Profile method 111 Raising the Roof 113 Building flat roofs with parapets 115 Creating eaves for buildings with pitched roofs 116 Constructing gabled roofs 117 Making hip roofs 119 Sticking your roof together with Intersect Faces 121 Chapter 5: Falling in Love with Components 125 SketchUp Groupies 126 Working with Components 127 What makes components so great? 128 Exploring the Components panel 132 Creating your own components 138 Editing, exploding, and locking component instances 140 Discovering Dynamic Components 142 Poking around to see what happens 147 Taking Advantage of Components to Build Better Models 148 Modeling symmetrically: Good news for lazy people 148 Modeling with repeated elements 155 Chapter 6: Going beyond Buildings 159 Extruding with Purpose: Follow Me 160 Using Follow Me 160 Making lathed forms 162 Creating extruded shapes 164 Subtracting from a model with Follow Me 169 Modeling with the Scale Tool 174 Getting the hang of Scale 174 Scaling profiles to make organic forms 177 Making and Modifying Terrain 183 Creating a new terrain model 184 Editing an existing terrain model 192 Building a Solid Tools Foundation 199 Understanding solids 200 Checking out the Solid Tools 202 Putting the Solid Tools to work 204 Chapter 7: Keeping Your Model Organized 209 Taking Stock of Your Tools 210 Seeing the Big Picture: The Outliner 211 Taking a good look at the Outliner 212 Making good use of the Outliner 213 Discovering the Ins and Outs of Tags 214 What Tags are — and what they’re not 214 Navigating the Tags panel 215 Tag, you’re it! 216 Staying out of trouble 217 Putting It All Together 218 Chapter 8: Modeling with Textures, Photographs, and CAD Files 223 Painting Faces with Image Files 224 Applying textures to flat faces 224 Controlling color and transparency 232 Applying textures to curved surfaces 233 Modeling Directly from a Photo: Introducing Photo-Matching 238 Choosing a Match Photo–friendly image 238 Modeling by photo-matching 239 Making your matched photo reappear (or disappear) 245 Adding Geographic Data 246 Working with Imported CAD files 249 Importing a CAD file into SketchUp Pro 249 Cleaning up imported CAD data 252 Modeling on top of imported CAD data 256 Chapter 9: 3D Printing with SketchUp Models 263 Building Up a View of 3D Printing 264 Knowing Your 3D Printers 265 Fused deposition modeling (FDM) 265 Stereolithography (SLA) 266 Fused powder modeling (FPM) 266 Designing for Successful 3D Printing 267 Building a model in layers 267 Designing to avoid support material 268 Bridging 269 Preparing a SketchUp Model for 3D Printing 270 Peeking inside a model 270 Knowing what makes a solid model 271 Using Solid Tools to combine groups 272 CleanUp3 and Solid Inspector2 273 Combining groups with Intersect Faces 275 Checking a model’s normals 277 Size matters! 278 Breaking your model into arts 279 Exporting Your SketchUp File 284 3D printing services 284 Using Your 3D Printer 285 Print early, print often 285 Inside your model 286 Going beyond Basic 3D Printing 287 Designing Parts that connect 287 Testing your model’s moving Parts 291 Designing Things That Move 292 Captive joints 292 Pins 293 Gears 293 Assemblies 294 Part 3: Viewing Your Model In Different Ways 295 Chapter 10: Working with Styles and Shadows 297 Styling Your Model’s Appearance 298 Choosing how and where to apply styles 298 Applying styles to your models 299 Editing your styles 301 Creating a new style 318 Saving and sharing styles you make (Desktop only) 319 Working with Shadows 322 Discovering the shadow settings 322 Adding depth and realism 324 Creating accurate shadow studies (Desktop only) 328 Chapter 11: Preparing Models for Presentation 333 Exploring Your Creation on Foot 334 These tools were made for walking 334 Stopping to look around 337 Setting your field of view 337 Taking the Scenic Route 339 Creating scenes 340 Moving from scene to scene 342 Modifying scenes after you make ’em 344 Mastering the Sectional Approach 352 Cutting plans and sections 353 Animating sections with scenes 361 Part 4: Sharing What You’ve Made 363 Chapter 12: Creating Images, Presentations, and Documents in LayOut 365 Building a LayOut Document 366 Customizing a document’s pages and layers 368 Adding and editing text 370 Inserting SketchUp model views 372 Adding photos and other graphics 379 Drawing with LayOut’s vector tools 380 Create clipping masks to emphasize details 384 Annotating with labels 385 Displaying dimensions 387 Creating tables 392 Creating Your Own Templates 394 Putting Together Your Own Scrapbooks 395 Getting Your Document out the Door 396 Printing your work 396 Exporting a PDF or image files 396 Exporting a DWG or DXF file 398 Going full-screen 399 Chapter 13: Other Ways to Share Your Work 401 Exporting Images from SketchUp for Web 402 Making Sure You Export Enough Pixels 405 Exporting Enough Pixels for a Digital Presentation 407 Printing from SketchUp for Web 407 Printing to Scale in SketchUp for Web 408 Making Movies with Animation Export 410 Getting ready for prime time 410 Exporting a movie 411 Figuring out the Animation Export Options settings 413 Exporting a CAD File 415 Preparing your file 415 Exporting a 2D DWG file 416 Exporting a 3D DWG file 417 Working with the 3D Warehouse 418 Why use 3D Warehouse? 418 Getting to the 3D Warehouse 419 Find, preview, and download models 420 Uploading a model 420 Managing models online 421 Part 5: The Part of Tens 425 Chapter 14: Ten SketchUp Traps and Their Workarounds 427 SketchUp Won’t Create a Face Where You Want It To 427 Your Faces Are Two Different Colors 429 Edges on a Face Won’t Sink In 430 SketchUp Crashed, and You Lost Your Model 431 SketchUp is Sooooo Slooooooooow 432 You Can’t Get a Good View of the Inside of Your Model 434 A Face Flashes When You Orbit 435 You Can’t Move Your Component the Way You Want 435 Bad Stuff Happens Almost Every Time You Use the Eraser 436 All Your Edges and Faces Have Different Tags 437 Chapter 15: Ten SketchUp Quick Wins 439 Setting Your Click Style to Click-Move-Click 439 Customizing Shortcuts 440 Using the Inference Locking Force 442 Transporting Yourself across Space and Time 444 Rounding Off Edges with the Arc Tool 445 Using the Scale Tool to Set Length for Simple Objects 446 Ten Extensions for Dummies 447 Getting SketchUp on Your Smartphone 450 Turning Off Your Profiles 453 Connecting with the SketchUp Community 453 Index 455

    2 in stock

    £26.39

  • Model Dioramas Handbook

    Crecy Publishing Model Dioramas Handbook

    1 in stock

    Book SynopsisDioramas 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

    1 in stock

    £23.76

  • What Is CGI

    HarperCollins Publishers What Is CGI

    2 in stock

    Book SynopsisArtist Jon Stuart shows how he produces computer-generated images. The process starts with a simple block of cubes, which are added to, given texture, before being bent, stretched, twisted into the correct shape and size. He then adds background, lighting and colour to bring the whole scene to life.This is a Band 06/Orange book in the Collins Big Cat reading programme which offers varied text and characters, with action sustained over several pages. This is an information book with a flow chart on pages 22 and 23 that summarises the process of producing CGI. Contents are listed on page 1 while a glossary and index are detailed on pages 20 and 21. This book supports learning around art and design, and investigates different kinds of art, design and craft. It also supports ICT education, and is an introduction to modelling and creating pictures. This book has been levelled for Reading Recovery. For more guided reading books in this Collins Big Cat band, try Pompeii (9780007461875) writte

    2 in stock

    £9.05

  • Lost American Projects A Spacecraft Modellers

    The Crowood Press Ltd Lost American Projects A Spacecraft Modellers

    1 in stock

    Book Synopsis

    1 in stock

    £18.00

  • Digital Modelmaking: Laser Cutting, 3D Printing

    The Crowood Press Ltd Digital Modelmaking: Laser Cutting, 3D Printing

    2 in stock

    Book SynopsisDigital 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.

    2 in stock

    £18.00

  • Fundamentals of Data Observability

    O'Reilly Media Fundamentals of Data Observability

    15 in stock

    Book Synopsis

    15 in stock

    £39.74

  • Scaling Python with Dask

    O'Reilly Media Scaling Python with Dask

    10 in stock

    Book SynopsisWith this short but thorough resource, data scientists and Python programmers will learn how the Dask open source library for parallel computing provides APIs that make it easy to parallelize PyData libraries including NumPy, pandas, and scikit-learn.

    10 in stock

    £47.99

  • Delta Lake Up and Running

    O'Reilly Media Delta Lake Up and Running

    3 in stock

    Book SynopsisWith the surge in big data and AI, organizations can rapidly create data products. However, the effectiveness of their analytics and machine learning models depends on the data's quality. Delta Lake's open source format offers a robust lakehouse framework over platforms like Amazon S3, ADLS, and GCS.

    3 in stock

    £39.74

  • Deep Learning for Finance

    O'Reilly Media Deep Learning for Finance

    Book SynopsisThis hands-on guide teaches you how to develop a deep learning trading model from scratch using Python, and it also helps you create, trade, and back-test trading algorithms based on machine learning and reinforcement learning.

