3D graphics and modelling Books

67 products


  • Fundamentals of Data Observability

    O'Reilly Media Fundamentals of Data Observability

    15 in stock

    Book Synopsis

    15 in stock

    £39.74

  • 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

  • Computer Analysis of Power Systems

    Wiley Computer Analysis of Power Systems

    15 in stock

    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.

    15 in stock

    £334.76

  • AAD Algorithms-Aided Design

    Le Penseur AAD Algorithms-Aided Design

    10 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. 

    10 in stock

    £35.14

  • What Is CGI

    HarperCollins Publishers What Is CGI

    1 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

    1 in stock

    £9.05

  • Physically Based Rendering

    Elsevier Science & Technology Physically Based Rendering

    4 in stock

    Book SynopsisTrade Review"Physically Based Rendering is a terrific book. It covers all the marvelous math, fascinating physics, practical software engineering, and clever tricks that are necessary to write a state-of-the-art photorealistic renderer. All of these topics are dealt with in a clear and pedagogical manner without omitting the all-important practical details." --Per Christensen, Senior Software Developer, RenderMan Products, Pixar Animation Studios "This book has deservedly won an Academy Award. I believe it should also be nominated for a Pulitzer Prize." --Donald KnuthTable of Contents1. Introduction 2. Geometry and Transformations 3. Shapes 4. Primitives and Intersection Acceleration 5. Color and Radiometry 6. Camera Models 7. Sampling Reconstruction 8. Reflection Models 9. Materials 10. Texture 11. Volume Scattering 12. Light Sources 13. Monte Carlo Integration 14. Light Transport I: Surface Reflection 15. Light Transport II: Volume Rendering 16. Light Transport III: Bidirectional Methods 17: Retrospective and the Future

    4 in stock

    £77.39

  • Adobe Dimension CC Classroom in a Book 2018

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

    15 in stock

    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

    15 in stock

    £41.79

  • Animated Storytelling

    Pearson Education (US) Animated Storytelling

    1 in stock

    Book Synopsis LIZ BLAZER is a filmmaker, art director, designer, animator, and educator. She has worked as a development artist for Disney, director for Cartoon Network, special effects designer for MTV, and art director for the Palestinian/Israeli Sesame Street. Her animated documentary Backseat Bingo traveled to 180 film festivals in 15 countries and won many awards, including awards from the HBO Comedy Arts Festival, Animation Magazine, and the International Documentary Association. As an educator, Blazer emphasizes storytelling and pitching as she guides her students to bring their art to life through animation. Table of Contents1. Pre-Production 2. Storytelling 3. Unlocking Your Story 4. Storyboarding 5. Color Sense 6. Weird Science 7. Sound Ideas 8. Design Wonderland 9. Technique 10. Animate! &. Show and Tell

    1 in stock

    £23.74

  • Learning Blender

    Pearson Education (US) Learning Blender

    15 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

    15 in stock

    £30.59

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

    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

    £150.75

  • Phylogenetics

    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

    £119.25

  • Creating Games with Unity and Maya

    Taylor & Francis Ltd Creating Games with Unity and Maya

    1 in stock

    Book SynopsisUnity brings you ever closer to the author once, deploy anywhere dream. With its multiplatform capabilities, you can target desktop, web, mobile devices, and consoles using a single development engine. Little wonder that Unity has quickly become the #1 game engine out there. Mastering Unity is absolutely essential in an increasingly competitive games market where agility is expected, yet until now practical tutorials were nearly impossible to find. Creating Games with Unity and Maya gives you with an end-to-end solution for Unity game development with Maya. Written by a twelve-year veteran of the 3D animation and games industry and professor of 3D animation, this book takes you step-by-step through the process of developing an entire game from scratch-including coding, art, production, and deployment. This accessible guide provides a non-programmer entry point to the world of game creation. Aspiring developers with little or no coding experience will learn charaTrade Review"Watkins (Univ. of the Incarnate Word) devotes most of the first half of the book to 3-D digital asset creation in Maya with a very light overview of animation. The remainder of the book provides an artist-friendly introduction to game scripting that should be enough to get beginners started on developing games on their own using the game engine. Therefore, those who are new to 3-D modeling, texturing, and character rigging will likely benefit most from this book. 3-D artists who have a working proficiency in Maya or those who are more interested in game design or programming may be b etter served elsewhere. Summing Up: Highly recommended. Students of all levels in digital arts or game art programs, researchers/faculty, and professionals/practitioners."--A. Chen, Cogswell Polytechnical CollegeTable of ContentsIntroduction; Chapter 1 Game Production Process; Chapter 2 Asset Creation; Chapter 3 Asset Creation; Chapter 4 Asset Creation; Chapter 5 Asset Creation; Chapter 6 Asset Creation; Chapter 7 Asset Creation; Chapter 8 Asset Creation; Chapter 9 Asset Creation; Chapter 10 Asset Creation; Chapter 11 Unity Sound; Chapter 12 Introduction to Unity Scripting Basics and Graphical User Interface; Chapter 13 Unity Triggers; Chapter 14 Unity Raycasting; Chapter 15 Unity Prefabs and Instantiation; Chapter 16 Unity; Chapter 17 Health Systems, Winning, and Losing the Game; Chapter 18 Unity Debugging, Optimization, and Builds;

    1 in stock

    £49.39

  • Theoretical Neuroscience  Computational and

    MIT Press Ltd Theoretical Neuroscience Computational and

    2 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.

    2 in stock

    £68.40

  • 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

  • Reviews in Computational Chemistry Volume 24

    Wiley-VCH Verlag GmbH Reviews in Computational Chemistry Volume 24

    1 in stock

    Book SynopsisReviews In Computational Chemistry Martin Schoen and Sabine Klapp Kenny B. Lipkowitz and Thomas Cundari, Series Editors This volume, unlike those prior to it, consists of a single monograph covering the timely topic of confined fluids. Volume 24 features the thermodynamics of confined phases, elements of statistical thermodynamics, one-dimensional hard-rod fluids, mean-field theory, treatments of confined fluids with short-range and long-range interactions, and the statistical mechanics of disordered confined fluids. Six appendices are included, which cover the mathematical derivation of equations used throughout the book. From Reviews Of The Series Reviews in Computational Chemistry remains the most valuable reference to methods and techniques in computational chemistry. -Journal Of Molecular Graphics And Modelling One cannot generally do better than to try to find an appropriate article in the highly

    1 in stock

    £204.26

  • ComputerAided Modeling of Reactive Systems

    John Wiley & Sons Inc ComputerAided Modeling of Reactive Systems

    10 in stock

    Book SynopsisThis book introduces readers to powerful parameter estimation and computational methods for modeling complex chemical reactions and reaction processes. It presents useful mathematical models, numerical methods for solving them, and statistical methods for testing and discriminating candidate models with experimental data.Trade Review"The book is a very useful tool…all presented in a very rigorous style." (Computing Reviews, September 3, 2008)Table of ContentsChapter 1. Overview. References. Chapter 2. Chemical Reaction Models. 2.1 Stoichiometry of Reaction Schemes. 2.2 Computability of Reaction Rates from Data. 2.3 Equilibria of Chemical Reactions. 2.4 Kinetics of Elementary Steps. 2.5 Properties of Reaction Networks. 2.6 Evidence for Reaction Steps. References. Chapter 3. Chemical Reactor Models. 3.1 Macroscopic Conservation Equations. 3.2 Heat and Mass Transfer in Fixed Beds. 3.3 Interfacial States in Fixed-Bed Reactors. 3.4 Material Transport in Porous Catalysts. 3.4.1 Material Transport in a Cylindrical Pore Segment. 3.4.2 Material Transport in a Pore Network. 3.4.3 Working Models of Flow and Diffusion an Isotropic Media. 3.4.4 Discussion. 3.4.5 Transport and Reaction in Porous Catalysts. 3.5 Gas Properties at Low Pressures. 3.6 Notation. References. Chapter 4. Introduction to Probability and Statistics. 4.1 Strategy of Data-Based Investigation. 4.2 Basic Concepts in Probability Theory. 4.3 Distributions of Sums of Random Variables. 4.4 Multiresponse Normal Error Distributions. 4.5 Statistical Inference and Criticism. References. Chapter 5. Introduction to Bayesian Estimation. 5.1 The Theorem. 5.2 Bayesian Estimation with Informative Priors. 5.3 Introduction to Noninformative Priors. 5.4 Jeffreys’ Prior for One-Parameter Models. 5.5 Jeffreys’ Prior for Multiparameter Models. 5.6 Summary. References. Chapter 6. Process Modeling With Single-Response Data. 6.1 The Objective Function S(_). 6.2 Weighting and Observation Forms98. 6.3 Parametric Sensitivities; Normal Equations. 6.4 Constrained Minimization Of S(_). 6.4.1 The Quadratic Programming Algorithm GRQP. 6.4.2 The Line Search Algorithm GRS1. 6.4.3 Final Expansions Around b_. 6.5 Testing the Residuals. 106. 6.6 Inferences from the Posterior Density. 6.6.1 Inferences for the Parameters. 6.6.2 Inferences for Predicted Functions. 6.6.3 Discrimination of Rival Models by Posterior Probability. 6.7 Sequential Planning Of Experiments. 6.7.1 Planning For Parameter Estimation. 6.7.2 Planning For Auxiliary Function Estimation. 6.7.3 Planning For Model Discrimination. 6.7.4 Combined Discrimination and Estimation. 6.7.5 Planning For Model Building. 6.8 Examples. 6.9 Summary. 6.10 Notation. References. Chapter 7. Process Modeling With Multiresponse Data. 7.1 Problem Types. 7.2 Objective Function. 7.2.1 Selection of Working Responses. 7.2.2 Derivatives of EQS. (7.2-1) and (7.2-3)150. 7.2.3 Quadratic Expansions; Normal Equations. 7.3 Constrained Minimization Of S(_. 7.3.1 Final Expansions Around b_. 7.4 Testing the Residual. 7.5 Posterior Probabilities and Regions. 7.5.1 Inferences Regarding Parameters. 7.5.2 Inferences Regarding Functions. 7.5.3 Discrimination among Rival Models. 7.6 Sequential Planning Of Experiments. 7.7 Examples. 7.8 Process Investigations. 7.9 Conclusion. 7.10 Notation. 7.11 Proof of EQS. (7.1-16) and (7.1-17). References. Appendix A. Solution of Linear Algebraic Equations. A.1 Introductory Concepts and Operations. A.2 Operations with Partitioned Matrices. A.3 Gauss-Jordan Reduction. A.4 Gaussian Elimination. A.5 Lu Factorization. A.6 Software. References. Appendix B. Ddaplus Documentation. B.1 What Ddaplus Does. B.2 Object Code. B.3 Calling Ddaplus. B.4 Description of The Calling Arguments. B.5 Exit Conditions and Continuation Calls. B.6 The Subroutine fsub. B.7 The Subroutine Esub. B.8 The Subroutine Jac. B.9 The Subroutine Bsub. B.10numerical Examples. References. Appendix C. Gregplus Documentation. C.1 Description Of Gregplus. C.2 Levels of Gregplus. C.3 Calling Gregplu. C.4 Work Space Requirements for Gregplus. C.5 Specifications For The User-Provided Model. C.6 Single-Response Examples. C.7 Multiresponse Examples. References. Author Index. Subject Index.

