3D graphics and modelling Books
John Wiley & Sons Inc Computer Modelling of Electrical Power Systems 2e
Book SynopsisComputer models can be used to simulate the changing states of electrical power systems. Such simulations enable the power engineer to study performance and predict disturbances. Focusing on the performance of the power system boosted by the FACTS.Table of ContentsPreface. Introduction. Transmission Systems. FACTS and HVDC Transmission. Load Flow. Load Flow Under Power Electronic Control. Electromagnetic Transients. System Stability. System Stability Under Power Electronic Control. Appendix I: Fault Level Derivation. Appendix II: Numerical Integration Methods. Appendix III: Test System Used in the Stability Examples. Index.
£173.66
John Wiley & Sons Inc Theoretical Aspects and Computer Modeling of the
Book SynopsisThe theoretical aspects of crystal packing, the study of the nature and magnitude of the forces that hold molecules together in organic crystals, and of the most favourable arrangements of molecules in crystals are dealt with in this book. After an introductory chapter on the definition and relevance of symmetry in crystal packing, a chapter deals with the physical foundations of weak intermolecular forces and with their simulation by quantum chemical methods. Subsequently, the relationships between crystal structure and crystal thermodynamics are described using empirical intermolecular potentials to bridge the gap by computer modelling.Table of ContentsCrystal Symmetry and Molecular Recognition (A. Gavezzotti). Intermolecular Forces - From the Molecular Charge Distribution to the Molecular Packing (S. Price). Energetic Aspects of Crystal Packing: Experiment and Computer Simulations (A. Gavezzotti & G. Filippini). Energy Minimization and Molecular Dynamics Calculations for Molecular Crystals (B. van Eijck, et al.). Nucleation and Phase Transition in Molecular Clusters: Molecular Dynamics Simulation and Experiment (L. Bartell). Ab Initio Prediction of Possible Molecular Crystal Structures (R. Gdanitz). The Crystal Habit of Molecular Materials: A Structural Perspective (G. Clydesdale, et al.). Index.
£334.76
John Wiley & Sons Inc Scientific Simulations with SpecialPurpose
Book SynopsisIn astrophysics, stellar systems or galaxies can be thought of as individual "particles". High power computers are being developed to handle these problems. This book describes the structure, performance and applications of the world's most advanced such computer, developed in Tokyo.Trade Review"It is an excellent summary text of the GRAPE systems and what they have achieved but not such a good introduction to scientific simulations with special-purpose computers in a wider context." (The Observatory Magazine, Vol. 119, No. 1149, April 1999)Table of ContentsThe Evolution of General-Purpose Computers. Overview of Special-Purpose Systems. The GRAPE Systems. Software. Science by Special-Purpose Systems. The Future of Special-Purpose Computers. References. Index.
£238.46
IEEE Computer Society Press,U.S. Communication and Computer Networks Modelling
Book Synopsis
£65.66
MP-ALA American Library Assoc 3D Data Creation to Curation Community Standards
Book SynopsisCovers best practices for 3D data preservation, management, metadata, legal issues, and access. Beginning with surveys of current practices, the authors provide recommendations for implementing standards and identify areas in which further development is required. A glossary of key terms and acronyms is included for easy reference.Table of Contents Acknowledgments Chapter 1. Introduction Jennifer Moore, Adam Rountrey, and Hannah Scates Kettler Context for This Work The Democratization of 3D Data Production The Audience The Creators Values of CS3DP From Creation to Preservation Modalities Represented in the Chapters What to Expect Notes Bibliography Chapter 2. Best Practices for 3D Data Preservation Kristina Golubiewski-Davis, Jessica Maisano, Marcia McIntosh, Jennifer Moore, Kieron Niven, Will Rourk, and Rebecca Snyder Introduction Existing Standards Preservation Intervention Points Documentation Good/Better/Best