3D graphics and modelling Books
O'Reilly Media Fundamentals of Data Observability
Book Synopsis
£42.39
O'Reilly Media R Graphics Cookbook
Book SynopsisThis O'Reilly cookbook provides more than 150 recipes to help scientists, engineers, programmers, and data analysts generate high-quality graphs quicklywithout having to comb through all the details of R's graphing systems.
£47.99
Le Penseur AAD Algorithms-Aided Design
Book SynopsisAlgorithmic design is not simply the use of computer to design architecture and objects. Algorithms allow designers to overcome the limitations of traditional CAD software and 3D modelers, reaching a level of complexity and control which is beyond the human manual ability. Algorithms-Aided Design presents design methods based on the use of Grasshopper®, a visual algorithm editor tightly integrated with Rhinoceros®, the 3D modeling software by McNeel & Associates allowing users to explore accurate freeform shapes. The book provides computational techniques to develop and control complex geometries, covering parametric modeling, digital fabrication techniques, form-finding strategies, environmental analysis and structural optimization. It also features case studies and contributions by researchers and designers from world's most influential universities and leading architecture firms.
£35.14
HarperCollins Publishers What Is CGI
Book SynopsisArtist Jon Stuart shows how he produces computer-generated images. The process starts with a simple block of cubes, which are added to, given texture, before being bent, stretched, twisted into the correct shape and size. He then adds background, lighting and colour to bring the whole scene to life.This is a Band 06/Orange book in the Collins Big Cat reading programme which offers varied text and characters, with action sustained over several pages. This is an information book with a flow chart on pages 22 and 23 that summarises the process of producing CGI. Contents are listed on page 1 while a glossary and index are detailed on pages 20 and 21. This book supports learning around art and design, and investigates different kinds of art, design and craft. It also supports ICT education, and is an introduction to modelling and creating pictures. This book has been levelled for Reading Recovery. For more guided reading books in this Collins Big Cat band, try Pompeii (9780007461875) writte
£9.05
Elsevier Science & Technology Physically Based Rendering
Book SynopsisTrade Review"Physically Based Rendering is a terrific book. It covers all the marvelous math, fascinating physics, practical software engineering, and clever tricks that are necessary to write a state-of-the-art photorealistic renderer. All of these topics are dealt with in a clear and pedagogical manner without omitting the all-important practical details." --Per Christensen, Senior Software Developer, RenderMan Products, Pixar Animation Studios "This book has deservedly won an Academy Award. I believe it should also be nominated for a Pulitzer Prize." --Donald KnuthTable of Contents1. Introduction 2. Geometry and Transformations 3. Shapes 4. Primitives and Intersection Acceleration 5. Color and Radiometry 6. Camera Models 7. Sampling Reconstruction 8. Reflection Models 9. Materials 10. Texture 11. Volume Scattering 12. Light Sources 13. Monte Carlo Integration 14. Light Transport I: Surface Reflection 15. Light Transport II: Volume Rendering 16. Light Transport III: Bidirectional Methods 17: Retrospective and the Future
£77.39
Pearson Education (US) Adobe Dimension CC Classroom in a Book 2018
Book SynopsisThe exciting new Adobe Dimension CC empowers graphic designers to create high-quality photorealistic imagery using 2D and 3D assets -- and if you have an Adobe Creative Suite subscription, it's already included. Now, Adobe Dimension CC Classroom in a Book offers complete hands-on training to help you master it quickly and easily. Straight from Adobe Press, this is the latest in our best-selling series of official Adobe software training guides -- packed with self-paced lessons and downloadable files designed by Adobe training experts. Each chapter contains a project that builds on your growing knowledge of the program, and end-of-chapter review questions reinforce each lesson. Long-time Adobe user experience/interactive experience designer Kevin Bomberry covers all you need to know about modeling, applying and editing surface materials, lighting, rendering, and much more -- even if you've never worked with 3D tools before!Table of ContentsGetting Started 1 Introducing Adobe Dimension 2 Exploring Design Mode 3 Changing Your View of The Scene: Working with The Camera 4 Exploring Render Mode 5 Finding 3D Models and Using CC Libraries 6 Working with Materials 7 Creating Materials with Adobe Capture CC 8 Selecting Objects and Surfaces 9 Applying Graphics to Models 10 Working with Backgrounds 11 Working with Lights 12 Pushing the Limits: Model- And Scene-Building Techniques 13 Post-Processing with Adobe Photoshop CC
£41.79
Pearson Education (US) Animated Storytelling
Book Synopsis LIZ BLAZER is a filmmaker, art director, designer, animator, and educator. She has worked as a development artist for Disney, director for Cartoon Network, special effects designer for MTV, and art director for the Palestinian/Israeli Sesame Street. Her animated documentary Backseat Bingo traveled to 180 film festivals in 15 countries and won many awards, including awards from the HBO Comedy Arts Festival, Animation Magazine, and the International Documentary Association. As an educator, Blazer emphasizes storytelling and pitching as she guides her students to bring their art to life through animation. Table of Contents1. Pre-Production 2. Storytelling 3. Unlocking Your Story 4. Storyboarding 5. Color Sense 6. Weird Science 7. Sound Ideas 8. Design Wonderland 9. Technique 10. Animate! &. Show and Tell
£23.74
Pearson Education (US) Learning Blender
Book SynopsisOliver Villar is a Blender Foundation Certified Trainer. He has has studied 3D since 2004 and used diverse commercial 3D software before stumbling onto Blender in 2008. Since then, he has used Blender professionally as a freelance 3D designer and tutor. In 2010, he founded blendtuts.com to offer high-quality Blender training videos to the community. He authored this book's first and second editions and the video, Introduction to Blender LiveLessons (Addison-Wesley, 2015). Villar is now co-directing Luke's Escape, a 3D animated short film made with Blender. He is also teaching Blender at online schools focused on teaching for the Spanish community and teaches 3D for online schools and the University of Murcia in Spain.Trade Review"Oliver Villar's book will give you a solid foundation in Blender and computer graphics in general. Filled with well-crafted examples and lessons, this book will give you the tools you need to succeed as an artist." --David Andrade, Producer, Theory Studios "The days are now over when beginners found learning Blender 3D difficult. Oliver Villar introduces to beginners the best of Blender's 3D features and 3D fundamentals in fun and exciting ways. His