    10 in stock

    £91.15

  • Drawing Shortcuts

    John Wiley & Sons Inc Drawing Shortcuts

    1 in stock

    Book SynopsisThe updated edition of a contemporary approach to merging traditional hand drawing methods with 2-dimensional and 3-dimensional digital visualization tools. Jim Leggitt?s Drawing Shortcuts shows how communicating with hand drawings combined with digital technology can be ingeniously simple, and this new edition makes an already popular technique even better. Completely expanded with new chapters and a wealth of supporting images, this Second Edition presents practical techniques for improving drawing efficiency and effectiveness by combining traditional hand drawing methods with the latest digital technology, including 3-D modeling with SketchUp. This book?s step-by-step approach will sharpen and streamline your techniques whether you draw for pleasure, school or your design profession. Easy-to-follow instructions cover every aspect from the basics of drawing?such as composition, color, shading, hatching, and perspective?up to the most current technologies Trade Review"Given the impact that technology has had to face with design, the second edition of this fascinating book focuses on the implementation of the illustrations of the urban landscape all the while blending the traditional hand drawing with the more contemporary digital techniques." (Tango Reporter, August 2010) "Architect, Urban Planner, and professional illustrator Jim Leggitt brings the information he teaches in his drawing workshops to the pages of this colorful text. A second edition of a 2002 book, this version has been revised to integrate "today's technology," specifically in the form of Google Sketchup, presenting a drawing approach that merges hand-drawing techniques with digital technology." (Landscape Architecture, July 2010) "Drawing Shortcuts, Second Edition, is a timely reference tool at a time when technology - for all its advantages – has contributed to an increased atrophy of freehand drawing skills among design students and professionals." (ChicagoArchitectureToday.com, June 2010) "Written for students and professionals in the building and landscaping arts, Drawing Shortcuts has numerous tips that will help today's busy professional speed up the drawing process without sacrificing creativity. Author Jim Leggit's processes combine computer technology with the more emotion-based, traditional, hand techniques to produce work worthy for presentations. Rather than take years to learn the shortcuts, this book allows readers to quickly stimulate spaces that tell a story." (San Francisco Book Review, March 28, 2010) Table of ContentsPreface. Acknowledgments. INTRODUCTION. CHAPTER 1 TRADITIONAL DRAWING TYPES. Observation Drawings. Imagination Drawings. Thumbnail Drawings. Concept Drawings. Presentation Drawings. CHAPTER 2 DRAWING COMPOSITION. Drawing Composition. Perspective Drawings. Paraline Drawings. CHAPTER 3 TRADITIONAL DRAWING TOOLS. Drawing Media. Drawing with Pencils. Drawing with Pens. Hatching Techniques. Showing Detail. Creating Shadows. Correcting Mistakes. Drawing Safety. CHAPTER 4 TRADITIONAL COLORING TOOLS. How to Color with Pencils. How to Color with Markers. Mixed-Media Drawings. CHAPTER 5 TRADITIONAL ENTOURAGE DRAWING. Drawing Sources. How to Draw People. How to Draw Cars. How to Draw Vegetation. Drawing Furniture. Drawing Building Materials. CHAPTER 6 DIGITAL DRAWING TOOLS. 3-D Modeling. Digital Editing. Digital Photography. CHAPTER 7 TRADIGITAL DRAWING. Traditional + Digital. Tradigital Variations. Overlay and Trace. Simple Composite Method. Advanced Composite Method. Digital Hybrids. CHAPTER 8 DRAWING GALLERY. Kirk Fromm. Jennifer Mahoney. Paul Stevenson Oles, FAIA. Terry J. Leonard, AIA. Michael P. O'Beirne. Seth Harry, AIA. Stanley Doctor. Conclusion. Contributors. Project Credits. Index. Jim Leggitt.

    1 in stock

    £48.56

  • Rendering in SketchUp

    John Wiley & Sons Inc Rendering in SketchUp

    10 in stock

    Book SynopsisThe sure way for design professionals to learn SketchUp modeling and rendering techniques Rendering In SketchUp provides instructions for creating 3D photoreal graphics for SketchUp models using integrated rendering programs. The book serves as a beginner rendering manual and reference guide to further develop rendering skills. With an emphasis on step-by-step process, SketchUp users learn a universal approach to rendering varied SketchUp projects, including architecture, interiors, and site design models. The book focuses on tasks and principles at the core of photorealistic rendering, including: Rendering process: Learn a step-by-step process focused on workflow within SketchUp''s familiar workspace. Universal method: Understand how the process can be used to work with a variety of different integrated rendering programs, including Shaderlight, SU Podium and Twilight Render**. These programs are easy to learn and funcTable of ContentsAcknowledgments ix Part 1 Overview and Concepts Chapter 1: Introduction to Rendering in SketchUp 2 Integrated Rendering Programs 3 Studio Rendering Programs 4 Digital Rendering and Photorealism 5 Using This Book 8 The Software 10 Chapter 2: Contents and Extended Features 14 Companion IRP Chapters 14 Method and Reference Guide 18 Chapter 3: The Rendering Process 23 Create the SketchUp Model 24 The Iterative Rendering Process 28 The Post-Rendering Process 33 Chapter 4: How Rendering Works 35 IRP Render Processing 35 Computer Hardware and Rendering 37 Other Rendering Options 40 Computer Specifications 42 Chapter 5: Learning to Look 45 Rendering as an Art Form 45 Becoming a Student of Light and Color 53 Part 2 Textures Chapter 6: Textures Overview 56 Textures in SketchUp 58 The Texturing Process 63 General Considerations 65 Texture Image Formats 68 Chapter 7: The Texture Library 69 SketchUp Native Textures 70 Web Sources 70 Choosing and Downloading Textures 72 Saving a Texture Library 76 Searching CG Textures 77 Linking the Texture Library 79 Chapter 8: The SketchUp Texture Tools 81 Macintosh Texture Tools 81 PC Texture Tools 82 The Paint Bucket Tool 83 The Styles Menu 95 The Right-Click Texture Menu 98 Chapter 9: Apply, Assess, and Adjust 109 The Three As 109 Apply 111 Assess and Adjust 121 Texture Tips 141 Chapter 10: Editing Textures in an External Photo Editor 146 Linking an Editor to SketchUp 146 Launching, Editing, and Saving 147 Typical Alterations 150 Part 3 Modeling Detail Chapter 11: An Overview of Modeling Detail 168 What Is Detail Modeling? 170 Methods 173 Chapter 12: The Detailing Tools 176 The Component Library 176 The Component Browser 178 Using Layers 181 SketchUp Scenes 186 The Camera Tools 188 Chapter 13: Component Details 193 What Is Component Detail? 193 Premade Components and Textures 197 Premade Component Websites 201 Chapter 14: Organizing the Model 219 What Is a Large Model? 220 Layering Strategy 223 Layer Conventions by Model Typology 226 Cleaning Up Layers 231 Controlling Layers with Scenes 234 Toggling Layers 237 Warning! 241 Chapter 15: Camera Scenes, Composition, and Backdrops 242 Camera Scenes 242 Composition 244 Backdrops 251 Chapter 16: Advanced Detailing 261 Texture Modeling 262 Ruby Scripts for Detailing 276 Part 4 Setting Light with Shadows Chapter 17: The Shadow Menu 290 The SketchUp Shadow Menu 290 Solar North 296 Working with Shadows 297 Troubleshooting Shadows 298 Chapter 18: Composing Light 300 Composing Light Tools 303 Composing Light Strategies 308 Composing the Light 314 Part 5 The Iterative Rendering Process Chapter 19: A Rendering Overview 320 IRP Universal Features 321 Custom Features 325 Chapter 20: Steps of the Iterative Rendering Process 331 Add Initial Values 332 Draft to Final Render 334 Simulated Light Drafts-to-Final Process 343 Chapter 21: Texture Values 351 IRPs and Texture Values 351 Bump Values 354 Surface Condition and Surface Reflection 358 Transparency 364 Texture Categories 365 Troubleshooting Textures 366 Chapter 22: Image Resolution 368 What Is Resolution? 368 Determining DPI 374 Large Resolutions 374 Chapter 23: Exterior Light 375 First Lighting Steps 375 SketchUp Shadows 376 Image-Based Lighting 376 Exposure/Gamma/Intensity 381 Chapter 24: Simulated Lighting 383 Types of Lighting 385 Placing and Editing Lights 394 Render Times 398 General Simulated Light Strategies 399 Part 6 Shaderlight by ArtVPS Chapter 25: Introduction to Shaderlight 412 Menu Overview 414 Secondary Menu 415 Special Features 415 Chapter 26: Shaderlight Iterative Rendering Settings 418 The Render Settings Menu 418 Dynamic Preview and Saving 422 Draft-to-Final Settings 424 Chapter 27: Shaderlight Texture Settings 430 Apply Texture Values 430 Texture Value Descriptions 432 Texture Settings Categories 437 Glass and Water Material Values 442 Chapter 28: Shaderlight Exterior Lighting and Backdrops 449 SketchUp Dark Slider 450 Physical Sky 451 HDRI Lighting 452 Background and Backdrops 458 Chapter 29: Shaderlight Simulated Lighting 461 Shaderlight Lighting Options 462 Light Editor 468 Shaderlight Render Settings 469 Quality Settings 470 Lighting Settings 470 Postproduction 478 Chapter 30: Shaderlight Special Features 481 Batch Rendering 481 ReplaceMe 487 Chalk Rendering 490 Part 7 The Photoshop Postproduction Process Chapter 31: Postproduction Effects 496 Methods 498 Light and Color 500 Effects 511 Chapter 32: Detailed Postproduction 519 Realistic Vegetation 519 Architecture Photo Placement 524 Backgrounds/Backdrops 526 Part 8 Anatomy of a Rendering Chapter 33: Building the Base Model 536 Chapter Relationships 537 The Base Model 538 Solid Color to Surfaces 539 Base Model Extrusion 541 Solid Colors Swapped with Textures 542 Chapter 34: Building Detail 545 Chapter 35: Interior Detail 552 Interior Base Model 552 Interior Detailing 557 Chapter 36: Site Detail 565 Chapter 37: Scenes 573 Cleaning Up the Layer List 573 Off/On Scenes 574 Specific Control Scenes 575 Camera View Scenes 578 Chapter 38: Setting Light with Shadows 581 Chapter 39: The Iterative Rendering Process for Exterior Scenes 587 Chapter 40: The Iterative Rendering Process for Interior Scenes 605 Chapter 41: Postproduction of Exterior Scene 620 Index 624

    10 in stock

    £40.80

  • 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

    15 in stock

    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.