Recommendations for Implementation Conclusion Notes Bibliography Chapter 3. Management and Storage of 3D Data Doug Boyer, Rachel Fernandez, Monique Lassere, Marcia McIntosh, Jennifer Moore, Francis P. McManamon, Albert Rozo, Todd P. Swanson, and Kate Webbink Introduction Survey Overview Management Technology Sustainability Conclusion Notes Bibliography Chapter 4. Metadata Requirements for 3D Data Jon Blundell, Jasmine L. Clark, Katherine E. DeVet, and Juliet L. Hardesty Introduction Methods Considerations, Decisions, and Scope Digital Asset Life Cycle and 3D Metadata Gap Analysis/Future Work Conclusion: Summary Recommendations Acknowledgments Notes Bibliography Chapter 5. Copyright and Legal Issues Surrounding 3D Data Andrea D’Andrea, Michael Conyers, Kyle K. Courtney, Emily Finch, Melissa Levine, Nicole Meyer, Adam Rountrey, Hannah Scates Kettler, Kate Webbink, and Ann Whiteside Introduction Foundations: Copyright and the “Bundle of Rights” Case Studies Conclusion Notes Bibliography Chapter 6. Accessing 3D Data Francesca Albrezzi, John Bonnett, Tassie Gniady, Heather Richards-Rissetto, and Lisa M. Snyder Introduction Modes of 3D Data Audiences for 3D Data Discovering 3D Assets and Decision-Making Issues Technology Requirements and Limitations Impacting Access Use Case Challenges and Outstanding Questions Recommendations for Next Steps Conclusion Notes Bibliography Chapter 7. Conclusion Jennifer Moore, Adam Rountrey, and Hannah Scates Kettler How Are 3D Data Different? Ideas from the Community Assessing Our Approach (CoP) Going Forward Notes Bibliography Glossary Biographies
£77.25
CABI Publishing Modelling SoilBiosphere Interactions
Book SynopsisSoils interact with the biological environment in a number of ways. Our understanding of these interactions can often be enhanced by computer modelling. The primary function of this book is to introduce basic modelling skills and to show how even complex problems in the relationship between soil and the biosphere can be solved using modelling packages. The author presents numerous examples using ModelMaker, an easily learnt software package. Only basic mathematical skills are expected of the reader. A demo of ModelMaker is available on CD from Cherwell ScientificTable of Contents1: Introduction 2: Nitrogen Transformation in Soil 3: Modelling kinetics 4: Nitrification 5: Denitrification 6: C/N transformations in soil organic matter 7: Soil Temperature 8: Dynamics in space and time 9: Volumetric heat capacity and thermal conductivity 10: Heat flow models 11: Soil Water 12: Potential concept 13: Hydraulic conductivity 14: Basic water flow model 15: Other boundary conditions 16: Infiltrability 17: Soil Energy Balance 18: Soil temperature-moisture model 19: Radiation balance 20: Water vapour movement 21: Plant Growth 22: Conceptual plant growth model 23: Photosynthesis 24: Plant growth-substrate relationships 25: Environmental factors 26: Leaching 27: Transport processes 28: Leaching models 29: Final Comments
£111.20
R.S. Means Company Ltd How to Estimate with RSMeans Data
Book Synopsis
£65.66
John Wiley & Sons Inc Mastering Autodesk Inventor 2016 and Autodesk
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
£61.20
John Wiley & Sons Inc Mastering Autodesk Maya 2016
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
£44.00
John Wiley & Sons Inc Professional WebGL Programming Developing 3D
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
£22.39
John Wiley and Sons Ltd Connectionism
Book SynopsisConnectionism is a hands on introduction to connectionist modeling through practical exercises in different types of connectionist architectures. explores three different types of connectionist architectures distributed associative memory, perceptron, and multilayer perceptron provides a brief overview of each architecture, a detailed introduction on how to use a program to explore this network, and a series of practical exercises that are designed to highlight the advantages, and disadvantages, of each accompanied by a website at http://www.bcp.psych.ualberta.ca/~mike/Book3/ that includes practice exercises and software, as well as the files and blank exercise sheets required for performing the exercises designed to be used as a stand-alone volume or alongside Minds and Machines: Connectionism and Psychological Modeling (by Michael R.W. Dawson, Blackwell 2004) Trade Review“This is a first-rate textbook, Enabling readers to perform simulations described, it provides a very user-friendly introduction to the essential material, which it sets in an engaging, historically informed context.” Anne Jaap Jacobson, University of HoustonTable of Contents1. Hands-on Connectionism. 