approach of completing a character from scratch, touching every aspect of 3D from Blender's point of view, is truly filled with explanations of techniques and important tools that will help readers to bring their ideas to life creatively while following professional workflows in 3D. Starting with the fundamentals of 3D, this is a great resource for every beginner artist who is looking to learn Blender 3D. It's truly a book written with great dedication!" --Waqas Abdul Majeed, CG Generalist, www.waqasmajeed.com "I found Oliver Villar's book, Learning Blender, to be an essential tool for not only getting users acquainted with Blender, but also preparing them by explaining the history and the magic that has made Blender what it is now. His book also prepares users to be productive and informed by explaining the community and its various portals. His book is complete in explaining all the aspects of the UI and acquainting users with the classic G, S, and R. The exercises are perfect for getting users on the level to begin making their own worlds. I was even pleased to see him discussing F2, ripping with V, and even Knife Project, which are classics I usually consider to be more advanced. This book is a no-holds-barred approach to getting the most out of this capable little program. I must also add that the character created is attractive and well created, and is a fine example of using the program for character modeling. Oliver is truly a skilled artist and that shines through in his use of this program." --Jerry Perkins, 3D Conceptor, Fenix FireTable of ContentsPreface xxvAcknowledgments xxxiAbout the Author xxxiii Part I: The Basics of Blender 1Chapter 1: What You Need to Know About Blender 3 What Is Blender? 3 Commercial Software Versus Open-Source Software 4 History of Blender 6 Blender Foundation and Blender Development 8 Who Pays for Blender’s Development? 10 The Blender Community 10 Summary 11 Exercises 12 Chapter 2: Blender Basics: The User Interface 13 Downloading and Installing Blender 13 Using Blender with Recommended Hardware 13 Using Blender’s User Interface 15 Understanding Areas and Editors 16 Using Workspaces 21 Getting to Know Blender’s Interface Elements 23 Understanding the 3D Viewport 26 Navigating the 3D Scene 31 Selecting Objects 33 Understanding the 3D Cursor 35 Understanding Blender’s User Preferences 37 Creating Your Own Startup File 39 Summary 40 Exercises 40 Chapter 3: Your First Scene in Blender 41 Creating Objects 41 Moving, Rotating, and Scaling 42 Arranging Objects in Your Scene 48 Naming Objects and Using Datablocks 49 Using Interaction Modes 51 Applying Flat or Smooth Surfaces 53 Working with Modifiers 54 Using Workbench, EEVEE, and Cycles 57 Turning On the Lights 62 Moving the Camera in Your Scene 62 Rendering 63 Summary 66 Exercises 66 Part II: Beginning a Project 67Chapter 4: Project Overview 69 Three Stages of a Project 69 Defining the Stages 71 Making a Character-Creation Plan 73 Summary 74 Exercises 74 Chapter 5: Character Design 75 Character Description 75 Designing the Character 78 Adding Color 84 Finalizing the Design 85 Making Character Reference Images 86 Using Other Design Methods 88 Summary 89 Exercises 89 Part III: Modeling in Blender 91Chapter 6: Blender Modeling Tools 93 Working with Vertices, Edges, and Faces 93 Making Selections 95 Using Mesh Modeling Tools 100 Using Modeling Add-Ons 120 Using Other Useful Blender Options and Tools 123 Summary 125 Exercises 125 Chapter 7: Character Modeling 127 What Is Mesh Topology? 127 Choosing Modeling Methods 129 Setting up the Reference Images 131 Modeling the Eyes 135 Modeling the Face 139 Modeling the Torso and Arms 150 Modeling the Legs 159 Modeling the Boots 161 Modeling the Hands 164 Modeling the Cap 168 Modeling the Hair 172 Modeling the Final Details 176 Summary 180 Exercises 180 Part IV: Unwrapping, Painting, and Shading 181Chapter 8: Unwrapping and UVs in Blender 183 Seeing How Unwrapping and UVs Work 183 Unwrapping in Blender 184 Considering Before Unwrapping 191 Working with UVs in Blender 193 Unwrapping the Rest of the Character 200 Packing UVs 202 Summary 203 Exercises 204 Chapter 9: Painting Textures 205 Defining the Main Workflow 205 Texture Painting in Blender 206 Creating the Base Texture 214 Understanding the Elements of a Texture 215 Texturing in Other Software 216 Seeing the Painted Character in Blender 223 Summary 223 Exercises 224 Chapter 10: Materials and Shaders 225 Understanding Materials 225 Masks and Layers 230 Channels 231 Shading Your Character 236 Running Render Tests 246 Summary 252 Exercises 252 Part V: Bringing Your Character to Life 253Chapter 11: Character Rigging 255 Understanding the Rigging Process 255 Working with Armatures 257 Rigging Your Character 267 Skinning 278 Creating Custom Shapes 305 Making Final Retouches 306 Reusing Your Character in Different Scenes 307 Summary 310 Exercises 310 Chapter 12: Animating Your Character 311 Using the Character’s Rig 311 Posing the Character 312 Working with Animation Editors 315 Animating a Walk Cycle 321 Summary 326 Exercises 326 Part VI: Getting the Final Result 327Chapter 13: Camera Tracking in Blender 329 Understanding Camera Tracking 329 Shooting Video for Easy Tracking 330 Using the Movie Clip Editor 332 Tracking the Camera Motion 333 Testing Camera Tracking 343 Summary 343 Exercises 343 Chapter 14: Lighting, Compositing, and Rendering 345 Lighting Your Scene 345 Rendering and Compositing Your Scene in Cycles 356 Rendering and Compositing Your Scene with EEVEE 361 Exporting the Final Render 365 Summary 367 Exercises 367 Part VII: Keep Learning 369Chapter 15: Other Blender Features 371 Simulations 371 2D Animation 373 VFX: Masking, Object Tracking, and Video Stabilization 373 Video Editing 374 Sculpting 374 Retopology 375 Maps Baking 375 Add-Ons 375 Python Scripting 376 Summary 376 Index 379
£30.59
Oxford University Press, USA Monte Carlo Modeling for Electron Microscopy and Microanalysis 9 Oxford Series in Optical and Imaging Sciences
Book SynopsisThis book is a practical guide to the use of Monte Carlo simulation techniques for the study of electron solid interactions in the electron microscope. Programs, optimized for use on personal computers, are developed to deal with typical applications including secondary, and back- scattered, electron imaging. EBIC imaging of semiconductors and X-ray microanalysis.Trade Review`... provides an outstanding introduction for the microscopist seeking to make new use of this powerful simulation tool, as well as a great resource for established modelers looking to extend their knowledge... clearly written and strongly supported by practical examples throughout.' Radiation and Physical ChemistryTable of ContentsPreface ; 1. An Introducton to Monte Carlo Methods ; 2. Constructing a Simulation ; 3. The Single Scattering Model ; 4. The Plural Scattering Model ; 5. Practical Applications of Monte Carlo Models ; 6. Backscattered Electrons ; 7. Charge Collection Microscopy and Cathodoluminescence ; 8. Secondary Electrons and Imaging ; 9. X-ray Production and Micro-Analysis ; 10. What Next in Monte Carlo Simulations?