    15 in stock

    £107.06

  • Parallel and Distributed Simulation Systems

    John Wiley & Sons Inc Parallel and Distributed Simulation Systems

    15 in stock

    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.

    15 in stock

    £145.76

  • Agile Modeling

    John Wiley & Sons Inc Agile Modeling

    15 in stock

    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

    15 in stock

    £31.88

  • ComputerAided Design of Analog Integrated

    John Wiley & Sons Inc ComputerAided Design of Analog Integrated

    15 in stock

    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

    15 in stock

    £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

    15 in stock

    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.

    15 in stock

    £105.26

  • Computational Molecular Spectroscopy Chemistry

    John Wiley & Sons Inc Computational Molecular Spectroscopy Chemistry

    15 in stock

    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.

    15 in stock

    £359.96

  • The SPICE Book

    John Wiley & Sons Inc The SPICE Book

    15 in stock

    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.

    15 in stock

    £76.46

  • Computer Modelling of Electrical Power Systems 2e

    John Wiley & Sons Inc Computer Modelling of Electrical Power Systems 2e

    15 in stock

    Book SynopsisComputer models can be used to simulate the changing states of electrical power systems. Such simulations enable the power engineer to study performance and predict disturbances. Focusing on the performance of the power system boosted by the FACTS.Table of ContentsPreface. Introduction. Transmission Systems. FACTS and HVDC Transmission. Load Flow. Load Flow Under Power Electronic Control. Electromagnetic Transients. System Stability. System Stability Under Power Electronic Control. Appendix I: Fault Level Derivation. Appendix II: Numerical Integration Methods. Appendix III: Test System Used in the Stability Examples. Index.

    15 in stock

    £173.66

  • Theoretical Aspects and Computer Modeling of the

    John Wiley & Sons Inc Theoretical Aspects and Computer Modeling of the

    15 in stock

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  • Scientific Simulations with SpecialPurpose

    John Wiley & Sons Inc Scientific Simulations with SpecialPurpose

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    Book SynopsisIn astrophysics, stellar systems or galaxies can be thought of as individual "particles". High power computers are being developed to handle these problems. This book describes the structure, performance and applications of the world's most advanced such computer, developed in Tokyo.Trade Review"It is an excellent summary text of the GRAPE systems and what they have achieved but not such a good introduction to scientific simulations with special-purpose computers in a wider context." (The Observatory Magazine, Vol. 119, No. 1149, April 1999)Table of ContentsThe Evolution of General-Purpose Computers. Overview of Special-Purpose Systems. The GRAPE Systems. Software. Science by Special-Purpose Systems. The Future of Special-Purpose Computers. References. Index.

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  • The NEURON Book

    Cambridge University Press The NEURON Book

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    Book SynopsisThe authoritative reference on NEURON, the simulation environment for modeling biological neurons and neural networks that enjoys wide use in the experimental and computational neuroscience communities. This book shows how to use NEURON to construct and apply empirically based models. Written primarily for neuroscience investigators, teachers, and students, it assumes no previous knowledge of computer programming or numerical methods. Readers with a background in the physical sciences or mathematics, who have some knowledge about brain cells and circuits and are interested in computational modeling, will also find it helpful. The NEURON Book covers material that ranges from the inner workings of this program, to practical considerations involved in specifying the anatomical and biophysical properties that are to be represented in models. It uses a problem-solving approach, with many working examples that readers can try for themselves.Table of ContentsPreface; Acknowledgements; 1. A tour of the NEURON simulation environment; 2. The modeling perspective; 3. Expressing conceptual models in mathematical terms; 4. Essentials of numerical methods for neural modeling; 5. Representing neurons with a digital computer; 6. How to build and use models of individual cells; 7. How to control simulations; 8. How to initialize simulations; 9. How to expand NEURON's library of mechanisms; 10. Synaptic transmission and artificial spiking cells; 11. Modeling networks; 12. Hoc, NEURON's interpreter; 13. Object-oriented programming; 14. How to modify NEURON itself; Appendix 1. Mathematical analysis of IntFire4; Appendix 2. NEURON's built-in editor; References; Epilogue; Index.

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  • The NEURON Book

    Cambridge University Press The NEURON Book

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    Book SynopsisThe authoritative reference on NEURON, the simulation environment for modeling biological neurons and neural networks that enjoys wide use in the experimental and computational neuroscience communities. This book shows how to use NEURON to construct and apply empirically based models. Written primarily for neuroscience investigators, teachers, and students, it assumes no previous knowledge of computer programming or numerical methods. Readers with a background in the physical sciences or mathematics, who have some knowledge about brain cells and circuits and are interested in computational modeling, will also find it helpful. The NEURON Book covers material that ranges from the inner workings of this program, to practical considerations involved in specifying the anatomical and biophysical properties that are to be represented in models. It uses a problem-solving approach, with many working examples that readers can try for themselves.Table of ContentsPreface; Acknowledgements; 1. A tour of the NEURON simulation environment; 2. The modeling perspective; 3. Expressing conceptual models in mathematical terms; 4. Essentials of numerical methods for neural modeling; 5. Representing neurons with a digital computer; 6. How to build and use models of individual cells; 7. How to control simulations; 8. How to initialize simulations; 9. How to expand NEURON's library of mechanisms; 10. Synaptic transmission and artificial spiking cells; 11. Modeling networks; 12. Hoc, NEURON's interpreter; 13. Object-oriented programming; 14. How to modify NEURON itself; Appendix 1. Mathematical analysis of IntFire4; Appendix 2. NEURON's built-in editor; References; Epilogue; Index.

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  • Computational Thermodynamics The CALPHAD Method

    Cambridge University Press Computational Thermodynamics The CALPHAD Method

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    Book SynopsisA hands-on 2007 introductory guide to CALPHAD, the reader can directly apply the methods in the book to their own research. Several case studies put the methods into a practical context. Suitable for advanced materials design and engineering courses and to those using thermodynamic data in their research or simulations.Trade Review"Lukas (U. Stuttgart emeritus) and co-authors Sundman (Paul Sabatier U.) and independent scientist Fries provide the first introductory guide to this method of computation that combines data from thermodynamics, phase diagrams, and atomistic properties such as magnetism into a unified and consistent model. They introduce the science and art of computational thermodynamics and the past and present of the Calphad technique, the scientific basis of the technique (including thermodynamics, crystallography, equilibrium calculations and optimization methods), first principles and thermodynamic properties, experimental data needed for optimization, models for the Gibbs energy element, assessment methodology, optimization tools, and thermodynamic databases. They also offer a series of case studies, including a complete assessment of the Cu-Mg system and a complete binary system (Ca-Ng) and provide a list of websites along with comprehensive references." --Book NewsTable of ContentsPreface; 1. Introduction; 2. Basis; 3. First principles and thermodynamic properties; 4. Experimental data used for the optimisation; 5. Models for the Gibbs energy; 6. Assessment methodology; 7. Optimisation tools; 8. Creating thermodynamic databases; 9. Case studies; Bibliography; Index.

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    The Crowood Press Ltd Lost American Projects A Spacecraft Modellers

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    IEEE Computer Society Press,U.S. Communication and Computer Networks Modelling

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    MP-ALA American Library Assoc 3D Data Creation to Curation Community Standards

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    Book SynopsisCovers best practices for 3D data preservation, management, metadata, legal issues, and access. Beginning with surveys of current practices, the authors provide recommendations for implementing standards and identify areas in which further development is required. A glossary of key terms and acronyms is included for easy reference.Table of Contents Acknowledgments Chapter 1. Introduction Jennifer Moore, Adam Rountrey, and Hannah Scates Kettler Context for This Work The Democratization of 3D Data Production The Audience The Creators Values of CS3DP From Creation to Preservation Modalities Represented in the Chapters What to Expect Notes Bibliography Chapter 2. Best Practices for 3D Data Preservation Kristina Golubiewski-Davis, Jessica Maisano, Marcia McIntosh, Jennifer Moore, Kieron Niven, Will Rourk, and Rebecca Snyder Introduction Existing Standards Preservation Intervention Points Documentation Good/Better/Best Recommendations for Implementation Conclusion Notes Bibliography Chapter 3. Management and Storage of 3D Data Doug Boyer, Rachel Fernandez, Monique Lassere, Marcia McIntosh, Jennifer Moore, Francis P. McManamon, Albert Rozo, Todd P. Swanson, and Kate Webbink Introduction Survey Overview Management Technology Sustainability Conclusion Notes Bibliography Chapter 4. Metadata Requirements for 3D Data Jon Blundell, Jasmine L. Clark, Katherine E. DeVet, and Juliet L. Hardesty Introduction Methods Considerations, Decisions, and Scope Digital Asset Life Cycle and 3D Metadata Gap Analysis/Future Work Conclusion: Summary Recommendations Acknowledgments Notes Bibliography Chapter 5. Copyright and Legal Issues Surrounding 3D Data Andrea D’Andrea, Michael Conyers, Kyle K. Courtney, Emily Finch, Melissa Levine, Nicole Meyer, Adam Rountrey, Hannah Scates Kettler, Kate Webbink, and Ann Whiteside Introduction Foundations: Copyright and the “Bundle of Rights” Case Studies Conclusion Notes Bibliography Chapter 6. Accessing 3D Data Francesca Albrezzi, John Bonnett, Tassie Gniady, Heather Richards-Rissetto, and Lisa M. Snyder Introduction Modes of 3D Data Audiences for 3D Data Discovering 3D Assets and Decision-Making Issues Technology Requirements and Limitations Impacting Access Use Case Challenges and Outstanding Questions Recommendations for Next Steps Conclusion Notes Bibliography Chapter 7. Conclusion Jennifer Moore, Adam Rountrey, and Hannah Scates Kettler How Are 3D Data Different? Ideas from the Community Assessing Our Approach (CoP) Going Forward Notes Bibliography Glossary Biographies