    £41.99

  • 3D Printing Projects

    O'Reilly Media 3D Printing Projects

    1 in stock

    Book SynopsisWritten by the founder of Printrbot, his staff, and veteran DIY authors, this book of projects exemplifies the broad range of highly personalized, limit-pushing project possibilities of 3D printing when combined with affordable electronic components and materials

    1 in stock

    £16.99

  • Pearson Education (US) Learning Blender

    10 in stock

    Book SynopsisOliver Villar is a Blender Foundation Certified Trainer. He has has studied 3D since 2004 and used diverse commercial 3D software before stumbling onto Blender in 2008. Since then, he has used Blender professionally as a freelance 3D designer and tutor. In 2010, he founded blendtuts.com to offer high-quality Blender training videos to the community. He authored this book's first and second editions and the video, Introduction to Blender LiveLessons (Addison-Wesley, 2015). Villar is now co-directing Luke's Escape, a 3D animated short film made with Blender. He is also teaching Blender at online schools focused on teaching for the Spanish community and teaches 3D for online schools and the University of Murcia in Spain.Trade Review"Oliver Villar's book will give you a solid foundation in Blender and computer graphics in general. Filled with well-crafted examples and lessons, this book will give you the tools you need to succeed as an artist." --David Andrade, Producer, Theory Studios "The days are now over when beginners found learning Blender 3D difficult. Oliver Villar introduces to beginners the best of Blender's 3D features and 3D fundamentals in fun and exciting ways. His approach of completing a character from scratch, touching every aspect of 3D from Blender's point of view, is truly filled with explanations of techniques and important tools that will help readers to bring their ideas to life creatively while following professional workflows in 3D. Starting with the fundamentals of 3D, this is a great resource for every beginner artist who is looking to learn Blender 3D. It's truly a book written with great dedication!" --Waqas Abdul Majeed, CG Generalist, www.waqasmajeed.com "I found Oliver Villar's book, Learning Blender, to be an essential tool for not only getting users acquainted with Blender, but also preparing them by explaining the history and the magic that has made Blender what it is now. His book also prepares users to be productive and informed by explaining the community and its various portals. His book is complete in explaining all the aspects of the UI and acquainting users with the classic G, S, and R. The exercises are perfect for getting users on the level to begin making their own worlds. I was even pleased to see him discussing F2, ripping with V, and even Knife Project, which are classics I usually consider to be more advanced. This book is a no-holds-barred approach to getting the most out of this capable little program. I must also add that the character created is attractive and well created, and is a fine example of using the program for character modeling. Oliver is truly a skilled artist and that shines through in his use of this program." --Jerry Perkins, 3D Conceptor, Fenix FireTable of ContentsPreface xxvAcknowledgments xxxiAbout the Author xxxiii Part I: The Basics of Blender 1Chapter 1: What You Need to Know About Blender 3 What Is Blender? 3 Commercial Software Versus Open-Source Software 4 History of Blender 6 Blender Foundation and Blender Development 8 Who Pays for Blender’s Development? 10 The Blender Community 10 Summary 11 Exercises 12 Chapter 2: Blender Basics: The User Interface 13 Downloading and Installing Blender 13 Using Blender with Recommended Hardware 13 Using Blender’s User Interface 15 Understanding Areas and Editors 16 Using Workspaces 21 Getting to Know Blender’s Interface Elements 23 Understanding the 3D Viewport 26 Navigating the 3D Scene 31 Selecting Objects 33 Understanding the 3D Cursor 35 Understanding Blender’s User Preferences 37 Creating Your Own Startup File 39 Summary 40 Exercises 40 Chapter 3: Your First Scene in Blender 41 Creating Objects 41 Moving, Rotating, and Scaling 42 Arranging Objects in Your Scene 48 Naming Objects and Using Datablocks 49 Using Interaction Modes 51 Applying Flat or Smooth Surfaces 53 Working with Modifiers 54 Using Workbench, EEVEE, and Cycles 57 Turning On the Lights 62 Moving the Camera in Your Scene 62 Rendering 63 Summary 66 Exercises 66 Part II: Beginning a Project 67Chapter 4: Project Overview 69 Three Stages of a Project 69 Defining the Stages 71 Making a Character-Creation Plan 73 Summary 74 Exercises 74 Chapter 5: Character Design 75 Character Description 75 Designing the Character 78 Adding Color 84 Finalizing the Design 85 Making Character Reference Images 86 Using Other Design Methods 88 Summary 89 Exercises 89 Part III: Modeling in Blender 91Chapter 6: Blender Modeling Tools 93 Working with Vertices, Edges, and Faces 93 Making Selections 95 Using Mesh Modeling Tools 100 Using Modeling Add-Ons 120 Using Other Useful Blender Options and Tools 123 Summary 125 Exercises 125 Chapter 7: Character Modeling 127 What Is Mesh Topology? 127 Choosing Modeling Methods 129 Setting up the Reference Images 131 Modeling the Eyes 135 Modeling the Face 139 Modeling the Torso and Arms 150 Modeling the Legs 159 Modeling the Boots 161 Modeling the Hands 164 Modeling the Cap 168 Modeling the Hair 172 Modeling the Final Details 176 Summary 180 Exercises 180 Part IV: Unwrapping, Painting, and Shading 181Chapter 8: Unwrapping and UVs in Blender 183 Seeing How Unwrapping and UVs Work 183 Unwrapping in Blender 184 Considering Before Unwrapping 191 Working with UVs in Blender 193 Unwrapping the Rest of the Character 200 Packing UVs 202 Summary 203 Exercises 204 Chapter 9: Painting Textures 205 Defining the Main Workflow 205 Texture Painting in Blender 206 Creating the Base Texture 214 Understanding the Elements of a Texture 215 Texturing in Other Software 216 Seeing the Painted Character in Blender 223 Summary 223 Exercises 224 Chapter 10: Materials and Shaders 225 Understanding Materials 225 Masks and Layers 230 Channels 231 Shading Your Character 236 Running Render Tests 246 Summary 252 Exercises 252 Part V: Bringing Your Character to Life 253Chapter 11: Character Rigging 255 Understanding the Rigging Process 255 Working with Armatures 257 Rigging Your Character 267 Skinning 278 Creating Custom Shapes 305 Making Final Retouches 306 Reusing Your Character in Different Scenes 307 Summary 310 Exercises 310 Chapter 12: Animating Your Character 311 Using the Character’s Rig 311 Posing the Character 312 Working with Animation Editors 315 Animating a Walk Cycle 321 Summary 326 Exercises 326 Part VI: Getting the Final Result 327Chapter 13: Camera Tracking in Blender 329 Understanding Camera Tracking 329 Shooting Video for Easy Tracking 330 Using the Movie Clip Editor 332 Tracking the Camera Motion 333 Testing Camera Tracking 343 Summary 343 Exercises 343 Chapter 14: Lighting, Compositing, and Rendering 345 Lighting Your Scene 345 Rendering and Compositing Your Scene in Cycles 356 Rendering and Compositing Your Scene with EEVEE 361 Exporting the Final Render 365 Summary 367 Exercises 367 Part VII: Keep Learning 369Chapter 15: Other Blender Features 371 Simulations 371 2D Animation 373 VFX: Masking, Object Tracking, and Video Stabilization 373 Video Editing 374 Sculpting 374 Retopology 375 Maps Baking 375 Add-Ons 375 Python Scripting 376 Summary 376 Index 379

    10 in stock

    £30.59

  • Spatial Modelling of the Terrestrial Environment

    Wiley Spatial Modelling of the Terrestrial Environment

    1 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    1 in stock

    £138.56

  • 3D Game Textures

    Taylor & Francis Ltd 3D Game Textures

    1 in stock

    Book SynopsisThe new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects.Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion websitewww.lukeahearn.com/textureshas been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book. Table of ContentsIntroduction. The Basics of Art. The Basics of Computer Graphic Technology. Introduction to Shaders and Materials. Preparing for Texture Creation. Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity. The Urban Setting: Low-Polygon, High-Texture Detail. The Fantasy Setting: High-Polygon, High-Texture Detail. Exteriors. Game Effects. Normal Maps and Multipass Shaders.

    1 in stock

    £49.39

  • Practical Tableau

    O'Reilly Media Practical Tableau

    1 in stock

    Book SynopsisAuthor Ryan Sleeper, one of the world's most qualified Tableau consultants, complements his web posts and instructional videos with this guide to give you a firm understanding of how to use Tableau to find valuable insights in data.

    1 in stock

    £38.39

  • Ageing Mechanisms and Kinetics of Composite

    ISTE Ltd Ageing Mechanisms and Kinetics of Composite

    1 in stock

    Book SynopsisThe main objective of this book is to provide to mechanical scientists and engineers the kinetic modeling tools necessary for predicting the damage state of organic composite matrices submitted to hydrolytic and oxidative ageing. These tools are derived from the degradation mechanisms and their validity is successfully checked from many experimental data. They can be interfaced with existing or under development computer codes for predicting the lifetime of composite structures. Particular attention is paid to the relationships between damage state and use properties in view of defining structural end-of-life criteria. For this purpose the book is divided into three main parts. The first one is devoted to the presentation of the common aspects to all types of chemical degradation processes. Emphasis is put on specific aspects of composite structures, such as the role of interphase/interface or the anisotropy of reagent diffusion, but also on current issues in the field of material ageing such as the study of multiphysics couplings. The second part is focused on humid ageing. Physical processes linked to plasticization and swelling, are distinguished from chemical processes in particular from the matrix hydrolysis and its resulting damages at the microstructural scale (osmotic cracking, blistering, etc.). The third part concerns thermal ageing. The ultimate objective is to predict the consequences of thermal oxidation on thermomechanical properties of organic composite matrices, in particular on their glass transition temperature and elastic and fracture properties. In each part, the kinetic approach is illustrated by several practical examples.Table of ContentsIntroduction 1) Common aspects in composite ageing 2) Humid ageing 3) Thermal ageing Conclusion

    1 in stock

    £113.40

  • The Complete Guide to DAZ Studio 4

    Packt Publishing Limited The Complete Guide to DAZ Studio 4

    1 in stock

    Book SynopsisThe book builds up a complete project from scratch and demonstrates the power of DAZ to create life-like characters. The book is replete with detailed examples and instructions on creating a tailor-made marvel out of scratch.This book can be used by anybody who has DAZ Studio 4, regardless of their level of familiarity with the program or the concepts of 3D art.