£150.75
Oxford University Press Phylogenetics
Book Synopsis''Phylogenetics'' is the reconstruction and analysis of phylogenetic (evolutionary) trees and networks based on inherited characteristics. It is a flourishing area of intereaction between mathematics, statistics, computer science and biology.The main role of phylogenetic techniques lies in evolutionary biology, where it is used to infer historical relationships between species. However, the methods are also relevant to a diverse range of fields including epidemiology, ecology, medicine, as well as linguistics and cognitive psychologyThis graduate-level book, based on the authors lectures at The University of Canterbury, New Zealand, focuses on the mathematical aspects of phylogenetics. It brings together the central results of the field (providing proofs of the main theorem), outlines their biological significance,and indicates how algorithms may be derived. The presentation is self-contained and relies on discrete mathematics with some probability theory. A set of exercises and at least one specialist topic ends each chapter.This book is intended for biologists interested in the mathematical theory behind phylogenetic methods, and for mathematicians, statisticians, and computer scientists eager to learn about this emerging area of discrete mathematics.''Phylogenetics'' in the 24th volume in the Oxford Lecture Series in Mathematics and its Applications. This series contains short books suitable for graduate students and researchers who want a well-written account of mathematics that is fundamental to current to research. The series emphasises future directions of research and focuses on genuine applications of mathematics to finance, engineering and the physical and biological sciences.Trade ReviewThe authors' versatility in words, as well as in mathematics, makes reading this book altogether an enjoyable experience for the mathematically-inclined. * Systematic Biology *The authors state in the preface that their intention is to provide "a reasonably self-contained overview of an expanding field". In our opinion, they certainly succeed in meeting that goal. * Systematic Biology *All in all, this book should serve as an excellent mathematical introduction to phylogenetics for beginners and as a good reference for experts in the field. * Systematic Biology *Concisely and clearly written, Phylogenetics is a must-read for mathematicians or computer scientists who wish to do research in molecular phylogenetics, computational biology and bioinformatics. I hope the book will attract powerful mathematicians into this exciting area of research. * TRENDS in Ecology and Evolution *... this book provides a concise and lucid summary of the mathematics literature related to phylogenetics. * TRENDS in Ecology and Evolution *Table of ContentsPreliminaries ; 1. Graphs and their role in biology ; 2. X-trees and phylogenetic trees ; 3. Trees and splits ; 4. Compatibility of characters ; 5. Maximum Parsimony ; 6. Subtrees and supertrees ; 7. Tree-based metrics ; 8. Markov models on trees ; References ; Commonly-used symbols ; Index
£119.25
Taylor & Francis Ltd Creating Games with Unity and Maya
Book SynopsisUnity brings you ever closer to the author once, deploy anywhere dream. With its multiplatform capabilities, you can target desktop, web, mobile devices, and consoles using a single development engine. Little wonder that Unity has quickly become the #1 game engine out there. Mastering Unity is absolutely essential in an increasingly competitive games market where agility is expected, yet until now practical tutorials were nearly impossible to find. Creating Games with Unity and Maya gives you with an end-to-end solution for Unity game development with Maya. Written by a twelve-year veteran of the 3D animation and games industry and professor of 3D animation, this book takes you step-by-step through the process of developing an entire game from scratch-including coding, art, production, and deployment. This accessible guide provides a non-programmer entry point to the world of game creation. Aspiring developers with little or no coding experience will learn charaTrade Review"Watkins (Univ. of the Incarnate Word) devotes most of the first half of the book to 3-D digital asset creation in Maya with a very light overview of animation. The remainder of the book provides an artist-friendly introduction to game scripting that should be enough to get beginners started on developing games on their own using the game engine. Therefore, those who are new to 3-D modeling, texturing, and character rigging will likely benefit most from this book. 3-D artists who have a working proficiency in Maya or those who are more interested in game design or programming may be b etter served elsewhere. Summing Up: Highly recommended. Students of all levels in digital arts or game art programs, researchers/faculty, and professionals/practitioners."--A. Chen, Cogswell Polytechnical CollegeTable of ContentsIntroduction; Chapter 1 Game Production Process; Chapter 2 Asset Creation; Chapter 3 Asset Creation; Chapter 4 Asset Creation; Chapter 5 Asset Creation; Chapter 6 Asset Creation; Chapter 7 Asset Creation; Chapter 8 Asset Creation; Chapter 9 Asset Creation; Chapter 10 Asset Creation; Chapter 11 Unity Sound; Chapter 12 Introduction to Unity Scripting Basics and Graphical User Interface; Chapter 13 Unity Triggers; Chapter 14 Unity Raycasting; Chapter 15 Unity Prefabs and Instantiation; Chapter 16 Unity; Chapter 17 Health Systems, Winning, and Losing the Game; Chapter 18 Unity Debugging, Optimization, and Builds;
£49.39
MIT Press Ltd Theoretical Neuroscience Computational and
Book SynopsisTheoretical neuroscience provides a quantitative basis for describing what nervous systems do, determining how they function, and uncovering the general principles by which they operate. This text introduces the basic mathematical and computational methods of theoretical neuroscience and presents applications in a variety of areas including vision, sensory-motor integration, development, learning, and memory. The book is divided into three parts. Part I discusses the relationship between sensory stimuli and neural responses, focusing on the representation of information by the spiking activity of neurons. Part II discusses the modeling of neurons and neural circuits on the basis of cellular and synaptic biophysics. Part III analyzes the role of plasticity in development and learning. An appendix covers the mathematical methods used, and exercises are available on the book's Web site.