1.1 Connectionism In Principle And In Practice. 1.2 The Organization Of This Book. 2. The Distributed Associative Memory. 2.1 The Paired Associates Task. 2.2 The Standard Pattern Associator. 2.3 Exploring The Distributed associative memory. 3. The James Program. 3.1 Introduction. 3.2 Installing The Program. 3.3 Teaching A Distributed Memory. 3.4 Testing What The Memory Has Learned. 3.5 Using The Program. 4. Introducing Hebb Learning. 4.1 Overview Of The Exercises. 4.2 Hebb Learning Of Basis Vectors. 4.3 Hebb Learning Of Orthonormal, Non-Basis Vectors. 5. Limitations Of Hebb Learning. 5.1 Introduction. 5.2 The Effect Of Repetition. 5.3 The Effect Of Correlation. 6. Introducing The Delta Rule. 6.1 Introduction. 6.2 The Delta Rule. 6.3 The Delta Rule And The Effect Of Repetition. 6.4 The Delta Rule And The Effect Of Correlation. 7. Distributed Networks And Human Memory. 7.1 Background On The Paired Associate Paradigm. 7.2 The Effect Of Similarity On The Distributed Associative Memory. 8. Limitations Of Delta Rule Learning. 8.1 Introduction. 8.2 The Delta Rule And Linear Dependency. 9. The Perceptron. 9.1 Introduction. 9.2 The Limits Of Distributed Associative Memories, And Beyond. 9.3 Properties Of The Perceptron. 9.4 What Comes Next. 10. The Rosenblatt Program. 10.1 Introduction. 10.2 Installing The Program. 10.3 Training A Perceptron. 10.4 Testing What The Memory Has Learned. 11. Perceptrons And Logic Gates. 11.1 Introduction. 11.2 Boolean Algebra. 11.3 Perceptrons And Two-Valued Algebra. 12. Performing More Logic With Perceptrons. 12.1 Two-Valued Algebra And Pattern Spaces. 12.2 Perceptrons And Linear Separability. 12.3 Appendix Concerning The DawsonJots Font. 13. Value Units And Linear Nonseparability. 13.1 Linear Separability And Its Implications. 13.2 Value Units And The Exclusive-Or Relation. 13.3 Value Units And Connectedness. 14. Network By Problem Type Interactions. 14.1 All Networks Were Not Created Equally. 14.2 Value Units And The Two-Valued Algebra. 15. Perceptrons And Generalization. 15.1 Background. 15.2 Generalization And Savings For The 9-Majority Problem. 16. Animal Learning Theory And Perceptrons. 16.1 Discrimination Learning. 16.2 Linearly Separable Versions Of Patterning. 17. The Multilayer Perceptron. 17.1 Creating Sequences Of Logical Operations. 17.2 Multilayer Perceptrons And The Credit Assignment Problem. 17.3 The Implications Of The Generalized Delta Rule. 18. The Rumelhart Program. 18.1 Introduction. 18.2 Installing The Program. 18.3 Training A Multilayer Perceptron. 18.4 Testing What The Network Has Learned. 19. Beyond The Perceptron’s Limits. 19.1 Introduction. 19.2 The Generalized Delta Rule And Exclusive-Or. 20. Symmetry As A Second Case Study. 20.1 Background. 20.2 Solving Symmetry Problems With Multilayer Perceptrons. 21. How Many Hidden Units?. 21.1 Background. 21.2 How Many Hidden Value Units Are Required For 5-Bit Parity?. 22. Scaling Up With The Parity Problem. 22.1 Overview Of The Exercises. 22.2 Background. 22.3 Exploring The Parity Problem. 23. Selectionism And Parity. 23.1 Background. 23.2 From Connectionism To Selectionism. 24. Interpreting A Small Network. 24.1 Background. 24.2 A Small Network. 24.3 Interpreting This Small Network. 25. Interpreting Networks Of Value Units. 25.1 Background. 25.2 Banding In The First Monks Problem. 25.3 Definite Features In The First Monks Problem. 26. Interpreting Distributed Representations. 26.1 Background. 26.2 Interpreting A 5-Parity Network. 27. Creating Your Own Training Sets. 27.1 Background. 27.2 Designing And Building A Training Set. References.