    1 in stock

    £34.19

  • R Graphics Cookbook

    O'Reilly Media R Graphics Cookbook

    4 in stock

    Book SynopsisThis O'Reilly cookbook provides more than 150 recipes to help scientists, engineers, programmers, and data analysts generate high-quality graphs quicklywithout having to comb through all the details of R's graphing systems.

    4 in stock

    £47.99

  • Taylor & Francis Ltd 3D Art Essentials The Fundamentals of 3D Modeling Texturing and Animation

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £34.99

  • Computer Analysis of Power Systems

    Wiley Computer Analysis of Power Systems

    Book SynopsisDescribes the main computer modelling techniques that constitute the basic framework of modern power system analysis. Basic knowledge of power system theory, matrix analysis and numerical techniques is presumed, although appendices and references are included to provide the relevant background.Table of ContentsLoad Flow. Three-Phase Load Flow. A.C.-D.C. Load Flow. Faulted System Studies. Power System Stability--Basic Model. Power System Stability--Advanced Component Modeling. Analysis of Electromagnetic Transients. Analysis of Harmonic Propagation. Analysis of System Optimization and Security. A Graphical Power System Analysis Package. Appendices. Index.

    £334.76

  • Cambridge University Press The Geometry of Evolution

    1 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    1 in stock

    £53.19

  • Learning & Teaching in the Virtual World of

    Tapir Academic Press Learning & Teaching in the Virtual World of

    2 in stock

    Book Synopsis

    2 in stock

    £36.55

  • Oxford University Press, USA Monte Carlo Modeling for Electron Microscopy and Microanalysis 9 Oxford Series in Optical and Imaging Sciences

    15 in stock

    Book SynopsisThis book is a practical guide to the use of Monte Carlo simulation techniques for the study of electron solid interactions in the electron microscope. Programs, optimized for use on personal computers, are developed to deal with typical applications including secondary, and back- scattered, electron imaging. EBIC imaging of semiconductors and X-ray microanalysis.Trade Review`... provides an outstanding introduction for the microscopist seeking to make new use of this powerful simulation tool, as well as a great resource for established modelers looking to extend their knowledge... clearly written and strongly supported by practical examples throughout.' Radiation and Physical ChemistryTable of ContentsPreface ; 1. An Introducton to Monte Carlo Methods ; 2. Constructing a Simulation ; 3. The Single Scattering Model ; 4. The Plural Scattering Model ; 5. Practical Applications of Monte Carlo Models ; 6. Backscattered Electrons ; 7. Charge Collection Microscopy and Cathodoluminescence ; 8. Secondary Electrons and Imaging ; 9. X-ray Production and Micro-Analysis ; 10. What Next in Monte Carlo Simulations?

    15 in stock

    £167.50

  • Oxford University Press Phylogenetics

    15 in stock

    Book Synopsis''Phylogenetics'' is the reconstruction and analysis of phylogenetic (evolutionary) trees and networks based on inherited characteristics. It is a flourishing area of intereaction between mathematics, statistics, computer science and biology.The main role of phylogenetic techniques lies in evolutionary biology, where it is used to infer historical relationships between species. However, the methods are also relevant to a diverse range of fields including epidemiology, ecology, medicine, as well as linguistics and cognitive psychologyThis graduate-level book, based on the authors lectures at The University of Canterbury, New Zealand, focuses on the mathematical aspects of phylogenetics. It brings together the central results of the field (providing proofs of the main theorem), outlines their biological significance,and indicates how algorithms may be derived. The presentation is self-contained and relies on discrete mathematics with some probability theory. A set of exercises and at least one specialist topic ends each chapter.This book is intended for biologists interested in the mathematical theory behind phylogenetic methods, and for mathematicians, statisticians, and computer scientists eager to learn about this emerging area of discrete mathematics.''Phylogenetics'' in the 24th volume in the Oxford Lecture Series in Mathematics and its Applications. This series contains short books suitable for graduate students and researchers who want a well-written account of mathematics that is fundamental to current to research. The series emphasises future directions of research and focuses on genuine applications of mathematics to finance, engineering and the physical and biological sciences.Trade ReviewThe authors' versatility in words, as well as in mathematics, makes reading this book altogether an enjoyable experience for the mathematically-inclined. * Systematic Biology *The authors state in the preface that their intention is to provide "a reasonably self-contained overview of an expanding field". In our opinion, they certainly succeed in meeting that goal. * Systematic Biology *All in all, this book should serve as an excellent mathematical introduction to phylogenetics for beginners and as a good reference for experts in the field. * Systematic Biology *Concisely and clearly written, Phylogenetics is a must-read for mathematicians or computer scientists who wish to do research in molecular phylogenetics, computational biology and bioinformatics. I hope the book will attract powerful mathematicians into this exciting area of research. * TRENDS in Ecology and Evolution *... this book provides a concise and lucid summary of the mathematics literature related to phylogenetics. * TRENDS in Ecology and Evolution *Table of ContentsPreliminaries ; 1. Graphs and their role in biology ; 2. X-trees and phylogenetic trees ; 3. Trees and splits ; 4. Compatibility of characters ; 5. Maximum Parsimony ; 6. Subtrees and supertrees ; 7. Tree-based metrics ; 8. Markov models on trees ; References ; Commonly-used symbols ; Index

    15 in stock

    £132.50

  • MIT Press Ltd An Introduction to Genetic Algorithms

    15 in stock

    15 in stock

    £40.00

  • Springer Simulation of Thermal Systems

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £201.38

  • Packt Publishing Limited Blender Compositing and Post Processing

    15 in stock

    15 in stock

    £34.39

  • Packt Publishing Limited Sculpting the Blender Way: Explore Blender's 3D sculpting workflows and latest features, including Face Sets, Mesh Filters, and the Cloth brush

    15 in stock

    Book SynopsisGet started with the latest sculpting features in Blender 3D and learn key sculpting workflows such as Dynotopo, Voxel Remesher, QuadriFlow, and Multiresolution Key Features Use Blender’s core sculpting workflows: basic sculpting, Dynotopo, Voxel Remesher, QuadriFlow, and Multiresolution Learn how to use and customize Blender’s sculpting brushes to create fantastic art effortlessly Explore common techniques in Blender 3.0 for creating facial features, clothing, accessories, and more Book DescriptionSculpting the Blender Way is a detailed step-by-step guide for creating digital art with the latest Blender 3D sculpting features. With over 400 reference images, 18 Sculpting in Action videos, and dozens of 3D sculpture example files, this book is an invaluable resource for traditional and digital sculptors looking to try their hand at sculpting in Blender. The first part of the book will teach you how to navigate Blender's user interface and familiarize yourself with the core workflows, as well as gain an understanding of how the sculpting features work, including basic sculpting, Dyntopo, the Voxel Remesher, QuadriFlow, and Multiresolution. You’ll also learn about a wide range of brushes and all of the latest additions to the sculpting feature set, such as Face Sets, Mesh Filters, and the Cloth brush. The next chapters will show you how to customize these brushes and features to create fantastic 3D sculptures that you can share with the ever-growing Blender community. By the end of this book, you'll have gained a complete understanding of the core sculpting workflows and be able to use Blender to bring your digital characters to life.What you will learn Configure your graphics tablet for use in 3D sculpting Set up Blender’s user interface for sculpting Understand the core Blender sculpting workflows Familiarize yourself with Blender’s basic sculpting brushes Customize brushes for more advanced workflows Explore high-resolution details with brush alphas and Multiresolution Try out the all-new Cloth brush Render your finished artwork for and make it portfolio-ready Who this book is forThis book is for artists who want to get started with the exciting new sculpting features in Blender 3D. Whether you have experience using ZBrush or traditional sculpting, or are completely new to sculpting, this book will have something new for you to learn. Prior experience with Blender or other 3D software may be helpful but is not required. However, a graphics tablet from Wacom, XP-Pen, or Huion is highly recommended to be able to follow along the concepts and examples covered in the book.Table of ContentsTable of Contents Exploring Blender's User Interface for Sculpting Overview of Blender's Sculpting Workflows Sculpting a Simple Character Head with Basic Brushes How to Make a Base Mesh for a 3D Sculpture Learning the Power of Subdivision and the Multiresolution Workflow Using Advanced Features and Customizing the Sculpting Brushes Making Eyeballs Making Accessories and Clothing Creating Teeth, Eyebrows, and Hair Rendering Sculptures for your Portfolio

    15 in stock

    £37.99

  • Packt Publishing Limited Unreal Engine 5 Character Creation, Animation, and Cinematics: Create custom 3D assets and bring them to life in Unreal Engine 5 using MetaHuman, Lumen, and Nanite