£68.40
John Wiley & Sons Inc ComputerAided Modeling of Reactive Systems
Book SynopsisThis book introduces readers to powerful parameter estimation and computational methods for modeling complex chemical reactions and reaction processes. It presents useful mathematical models, numerical methods for solving them, and statistical methods for testing and discriminating candidate models with experimental data.Trade Review"The book is a very useful tool…all presented in a very rigorous style." (Computing Reviews, September 3, 2008)Table of ContentsChapter 1. Overview. References. Chapter 2. Chemical Reaction Models. 2.1 Stoichiometry of Reaction Schemes. 2.2 Computability of Reaction Rates from Data. 2.3 Equilibria of Chemical Reactions. 2.4 Kinetics of Elementary Steps. 2.5 Properties of Reaction Networks. 2.6 Evidence for Reaction Steps. References. Chapter 3. Chemical Reactor Models. 3.1 Macroscopic Conservation Equations. 3.2 Heat and Mass Transfer in Fixed Beds. 3.3 Interfacial States in Fixed-Bed Reactors. 3.4 Material Transport in Porous Catalysts. 3.4.1 Material Transport in a Cylindrical Pore Segment. 3.4.2 Material Transport in a Pore Network. 3.4.3 Working Models of Flow and Diffusion an Isotropic Media. 3.4.4 Discussion. 3.4.5 Transport and Reaction in Porous Catalysts. 3.5 Gas Properties at Low Pressures. 3.6 Notation. References. Chapter 4. Introduction to Probability and Statistics. 4.1 Strategy of Data-Based Investigation. 4.2 Basic Concepts in Probability Theory. 4.3 Distributions of Sums of Random Variables. 4.4 Multiresponse Normal Error Distributions. 4.5 Statistical Inference and Criticism. References. Chapter 5. Introduction to Bayesian Estimation. 5.1 The Theorem. 5.2 Bayesian Estimation with Informative Priors. 5.3 Introduction to Noninformative Priors. 5.4 Jeffreys’ Prior for One-Parameter Models. 5.5 Jeffreys’ Prior for Multiparameter Models. 5.6 Summary. References. Chapter 6. Process Modeling With Single-Response Data. 6.1 The Objective Function S(_). 6.2 Weighting and Observation Forms98. 6.3 Parametric Sensitivities; Normal Equations. 6.4 Constrained Minimization Of S(_). 6.4.1 The Quadratic Programming Algorithm GRQP. 6.4.2 The Line Search Algorithm GRS1. 6.4.3 Final Expansions Around b_. 6.5 Testing the Residuals. 106. 6.6 Inferences from the Posterior Density. 6.6.1 Inferences for the Parameters. 6.6.2 Inferences for Predicted Functions. 6.6.3 Discrimination of Rival Models by Posterior Probability. 6.7 Sequential Planning Of Experiments. 6.7.1 Planning For Parameter Estimation. 6.7.2 Planning For Auxiliary Function Estimation. 6.7.3 Planning For Model Discrimination. 6.7.4 Combined Discrimination and Estimation. 6.7.5 Planning For Model Building. 6.8 Examples. 6.9 Summary. 6.10 Notation. References. Chapter 7. Process Modeling With Multiresponse Data. 7.1 Problem Types. 7.2 Objective Function. 7.2.1 Selection of Working Responses. 7.2.2 Derivatives of EQS. (7.2-1) and (7.2-3)150. 7.2.3 Quadratic Expansions; Normal Equations. 7.3 Constrained Minimization Of S(_. 7.3.1 Final Expansions Around b_. 7.4 Testing the Residual. 7.5 Posterior Probabilities and Regions. 7.5.1 Inferences Regarding Parameters. 7.5.2 Inferences Regarding Functions. 7.5.3 Discrimination among Rival Models. 7.6 Sequential Planning Of Experiments. 7.7 Examples. 7.8 Process Investigations. 7.9 Conclusion. 7.10 Notation. 7.11 Proof of EQS. (7.1-16) and (7.1-17). References. Appendix A. Solution of Linear Algebraic Equations. A.1 Introductory Concepts and Operations. A.2 Operations with Partitioned Matrices. A.3 Gauss-Jordan Reduction. A.4 Gaussian Elimination. A.5 Lu Factorization. A.6 Software. References. Appendix B. Ddaplus Documentation. B.1 What Ddaplus Does. B.2 Object Code. B.3 Calling Ddaplus. B.4 Description of The Calling Arguments. B.5 Exit Conditions and Continuation Calls. B.6 The Subroutine fsub. B.7 The Subroutine Esub. B.8 The Subroutine Jac. B.9 The Subroutine Bsub. B.10numerical Examples. References. Appendix C. Gregplus Documentation. C.1 Description Of Gregplus. C.2 Levels of Gregplus. C.3 Calling Gregplu. C.4 Work Space Requirements for Gregplus. C.5 Specifications For The User-Provided Model. C.6 Single-Response Examples. C.7 Multiresponse Examples. References. Author Index. Subject Index.
£91.15
John Wiley & Sons Inc Rendering in SketchUp
Book SynopsisThe sure way for design professionals to learn SketchUp modeling and rendering techniques Rendering In SketchUp provides instructions for creating 3D photoreal graphics for SketchUp models using integrated rendering programs. The book serves as a beginner rendering manual and reference guide to further develop rendering skills. With an emphasis on step-by-step process, SketchUp users learn a universal approach to rendering varied SketchUp projects, including architecture, interiors, and site design models. The book focuses on tasks and principles at the core of photorealistic rendering, including: Rendering process: Learn a step-by-step process focused on workflow within SketchUp''s familiar workspace. Universal method: Understand how the process can be used to work with a variety of different integrated rendering programs, including Shaderlight, SU Podium and Twilight Render**. These programs are easy to learn and funcTable of ContentsAcknowledgments ix Part 1 Overview and Concepts Chapter 1: Introduction to Rendering in SketchUp 2 Integrated Rendering Programs 3 Studio Rendering Programs 4 Digital Rendering and Photorealism 5 Using This Book 8 The Software 10 Chapter 2: Contents and Extended Features 14 Companion IRP Chapters 14 Method and Reference Guide 18 Chapter 3: The Rendering Process 23 Create the SketchUp Model 24 The Iterative Rendering Process 28 The Post-Rendering Process 33 Chapter 4: How Rendering Works 35 IRP Render Processing 35 Computer Hardware and Rendering 37 Other Rendering Options 40 Computer Specifications 42 Chapter 5: Learning to Look 45 Rendering as an Art Form 45 Becoming a Student of Light and Color 53 Part 2 Textures Chapter 6: Textures Overview 56 Textures in SketchUp 58 The Texturing Process 63 General Considerations 65 Texture Image Formats 68 Chapter 7: The Texture Library 69 SketchUp Native Textures 70 Web Sources 70 Choosing and Downloading Textures 72 Saving a Texture Library 76 Searching CG Textures 77 Linking the Texture Library 79 Chapter 8: The SketchUp Texture Tools 81 Macintosh Texture Tools 81 PC Texture Tools 82 The Paint Bucket Tool 83 The Styles Menu 95 The Right-Click Texture Menu 98 Chapter 9: Apply, Assess, and Adjust 109 The Three As 109 Apply 111 Assess and Adjust 121 Texture Tips 141 Chapter 10: Editing Textures in an External Photo Editor 146 Linking an Editor to SketchUp 146 Launching, Editing, and Saving 147 Typical Alterations 150 Part 3 Modeling Detail Chapter 11: An Overview of Modeling Detail 168 What Is Detail Modeling? 