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    CABI Publishing Modelling SoilBiosphere Interactions

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    Book SynopsisSoils interact with the biological environment in a number of ways. Our understanding of these interactions can often be enhanced by computer modelling. The primary function of this book is to introduce basic modelling skills and to show how even complex problems in the relationship between soil and the biosphere can be solved using modelling packages. The author presents numerous examples using ModelMaker, an easily learnt software package. Only basic mathematical skills are expected of the reader. A demo of ModelMaker is available on CD from Cherwell ScientificTable of Contents1: Introduction 2: Nitrogen Transformation in Soil 3: Modelling kinetics 4: Nitrification 5: Denitrification 6: C/N transformations in soil organic matter 7: Soil Temperature 8: Dynamics in space and time 9: Volumetric heat capacity and thermal conductivity 10: Heat flow models 11: Soil Water 12: Potential concept 13: Hydraulic conductivity 14: Basic water flow model 15: Other boundary conditions 16: Infiltrability 17: Soil Energy Balance 18: Soil temperature-moisture model 19: Radiation balance 20: Water vapour movement 21: Plant Growth 22: Conceptual plant growth model 23: Photosynthesis 24: Plant growth-substrate relationships 25: Environmental factors 26: Leaching 27: Transport processes 28: Leaching models 29: Final Comments

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    O'Reilly Media Scaling Python with Dask

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    O'Reilly Media Delta Lake Up and Running

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    O'Reilly Media Deep Learning for Finance

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  • Mastering Autodesk Inventor 2016 and Autodesk