    15 in stock

    Book SynopsisGet to grips with the base workflow and create your own cinematic scenes in UE5 by learning to develop the main elements, animate, and combine them into a complete rendered movie scene with the help of key images printed in color Key Features Perform your entire rigging and animation workflow inside Unreal Engine 5 using Control Rig tools Create hand-keyed animations and clean up motion capture natively in Unreal Engine Learn the basics of creating 3D assets and customizing a MetaHuman for your movie needs Book DescriptionUnreal Engine 5 (UE5) offers beginners and seasoned professionals the ability to create detailed movie scenes with realistic human characters using MetaHuman and combine it with custom props and environments. It also comes with built-in industry standard animation tools to develop such scenes in a fraction of the time compared to old methods. This book takes you through the entire 3D movie production pipeline using free (open - source) software. By following the step-by-step, beginner-friendly tutorials in this book, you'll learn how to create your own custom 3D assets in Blender and texture these 3D assets in Quixel Mixer. Next, you'll take these completed 3D assets into Unreal Engine 5 and use them to build a virtual 3D movie set for your 3D movie. You'll also populate your 3D movie set by using Quixel MegaScans assets and create and customize your own photorealistic human character using MetaHuman Creator and UE5. As you advance, you'll discover how to rig, skin, and animate these 3D assets and characters using Blender and UE5's new Control Rig. Finally, you'll explore the process of setting up your movie cameras and animation sequences and rendering your 3D movie using UE5's Sequencer. By the end of this Unreal Engine book, you'll have learned how to combine different elements in UE5 to make your own movies and cinematics.What you will learn Create, customize, and use a MetaHuman in a cinematic scene in UE5 Model and texture custom 3D assets for your movie using Blender and Quixel Mixer Use Nanite with Quixel Megascans assets to build 3D movie sets Rig and animate characters and 3D assets inside UE5 using Control Rig tools Combine your 3D assets in Sequencer, include the final effects, and render out a high-quality movie scene Light your 3D movie set using Lumen lighting in UE5 Who this book is forThis book is for beginners to Unreal Engine or 3D animation and art in general who want to learn the entire process of creating 3D movies with Unreal Engine 5. Experienced 3D artists and animators new to UE5 will also find this book invaluable as it covers cutting-edge techniques for making real-time 3D movies using Unreal Engine, Blender, Quixel Mixer, and Quixel Bridge. Although prior experience with 3D software is not necessary, it will be helpful in understanding the concepts more easily.Table of ContentsTable of Contents An Introduction to Blender's 3D Modeling and Sculpting Tools Modeling a Robot Drone Character Let's Sculpt an Alien Plant! UV Maps and Texture Baking Texturing Your Models inside Quixel Mixer Exploring Unreal Engine 5 Setting Up Materials in UE 5 Using MetaHuman to Create a Photorealistic Human for UE5 Building a Virtual 3D Movie Set in UE5 Adding Lighting and Atmospheric Visual Effects in UE5 Alien Plant Joint Setup in Blender Alien Plant Skinning in Blender Robot Joint Setup and Skinning in Blender Making a Custom Rig for Our Alien Plant with Control Rig Creating a Control Rig with Basic IK Controls for a Robot in UE5 Creating a Simple Swaying Animation Cycle in UE5 Sequencer Create Three Simple Animations for the Robot in UE5 Sequencer Importing Motion Capture onto the MetaHuman Control Rig Motion Capture Editing and Cleanup Using Control Rig and Sequencer Using Sequencer to Construct Your Final Scene

    15 in stock

    £59.99

  • Packt Publishing Limited Blender 3D Incredible Models: A comprehensive guide to hard-surface modeling, procedural texturing, and rendering

    15 in stock

    Book SynopsisLearn all about hard-surface modeling in Blender while creating three increasingly complex projects: an assault rifle, a sci-fi racing ship, and an army tank Key Features Explore Blender’s wide array of 3D modeling tools and features with key images printed in color Learn techniques for texturing, rendering, and rigging Employ these lessons to create increasingly complex hard-surface models Book DescriptionBlender is a massively popular and powerful 3D program, with versatile modeling abilities that make it a great way to enter the 3D modelling world. Blender 3D Incredible Models is an extensive guide for those new to hard-surface modeling with Blender, helping you understand the complete range of tools and features it offers and how to employ those efficiently to create realistic models. You’ll be led through progressively more challenging modeling projects— from an assault rifle and an army tank to a sci-fi spaceship model—giving you a glimpse of all the skills you’d need in Blender’s vast ecosystem of features and functionality, ranging from textures, rendering, and UV mapping to lighting, rigging, and beyond. Each engaging project builds upon the last until you’re equipped with everything you need to tackle your own modeling challenges, whatever they may be. By the end of this Blender book, you won’t just know how to create the models covered here, but you’ll be able to turn your own concepts and references into 3D Blender models too!What you will learn Dive into the fundamental theory behind hard-surface modeling Explore Blender’s extensive modeling tools and features Use references to produce sophisticated and accurate models Create models with realistic textures and materials Set up lighting and render your scenes with style Master the use of polygons to make game-optimized models Develop impressive animations by exploring the world of rigging Employ texture painting and modifiers to render the tiniest details Who this book is forThis book is for aspiring 3D artists, animators, architectural visualizers, and game developers looking to learn hard-surface modeling, an essential skill in creative industries. A basic understanding of Blender and its interface, orienting in the 3D Viewport, creating and moving objects, and mesh editing is necessary to get started.Table of ContentsTable of Contents Introducing Hard Surface Modeling Creating Basic Shapes for an FN SCAR Adding More Details with Polygon Modeling and Modifiers Texturing and Rendering the FN SCAR Modeling a Sci-Fi Race Ship Texture Painting the Sci-Fi Race Ship Modeling the T-72 Tank: Basic Shapes Modelling the T-72 Tank Hull Modeling the T-72 Tank Turret Modeling Tank Tracks Rigging Tank Tracks Texturing the Tank

    15 in stock

    £46.26

  • Packt Publishing Limited Taking Blender to the Next Level: Implement advanced workflows such as geometry nodes, simulations, and motion tracking for Blender production pipelines

    15 in stock

    Book SynopsisA comprehensive guide with key images printed in color to learning motion graphics, character modeling and rigging, creating dynamic hair and clothes, 3D scanning using photogrammetry, and more Key Features Learn how to use geometry nodes to create motion graphics and dynamic scenes Understand organic 3D modeling and how to create and animate your own 3D characters Use physics simulations to create clothing and hair for characters that interact with forces like wind Book DescriptionIf you're ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you. This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You’ll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You’ll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you’ll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you’ll go over the final render settings and export your 3D animation masterpiece as a video. By the end of this Blender book, you’ll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes.What you will learn Use geometry nodes to quickly create complex 3D scenes and motion graphics renders Create realistic textures using physically based rendering materials 3D scan real-life objects using a normal camera and clean up the model using Blender Understand how to model, rig, and animate your own 3D characters Use rigid body simulations to create dynamic scenes Understand how to perform 3D tracking within Blender Become well-versed with compositing 3D renders into live-action footage Who this book is forThis Blender 3D book is for 3D modelers, texture artists, character and technical animators, matchmove artists, compositors, and anyone interested in learning advanced concepts in Blender. Motion graphics artists will also benefit from this book. A solid understanding of 3D concepts and the Blender UI is needed to grasp the concepts present in this book.Table of ContentsTable of Contents Using Geometry Nodes To Create Dynamic Scenes Creating a Motion Graphics Scene Using Geometry Nodes Organic Modeling P1: Creating a Mushroom Organic Modeling P2: Creating the Landscape around the Mushroom PBR Materials: Texturing our Mushroom Scene 3D Scanning and Photogrammetry: Creating Your Own 3D Scans Modeling an Alien Cartoon Character Rigging and Animating Your 3D Cartoon Character Rigid Body Simulation: Destroying a Statue Using Physics Dynamic Cloth Simulations Creating Hair Using Particles Matching Blender’s Camera Movement to Live Action Footage Compositing the Alien Cartoon Character onto the Live Action Footage The Final Render

    15 in stock

    £66.02

  • Packt Publishing Limited Python Scripting in Blender: Extend the power of Blender using Python to create objects, animations, and effective add-ons

    15 in stock

    Book SynopsisLearn how to use Python scripts in Blender 3.3 to automate tasks, optimize your workflow, think like a 3D programmer, and start creating your tools quickly Purchase of the print or Kindle book includes a free PDF eBook Key Features Discover ready-to-go scripts that provide a clear solution to your problems Find out how to automate repetitive tasks in an efficient way Extend Blender’s actions and user interface with your code Book DescriptionBlender, a powerful open source 3D software, can be extended and powered up using the Python programming language. This book teaches you how to automate laborious operations using scripts, and expand the set of available commands, graphic interfaces, tools, and event responses, which will enable you to add custom features to meet your needs and bring your creative ideas to life. The book begins by covering essential Python concepts and showing you how to create a basic add-on. You’ll then gain a solid understanding of the entities that affect the look of Blender’s objects such as modifiers, constraints, and materials. As you advance, you’ll get to grips with the animation system in Blender and learn how to set up its behavior using Python. The examples, tools, patterns, and best practices present throughout the book will familiarize you with the Python API and build your knowledge base, along with enabling you to produce valuable code that empowers the users and is ready for publishing or production. By the end of this book, you’ll be able to successfully design add-ons that integrate seamlessly with the software and its ecosystem.What you will learn Understand the principles of 3D and programming, and learn how they operate in Blender Build engaging and navigation-friendly user interfaces that integrate with the native look and feel Respect coding guidelines and deliver readable and compliant code without the loss of originality Package your extensions into a complete add-on, ready for installation and distribution Create interactive tools with a direct response to the user’s action Code comfortably and safely using version control Who this book is forThis book is for Blender users who want to expand their skills and learn scripting, technical directors looking to automate laborious tasks, and professionals and hobbyists who want to learn more about the Python architecture underlying the Blender interface. Prior experience with Blender is a prerequisite, along with a basic understanding of the Python syntax—however, the book does provide quick explanations to bridge potential gaps in your background knowledge.Table of ContentsTable of Contents Python’s Integration with Blender Python Entities and APIs Creating Your Add-Ons Exploring Object Transformations Designing Graphical Interfaces Structuring Our Code and Add-Ons The Animation System Animation Modifiers Animation Drivers Advanced and Modal Operators Object Modifiers Rendering and Shaders