170 Methods 173 Chapter 12: The Detailing Tools 176 The Component Library 176 The Component Browser 178 Using Layers 181 SketchUp Scenes 186 The Camera Tools 188 Chapter 13: Component Details 193 What Is Component Detail? 193 Premade Components and Textures 197 Premade Component Websites 201 Chapter 14: Organizing the Model 219 What Is a Large Model? 220 Layering Strategy 223 Layer Conventions by Model Typology 226 Cleaning Up Layers 231 Controlling Layers with Scenes 234 Toggling Layers 237 Warning! 241 Chapter 15: Camera Scenes, Composition, and Backdrops 242 Camera Scenes 242 Composition 244 Backdrops 251 Chapter 16: Advanced Detailing 261 Texture Modeling 262 Ruby Scripts for Detailing 276 Part 4 Setting Light with Shadows Chapter 17: The Shadow Menu 290 The SketchUp Shadow Menu 290 Solar North 296 Working with Shadows 297 Troubleshooting Shadows 298 Chapter 18: Composing Light 300 Composing Light Tools 303 Composing Light Strategies 308 Composing the Light 314 Part 5 The Iterative Rendering Process Chapter 19: A Rendering Overview 320 IRP Universal Features 321 Custom Features 325 Chapter 20: Steps of the Iterative Rendering Process 331 Add Initial Values 332 Draft to Final Render 334 Simulated Light Drafts-to-Final Process 343 Chapter 21: Texture Values 351 IRPs and Texture Values 351 Bump Values 354 Surface Condition and Surface Reflection 358 Transparency 364 Texture Categories 365 Troubleshooting Textures 366 Chapter 22: Image Resolution 368 What Is Resolution? 368 Determining DPI 374 Large Resolutions 374 Chapter 23: Exterior Light 375 First Lighting Steps 375 SketchUp Shadows 376 Image-Based Lighting 376 Exposure/Gamma/Intensity 381 Chapter 24: Simulated Lighting 383 Types of Lighting 385 Placing and Editing Lights 394 Render Times 398 General Simulated Light Strategies 399 Part 6 Shaderlight by ArtVPS Chapter 25: Introduction to Shaderlight 412 Menu Overview 414 Secondary Menu 415 Special Features 415 Chapter 26: Shaderlight Iterative Rendering Settings 418 The Render Settings Menu 418 Dynamic Preview and Saving 422 Draft-to-Final Settings 424 Chapter 27: Shaderlight Texture Settings 430 Apply Texture Values 430 Texture Value Descriptions 432 Texture Settings Categories 437 Glass and Water Material Values 442 Chapter 28: Shaderlight Exterior Lighting and Backdrops 449 SketchUp Dark Slider 450 Physical Sky 451 HDRI Lighting 452 Background and Backdrops 458 Chapter 29: Shaderlight Simulated Lighting 461 Shaderlight Lighting Options 462 Light Editor 468 Shaderlight Render Settings 469 Quality Settings 470 Lighting Settings 470 Postproduction 478 Chapter 30: Shaderlight Special Features 481 Batch Rendering 481 ReplaceMe 487 Chalk Rendering 490 Part 7 The Photoshop Postproduction Process Chapter 31: Postproduction Effects 496 Methods 498 Light and Color 500 Effects 511 Chapter 32: Detailed Postproduction 519 Realistic Vegetation 519 Architecture Photo Placement 524 Backgrounds/Backdrops 526 Part 8 Anatomy of a Rendering Chapter 33: Building the Base Model 536 Chapter Relationships 537 The Base Model 538 Solid Color to Surfaces 539 Base Model Extrusion 541 Solid Colors Swapped with Textures 542 Chapter 34: Building Detail 545 Chapter 35: Interior Detail 552 Interior Base Model 552 Interior Detailing 557 Chapter 36: Site Detail 565 Chapter 37: Scenes 573 Cleaning Up the Layer List 573 Off/On Scenes 574 Specific Control Scenes 575 Camera View Scenes 578 Chapter 38: Setting Light with Shadows 581 Chapter 39: The Iterative Rendering Process for Exterior Scenes 587 Chapter 40: The Iterative Rendering Process for Interior Scenes 605 Chapter 41: Postproduction of Exterior Scene 620 Index 624
£40.80
John Wiley & Sons Inc Parallel and Distributed Simulation Systems
Book SynopsisThe rapid expansion of the Internet has made parallel and distributed stimulation (PADS) a hot technology indeed. It is now used not only to analyze the behavior of such systems as air traffic control or future communication networks, but also in computer generated "virtual worlds" such as flight simulation training devices and computer wargames.Trade Review"This book is indeed a state-of-the-art guide for the implementation of distributed simulation technology" (Simulation News Europe, December 2000)Table of ContentsBackground and Applications. Discrete Event Simulation Fundamentals. PARALLEL AND DISTRIBUTED DISCRETE-EVENT SIMULATION. Conservative Synchronization Algorithms. Time Warp. Advanced Optimistic Techniques. Time Parallel Simulation. DISTRIBUTED VIRTUAL ENVIRONMENTS (DVEs). DVEs: Introduction. Networking and Data Distribution. Time Management and Event Ordering. References. Index.
£145.76
Cambridge University Press The NEURON Book
Book SynopsisThe authoritative reference on NEURON, the simulation environment for modeling biological neurons and neural networks that enjoys wide use in the experimental and computational neuroscience communities. This book shows how to use NEURON to construct and apply empirically based models. Written primarily for neuroscience investigators, teachers, and students, it assumes no previous knowledge of computer programming or numerical methods. Readers with a background in the physical sciences or mathematics, who have some knowledge about brain cells and circuits and are interested in computational modeling, will also find it helpful. The NEURON Book covers material that ranges from the inner workings of this program, to practical considerations involved in specifying the anatomical and biophysical properties that are to be represented in models. It uses a problem-solving approach, with many working examples that readers can try for themselves.Table of ContentsPreface; Acknowledgements; 1. A tour of the NEURON simulation environment; 2. The modeling perspective; 3. Expressing conceptual models in mathematical terms; 4. Essentials of numerical methods for neural modeling; 5. Representing neurons with a digital computer; 6. How to build and use models of individual cells; 7. How to control simulations; 8. How to initialize simulations; 9. How to expand NEURON's library of mechanisms; 10. Synaptic transmission and artificial spiking cells; 11. Modeling networks; 12. Hoc, NEURON's interpreter; 13. Object-oriented programming; 14. How to modify NEURON itself; Appendix 1. Mathematical analysis of IntFire4; Appendix 2. NEURON's built-in editor; References; Epilogue; Index.