    John Wiley & Sons Inc Mastering Autodesk Inventor 2016 and Autodesk

    15 in stock

    Book SynopsisYour real-world introduction to mechanical design with Autodesk Inventor 2016 Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016is 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 theTable of ContentsIntroduction xxvii Chapter 1 • Getting Started 1 Understanding Parametric Design 1 Creating a Base Sketch 1 Creating a Base Feature 2 Adding More Features 3 Using the Part in an Assembly 3 Making Changes 4 Understanding History-Based Modeling and Dependencies 4 Taking a Closer Look at Sketch Dimensions 5 Following Part Modeling Best Practices 7 Following Assembly Modeling Best Practices 8 Understanding the “Feel” of Inventor 10 Understanding the Intuitive Interface 10 Using General Tools vsSpecifi c Commands 12 When in Doubt, Right-Click 12 Using the Graphical Interface 13 Inventor Title Bar 14 Graphics Window Tools 15 The Ribbon Menu 17 The Browser Pane/Model Browser 19 Dialog Boxes and the In-Canvas Mini-Toolbars 19 Task-Based Tools 20 Learning the File Types in Inventor 20 What Is an Inventor Project? 22 Project Files and Search Paths 22 Library Folders and Library Editor IPJ Files 25 Content Center Files 26 How Search Paths and Project Files Are Used 26 Exploring Project File Types 27 Creating a Project File 29 Creating Single-User Projects 29 Creating Multiuser Projects 38 Understanding Inventor Templates39 Working with Styles, Style Libraries, and Company Standards 40 The Bottom Line 40 Chapter 2 • A Hands-on Test-Drive of the Workflow 43 Creating a Part Model 43 Starting with a Part Template 45 Understanding Origin Geometry 45 Creating a Base 2D Sketch 46 Creating a Profi le in the Sketch 48 Creating a Base 3D Feature 48 Creating a Secondary 2D Sketch 49 Creating a Secondary 3D Feature 51 Patterning a 3D Feature 52 Creating and Detailing Drawings of Part Models 53 Creating a Base View on a Drawing 53 Creating Projected Views on a Drawing 55 Creating Dimensions on a Drawing 55 Putting Part Models Together in Assembly Files 56 Placing, Rotating, and Moving Parts in an Assembly File 57 Working with Degrees of Freedom in an Assembly 58 Placing Assembly Constraints to Defi ne Mechanical Movement 60 Creating and Detailing Drawings of Assembly Models 63 Creating an Assembly Detail View 63 Placing a Parts List and Balloons 65 Exporting a Drawing to a PDF File 66 The Bottom Line 66 Chapter 3 • Sketch Techniques 69 Exploring the Options and Settings for Sketches 69 Application Options 70 Document Settings 75 Sketching Basics 75 Creating a Sketch on an Existing Sketch 76 Projecting Geometry into Your Sketch 77 Breaking Links to Projected Geometry 79 Deleting a Sketch 80 Creating Another New Sketch 80 Creating Dimensions 81 Creating a Sketch in a New Part 82 Creating a New Part File from a Template 82 Creating Lines Using the Line Tool 84 Understanding Sketch Constraints 86 Using Degrees of Freedom to View Underconstrained Sketch Elements 88 Using Dimensions to Fully Constrain a Sketch 89 Understanding the Save Options 92 Making a Sketch Active for Edits 93 Using Construction Geometry 93 Using the Polygon Tool and Creating an Aligned Dimension 95 Using Offset and Creating a Three-Point Rectangle 97 Creating Driven Dimensions 99 Taking a Closer Look at Sketch Constraints 102 The Tangent Constraint 103 The Perpendicular Constraint 103 The Parallel Constraint 104 The Coincident Constraint 105 The Concentric Constraint 105 The Collinear Constraint 106 The Horizontal Constraint 106 The Vertical Constraint 107 The Equal Constraint 108 The Fix Constraint 109 The Symmetric Constraint 109 The Smooth Constraint 110 Gaining More Sketch Skills 111 Creating Arcs 111 Creating Automatic Tangents with the Line Tool 113 Understanding the Point/Center Point Tool 113 Projecting Geometry 114 Learning More about Dimensions 115 Measuring Geometry 119 Creating Sketches from AutoCAD Geometry 120 Importing Existing AutoCAD Designs 120 Copying and Pasting Existing AutoCAD Designs into Inventor 122 Creating and Using 3D Sketches 123 Creating a 3D Path 123 Using the 3D Coordinate Triad 124 Exploring More 3D Sketch Tools 127 Best Practices for Working with Sketches 132 The Bottom Line 133 Chapter 4 • Basic Modeling Techniques 135 Exploring Application Options and Settings for Part Modeling 135 Specifying Global Settings 135 Specifying Document-Specific Settings 137 Key Concepts for Creating Basic Part Features 144 Simplifying Your Sketches 147 Exploring the Extrude Tool 148 Extruding Basic Features 149 Editing an Extrusion Feature 152 Extruding with Cut and Taper 152 Extruding with Intersect 153 Extruding Surfaces from Open Profiles 155 Extruding Solids from Open Profiles 156 Extruding with To 158 Extruding with the Minimum Solution Option 160 Extruding with To Next 160 Extruding Between 161 Extruding Multi-body Solids 162 Creating Revolved Parts 164 Revolved Cylindrical Parts vsStacked Circular Extrusions 164 Creating Revolved Parts 165 Creating Work Features 167 Work Planes 168 Work Axes and Work Points 174 Creating Fillets 175 Edge Fillets 176 Face Fillets 179 Full Round Fillets 180 Working with Fillet Features 180 Creating Threaded Features 182 Creating Cosmetic Threads Using the Thread Tool 182 Using the Coil Tool to Create Physical Threads 183 Hole Features 184 Using the Thread and Clearance Spreadsheets 184 Creating Holes in Parts 186 Setting Tolerance Values in Holes 188 Bend Parts 189 Part Modeling Exercise 190 Creating a Base Feature 191 Creating a Second Feature 192 Creating a Sketch-Based Hole Feature 194 Creating a Rectangular Hole Pattern 197 Editing Sketches and Features 199 Repairing Features and Sketches 202 The Bottom Line 204 Chapter 5 • Advanced Modeling Techniques 207 Creating Complex Sweeps and Lofts 207 Creating and Using Sweeps 208 Exploring Sweep Options 210 Creating Loft Features 214 Creating a Part Using Loft and Sculpt 221 Creating Multi-body Parts 223 Creating Multiple Solids 223 Using One Solid to Shape Another 225 Creating Derived Parts and Assemblies 230 Creating Derived Parts 230 Deriving a Part File 230 Deriving an Assembly File 232 Modifying Derived Parts 233 Using the Component Derive Tool 233 Working with Patterns 233 Rectangular Patterns 233 Circular Patterns 234 Patterns Along Curves 236 The Coil Tool and Spiral Patterns 238 Pattern Solids 240 Dynamic Patterns 243 Setting iProperties and Parameters 244 iProperties 244 Part Parameters 245 Assembly Parameters 250 Adding Part Tolerances 250 Tolerances in Sketches 251 Setting Global File Tolerances 252 Working with Limits and Fits 254 Working with Free-Form Modeling and Direct Editing Tools 257 Free-Form Modeling 257 Using the Direct Edit Tool 264 Troubleshooting Failures with the End-of-Part Marker 265 Step 1: Editing the First Feature 266 Step 2: Moving the EOP Marker Down One Feature at a Time 267 The Bottom Line 268 Chapter 6 • Sheet Metal 269 Understanding Sheet-Metal Parts 269 Getting to Know the Features 270 Starting with a Base Feature 270 Creating Secondary Flange Features 276 Adding, Removing, or Deforming Material 285 Using Sheet-Metal Templates and Rules 302 What Are Sheet-Metal Rules? 302 Working with Styles and Templates 310 Working with the Flat Pattern 311 Exploring the Flat Pattern Edit Features 311 Adding Manufacturing Information to the Flat Pattern 311 Using the Flat Pattern Definition Dialog Box 313 Manufacturing Your Flat Pattern 314 Using Sheet-Metal iPart Factories 315 iParts for Confi gurations 316 iParts for Fold Progression 316 Modeling with Non-Sheet-Metal Features 317 Selecting Problematic Features 317 Using Surface-Based Workflows 317 Working with Imported Parts 318 Setting Yourself Up for Success 318 Converting Components 318 Annotating Your Sheet-Metal Design 319 Creating a View of Your Sheet-Metal Design 319 Adding Bend, Punch, and Flat Pattern Annotations 321 The Bottom Line 323 Chapter 7 • Reusing Parts and Features 325 Working with iParts 325 Creating and Modifying iParts 326 Using iParts in Designs 338 Working with iFeatures 340 Creating iFeatures 341 Creating Punch Features 345 Reusing Existing Geometry 349 Copying Features 349 Cloning 351 Linking Parameters Between Two Files 352 Copying Sketches 353 Introducing Content Center 355 Confi guring Content Center 356 Using Content Center 358 Publishing Parts to Content Center 366 The Bottom Line 369 Chapter 8 • Assembly Design Workflows 371 Assembly Relationships 372 Degrees of Freedom 372 Grounded Components 374 How the Constrain Tool Works 375 How the Joint Tool Works 376 Working with Constraints 377 Additional Constrain Tools and Options 391 Working with Joint Relationships 397 Understanding Subassemblies 408 Top-Down Design 410 Developing an Efficient Assembly Workflow 410 Layout Sketches 414 Flexibility 417 Adaptivity 417 Creating Adaptivity 418 Removing Adaptivity from Parts 420 Assembly Features 421 Managing the Bill of Materials 423 Parts-Level BOM Control 424 Assembly-Level BOM Control 424 Assembly Reuse and Configurations 431 Copying Designs 431 Using Representations 433 Using iAssemblies 443 Use Assembly Design Accelerators 447 Functional Design vsGeometric Modeling 447 Working with Design Accelerators 448 The Bottom Line 455 Chapter 9 • Large Assembly Strategies 457 Selecting a Workstation 457 Physical Memory vs Virtual Memory 458 Hardware 458 Working with Performance Settings 461 Express Mode 461 Working with Drawing Settings 461 Working with Model Display Settings 465 Working with General Settings 466 Using the Memory Probe 468 Working with System Settings 469 Large Assembly Best Practices 470 Working with the Model 470 Improving File Open Time 471 Reducing Assembly Constraints 471 Adaptivity 474 Selection Tools 475 View Representations 477 Find 477 Opening the Model 478 Working with Large Assembly Drawings 479 Managing Assembly Detail 483 LOD Strategies 483 Substitute LODs 485 Subassembly LODs 487 Simplifying Parts 489 Removing or Suppressing Unneeded Features 489 The Bottom Line 491 Chapter 10 • Weldment Design 493 Exploring Weldment Design Methodologies 493 Part Files and Part Features 494 Weldment Assembly and Derived Technology 494 Weldment Assembly 495 Multi-body Part Files 496 Modeling Preparations 497 Exploring Cosmetic Welds 499 Creating a Simple Cosmetic Weld 501 Using Split Faces to Place Cosmetic Welds 502 Placing Cosmetic Welds with Extents 502 Creating Weld Beads 503 Creating Fillet Welds 504 Modeling a Fillet Weld 505 Fillet Welds and Gaps 507 Creating Intermittent Fillet Welds 508 Creating Groove Welds 509 Performing Machining Operations 512 Exploring Weld Properties and Combinations 513 Weld Properties 513 Replication 514 Groove and Fillet Weld Combinations 514 Split Technique 515 Using the Weld Symbol 517 Understanding Bead Property Report and Mass Properties 518 Creating Drawing Documentation 519 Weldment Design Stages 521 End Fill 523 Drawing Weld Symbols 524 Caterpillar 525 Generating a Bill of Materials and Parts List 526 The Bottom Line 527 Chapter 11 • Presentations and Exploded Views 529 Getting Started 530 Working in the Presentation Environment 530 Creating an Automatically Exploded Presentation 532 Creating Tweaks Individually 535 Preparing the Exploded Presentation to Be Used in an Animation 538 Hiding Components from View During Animations 544 Rounding Up Presentation Preparation 546 Creating and Publishing Animations 546 Animation File Types and Compression Codecs 547 The Bottom Line 549 Chapter 12 • Documentation 551 Creating Drawing Views 551 Creating a Base View 552 Moving and Copying Views 556 Creating Section Views 557 Slice Views 561 Using Breakout Views 562 Using Detail Views 566 Creating Break Views 567 Cropping Views 570 Using Draft Views 570 Creating Overlay Views 570 Annotating Part Drawings 571 Using Centerline and Center Marks 571 Creating Dimensions 576 Hole and Thread Notes 588 Leadered Symbols589 Drawing Text 590 General Tables 590 Hole Tables 592 Annotating Assembly Drawings 594 Assembly Representations 595 Reference Data in Drawing Views 597 Interference and Tangent Edge Display 598 Parts Lists 599 Balloons 601 Center of Gravity Display 603 Working with Sheet-Metal Drawings 604 Flat Pattern Views 604 Bend Centerlines and Extents 605 Bend and Punch Notes 605 Bend Tables 606 Punch Tables 607 Working with Weldment Views 608 Working with iParts and iAssembly Drawings 610 Drawing Standards 611 Creating Templates and Styles 612 Understanding Template Locations 613 Choosing a File Format 614 Utilizing Drawing Resources 615 Sheet Size 615 Multiple Sheets 616 Creating a Border 616 Creating a Title Block 618 Prompted Entry 623 Sketched Symbols 625 AutoCAD Blocks 627 Sketched Symbol Libraries 627 Sheet Formats 628 Transferring Drawing Resources 629 Editing Styles and Standards 630 Object Defaults 631 Creating Styles 634 Working with Substyles 635 Drawing Style Administration 636 Sharing Your Drawings Outside Your Workgroup 636 The Bottom Line 637 Chapter 13 • Tools Overview 641 Exploring the BIM Exchange 641 Assembly Model Simplification 642 Part Model Simplification 647 Model Authoring 649 Model Publishing 650 Using AutoLimits 653 Creating AutoLimits 655 Editing AutoLimits 657 Using the Design Assistant 658 Using the Find Files Tool 660 Using the Where Used Tool 661 Renaming, Copying, and Replacing Files 663 Using Pack And Go 664 Using the Drawing Resource Transfer Wizard 667 Using the Style Library Manager 668 Using the Task Scheduler 670 Creating a Task for Migrating Files 671 Performing Sequential Tasks 673 Performing Custom Tasks 674 Tweaking Multi-Process Settings 674 Publishing DWF Files and Filenames 675 Using iProperties 675 Copying iProperties to Drawings 677 Creating Expressions with iProperties 678 Working with the Design Assistant and iProperties 679 Creating Design Property Reports 680 Using the Measure Tools 681 Using Measurement Helpers 681 Measuring in Assemblies 683 Participating in the CIP and CER R 683 Participating in the CIP 683 Participating in CER 684 Using Miscellaneous Tools 684 Using the Autodesk Multi-Sheet Plot Tool 684 Using the Add-In Manager 685 Using the Project Editor 686 The Bottom Line 686 Chapter 14 • Exchanging Data with Other Systems 687 Importing and Exporting Geometry 687 Importing vsReferencing Geometry 688 Translating DWG and DXF Files 695 Mechanical Desktop DWG 703 STEP and IGES 704 SAT 706 CATIA Import Options 706 Pro/ENGINEER Import Options 707 Unigraphics and Parasolids Import Options 707 SolidWorks Import Options 708 Rhino Import Options 708 SMT Import Options 708 JT Import Options708 STL Import Options 709 IDF Board Files 709 Working with Imported Data 711 Repair Tools 711 Edit Solid Tools 711 Viewing DWF Markup 714 Publishing a DWF or DWFx File 715 Reviewing and Marking Up DWF and DWFx Files 716 Accessing DWF or DWFx Markups in Inventor 717 The Bottom Line 718 Chapter 15 • Frame Generator 719 Accessing Frame Generator Tools 719 Exploring the Frame Generator File Structure 720 Exploring the Anatomy of a Frame Member 722 Inserting Frame Members 723 Specifying a Structural Shape 723 Changing the Orientation 724 Selecting Placement Geometry 725 Creating a Basic Frame 726 Aligning Frame Members 730 Using the Change Tool731 Adding End Treatments 732 Miter 733 Trim/Extend to Face 736 Trim to Frame Member 737 Notch Frame Members 738 Lengthen/Shorten Frame Member 739 Reuse Frame Members 739 Maintaining Frames 741 Remove End Treatments 741 Frame Member Information 741 Refresh 741 Performing Calculations and Analysis 742 The Beam and Column Calculator 742 Publishing Frame Members 751 Authoring a Part 751 Publishing a Part 754 Frame Assemblies and BOMs 755 The Bottom Line 756 Chapter 16 • Inventor Studio 757 How to Make Your Models Look Great, Live Onscreen 758 Materials and Appearances 758 Visual Styles Settings 764 Saving an Image 773 Rounding Up 773 An Introduction to Inventor Studio 774 How to Create a Still Image (Render) 776 Inventor Studio Lighting Styles 780 How to Add Local Lights 781 How to Add Cameras 784 How to Create an Animated Render 788 Animating with Inventor Studio 790 Inventor Studio Video Producer 796 Rendering Animations 797 Inventor Studio Roundup 798 The Bottom Line 799 Chapter 17 • Stress Analysis and Dynamic Simulation 801 Introducing Analysis 801 Conducting Stress Analysis Simulations 802 Simulation Guide 803 Static Stress vsModal Analysis 803 Simplifying Your Model 803 Specifying Materials 804 Applying Simulation Constraints 805 Applying Loads 806 Specifying Contact Conditions 808 Preparing Thin Bodies 810 Generating a Mesh 810 Running the Simulation 812 Interpreting the Results 813 Using the Result, Scaling, Display, and Report Tools 814 Conducting Parameter Studies 815 Conducting a Frame Analysis 819 Frame Analysis Settings 819 Frame Constraints 819 Frame Loads 820 Connections 821 Results821 Conducting Dynamic Simulations 823 Working with Joints 823 More on Working with Joints 827 Working with Redundancy 828 Working with Environmental Constraints 829 Running a Simulation 835 Exporting to FEA 838 Using the Dynamic Simulation Information in Stress Analysis 839 The Bottom Line 839 Chapter 18 • Routed Systems 841 Tube and Pipe 841 Understanding Routes, Runs, and Assembly Structure 841 Tube and Pipe Settings 843 Exploring the Tube and Pipe Styles 844 Placing Fittings 849 Creating Routes 850 Exporting ISOGEN Files 859 Cable and Harness 859 Creating and Placing Electrical Parts 860 Creating a Harness 863 Placing Wires 865 Using the Cable & Harness Library 866 Placing Cables 867 Placing and Editing Segments 868 Copying Cable and Harness Designs 871 Creating Nailboard Drawings 873 The Bottom Line 875 Chapter 19 • Plastics Design Features 877 Creating Thicken/Offset Features 878 Creating Shell Features 879 Creating Split Features 881 Creating Grill Features 882 Creating Rule Fillet Features 884 Creating Rest Features 886 Creating Boss Features 888 Creating Lip and Groove Features 891 Creating Snap-Fit Features 892 Creating Rib and Web Features 894 Creating Draft Features 896 Mold Design Overview 898 Inventor Tooling 898 Importing a Plastic Part 899 Creating Runners and Gates 902 Analyzing and Creating Cores and Cavities 904 Working with Mold Bases 907 Working with Ejectors and Sprue Bushings 909 The Bottom Line 912 Chapter 20 • iLogic 915 What Is iLogic? 915 Understanding iLogic Rules 916 What Are Functions? 916 Conditional Statements 919 Understanding the iLogic Elements and Interface 921 Exploring iLogic Parameter Types 921 Using the iLogic Browser 924 Understanding the iTrigger 930 Working with Event Triggers 930 Creating iLogic Parameters, Rules, and Forms 931 Creating iLogic Rules 931 Creating iLogic Forms 946 Working with iLogic Components 957 iLogic Design Copy 958 The Bottom Line 959 Appendix A • Th e Bottom Line 961 Chapter 1: Getting Started 961 Chapter 2: A Hands-on Test-Drive of the Workflow 963 Chapter 3: Sketch Techniques 964 Chapter 4: Basic Modeling Techniques 966 Chapter 5: Advanced Modeling Techniques 968 Chapter 6: Sheet Metal 970 Chapter 7: Reusing Parts and Features 973 Chapter 8: Assembly Design Workfl ows 974 Chapter 9: Large Assembly Strategies 977 Chapter 10: Weldment Design 978 Chapter 11: Presentations and Exploded Views 980 Chapter 12: Documentation 981 Chapter 13: Tools Overview 984 Chapter 14: Exchanging Data with Other Systems 986 Chapter 15: Frame Generator 987 Chapter 16: Inventor Studio 988 Chapter 17: Stress Analysis and Dynamic Simulation 991 Chapter 18: Routed Systems 991 Chapter 19: Plastics Design Features 992 Chapter 20: iLogic 995 Appendix B • Autodesk Inventor 2016 Certification 999 Index 1009