    15 in stock

    £39.33

  • Packt Publishing Limited 3D Environment Design with Blender: Enhance your modeling, texturing, and lighting skills to create realistic 3D scenes

    15 in stock

    Book SynopsisSave time and effort when building 3D scenes with this essential guide to creating stunning photorealistic 3D environments in Blender Key Features Reveal modeling tricks to make your Blender 3D environments look realistic Discover techniques to enhance the photorealism of your scenes while saving time Set up realistic lighting in your scenes to make your environment look pleasing to the eye Book DescriptionBlender is a powerful tool for creating all kinds of visual assets, but with such power comes complexity. Creating a photorealistic 3D scene seems like a Herculean task for more than 90% of 3D designers, but don’t be discouraged! 3D Environment Design with Blender will get you up and running. This practical guide helps reduce the complexity of 3D environment design, advance your Blender skills, and produce lifelike scenes and animations in a time-efficient manner. You'll start by learning how to fix the most common mistakes 3D designers make with modeling and scale matching that stop them from achieving photorealism. Next, you’ll understand the basics of realistic texturing, efficient unwrapping and achieving photorealistic lighting by turning an actual reference of a wood cabin into a realistic 3D scene. These skills will be used and expanded as you build a realistic 3D environment with natural assets and materials that you’ll create from scratch. Once you’ve developed your natural environment, you’ll advance to creating realistic render shots by applying cool camera features, and compositing tricks that will make your final render look photorealistic and pleasing to the eye. By the end of this book, you'll be able to implement modeling tricks and best practices to make your 3D environments look stunningly lifelike.What you will learn Understand how to avoid the most common modeling mistakes 3D designers make Create realistic landscapes using Blender s built-in A.N.T Landscape add-on Build natural assets such as rocks, flowers, plants, and rivers that you can customize and use in a variety of projects Create realistic materials such as snow, mud, wood and animated water Use the particle system to generate realistic grass, as well as scatter flowers and rocks Apply the five lighting rules to achieve great photorealistic results Use nodes and materials effectively to produce impressive results Who this book is forThis book is for 3D environment artists and open-world game designers who have tried designing 3D environments but have trouble finding the right Blender settings. If you feel overwhelmed understanding how nodes and materials work in Blender, this book will simplify it for you and help you achieve photorealism in your environments in no time. Familiarity with the Blender interface is expected to get the most out of this book.Table of ContentsTable of Contents Most Common Modeling Mistakes That Prevent You from Achieving Photorealism The Basics of Realistic Texturing in Blender Efficient Unwrapping and Texturing in Blender Creating Realistic Natural Plants in Blender Achieve Photorealistic Lighting in Your Environment with Blender Creating Realistic Landscapes in Blender Creating and Animating Realistic, Natural-Looking Water Creating Procedural Mud Material Texturing the Landscape with Mud Material Creating Natural Assets: Rock Creating Realistic Flowers in Blender Using Particle System to Scatter Objects in Blender Finalizing the Landscape Scene – Lighting, Rendering, and Compositing

    15 in stock

    £39.33

  • Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Geometric Constraint Solving and Applications

    15 in stock

    Book SynopsisGeometric constraint programming increases flexibility in CAD design specifications and leads to new conceptual design paradigms.This volume features a collection of work by leading researchers developing the various aspects of constraint-based product modeling.In an introductory chapter the role of constraints in CAD systems of the future and their implications for the STEP data exchange format are discussed. The main part of the book deals with the application of constraints to conceptual and collaborative design, as well as state-of-the-art mathematical and algorithmic methods for constraint solving.Table of ContentsThe Semantics of Geometric Constraints; Constraints for Conceptual and Collaborative Design; Constraint Representation and Solving Methods; Constraints for Freeform Surfaces; Index.

    15 in stock

    £74.93

  • VRay 5 for 3ds Max 2020

    Taylor & Francis Ltd VRay 5 for 3ds Max 2020

    Book SynopsisRevitalize your architectural visualizations by bringing new levels of realism to your day and night interior scenes. This book features full-color, step-by-step tutorials to develop a firm understanding of the processes and techniques involved in creating jaw-dropping 3d visualizations for top marketing agencies.This second volume includes day and night lighting of an atrium scene using seasoned tools and techniques to deploy V-Ray 5 and 3ds Max 2020. It has never been quicker and easier to create the industry's top-of-the-range 3d marketing visuals.The book starts with an overview of the best techniques to approach clients via emails, calls, meetings, and social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, pre-production, production, post-production, etc.The subsequent step takes users through the installation of V-Ray 5 and the process of accessing the V-Ray Material browseTable of ContentsPreface. Acknowledgments. Author. 1 Using Resource Files. 2 Creating Materials and Shaders in V-Ray 5. 3 Cameras and Lighting in V-Ray. 4 Rendering in V-Ray. 5 Tips and Tricks. 6 anima® from AXYZ design®. 7 Daylight Scene Pre-Production. 8 Scene, Camera and Lights. 9 Materials and Final Render. 10 Daylight Scene Post-Production. 11 Night Scene Pre-Production. 12 Night Scene Lighting/Rendering. 13 Night Scene Post-Production. 14 Verified Views for Planning Applications. Index.

    £46.99

  • Simulation Systems

    Taylor & Francis Ltd Simulation Systems

    1 in stock

    Book SynopsisSimulation Systems expolres a wide spectrum of topics including simulation software, logic simulation, query-driven simulation, multi-computer simulation and manufacturing simulation. Although such papers are presented in Journals and conference proceedings it is difficult to find a single source where the foremost papers are presented. Contributions in Simulation Systms are freom leading researchers and practioners which explore a wide spectrum of topics. The chapters include topics such as presentation of SIMULA/OBJECTR, which is a query driven simulation support environment and a method of translating automatically digital logic equations so that they may be simulated using VHDL. This is followed by simulation techniques for deterministic and statistical circuit design optimization. A mathematical model of a magnetic resonance imaging system is simulated so that one can better understand the imaging system.Table of Contents1. The SIMODULA/OBJECTOR Query Driven Simulation Support Environment 2. Automated Translation and Simulation of Digital Logic Equations via VHDL 3. Simulation Base Deterministic and Statistical Circuit Design Optimization 4. A Mathematical Model of Magnetic Resonance Imaging System and Simulation 5. Simulation of Multicomputer Networks 6. Simulation of Discrete Conveyor Systems 7. The Use of Simulation in Management Decision Making: The Case of Poultry and Aquaculture Production 8. Workstations for the Integrated Design and Simulation of Flight Control Systems

    1 in stock

    £161.50

  • Computer Modeling in Bioengineering

    John Wiley & Sons Inc Computer Modeling in Bioengineering

    1 in stock

    Book SynopsisBioengineering is a broad-based engineering discipline that applies engineering principles and design to challenges in human health and medicine, dealing with bio-molecular and molecular processes, product design, sustainability and analysis of biological systems. Applications that benefit from bioengineering include medical devices, diagnostic equipment and biocompatible materials, amongst others. Computer Modeling in Bioengineering offers a comprehensive reference for a large number of bioengineering topics, presenting important computer modeling problems and solutions for research and medical practice. Starting with basic theory and fundamentals, the book progresses to more advanced methods and applications, allowing the reader to become familiar with different topics to the desired extent. It includes unique and original topics alongside classical computational modeling methods, and each application is structured to explain the physiological background, phenomena that arTable of ContentsContributors. Preface. Part I: Theoretical Background of Computational Methods. 1. Notation - Matrices and Tensors. 2. Fundamentals of Continuum Mechanics. 3. Heat Transfer, Diffusion, Fluid Mechanics, and Fluid Flow through Porous Deformable Media. Part II: Fundamentals of Computational Methods. 4. Isoparametric Formulation of Finite Elements. 5. Dynamic Finite Element Analysis. 6. Introduction to Nonlinear Finite Element Analysis. 7. Finite Element Modeling of Field Problems. 8. Discrete Particle Methods for Modeling of Solids and Fluids. Part III: Computational Methods in Bioengineering. 9. Introduction to Bioengineering. 10. Bone Modeling. 11. Biological Soft Tissue. 12. Skeletal Muscles. 13. Blood Flow and Blood Vessels. 14. Modeling Mass Transport and Thrombosis in Arteries. 15. Cartilage Mechanics. 16. Cell Mechanics. 17. Extracellular Mechanotransduction: Modeling Ligand Concentration Dynamics in the Lateral Intercellular Space of Compressed Airway Epithelial Cells. 18. Spider Silk: Modeling Solvent Removal during Synthetic and Nephila clavipes Fiber Spinning. 19. Modeling in Cancer Nanotechnology. Index.