£67.99
Cambridge University Press The NEURON Book
Book SynopsisThe authoritative reference on NEURON, the simulation environment for modeling biological neurons and neural networks that enjoys wide use in the experimental and computational neuroscience communities. This book shows how to use NEURON to construct and apply empirically based models. Written primarily for neuroscience investigators, teachers, and students, it assumes no previous knowledge of computer programming or numerical methods. Readers with a background in the physical sciences or mathematics, who have some knowledge about brain cells and circuits and are interested in computational modeling, will also find it helpful. The NEURON Book covers material that ranges from the inner workings of this program, to practical considerations involved in specifying the anatomical and biophysical properties that are to be represented in models. It uses a problem-solving approach, with many working examples that readers can try for themselves.Table of ContentsPreface; Acknowledgements; 1. A tour of the NEURON simulation environment; 2. The modeling perspective; 3. Expressing conceptual models in mathematical terms; 4. Essentials of numerical methods for neural modeling; 5. Representing neurons with a digital computer; 6. How to build and use models of individual cells; 7. How to control simulations; 8. How to initialize simulations; 9. How to expand NEURON's library of mechanisms; 10. Synaptic transmission and artificial spiking cells; 11. Modeling networks; 12. Hoc, NEURON's interpreter; 13. Object-oriented programming; 14. How to modify NEURON itself; Appendix 1. Mathematical analysis of IntFire4; Appendix 2. NEURON's built-in editor; References; Epilogue; Index.
£105.00
Cambridge University Press Computational Thermodynamics The CALPHAD Method
Book SynopsisA hands-on 2007 introductory guide to CALPHAD, the reader can directly apply the methods in the book to their own research. Several case studies put the methods into a practical context. Suitable for advanced materials design and engineering courses and to those using thermodynamic data in their research or simulations.Trade Review"Lukas (U. Stuttgart emeritus) and co-authors Sundman (Paul Sabatier U.) and independent scientist Fries provide the first introductory guide to this method of computation that combines data from thermodynamics, phase diagrams, and atomistic properties such as magnetism into a unified and consistent model. They introduce the science and art of computational thermodynamics and the past and present of the Calphad technique, the scientific basis of the technique (including thermodynamics, crystallography, equilibrium calculations and optimization methods), first principles and thermodynamic properties, experimental data needed for optimization, models for the Gibbs energy element, assessment methodology, optimization tools, and thermodynamic databases. They also offer a series of case studies, including a complete assessment of the Cu-Mg system and a complete binary system (Ca-Ng) and provide a list of websites along with comprehensive references." --Book NewsTable of ContentsPreface; 1. Introduction; 2. Basis; 3. First principles and thermodynamic properties; 4. Experimental data used for the optimisation; 5. Models for the Gibbs energy; 6. Assessment methodology; 7. Optimisation tools; 8. Creating thermodynamic databases; 9. Case studies; Bibliography; Index.
£107.35
The Crowood Press Ltd Lost American Projects A Spacecraft Modellers
Book Synopsis
£18.00
O'Reilly Media Scaling Python with Dask
Book SynopsisWith this short but thorough resource, data scientists and Python programmers will learn how the Dask open source library for parallel computing provides APIs that make it easy to parallelize PyData libraries including NumPy, pandas, and scikit-learn.
£47.99
O'Reilly Media Delta Lake Up and Running
Book SynopsisWith the surge in big data and AI, organizations can rapidly create data products. However, the effectiveness of their analytics and machine learning models depends on the data's quality. Delta Lake's open source format offers a robust lakehouse framework over platforms like Amazon S3, ADLS, and GCS.
£42.39
O'Reilly Media Deep Learning for Finance
Book SynopsisThis hands-on guide teaches you how to develop a deep learning trading model from scratch using Python, and it also helps you create, trade, and back-test trading algorithms based on machine learning and reinforcement learning.
£44.79
John Wiley & Sons Inc SketchUp For Dummies
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
£26.39
Taylor & Francis Ltd VRay 5 for 3ds Max 2020
Book SynopsisRevitalize your architectural visualizations by bringing new levels of realism to your day and night interior scenes. This book features full-color, step-by-step tutorials to develop a firm understanding of the processes and techniques involved in creating jaw-dropping 3d visualizations for top marketing agencies.This second volume includes day and night lighting of an atrium scene using seasoned tools and techniques to deploy V-Ray 5 and 3ds Max 2020. It has never been quicker and easier to create the industry's top-of-the-range 3d marketing visuals.The book starts with an overview of the best techniques to approach clients via emails, calls, meetings, and social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, pre-production, production, post-production, etc.The subsequent step takes users through the installation of V-Ray 5 and the process of accessing the V-Ray Material browseTable of ContentsPreface. Acknowledgments. Author. 1 Using Resource Files. 2 Creating Materials and Shaders in V-Ray 5. 3 Cameras and Lighting in V-Ray. 4 Rendering in V-Ray. 5 Tips and Tricks. 6 anima® from AXYZ design®. 7 Daylight Scene Pre-Production. 8 Scene, Camera and Lights. 9 Materials and Final Render. 10 Daylight Scene Post-Production. 11 Night Scene Pre-Production. 12 Night Scene Lighting/Rendering. 13 Night Scene Post-Production. 14 Verified Views for Planning Applications. Index.
£44.64
Taylor & Francis Ltd 3D Game Textures
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.
£49.39
O'Reilly Media 3D Printing Projects
Book SynopsisWritten by the founder of Printrbot, his staff, and veteran DIY authors, this book of projects exemplifies the broad range of highly personalized, limit-pushing project possibilities of 3D printing when combined with affordable electronic components and materials
£16.99
O'Reilly Media Practical Tableau
Book SynopsisAuthor Ryan Sleeper, one of the world's most qualified Tableau consultants, complements his web posts and instructional videos with this guide to give you a firm understanding of how to use Tableau to find valuable insights in data.
£38.39
O'Reilly HandsOn Differential Privacy
Book SynopsisMany organizations today analyze and share large, sensitive datasets about individuals. Whether these datasets cover healthcare details, financial records, or exam scores, it's become more difficult for organizations to protect an individual's information. This practical book explains how differential privacy (DP) can help.