    15 in stock

    £61.20

  • Mastering Autodesk Maya 2016

    John Wiley & Sons Inc Mastering Autodesk Maya 2016

    4 in stock

    Book SynopsisGo from ''beginner'' to ''expert'' with this professional, tutorial-based guide to Maya 2016 Mastering Autodesk Maya 2016is 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. Take your Maya skills to the next level with step-by-step instruction and insight from the industry professionals. Learn professional techniques used in real-world visual effects Master Dynamics, Maya Muscle,Table of ContentsIntroduction xix Chapter 1 Working in Autodesk Maya 1 Color Management 1 Creating and Editing Nodes 3 Using the Hypergraph 3 Connecting Nodes with the Node Editor 8 Creating Node Hierarchies in the Outliner 13 Displaying Options in the Outliner 17 The Channel Box 20 The Attribute Editor 24 Working with Shader Nodes in the Hypershade 27 Creating Maya Projects 35 Creating a New Project 36 Editing and Changing Projects 37 The Bottom Line 38 Chapter 2 Introduction to Animation 39 Using Joints and Constraints 39 Joint Basics 39 Point Constraints 41 Aim Constraints 41 Inverse Kinematics 44 IK Handle Tool 45 Creating a Master Control 48 Keyframe Animation 51 Creating Keyframes 52 Auto Keyframe 54 Moving and Scaling Keyframes on the Timeline 55 Copy, Paste, and Cut Keyframes 57 The Graph Editor 59 Animation Curves 60 Editing Animation Curves 65 Weighted Tangents 69 Additional Editing Tools 70 Breakdowns and In-Betweens 74 Pre- and Post-Infinity 76 Playblast and FCheck 79 Driven Keys 81 Creating a Driven Key 81 Looping Driven Keys 84 Copying and Pasting Driven Keys 85 Motion-Path Animation 88 Motion Trails 90 Animating Constraints 93 Animation Layers 97 Creating an Animation Layer 97 Layer Mode 99 Other Options in the Layer Editor 102 Layer Hierarchy 103 Merging Layers 106 Grease Pencil 107 The Bottom Line 109 Chapter 3 Hard-Surface Modeling 111 Understanding Polygon Geometry 111 Polygon Vertices 111 Polygon Edges 112 Polygon Faces 113 Working with Smooth Polygons 114 Understanding NURBS 115 Understanding Curves 116 Understanding NURBS Surfaces 118 Surface Seams 121 NURBS Display Controls 121 Using Subdivision Surfaces 122 Employing Image Planes 122 Modeling NURBS Surfaces 126 Lofting Surfaces 134 Attaching Surfaces 136 Converting NURBS Surfaces to Polygons 139 Modeling with Polygons 140 Using Booleans 141 Cleaning Topology 146 Creating Your Own Polygons 148 Multi-Cut Tool 151 Combining and Merging Geometry 153 Bridge Polygon 155 Mirror Cut 159 The Bottom Line 160 Chapter 4 Organic Modeling 163 Implement Box Modeling 163 Shaping Using Smooth Mesh Polygon Geometry 164 Multi-Cut with Edge Flow 175 Slide Edge Tool 177 Offset Edge Loops 178 Employ Build-Out Modeling 179 Extrude along a Curve 181 Sculpt Polygons 185 Soft Select Tool 185 Sculpting Tools 187 Use Retopology Tools 189 Importing and Exporting 189 Alembic Cache Files 190 Slide on Surface 190 Quad Draw 193 Reduce 198 The Bottom Line 199 Chapter 5 Rigging and Muscle Systems 201 Understanding Rigging 201 Creating and Organizing Joint Hierarchies 203 Orienting Joints 211 Naming Joints 212 Mirroring Joints 215 Rigging the Giraffe 216 IK Legs 216 FK Blending 219 Rotate-Plane Solver 221 Creating Custom Attributes 225 Spline IK 230 Human Inverse Kinematics 237 Skeleton Generator 237 Character Controls 239 Interoperability 241 Skinning Geometry 242 Interactive/Smooth Binding 243 Weighting the Giraffe 243 Geodesic Voxel Binding 250 Painting Skin Weights 253 Editing Skin Weights in the Component Editor 258 Copying Skin Weights 259 Mirroring Skin Weights 260 The Maya Muscle System 260 Understanding the Maya Muscle System 260 Using Capsules 261 Creating a Muscle Using the Muscle Builder 262 Editing Muscle Parameters 268 Converting the Smooth Skin to a Muscle System 270 Sliding Weights 272 The Bottom Line 273 Chapter 6 Animation Techniques 275 Working with Deformers 275 ShrinkWrapping Geometry 275 Using Textures to Deform Objects 278 Delta Mush 281 Animating Facial Expressions Using Blend Shapes 283 Creating Blend Shape Targets 286 Creating Blend Shapes 292 Painting Blend Shape Weights 294 Adding Targets 297 Animating a Scene Using Nonlinear Deformers 298 Creating a Wave Deformer 299 Squashing and Stretching Objects 300 Twisting Objects 302 Creating a Jiggle Effect 304 Applying Jiggle Deformers 304 Painting Jiggle Weights 305 Optimizing Animations with the Geometry Cache 307 Creating a Geometry Cache 307 Editing the Cache Playback 308 Applying Motion Capture 309 The Bottom Line 311 Chapter 7 Lighting with mental ray 313 Shadow-Casting Lights 313 Shadow Preview 314 Depth Map Shadows 316 mental ray Shadow Map Overrides 320 Raytrace Shadows 322 Indirect Lighting: Global Illumination 323 Color Bleeding 326 Indirect Illumination: Final Gathering 326 Light-Emitting Objects 327 Using Lights with Final Gathering 331 Image-Based Lighting 332 Enabling IBL 332 IBL and Final Gathering 333 Physical Sun and Sky 335 Enabling Physical Sun and Sky 335 Editing the Sky Settings 337 mental ray Area Lights 338 Light Shaders 341 Physical Light Shader 341 Tone Mapping 343 Photometric Lights and Profiles 344 The Bottom Line 345 Chapter 8 mental ray Shading Techniques 347 Shading Concepts 347 Diffusion 350 Reflection 351 Refraction 351 The Fresnel Effect 353 Anisotropy 353 Layering Shaders 354 Creating Reflections and Refractions 355 Creating Metals and Plastics 362 Adding Shaders to Individual Polygons 364 Building a Layered Car Paint Shader 365 Base Parameters 367 Flake Parameters 369 Specular Reflection Layer 370 Glossy Reflection Parameters 370 The Bottom Line 371 Chapter 9 Texture Mapping 373 UV Texture Layout 373 What Are UV Texture Coordinates? 374 Mapping the Giraffe Leg 376 Unfolding UVs 381 Mapping the Giraffe Head 381 Mirroring UVs 384 More UV Tools 387 Arranging UV Shells 388 Additional UV Mapping Considerations 391 Transferring UVs 392 Multiple UV Sets 392 Optimizing Textures 392 Bump and Normal Mapping 393 Bump Maps 393 Normal Maps 394 Creating Normal Maps 396 Applying Normal Maps 400 Displacement Mapping 402 Subsurface Scattering 407 Fast, Simple Skin-Shader Setup 407 Subsurface Specularity 411 ShaderFX 415 The Bottom Line 417 Chapter 10 Paint Effects 419 Using the Paint Effects Canvas 419 The Paint Effects Window 420 Painting in Scene Mode 424 Painting on 3D Objects 425 Understanding Strokes 427 The Anatomy of a Paint Effects Stroke 427 Brush Sharing 430 Understanding Brush Curve Nodes 431 Designing Brushes 433 Starting from Scratch 433 Tubes 436 Growing Flowers 438 Adding Leaves 444 Create Complexity by Adding Strokes to a Curve 447 Shaping Strokes with Behavior Controls 450 Applying Forces 450 Displacement, Spiral, and Bend 451 Animating Strokes 453 Animating Attribute Values 455 Adding Turbulence 456 Animating Growth 457 Modifiers 458 Surface Collisions 459 Rendering Paint Effects 460 Illumination 461 Shadow Effects 461 Shading Strokes and Tubes 463 Texturing Strokes 466 Converting Strokes to Geometry 469 The Bottom Line 471 Chapter 11 Rendering for Compositing 473 Render Layers 473 Creating Render Layers 474 Render Layer Overrides 477 Creating Overrides for Rendering Cameras 479 Material Overrides 481 Render Layer Blend Modes 481 Render Passes 486 Rendering Multiple Passes from a Single Render Layer 488 Creating an Ambient Occlusion Render Pass 492 Setting Up a Render with mental ray 494 File Tokens 494 Specifying Frame Range 497 Starting a Batch Render 498 Command-Line Rendering 499 mental ray Quality Settings 502 Tessellation and Approximation Nodes 502 Sampling 504 Filtering 504 The Bottom Line 504 Chapter 12 Introducing nParticles 507 Creating nParticles 507 Drawing nParticles Using the nParticle Tool 508 Spawning nParticles from an Emitter 512 Emitting nParticles from a Surface 515 Filling an Object with nParticles 518 Making nParticles Collide with nRigids 523 Passive Collision Objects 523 Collide Strength and Collision Ramps 528 Using nParticles to Simulate Liquids 531 Creating Liquid Behavior 531 Converting nParticles to Polygons 536 Shading the nParticle Mesh 537 Emitting nParticles Using a Texture 539 Surface Emission 539 Using Wind 545 Shading nParticles and Using Hardware Rendering to Create Flame Effects 549 Shading nParticles to Simulate Flames 549 Creating an nCache 551 Using the Hardware Render Buffer 553 Controlling nParticles with Fields 556 Using Multiple Emitters 556 Volume Axis Curve 560 Working with Force Fields 566 Painting Field Maps 569 Using Dynamic Fields 572 Rendering Particles with mental ray 576 The Bottom Line 579 Chapter 13 Dynamic Effects 581 Creating nCloth Objects 581 Making a Polygon Mesh Dynamic 582 Applying nCloth Presets 585 Making Surfaces Sticky 587 Creating nConstraints 589 Making nCloth Objects Expand Using Pressure 593 Additional Techniques 595 Creating an nCache 595 Creating nCloth and nParticle Interactions 597 Creating an nParticle Goal 598 Controlling Collision Events 601 Bursting an Object Open Using Tearable nConstraints 603 Crumbling Tower 604 Soft Body Dynamics 606 Creating Flying Debris Using nParticle Instancing 607 Adding nParticles to the Scene 607 Sending the Debris Flying Using a Field 610 Creating a More Convincing Explosion by Adjusting nParticle Mass 612 Instancing Geometry 613 Animating Instances Using nParticle Expressions 615 Randomizing Instance Index 615 Connecting Instance Size to nParticle Mass 620 Controlling the Rotation of nParticles 624 Bullet Physics 626 The Bottom Line 629 Chapter 14 Hair and Clothing 631 Understanding XGen 631 Creating an XGen Description 632 XGen Library 637 Rendering an XGen Description 638 Animating Using Dynamic Curves 642 Using Dynamic Curves with IK Splines 642 Creating an IK Spline Handle from the Dynamic Curve 647 Using Forces 648 Adding Hair to a Character 649 Applying Hair to a Surface 649 Determining Hair Shape 653 Styling Hair 656 Start and Rest Positions 656 Painting Follicle Attributes 658 Modifying Curves 660 Curling, Noise, Sub Clumping, and Braids 660 Rendering Hair 661 Creating Clothing for Characters 662 Modeling Clothes for nCloth 662 Using Constraints 664 Connecting Buttons to the Shirt 670 Applying Forces 671 Painting nCloth Properties 671 The Bottom Line 675 Chapter 15 Maya Fluids 677 Using Fluid Containers 677 Using 2D Containers 678 Adding an Emitter 679 Using Fields with Fluids 683 Using 3D Containers 686 Fluid Interactions 687 Emitting Fluids from a Surface 687 Making Flames 690 Igniting the Fuel 693 Filling Objects 694 Rendering Fluid Containers 700 Creating Fluids and nParticle Interactions 702 Emitting Fluids from nParticles 702 Creating Flaming Trails 706 Creating Water Effects 708 Bifrost Liquid Simulation 708 Shading Bifrost Liquids 714 Guiding Liquid 717 Creating an Ocean 720 The Bottom Line 722 Chapter 16 Scene Management and Virtual Filmmaking 725 Organizing Complex Node Structures with Assets 725 Creating an Asset 726 Publishing Asset Attributes 730 Using the Asset Editor 731 Viewing Assets in the Node Editor 733 File References 733 Referencing a File 734 Bounding-Box Representations 736 Determining the Image Size and Film Speed of the Camera 737 Setting the Size and Resolution of the Image 738 Setting the Film Speed 740 Creating and Animating Cameras 740 Creating a Camera 741 Setting Camera Attributes 744 Limiting the Range of Renderable Objects with Clipping Planes 747 Composing the Shot Using the Film-Back Settings 750 Creating a Camera-Shake Effect 752 Using an Expression to Control Alpha Offset 755 Creating Custom Camera Rigs 758 Swivel Camera Rig 758 Swivel Camera Rig Asset 760 Applying Depth of Field and Motion Blur 764 Rendering Using Depth of Field 764 Creating a Rack Focus Rig 767 Adding Motion Blur to an Animation 771 Using Orthographic and Stereo Cameras 774 Orthographic Cameras 774 Stereo Cameras 775 Using the Camera Sequencer 778 The Bottom Line 782 Appendixes Appendix A The Bottom Line 783 Chapter 1: Working in Autodesk Maya 783 Chapter 2: Introduction to Animation 784 Chapter 3: Hard-Surface Modeling 785 Chapter 4: Organic Modeling 786 Chapter 5: Rigging and Muscle Systems 787 Chapter 6: Animation Techniques 788 Chapter 7: Lighting with mental ray 789 Chapter 8: mental ray Shading Techniques 790 Chapter 9: Texture Mapping 791 Chapter 10: Paint Effects 792 Chapter 11: Rendering for Compositing 794 Chapter 12: Introducing nParticles 795 Chapter 13: Dynamic Effects 796 Chapter 14: Hair and Clothing 797 Chapter 15: Maya Fluids 798 Chapter 16: Scene Management and Virtual Filmmaking 799 Appendix B Autodesk Maya 2016 Certification 803 Index 807