    1 in stock

    £117.85

  • Geosimulation Automatabased Modeling of Urban

    John Wiley & Sons Inc Geosimulation Automatabased Modeling of Urban

    1 in stock

    Book SynopsisGeosimulation is hailed as 'the next big thing' in geographic modelling for urban studies. This book presents readers with an overview of field by introducing the spatial modelling environment and describing the research and development using cellular automata and multi agent systems. It also covers urban geosimulation.Table of ContentsPreface. Acknowledgements. Foreword. 1. Introduction to urban Geosimulation. 1.1 A new wave of urban geographic models is coming. 1.2 Defining urban Geosimulation. 1.3 Automata as a basis of Geosimulation. 1.4 High-resolution GIS as a driving force of Geosimulation. 1.5 The origins of support for Geosimulation. 1.6 Geosimulation of complex adaptive systems. 1.7 Book layout. 2. Formalizing Geosimulation with Geographic Automata Systems (GAS). 2.1 Cellular Automata and Multi-Agent Systems – Unite! 2.2 Geographic Automata Systems (GAS). 2.3 GAS as a tool for modelling Complex Adaptive Systems. 2.4 From Gas to software environment for urban modelling. 2.5 Object Based Environment for Urban Simulation (OBEUS) – a minimal implementation of GAS. 2.6 Universality of GAS. 2.7 Verifying GAS models. 3. System Theory, Geography, and Urban Modelling. 3.1 The basic notions of system theory. 3.2 The 1960s, geography meets system theory. 3.3 ‘Stocks and flows’ urban modelling. 3.4 Critics of comprehensive modelling. 3.5 What next? Geosimulation of collective dynamics! 4. Modelling urban land usage with cellular automata. 4.1 Introduction. 4.2 Cellular Automata as a framework for modelling complex spatial systems. 4.3 Urban Cellular Automata. 4.4 From Markov models to urban Cellular Automata. 4.5 Integration of the CA and Markov approaches at a regional level. 4.6 Conclusions. 5. Modelling Urban Dynamics with Multi-Agent Systems. 5.1 Introduction. 5.2 MAS as a tool for modelling complex human-driven systems. 5.3 Interpreting agency. 5.4 Urban agents, urban agency, and multi-agent cities. 5.5 Agent behaviour in urban environments. 5.6 General models of agents’ collectives in urban interpretation. 5.7 Abstract MAS models of urban phenomena. 5.8 Real-world agent-based simulations of urban phenomena. 5.9 MAS models as planning and assessment tools. 5.10 Conclusions. 6. Finale: Epistemology of Geosimulation. 6.1 Universal questions. 6.2 The future of Geosimulation. Bibliography. Index.

    1 in stock

    £75.56

  • Advances in Geometric Modeling

    John Wiley & Sons Inc Advances in Geometric Modeling

    Book SynopsisThis volume is based on a new idea of gathering state of the art topics in Geometric Modeling together with techniques, applications, systems and tools.Table of ContentsPreface. 1. Polygonal Subdivision Curves for Computer Graphics and Geometric Modeling (Ahmad H. Nasri). 2. Planar Development of Digital Free-Form Surfaces (Phillip N. Azariadis and Nickolas S. Sapidis). 3. A Shape Preserving Representation for Rational Curves with Efficient Evaluation Algorithm (Jorge Delgado and Juan M. Peña). 4. Piecewise Power Basis Conversion of Dynamic B-spline Curves and Surfaces (Deok-Soo Kim and Joonghyun Ryu). 5. Computational Methods for Geometric Processing of Surfaces: Blending, Offsetting, Intersection, Implicitization (Andres Iglesias). 6. Weighted Nu Splines: An Alternative to NURBS (Muhammad Sarfraz). 7. Generation of Parting Surfaces Using Subdivision Technique (C. L. Li). 8. Triadic Subdivision of Non Uniform Powell-Sabin splines (Evelyne Vanraes, Paul Dierckx, and AdhemarBultheel). 9. Surface Interpolation Scheme By Distance Blending Over Convex Sets (Lizhuang Ma, Qiang Wang, and TonyChan K Y). 10. Family of G2 Spiral Transition Between Two Circles (Zulfiqar Habib and Manabu Sakai). 11. Optimal Hierarchical Adaptive Mesh Construction Using FCO Sampling (Panagiotis A. Dafas, Ioannis Kompatsiarisand Michael G. Strintzis). 12. Virtual Sculpting and Deformable Volume Modeling (K. C. Hui). 13. Free Form Modeling Method Based on Silhouette and Boundary Lines (Jun Kamiya and Hideki Aoyama). 14. Intuitive and Precise Solid Modeling in A Virtual Reality Environment (Yongmin Zhong, Wolfgang Müller-Wittig and Weiyin Ma). 15. Efficient Simplification of Triangular Meshes (Muhammad Hussain, Yoshihiro Okada, andKoichi Niijima). 16. Multiresolution and Diffusion Methods Applied to Surface Reconstruction Based on T-Surfaces Framework (Gilson A. Giraldi, Rodrigo L. S. Silva, WalterH. Jiménez, Edilberto Strauss, and Antonio A. F. Oliveira). 17. A Multiresolution Framework for NUBS (Muhammad Sarfraz and Mohammed Ali Siddiqui). 18. Irregular Topology Spline Surfaces and Texture Mapping (Jin J. Zheng and Jian J. Zhang). 19. Segmentation of Scanned Surfaces: Improved Extraction of Planes (R. Sacchi, J.F. Poliakoff, P.D. Thomas, and K.-H. Häfele). 20. Constraint-Based Visualization of Spatiotemporal Databases (Peter Revesz and Lixin Li). 21. Surface Oriented Triangulation of Unorganized 3D Points Based On Laszlo’s Algorithm (Thomas Schadlich, Guido Brunnett and Mark Vanco). 22. Modifying the Shape of Cubic B-spline and NURBS Curves by Means of Knots (Imre Juhász and Miklós Hoffmann). Index of Authors.

    £107.06

  • Parallel and Distributed Simulation Systems

    John Wiley & Sons Inc Parallel and Distributed Simulation Systems

    Book SynopsisThe rapid expansion of the Internet has made parallel and distributed stimulation (PADS) a hot technology indeed. It is now used not only to analyze the behavior of such systems as air traffic control or future communication networks, but also in computer generated "virtual worlds" such as flight simulation training devices and computer wargames.Trade Review"This book is indeed a state-of-the-art guide for the implementation of distributed simulation technology" (Simulation News Europe, December 2000)Table of ContentsBackground and Applications. Discrete Event Simulation Fundamentals. PARALLEL AND DISTRIBUTED DISCRETE-EVENT SIMULATION. Conservative Synchronization Algorithms. Time Warp. Advanced Optimistic Techniques. Time Parallel Simulation. DISTRIBUTED VIRTUAL ENVIRONMENTS (DVEs). DVEs: Introduction. Networking and Data Distribution. Time Management and Event Ordering. References. Index.