£47.99
Packt Publishing Limited Blender Compositing and Post Processing
£27.99
The Crowood Press Ltd Digital Modelmaking: Laser Cutting, 3D Printing
Book SynopsisDigital manufacturing has become an intrinsic part of the modelmaking profession, so today's practitioner must be skilled in both traditional hand-making techniques and digital technology. Relevant to a wide variety of creative industries, including film and television, theatre, architecture and product design, Digital Modelmaking offers a comprehensive insight into the manufacturing processes and technologies used within contemporary modelmaking. Each chapter contains an in-depth explanation of each topic, presents examples of how each process is used and includes case studies from professional modelmakers and students. Topics covered include: making models using a laser cutter, 3D printer and CNC milling machinery; generating 3D digital data using a 3D scanner and photogrammetry; two-and three- dimensional drawing software such as CAD; designing models for digital manufacturing; selecting materials based on their suitability for modelmaking; combining traditional hand-making skills with digital manufacturing; painting and finishing models, and finally, moulding and casting using silicone and resin. This invaluable book will be of great interest for students, young professionals and everyone with a passion for design and making.
£18.00
ISTE Ltd Ageing Mechanisms and Kinetics of Composite
Book SynopsisThe main objective of this book is to provide to mechanical scientists and engineers the kinetic modeling tools necessary for predicting the damage state of organic composite matrices submitted to hydrolytic and oxidative ageing. These tools are derived from the degradation mechanisms and their validity is successfully checked from many experimental data. They can be interfaced with existing or under development computer codes for predicting the lifetime of composite structures. Particular attention is paid to the relationships between damage state and use properties in view of defining structural end-of-life criteria. For this purpose the book is divided into three main parts. The first one is devoted to the presentation of the common aspects to all types of chemical degradation processes. Emphasis is put on specific aspects of composite structures, such as the role of interphase/interface or the anisotropy of reagent diffusion, but also on current issues in the field of material ageing such as the study of multiphysics couplings. The second part is focused on humid ageing. Physical processes linked to plasticization and swelling, are distinguished from chemical processes in particular from the matrix hydrolysis and its resulting damages at the microstructural scale (osmotic cracking, blistering, etc.). The third part concerns thermal ageing. The ultimate objective is to predict the consequences of thermal oxidation on thermomechanical properties of organic composite matrices, in particular on their glass transition temperature and elastic and fracture properties. In each part, the kinetic approach is illustrated by several practical examples.Table of ContentsIntroduction 1) Common aspects in composite ageing 2) Humid ageing 3) Thermal ageing Conclusion
£113.40
ISTE Ltd and John Wiley & Sons Inc From Additive Manufacturing to 3D/4D Printing 1:
Book SynopsisIn 1984, additive manufacturing represented a new methodology for manipulating matter, consisting of harnessing materials and/or energy to create three-dimensional physical objects. Today, additive manufacturing technologies represent a market of around 5 billion euros per year, with an annual growth between 20 and 30%. Different processes, materials and dimensions (from nanometer to decameter) within additive manufacturing techniques have led to 70,000 publications on this topic and to several thousand patents with applications as wide-ranging as domestic uses. Volume 1 of this series of books presents these different technologies with illustrative industrial examples. In addition to the strengths of 3D methods, this book also covers their weaknesses and the developments envisaged in terms of incremental innovations to overcome them.Table of ContentsAcknowledgments ix Foreword xi Preface xv Introduction xxix Part 1 From Spectacular Applications to the Economic Market of Additive Manufacturing 1 Introduction to Part 1 3 Chapter 1 Some Significant Examples 7 1.1 Introduction 8 1.2 Maritime, military, aerial and spatial applications 11 1.3 Conception: art and new domestic applicative niches 14 1.3.1 Art and additive manufacturing 17 1.3.2 Archaeology, museum restoration, reproduction 19 1.3.3 Construction sector 21 1.4 Mechanical parts 23 1.5 Land transport 28 1.6 The question of spare parts 32 1.7 Toys for the young and the “not-so-young” 33 1.8 “Traditional” medical applications 34 1.9 Animation 39 1.10 Scientific applications 40 1.10.1 Optics 40 1.10.2 Chemical and process engineering 41 1.10.3 Complex structures 42 1.10.4 Toward the infinitely small 43 1.11 Nanometric origami 45 1.12 Conclusion 47 1.13 Bibliography 49 Chapter 2 Integration of Additive Manufacturing Technologies into Society 69 2.1 Introduction 70 2.2 Markets and application domains of 3D printing 72 2.2.1 Markets 72 2.2.2 Principal application niches 76 2.3 Growth dynamics 80 2.4 Studies on the dynamic of growth 84 2.4.1 Convergence 84 2.4.2 “Attractiveness” of additive manufacturing technologies 87 2.4.3 Possible positioning of the industry 132 2.5 Toward a certain stabilization: The dynamics of innovation 140 2.6 Conclusion 146 2.7 Bibliography 152 Part 2 3D Processes 175 Introduction to Part 2 177 Chapter 3 Processes, Machines and Materials 181 3.1 Introduction 183 3.2 Stereolithography 188 3.2.1 History of 2D1/2 processes 188 3.2.2 Other techniques developed since 1984 191 3.2.3 Light–matter interaction and space-resolved polymerization 193 3.2.4 Consequences 197 3.2.5 Families of materials used 201 3.2.6 Layer implementation 207 3.2.7 Coupling of polymerized surface generation and volumetric reduction 207 3.3 Process of wire fusion 207 3.3.1 FDM or FFF materials 211 3.3.2 Adhesion 212 3.3.3 Synthesis 214 3.4 Sheet or powder gluing process 215 3.4.1 Bi-material process (SDL) 215 3.4.2 Variant using powders: 3DP Process 217 3.4.3 Process using a cross-linkable polymer (SIR, for “Soluble/Insoluble Reaction”) 218 3.4.4 Synthesis 223 3.5 Powder fusion/sintering 225 3.5.1 Materials 227 3.5.2 Energy sources 228 3.5.3 Physicochemical aspects and constraints linked to the process 228 3.5.4 Simultaneous contribution of matter and energy 233 3.5.5 MPA process 235 3.5.6 Synthesis 236 3.6 Conclusion 238 3.7 Bibliography 245 Conclusion 265 Index 275
£132.00
Crecy Publishing Model Dioramas Handbook
Book SynopsisDioramas are invariably associated with scale models, providing a setting or background for a completed kit, though arguably the scenery and buildings on a model railway layout is essentially, a very large diorama. The techniques and materials used are much the same whether you wish to create a landscape through which the track of a classic English branch line will run or a smaller base displaying a Hawker Hurricane being readied for take-off, a Panther tank stuck in the mud of a battlefield or a Monte Carlo Mini in the snow. This book shows how you can create interesting dioramas irrespective as to what you are modelling. It looks at the materials required for building dioramas, primarily tools, paints and glues. Similar skills and techniques are required to create everything from simple bases that contain only a few items, to larger structures that need far more work and effort in their creation. It covers the materials that can be used to create earth, vegetation and water - from se
£23.76
Packt Publishing Limited The Complete Guide to DAZ Studio 4
Book SynopsisThe book builds up a complete project from scratch and demonstrates the power of DAZ to create life-like characters. The book is replete with detailed examples and instructions on creating a tailor-made marvel out of scratch.This book can be used by anybody who has DAZ Studio 4, regardless of their level of familiarity with the program or the concepts of 3D art.