    4 in stock

    £41.25

  • Tinkercad For Dummies

    John Wiley & Sons Inc Tinkercad For Dummies

    1 in stock

    Book SynopsisCreate in 3D with Tinkercad! If you can dream it, you can create itusing Tinkercad. This free tool gives everyone the power to create 3D models, regardless of your level of experience. With the help of Tinkercad For Dummies, you'll have the knowledge you need to plan your designs, the know-how to utilize the platform's drag-and-drop tools to create your design, and the information you need to print or export your designs to use them elsewhere. Tinkercad is for everyone! It's simple enough to be used by kids and students, but robust enough that an adult could use it to create a complex product prototype. With more than 4 million designs posted in the Tinkercad community, the platform is also popular with teachers around the world. Why not join in on the fun? Create your Tinkercad account and join the communityUse the drag-and-drop tools to build 3D imagesExport your designs to have them 3D printedLearn the principles of great 3D design Tinkercad is truly fun for all ages, and this haTable 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 3 Part 1: Getting Started with Tinkercad 5 Chapter 1: Exploring 3D Design 7 What Is 3D Modeling? 7 Comparing 3D to 2D Methods 9 Discovering Model Representation 10 Looking at the Modeling Process 11 Creation of a 3D model 12 Exploring different modeling techniques 14 Recognizing the 3D Model Market 16 Exploring 3D Printing 18 Using 3D Printed Models 19 Prosthetics 19 Rapid prototyping 20 Education 21 Low volume manufacturing 22 Bespoke manufacturing 22 Dentistry 23 Using Tinkercad in 3D Modeling 23 Chapter 2: Introducing Tinkercad 25 Visiting the Tinkercad Website 25 Creating a Tinkercad Account 26 Logging in to Your New Account 28 Launching a New Tinkercad Design 30 Chapter 3: Taking a Tour of Tinkercad 33 Viewing Recent Designs 33 Choosing Options and Settings 34 ‘Tinkering’ with Tinkercad 36 Finding the Right Help 39 Tweeting on Twitter 39 Browsing the Gallery 40 Reading the Tinkercad Blog 41 Chapter 4: Exploring the User Interface 43 Venturing Away from the Start screen 43 Viewing the Tinkercad ViewCube 44 Using the Viewing Tools 45 Working with the Tinkercad Grid 47 Speeding Things Up by Using Keyboard Shortcuts 48 Chapter 5: Exploring 3D Tools in Tinkercad 51 Copy and Paste 51 Duplicate 52 Hide 53 Show All 53 Group 54 Ungroup 55 Align 56 Flip 56 Workplane 57 Ruler 58 Tinkercad Basic Shapes 60 Community Shapes 61 Part 2: Creating A Simple Nameplate for Your Office 63 Chapter 6: Creating the Baseplate 65 Starting and Saving a New Project 65 Setting Up Your Project 66 Creating a Blank Design 67 Choosing Public or Private Access 69 Choosing Design Properties 70 Deciding on Licensing 71 Using the Workplane 71 Setting up your dimensions 72 Editing the grid 72 Using Basic Shapes 73 Adding a box to the Workplane 73 Sizing your box 74 Chapter 7: Giving the Baseplate Depth 77 Using the ViewCube 77 Working on Different Faces 79 Choosing a Shape for the Indent 80 Checking Object Position Using the Grid 81 Picking a Face to Work 82 Setting the Depth 83 Grouping and Ungrouping 84 Chapter 8: Adding Your Name as Text 87 Getting to the Right View 87 Getting to the best view for placing text 88 Positioning the Workplane 89 Adding Your Text 90 Changing the length of your text 91 Centering your text 93 Choosing a Cool Font 94 Smoothing the Edges with Bevels and Segments 96 Bevel 96 Segments 97 Chapter 9: Cutting Holes to Mount the Nameplate 99 Choosing a Shape for the Hole 99 Getting into Position 100 Getting in the Right View 100 Moving the Nameplate to a Grid Intersection 102 Positioning the Box Accurately 103 Changing Your View to Assess Height 104 Altering the Box to Suit the Nameplate 105 Adjusting the Height 106 Adding the Hole 107 Copying the Hole 110 Grouping and Ungrouping 112 Part 3: Building Your First Skyscraper, In Miniature 115 Chapter 10: Creating the Building Footprint 117 The Basic Floor Plan: Keeping It Simple 117 Getting (Your Floor Plan) in Shape 118 Chapter 11: Developing the Ground Floor 121 Preparing to Add Your Wallls 121 Adding Walls 123 Using Hide to Your Advantage 125 Adding Windows to the Front View 128 Adding Windows to the Other Elevations 132 Adding the Ceiling 133 Grouping the Shapes 136 Chapter 12: Copying the Floors as You Build 137 Copying Floor Elements 137 Getting the Placement of the Floors Right 139 Adding More Floors 142 Chapter 13: Adding the Roof to Stop the Rain 145 Picking the Right Shape for Your Roof 145 Getting the Right Depth for Your Roof 148 Adding the Curved Roof Edge 150 Chapter 14: The Sky’s the Limit: Adding a Helipad 153 Getting to the Right View 153 Choosing Your H 155 Changing the Text Settings 155 Getting the H to Fit the Roof 156 Adding the Finishing Touches 157 Part 4: Making It Happen: 3d Printing Your Designs 159 Chapter 15: Getting Started with 3D Printing 161 Verifying That You Included Everything 161 Tidying Up Your Design 163 Knowing What Type of File to Export 164 Choosing a Printing Option 165 Chapter 16: 3D Printing Selected Shapes 167 Selecting Specific Shapes from Your Design 167 3D Printing Each Piece to Build It Later 170 Printing Your Design 171 Chapter 17: STL Files 173 What Is an STL file? 173 Downloading as an STL File 174 Chapter 18: OBJ Files 177 What Is an OBJ File? 177 Downloading as an OBJ file 179 Chapter 19: SVG Files 183 What Is an SVG File? 183 Downloading as an SVG file 185 Part 5: The Part of Tens 189 Chapter 20: Ten Great 3D Printing Materials 191 Choosing a Material 191 Nylon (Polyamide) 192 ABS (Home Printers) 193 Resin (Multiple Options) 194 Resin (Paintable) 195 Stainless Steel 196 Gold 197 Silver 198 Titanium 200 Ceramic 201 Gypsum 202 Chapter 21: Ten Great 3D Printers 205 Factors to Consider When Choosing a 3D Printer 205 Ultimaker: Ultimaker 2+ 206 Formlabs: Form 2 207 Zortrax: Zortrax M200 208 Makergear: Makergear M2 210 Aleph Objects: LulzBot TAZ 6 211 BCN3D Technologies: BCN3D Sigma 212 FlashForge: FlashForge Creator Pro 213 Prusa Research: Original Prusa i3 MK2S 214 SeeMeCNC: Rostock Max 216 PrintrBot: PrintrBot Simple Pro 217 Chapter 22: Ten 3D Applications 219 Autodesk: 3D Studio Max 220 Autodesk: Maya 221 Autodesk: Inventor 222 Autodesk: Fusion 360 223 Smith Micro Software: Poser 224 CLO Virtual Fashion: Marvelous Designer 224 CLO Virtual Fashion: CLO3D 225 EFI: Optitex 226 Trimble: SketchUp 227 Blender Foundation: Blender 228 Index 229