    £145.76

  • Agile Modeling

    John Wiley & Sons Inc Agile Modeling

    Book SynopsisAgile Modeling (AM) is a collection of techniques for modeling software that can be applied on an eXtreme Programming (XP) project. Because XP is fast-moving software development, modeling an XP project needs to be quick as well. Traditional modeling techniques based on the UML do not work.Trade Review“…I would not hesitate in recommending this book…” (CVu, October 2004) “…easy-to-follow…enjoyable writing style…overall the book is impressive…valuable reading…” (Software Testing, Verification & Reliability, March 2003)Table of ContentsForeword xi Preface xiii Part One Introduction to Agile Modeling 1 Chapter 1 Introduction 3 Enter Agile Software Development 6 Agile Modeling 8 The SWA Online Case Study 17 A Brief Overview of this Book 18 Chapter 2 Agile Modeling Values 19 Communication 20 Simplicity 21 Feedback 22 Courage 23 Humility 25 Beyond Motherhood and Apple Pie 26 Chapter 3 Core Principles 27 Software Is Your Primary Goal 28 Enabling the Next Effort Is Your Secondary Goal 28 Travel Light 29 Assume Simplicity 29 Embrace Change 30 Incremental Change 31 Model with a Purpose 31 Multiple Models 32 Quality Work 34 Rapid Feedback 35 Maximize Stakeholder Investment 37 Why Core Principles? 37 Chapter 4 Supplementary Principles 38 Content Is More Important Than Representation 38 Everyone Can Learn from Everyone Else 41 Know Your Models 41 Local Adaptation 42 Open and Honest Communication 42 Work with People’s Instincts 42 Benefiting from These Principles 43 Chapter 5 Core Practices 44 Practices for Iterative and Incremental Modeling 45 Practices for Effective Teamwork 52 Practices That Enable Simplicity 56 Practices for Validating Your Work 58 Chapter 6 Supplementary Practices 60 Practices to Improve Your Productivity 61 Practices for Agile Documentation 64 Practices Concerning Your Motivation 68 Really Good Ideas 71 How to Schedule AM Practices on Your Project 72 Chapter 7 Order from Chaos: How the AM Practices Fit Together 73 The Core Practices 73 The Supplementary Practices 76 How the Categories Relate to One Another 77 Chaos and Order: Chaordic 79 Looking Ahead 80 Part Two Agile Modeling in Practice 81 Chapter 8 Communication 83 How Do We Communicate? 84 Factors That Affect Communication 85 Communication and Agile Modeling 86 Effective Communication 87 Chapter 9 Nurturing an Agile Culture 89 Overcome the Misconceptions That Surround Modeling 89 Think Small 95 Loosen Up a Bit 96 Rigidly Support Rights and Responsibilities 97 Rethink Presentations to Project Stakeholders 98 Chapter 10 Using the Simplest Tools Possible? 101 Agile Modeling with Simple Tools? 102 The Evolution of a Model 107 Agile Modeling with CASE Tools 111 Use the Media 115 The Effect of Tools on Models 116 Using the Simplest Tools In Practice 117 Chapter 11 Agile Work Areas 118 Agile Modeling Room 118 Effective Work Areas 122 Making This Work in the Real World 122 Chapter 12 Agile Modeling Teams 124 Recruit a Few Good Developers 124 Recognize That There Is No “I” in Agile 128 Require that Everyone Actively Participates 130 Model in Teams 130 Making This Work in the Real World 132 Chapter 13 Agile Modeling Sessions 134 Modeling Session Duration 134 Types of Modeling Sessions 136 Participants in Modeling Sessions 138 The Formality of Modeling Sessions 140 How to Make This Work in the Real World 142 Chapter 14 Agile Documentation 143 Why Do People Document? 144 When Does a Model Become Permanent? 147 Chapter 15 The UML and Beyond 168 The UML Is Not Sufficient 169 The UML Is Too Complex 171 The UML Is Not a Methodology or Process 171 Forget about Executable UML (for Now) 172 Making the UMLWork in Practice 173 Part Three Agile Modeling and eXtreme Programming (XP) 175 Chapter 16 Setting the Record Straight 177 Modeling Is a Part of XP 178 Documentation Happens 179 XP and the UML? 181 And the Verdict Is? 183 Chapter 17 Agile Modeling and eXtreme Programming 184 The Potential Fit between AM and XP 185 Refactoring and AM 185 Test-First Development and AM 188 Which AM Practices Should You Adopt? 189 Chapter 18 Agile Modeling Throughout the XP Lifecycle 190 Exploration Phase 191 Planning Phase 192 Iterations to Release Phase 194 Productionizing 196 Maintenance 197 How Do You Make This Work? 198 Chapter 19 Modeling During the XP Exploration Phase 199 Initial Requirements Up Front (IRUF) 199 Metaphors, Architectures, and Spikes 203 Setting the Foundation for Your Project 206 Chapter 20 Modeling During an XP Iteration: Searching for Items 207 The Task 208 Modeling the Physical Database Schema 209 Observations 212 Chapter 21 Modeling During an XP Iteration: Totaling an Order 214 The Task 214 Requirements Modeling to the Rescue 215 Help from an Outside Expert 217 A Quick Design Session 218 Formalizing a Contract Model 220 What about Changes in the Future? 220 Observations 222 How to Make This Work in the Real World 222 Part Four Agile Modeling and the Unified Process 223 Chapter 22 Agile Modeling and the Unified Process 225 How Modeling Works in the Unified Process 226 How Good Is the Fit? 227 Choose To Be Agile 231 Chapter 23 Agile Modeling throughout the Unified Process Lifecycle 232 The Modeling Disciplines 232 Non-Modeling Disciplines 242 How Do You Make This Work? 245 Chapter 24 Agile Business Modeling 246 A Business/Essential Use Case Model 247 A Simple Business Object Model 248 An Agile Supplementary Business Specification 249 A Business Vision 252 How to Make This Work in Practice 253 Chapter 25 Agile Requirements 254 The Context Model 255 Use Case Model 258 Use Case Story Board 262 Supplementary Specification 265 How to Make This Work in Practice 267 Chapter 26 Agile Analysis and Design 269 Rethinking Analysis and Design Models in the UP 270 Architectural Modeling 272 Creating Use Case Realizations 277 Time to Update Our Use Case? 281 Time to Use a CASE Tool? 284 Design Class Modeling 284 Data Modeling 287 Embracing Change 290 How Does This Work in Practice? 291 Chapter 27 Agile Infrastructure Management 292 Infrastructure Models 293 Infrastructure Modeling 294 Setting Modeling Standards and Guidelines 297 Core Infrastructure Teams 299 Scaling AM with Core Architecture Teams 301 How to Make This Work in the Real World 302 Chapter 28 Adopting AM on an UP Project 304 How Does This Work? 308 Part Five Looking Ahead 309 Chapter 29 Adopting Agile Modeling or Overcoming Adversity 311 Evaluate the Fit 312 Keep It Simple 315 Overcome Organizational and Cultural Challenges 316 Consider Alternatives to Full Adoption of AM 324 How to Make This Work in Practice 324 Chapter 30 Conclusion: Choose to Succeed 325 Common Misconceptions Regarding Agile Modeling 325 When Is(n’t) it Agile Modeling? 326 Agile Modeling Resources 328 A Few Parting Thoughts . . . 329 Appendix A Modeling Techniques 330 Glossary of Definitions and Abbreviations 358 References and Suggested Reading 369 Index 375

    £34.00

  • ComputerAided Design of Analog Integrated

    John Wiley & Sons Inc ComputerAided Design of Analog Integrated

    Book SynopsisThe tools and techniques you need to break the analog design bottleneck! Ten years ago, analog seemed to be a dead-end technology. Today, System-on-Chip (SoC) designs are increasingly mixed-signal designs. With the advent of application-specific integrated circuits (ASIC) technologies that can integrate both analog and digital functions on a single chip, analog has become more crucial than ever to the design process. Today, designers are moving beyond hand-crafted, one-transistor-at-a-time methods. They are using new circuit and physical synthesis tools to design practical analog circuits; new modeling and analysis tools to allow rapid exploration of system level alternatives; and new simulation tools to provide accurate answers for analog circuit behaviors and interactions that were considered impossible to handle only a few years ago. To give circuit designers and CAD professionals a better understanding of the history and the current state of the art in the field, this volumTable of ContentsPreface ix Acknowledgments xi Part I Introduction to Analog CAD Part II Analog Synthesis Part III Symbolic Analysis Part IV Analog Layout Part V Analog Modeling Analysis Part VI Spec Simulation Part VII Analog Centering and Yield Optimization Part VIII Analog Test About the Editors 754

    £154.76

  • Simulation with Visual Slam and Awesim

    John Wiley & Sons Inc Simulation with Visual Slam and Awesim

    1 in stock

    Book SynopsisThis book presents a process for problem resolution, policy crafting, and decision making based on the use of modeling and simulation. Detailed descriptions of the methods by which Visual SLAM and AweSim, version 3, support this process are presented.Table of ContentsINTRODUCTION TO SIMULATION. Introduction to Modeling and Simulation. Simulation Modeling Perspectives. Modeling and Simulation Process. Applications of Simulation. VISUAL SLAM NETWORK MODELING AND AWESIM. Basic Network Modeling. Resources and Gates. Interface, Find and Assembly Modeling. Visual Subnetwork Modeling. Awesim Simulation Support System. SIMULATION ANALYSIS: PRACTICE AND THEORY. Awesim Analysis of Simulation Outputs. Random Sampling from Distributions. Statistical Aspects of Simulation. VISUAL SLAM DISCRETE EVENT, CONTINUOUS AND COMBINED MODELING. Network Modeling with Visual Basic Inserts. Network Modeling with C Inserts. Network Modeling with Continuous Variables. Discrete Event Simulation Using Visual Basic. Discrete Event Simulation Using C Functions. Continuous Modeling. Combined Modeling. Indexes.