£34.19
Springer Fachmedien Wiesbaden Simulation dynamischer Systeme: Grundwissen,
Book Synopsis1. Systemanalyse: Eine Einführung 1. 0 Überblick Unsere Wirklichkeit wird nicht so sehr geprägt durch die Einzelfunktionen ihrer vielen Bestandteile, sondern vielmehr durch deren Zusammenwirken. Manche Kom ponenten wirken stark aufeinander, andere nur schwach, weitere schließlich haben überhaupt nichts miteinander zu tun. Wir verwenden das Wort 'System', um damit eine Anzahl von Bestandteilen abzugrenzen, die untereinander relativ stark, mit ihrer gemeinsamen Systemumwelt aber nur relativ schwach interagieren und das so, daß man dem beobachteten Verhalten dieses Systems einen 'Zweck' zuordnen kann. Bei näherer Betrachtung ist unsere Realität voll solcher Systeme, und sogar voller Sy steme von Systemen: Menschen, Tiere, Pflanzen, Ökosysteme, Maschinen, Fabriken, Städte, Staaten. Um die Rolle der Systemanalyse zu diskutieren, befassen wir uns hier beispielhaft mit den komplexesten dieser Systeme: mit natürlichen Systemen (Orga nismen und Ökosystemen). Im Laufe der Evolution haben nur diejenigen natürlichen Systeme überleben können, denen es gelungen ist, Systemprozesse zu entwickeln, die ihre Erhaltung sichern, d. h. , die die Fähigkeit erworben haben, auch unter schwierigen und unerwarteten Bedin gungen zu überleben. Allerdings sind die meisten natürlichen Systeme nicht in der Lage, erfolgreich mit den schweren Störungen fertigzuwerden, die ihnen durch den hohen Ressourcenverbrauch und die Umweltbelastungen der modernen Gesell schaften aufgezwungen werden. Um die Zerstörung der ökologischen Basis und der natürlichen Ressourcen zu vermeiden, müssen wir lernen, diese Systeme in ihrem Verhalten besser zu verstehen und die Folgen unserer Handlungen zuverlässig abzu schätzen. Das Werkzeug für diese Aufgabe ist die Systemanalyse.Table of Contents0. Überblick und Vorbemerkungen.- 1. Systemanalyse: Eine Einführung.- 2. Grundwissen der Modellbildung und Simulation.- 3. Verhalten und Stabilität dynamischer Systeme.- 4. Simulationsmodelle.- 5. Anhang.- Anmerkungen zu den Programmen auf der Begleitdiskette.
£38.69
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Geometric Constraint Solving and Applications
Book SynopsisGeometric constraint programming increases flexibility in CAD design specifications and leads to new conceptual design paradigms.This volume features a collection of work by leading researchers developing the various aspects of constraint-based product modeling.In an introductory chapter the role of constraints in CAD systems of the future and their implications for the STEP data exchange format are discussed. The main part of the book deals with the application of constraints to conceptual and collaborative design, as well as state-of-the-art mathematical and algorithmic methods for constraint solving.Table of ContentsThe Semantics of Geometric Constraints; Constraints for Conceptual and Collaborative Design; Constraint Representation and Solving Methods; Constraints for Freeform Surfaces; Index.
£64.00
Springer Fachmedien Wiesbaden Geschäftsprozesse: Von der Modellierung zur
Book SynopsisDas Buch vermittelt Konzepte, zeigt aktuelle Trends wie agile Methoden, stellt Anwendungsszenarien für die Modellierung und Implementierung von Geschäftsprozessen im Zeitalter der Digitalisierung vor. Das Herausgeberwerk basiert dabei auf Fragestellungen aus der unternehmerischen Praxis. Schwerpunkte sind innovative Analysemethoden, kontextsensitive und wissensintensive Geschäftsprozesse sowie aktuelle Ansätze bei der Umsetzung. Fallstudien runden das Buch ab. Es wendet sich sowohl an Berater und Projektverantwortliche als auch an Studierende und Lehrende.Table of ContentsTrends im Geschäftsprozessmanagement (GPM) - Analyse von Geschäftsprozessen - Kontextsensitive Geschäftsprozesse - Wissensintensive Geschäftsprozesse - Implementierung von Geschäftsprozessen - Fallstudien
£26.59
Lit Verlag Virtual Worlds of Precision: Computer Based
Book Synopsis
£18.95
Tapir Academic Press Learning & Teaching in the Virtual World of
Book Synopsis
£36.55
Taylor & Francis Ltd Simulation Systems
Book SynopsisSimulation Systems expolres a wide spectrum of topics including simulation software, logic simulation, query-driven simulation, multi-computer simulation and manufacturing simulation. Although such papers are presented in Journals and conference proceedings it is difficult to find a single source where the foremost papers are presented. Contributions in Simulation Systms are freom leading researchers and practioners which explore a wide spectrum of topics. The chapters include topics such as presentation of SIMULA/OBJECTR, which is a query driven simulation support environment and a method of translating automatically digital logic equations so that they may be simulated using VHDL. This is followed by simulation techniques for deterministic and statistical circuit design optimization. A mathematical model of a magnetic resonance imaging system is simulated so that one can better understand the imaging system.Table of Contents1. The SIMODULA/OBJECTOR Query Driven Simulation Support Environment 2. Automated Translation and Simulation of Digital Logic Equations via VHDL 3. Simulation Base Deterministic and Statistical Circuit Design Optimization 4. A Mathematical Model of Magnetic Resonance Imaging System and Simulation 5. Simulation of Multicomputer Networks 6. Simulation of Discrete Conveyor Systems 7. The Use of Simulation in Management Decision Making: The Case of Poultry and Aquaculture Production 8. Workstations for the Integrated Design and Simulation of Flight Control Systems
£161.50