    1 in stock

    £16.19

  • 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

  • Professional WebGL Programming Developing 3D

    John Wiley & Sons Inc Professional WebGL Programming Developing 3D

    15 in stock

    Book SynopsisEverything you need to know about developing hardware-accelerated 3D graphics with WebGL! As the newest technology for creating 3D graphics on the web, in both games, applications, and on regular websites, WebGL gives web developers the capability to produce eye-popping graphics.Table of ContentsIntroduction xxl CHAPTER 1: INTRODUCING WEBGL 1 The Basics of WebGL 1 So Why Is WebGL So Great? 2 Designing a Graphics API 3 An Immediate-Mode API 3 A Retained-Mode API 4 An Overview of Graphics Hardware 4 GPU 5 FrameBuffer 5 Texture Memory 7 Video Controller 7 Understanding the WebGL Graphics Pipeline 7 Vertex Shader 8 Primitive Assembly 12 Rasterization 14 Fragment Shader 14 Per Fragment Operations 17 Comparing WebGL to Other Graphics Technologies 19 OpenGL 19 OpenGL ES 2.0 21 Direct3D 23 HTML5 Canvas 24 Scalable Vector Graphics 28 VRML and X3D 30 Linear Algebra for 3D Graphics 31 Coordinate System 31 Points or Vertices 31 Vectors 32 Dot Product or Scalar Product 33 Cross Product 34 Homogeneous Coordinates 35 Matrices 35 Affine Transformations 38 Summary 44 CHAPTER 2: CREATING BASIC WEBGL EXAMPLES 45 Drawing a Triangle 46 Creating the WebGL Context 49 Creating the Vertex Shader and the Fragment Shader 51 Compiling the Shaders 52 Creating the Program Object and Linking the Shaders 53 Setting Up the Buffers 54 Drawing the Scene 56 Understanding the WebGL Coding Style 57 Debugging Your WebGL Application 58 Using Chrome Developer Tools 58 Using Firebug 65 WebGL Error Handling and Error Codes 67 WebGL Inspector 70 Troubleshooting WebGL 76 Using the DOM API to Load Your Shaders 78 Putting It Together in a Slightly More Advanced Example 80 Experimenting with Code 83 Summary 84 CHAPTER 3: DRAWING 85 WebGL Drawing Primitives and Drawing Methods 86 Primitives 86 Understanding the Importance of Winding Order 91 WebGL’s Drawing Methods 93 Typed Arrays 99 Buffer and View 100 Supported View Types 101 Exploring Different Ways to Draw 102 gl.drawArrays() and gl.TRIANGLES 103 gl.drawArrays() and gl.TRIANGLE_STRIP 105 gl.drawElements() and gl.TRIANGLES 106 gl.drawElements() and gl.TRIANGLE_STRIP 108 Conclusions of the Comparison 111 Pre-Transform Vertex Cache and Post-Transform Vertex Cache 111 Interleaving Your Vertex Data for Improved Performance 114 Using an Array of Structures 115 Using a Vertex Array or Constant Vertex Data 123 A Last Example to Wind Things Up 124 Some Things to Experiment With 134 Summary 134 CHAPTER 4: COMPACT JAVASCRIPT LIBRARIES AND TRANSFORMATIONS 137 Working with Matrices and Vectors in JavaScript 138 Sylvester 139 WebGL-mjs 142 glMatrix 146 Using Transformations 150 How Transformations Are Used 150 Understanding the Complete Transformation Pipeline 157 Getting Practical with Transformations 158 Setting Up Buffers with Object Coordinates 159 Creating Transformation Matrices with JavaScript and Uploading Them to the Shader 160 Uploading the Transformation Matrices to the Vertex Shader in the GPU 161 Calling Your Drawing Methods 162 Understanding the Importance of Transformation Order 162 Using a Grand, Fixed Coordinate System 163 Using a Moving, Local Coordinate System 165 Pushing and Popping Transformation Matrices 167 A Complete Example: Drawing Several Transformed Objects 171 Creating a Cube with WebGL 173 Organization of the View Transformation and the Model Transformation 175 Summary 176 CHAPTER 5: TEXTURING 177 Understanding Lost Context 178 Understanding the Setup Required to Handle Lost Context 179 Factors to Consider When Handling Lost Context 181 Introducing 2D Textures and Cubemap Textures 183 Loading Your Textures 185 Creating a WebGLTexture Object 185 Binding Your Texture 185 Loading the Image Data 186 Uploading the Texture to the GPU 187 Specifying Texture Parameters 189 Understanding the Complete Procedure of Loading a Texture 190 Defi ning Your Texture Coordinates 193 Using Your Textures in Shaders 195 Working with Texture Image Units 197 Working with Texture Filtering 198 Understanding Magnifi cation 199 Understanding Minifi cation 200 Understanding Mipmapping 200 Understanding Texture Coordinate Wrapping 203 Using the gl.REPEAT Wrap Mode 203 Using the gl.MIRRORED_REPEAT Wrap Mode 205 Using the gl.CLAMP_TO_EDGE Wrap Mode 206 A Complete Texture Example 207 Using Images for Your Textures 210 Downloading Free Textures 210 Basing Textures on Your Own Photos 211 Drawing Images 211 Buying Textures 211 Understanding Same-Origin Policy and Cross-Origin Resource Sharing 212 Understanding Same-Origin Policy for Images in General 212 Understanding Same-Origin Policy for Textures 214 Understanding Cross-Origin Resource Sharing 215 Summary 217 CHAPTER 6: ANIMATIONS AND USER INPUT 219 Animating the Scene 219 Using setInterval() and setTimeout() 221 Using requestAnimationFrame() 222 Compensating Movement for Different Frame Rates 225 Creating an FPS Counter to Measure the Smoothness of Your Animation 226 Understanding the Disadvantages of Using FPS as a Measurement 228 Event Handling for User Interaction 230 Basic Event Handling with DOM Level 0 231 Advanced Event Handling with DOM Level 2 232 Key Input 234 Mouse Input 239 Applying Your New Knowledge 240 Summary 246 CHAPTER 7: LIGHTING 249 Understanding Light 249 Working with a Local Lighting Model 250 Understanding the Phong Reflection Model 251 Ambient Reflection 252 Diff use Reflection 253 Specular Reflection 255 Understanding the Complete Equation and Shaders for the Phong Reflection Model 259 Using Lighting with Texturing 263 Understanding the JavaScript Code Needed for WebGL Lighting 267 Setting Up Buffers with Vertex Normals 268 Calculating and Uploading the Normal Matrix to the Shader 270 Uploading the Light Information to the Shader 270 Using Different Interpolation Techniques for Shading 271 Flat Shading 272 Gouraud Shading 273 Phong Shading 274 Understanding the Vectors That Must Be Normalized 278 Normalization in the Vertex Shader 278 Normalization in the Fragment Shader 279 Using Different Types of Lights 279 Directional Lights 280 Point Lights 280 Spot Lights 281 Understanding the Attenuation of Light 284 Understanding Light Mapping 288 Summary 289 CHAPTER 8: WEBGL PERFORMANCE OPTIMIZATIONS 291 WebGL under the Hood 292 Hardware that Powers WebGL 292 Key Software Components 294 WebGL Performance Optimizations 296 Avoiding a Typical Beginner’s Mistake 296 Locating the Bottleneck 298 General Performance Advice 302 Performance Advice for CPU-Limited WebGL 305 Performance Advice for Vertex-Limited WebGL 307 Performance Advice for Pixel-Limited WebGL 308 A Closer Look at Blending 310 Introducing Blending 310 Setting the Blending Functions 311 Understanding Drawing Order and the Depth Buffer 314 Drawing a Scene with Both Opaque and Semi-Transparent Objects 315 Changing the Default Operator for the Blend Equation 315 Using Premultiplied Alpha 316 Taking WebGL Further 317 Using WebGL Frameworks 317 Publishing to the Google Chrome Web Store 318 Using Additional Resources 318 Summary 319 Index 321

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  • VRay 5 for 3ds Max 2020

    Taylor & Francis Ltd VRay 5 for 3ds Max 2020

    15 in stock

    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.

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    Taylor & Francis Ltd 3D Game Textures

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    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.

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