    1 in stock

    £188.06

  • Computational 3e

    John Wiley & Sons Inc Computational 3e

    Book SynopsisThis work focuses on the theory and applications of molecular modelling. A mathematical introduction, practice problems in every chapter, laboratory exercises and small research projects provide the student with the tools needed to succeed in computational chemistry.Trade Review"…includes a wealth of computer projects, exercises…and problems to challenge any group of sharp, industrious students." (Computing Reviews.com, December 30, 2004) "If one is looking for a text that introduces students to the use of computers to solve chemical problems with the intent of moving those students on to the study of molecular structure, then this is a fantastic textbook." (Journal of Chemical Education, October 2004) "The book is a worthwhile addition for any library and will be of use for several years to come.” (Journal of Metals Online, September 1, 2004) "…this text is a real gem...should be considered by anyone contemplating developing course material in the area of computational chemistry." (Journal of Medicinal Chemistry, May 20, 2004) "...superbly organized, and the information is clearly presented, in a great deal of detail...very highly recommended." (Polymer News)Table of ContentsPreface to the Third Edition. Preface to the Second Edition. Preface to the First Edition. Chapter 1. Iterative Methods. Iterative Methods. An Iterative Algorithm. Blackbody Radiation. Radiation Density. Wien’s Law. The Planck Radiation Law. COMPUTER PROJECT 1-1: Wien’s Law. COMPUTER PROJECT 1-2: Roots of the Secular Determinant. The Newton–Raphson Method. Problems. Numerical Integration. Simpson’s Rule. Efficiency and Machine Considerations. Elements of Single-Variable Statistics. The Gaussian Distribution. COMPUTER PROJECT 1-3: Medical Statistics. Molecular Speeds. COMPUTER PROJECT 1-4: Maxwell–Boltzmann Distribution Laws. COMPUTER PROJECT 1-5: Elementary Quantum Mechanics. COMPUTER PROJECT 1-6: Numerical Integration of Experimental Data Sets. Problems. Chapter 2. Applications of Matrix Algebra. Matrix Addition. Matrix Multiplication. Division of Matrices. Powers and Roots of Matrices. Matrix Polynomials. The Least Equation. Importance of Rank. Importance of the Least Equation. Special Matrices. The Transformation Matrix. Complex Matrices. What’s Going On Here? Problems. Linear Nonhomogeneous Simultaneous Equations. Algorithms. Matrix Inversion and Diagonalization. COMPUTER PROJECT 2-1: Simultaneous Spectrophotometric Analysis. COMPUTER PROJECT 2-2 j Gauss–Seidel Iteration: Mass Spectroscopy. COMPUTER PROJECT 2-3 j Bond Enthalpies of Hydrocarbons. Problems. Chapter 3. Curve Fitting. Information Loss. The Method of Least Squares. Least Squares Minimization. Linear Functions Passing Through the Origin. Linear Functions Not Passing Through the Origin. Quadratic Functions. Polynomials of Higher Degree. Statistical Criteria for Curve Fitting. Reliability of Fitted Parameters. COMPUTER PROJECT 3-1: Linear Curve Fitting: KF Solvation. COMPUTER PROJECT 3-2: The Boltzmann Constant. COMPUTER PROJECT 3-3: The Ionization Energy of Hydrogen. Reliability of Fitted Polynomial Parameters. COMPUTER PROJECT 3-4 j The Partial Molal Volume of ZnCl2. Problems. Multivariate Least Squares Analysis. Error Analysis. COMPUTER PROJECT 3-5: Calibration Surfaces Not Passing Through the Origin. COMPUTER PROJECT 3-6: Bond Energies of Hydrocarbons. COMPUTER PROJECT 3-7: Expanding the Basis Set. Problems. Chapter 4. Molecular Mechanics: Basic Theory. The Harmonic Oscillator. The Two-Mass Problem. Polyatomic Molecules. Molecular Mechanics. Ethylene: A Trial Run. The Geo File. The Output File. TINKER. COMPUTER PROJECT 4-1: The Geometry of Small Molecules. The GUI Interface. Parameterization. The Energy Equation. Sums in the Energy Equation: Modes of Motion. COMPUTER PROJECT 4-2: The MM3 Parameter Set. COMPUTER PROJECT 4-3: The Butane Conformational Mix. Cross Terms. Problems. Chapter 5. Molecular Mechanics II: Applications. Coupling. Normal Coordinates. Normal Modes of Motion. An Introduction to Matrix Formalism for Two Masses. The Hessian Matrix. Why So Much Fuss About Coupling? The Enthalpy of Formation. Enthalpy of Reaction. COMPUTER PROJECT 5-1: The Enthalpy of Isomerization of cis- and trans-2-Butene. Enthalpy of Reaction at Temperatures ≠ 298 K. Population Energy Increments. Torsional Modes of Motion. COMPUTER PROJECT 5-2: The Heat of Hydrogenation of Ethylene. Pi Electron Calculations. COMPUTER PROJECT 5-3: The Resonance Energy of Benzene. Strain Energy. False Minima. Dihedral Driver. Full Statistical Method. Entropy and Heat Capacity. Free Energy and Equilibrium. COMPUTER PROJECT 5-4: More Complicated Systems. Problems. Chapter 6. Huckel Molecular Orbital Theory I: Eigenvalues. Exact Solutions of the Schroedinger Equation. Approximate Solutions. The Huckel Method. The Expectation Value of the Energy: The Variational Method. COMPUTER PROJECT 6-1 j Another Variational Treatment of the Hydrogen Atom. Huckel Theory and the LCAO Approximation. Homogeneous Simultaneous Equations. The Secular Matrix. Finding Eigenvalues by Diagonalization. Rotation Matrices. Generalization. The Jacobi Method. Programs QMOBAS and TMOBAS. COMPUTER PROJECT 6-2: Energy Levels (Eigenvalues). COMPUTER PROJECT 6-3: Huckel MO Calculations of Spectroscopic Transitions. Problems. Chapter 7. Huckel Molecular Orbital Theory II: Eigenvectors. Recapitulation and Generalization. The Matrix as Operator. The Huckel Coefficient Matrix. Chemical Application: Charge Density. Chemical Application: Dipole Moments. Chemical Application: Bond Orders. Chemical Application: Delocalization Energy. Chemical Application: The Free Valency Index. Chemical Application: Resonance (Stabilization) Energies. LIBRARY PROJECT 7-1: The History of Resonance and Aromaticity. Extended Huckel Theory—Wheland’s Method. Extended Huckel Theory—Hoffman’s EHT Method. The Programs. COMPUTER PROJECT 7-1: Larger Molecules: Calculations using SHMO. COMPUTER PROJECT 7-2: Dipole Moments. COMPUTER PROJECT 7-3: Conservation of Orbital Symmetry. COMPUTER PROJECT 7-4: Pyridine. Problems. Chapter 8. Self-Consistent Fields. Beyond Huckel Theory. Elements of the Secular Matrix. The Helium Atom. A Self-Consistent Field Variational Calculation of IP for the Helium Atom. COMPUTER PROJECT 8-1: The SCF Energies of First Row Atoms and Ions. COMPUTER PROJECT 8-2: A High-Level ab initio Calculation of SCF First IPs of the First Row Atoms. The STO-xG Basis Set. The Hydrogen Atom: An STO-1G ‘‘Basis Set’’. Semiempirical Methods. PPP Self-Consistent Field Calculations. The PPP-SCF Method. Ethylene. Spinorbitals, Slater Determinants, and Configuration Interaction. The Programs. COMPUTER PROJECT 8-3: SCF Calculations of Ultraviolet Spectral Peaks. COMPUTER PROJECT 8-4: SCF Dipole Moments. Problems. Chapter 9. Semiempirical Calculations on Larger Molecules. The Hartree Equation. Exchange Symmetry. Electron Spin. Slater Determinants. The Hartree–Fock Equation. The Fock Equation. The Roothaan–Hall Equations. The Semiempirical Model and Its Approximations: MNDO, AM1, and PM3. The Programs. COMPUTER PROJECT 9-1: Semiempirical Calculations on Small Molecules: HF to HI. COMPUTER PROJECT 9-2: Vibration of the Nitrogen Molecule. Normal Coordinates. Dipole Moments. COMPUTER PROJECT 9-3: Dipole Moments (Again). Energies of Larger Molecules. COMPUTER PROJECT 9-4: Large Molecules: Carcinogenesis. Problems. Chapter 10. Ab InitioMolecular Orbital Calculations. The GAUSSIAN Implementation. How Do We Determine Molecular Energies? Why Is the Calculated Energy Wrong? Can the Basis Set Be Further Improved? Hydrogen. Gaussian Basis Sets. COMPUTER PROJECT 10-1: Gaussian Basis Sets: The HF Limit. Electron Correlation. G2 and G3. Energies of Atomization and Ionization. COMPUTER PROJECT 10-2: Larger Molecules: G2, G2(MP2), G3, and G3(MP2). The GAMESS Implementation. COMPUTER PROJECT 10-3: The Bonding Energy Curve of H2: GAMESS. The Thermodynamic Functions. Koopmans’s Theorem and Photoelectron Spectra. Larger Molecules I: Isodesmic Reactions. COMPUTER PROJECT 10-4: Dewar Benzene. Larger Molecules II: Density Functional Theory. COMPUTER PROJECT 10-5: Cubane. Problems. Bibliography. Appendix A. Software Sources. Index.

    £105.26

  • Computational Molecular Spectroscopy Chemistry

    John Wiley & Sons Inc Computational Molecular Spectroscopy Chemistry

    Book SynopsisThis book describes the use of modern computational methods in predicting high resolution molecular spectra, which allows the experimental spectroscopist to interpret and assign real spectra. aeo Offers a comprehensive treatment of modern computation techniques.Trade Review"Twenty studies bridge the gaps between traditional quantum chemistry...theoretical high-resolution spectroscopy..and molecular dynamics..." (SciTech Book News, Vol. 25, No. 2, June 2001) "...a valuable source of information..." (Angewandte Chemie International Edition, Vol. 42, No. 1, January 3, 2003)Table of ContentsPartial table of contents: The Born-Oppenheimer Approximation (P. Bunker & P. Jensen). ELECTRONIC STATES. Ab Initio Determination of Accurate Ground Electronic State Potential Energy Hypersurfaces for Small Molecules (A. Császár, et al.). Symmetry Adapted Perturbation Theory Applied to the Computation of Intermolecular Forces (R. Moszynski, et al.). The Ab Initio Calculation of Molecular Properties Other than the Potential Energy Surface (S. Sauer & M. Packer). ROTATION-VIBRATION STATES. Perturbation Theory, Effective Hamiltonians and Force Constants (K. Sarka & J. Demaison). Variational Calculations of Rotation-Vibration Spectra (J. Tennyson). ROVIBRONIC STATES AND THE BREAKDOWN OF THE BORN-OPPENHEIMER APPROXIMATION. The Renner Effect (P. Jensen, et al.). The Renner-Teller Effect: The Effective Hamiltonian Approach (J. Brown). DYNAMICS. Forming Superposition States (T. Seideman). Ab Initio Molecular Dynamics (J. Tse & R. Rousseau). Index.

    £359.96

  • The SPICE Book

    John Wiley & Sons Inc The SPICE Book

    Book SynopsisExtremely easy--to--follow due to its natural progression tutorial approach on how to advance from the solution of typical electrical and electronic circuit examples by hand, followed by a SPICE verification through the discussion of simulation results.Table of ContentsIntroduction to Electrical Computer Simulation. Circuit Element and Network Description. Semiconductor-Device Elements. DC Analysis. AC Analysis. Time-Domain Analysis. Functional and Hierarchical Simulation. Distortion Analysis. SPICE Algorithms and Options. Convergence Advice. Appendices. Index.

    £80.70

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