£41.75
John Wiley and Sons Ltd Introduction to Modeling in Wildlife and Resource
Book SynopsisThis book provides students with the skills to develop their own models for application in conservation biology and wildlife management. Assuming no special mathematical expertise, the computational models used are kept simple and show how to develop models in both spreadsheet and programming language format. Develops thought-provoking applications which emphasize the value of modeling as a learning tool Examines basic descriptive equations, matrix representations, consumer-resources interactions, applications in simulation, scenarios, harvesting, population viability, metapopulation dynamics, disease outbreaks, vegetation stage and state dynamics, habitat suitability assessment, and model selection statistics Includes a wide range of examples relating to birds, fish, plants and large African mammals Trade Review"This is consequently very much a hands-on work and ideal as a basic manual for a course on the topic. At the same time, it will be of value to conservationists who wish to understand the basis of some modeling approach they find in a paper directly pertinent to their particular interests." (Biodivers Conserv, 2011) An easy approach to modelling." (Mammalia, April 2009) "This is a very interesting text. ... The focus on method and theory as well as programming means that the text encourages the reader to question even basic assumptions." (Ecological and Environmental Education)Table of ContentsPreface. 1 Introduction: why learn modeling?. 1.1 Introduction. 1.2 Structure of the book. 1.3 Supporting computer software. Recommended supporting reading. Supporting file on the CD. 2 A starting problem: conservation of the dodo. 2.1 Introduction. 2.2 Conservation of the dodo. 3 Descriptive models: choosing an equation. 3.1 Introduction. 3.2 Dynamic equations. 3.3 Geometric and exponential growth. 3.4 Adding a population ceiling. 3.5 Basic density-dependent models. 3.6 Curvilinear density dependence. 3.7 Delayed density dependence. 3.8 Depensation or Allee effect. 3.9 Incorporating environmental variability. 3.10 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 4 Structured population models: age, size, or stage. 4.1 Introduction. 4.2 Age-structured models. 4.3 Stage-structured models. 4.4 Projection versus prediction. 4.5 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 5 Consumer–resource models: population interactions. 5.1 Introduction. 5.2 Coupling population equations. 5.3 Simple interactive model. 5.4 Incorporating competitive interference. 5.5 Ratio-dependent intake response and time frames. 5.6 Accommodating environmental variability. 5.7 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 6 Simulation models: assessing understanding. 6.1 Introduction. 6.2 Adding density dependence to an age-structured model. 6.3 Aspecific example: the kudu model. 6.4 Simplification for management. 6.5 Generalizing the model for other species. 6.6 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 7 Harvesting models: adaptive management. 7.1 Introduction. 7.2 Principles of “maximum sustained yield”. 7.3 Surplus production model accommodating environmental variability. 7.4 Stock-recruitment model. 7.5 Policies for setting the harvest quota. 7.6 Adaptive management responses. 7.7 Stock-recruitment models for fish populations. 7.8 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 8 Population viability models: risk analysis. 8.1 Introduction. 8.2 Demographic stochasticity. 8.3 Environmental variability and catastrophes. 8.4 Genetic stochasticity. 8.5 Population viability models. 8.6 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 9 Metapopulation models: spreading the risk. 9.1 Introduction. 9.2 Basic patch incidence model. 9.3 Correlated migration and extinction. 9.4 Variable patch size and spacing. 9.5 Source and sink populations. 9.6 Mainland–island habitats. 9.7 Examples of vertebrate metapopulations. 9.8 Overview. Recommended supporting reading. Exercises. 10 Modeling infectious diseases: outbreak dynamics. 10.1 Introduction. 10.2 Basic infection model. 10.3 Cyclic outbreak dynamics: measles. 10.4 Slowly spreading sexually transmitted disease: HIV–AIDS. 10.5 Controlling the spread of wildlife diseases. 10.6 Overview. Recommended supporting reading. Exercises. 11 Scenario models: exploring options. 11.1 Introduction. 11.2 Background situation. 11.3 Theoretical concepts. 11.4 Modeling the white rhino–grassland system. 11.5 Exploring management options. 11.6 Overview. Recommended supporting reading. Program on the accompanying CD. Exercises. 12 Vegetation models: biomass to gap dynamics. 12.1 Introduction. 12.2 Seasonal biomass dynamics of vegetation supporting herbivores. 12.3 Size-structured dynamics of a tree population. 12.4 Gap dynamics model. 12.5 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 13 State transition models: habitat patch dynamics. 13.1 Introduction. 13.2 Vegetation successional dynamics. 13.3 Managing savanna vegetation for livestock. 13.4 Spatially explicit grid model. 13.5 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 14 Habitat suitability models: adaptive behavior. 14.1 Introduction. 14.2 Shifting habitat use by overwintering geese. 14.3 Habitat suitability for a browsing antelope from vegetation composition. 14.4 General principles. 14.5 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 15 Reconciling models with data: statistical diagnosis. 15.1 Introduction. 15.2 Model selection statistics. 15.3 Diagnosing the causes of antelope population declines. 15.4 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercise. Appendices. References. Index
£49.35
Edward Elgar Publishing Ltd The State of Creativity: The Future of 3D
Book SynopsisCreativity has been integral to the development of the modern State, and yet it is becoming increasingly sidelined, especially as a result of the development of new machinic technologies including 3D printing. Arguing that inner creativity has been endangered by the rise of administrative regulation, James Griffin explores a number of reforms to ensure that upcoming regulations do take creativity into account. The State of Creativity examines how the State has become distanced from individual processes of creativity. This book investigates how the failure to incorporate creativity into administrative regulation is, in fact, adversely impacting the regulation of new technologies such as 3D and 4D printing and augmented reality, by focusing on issues concerning copyright and patents.This is an important read for intellectual property law scholars, as well as those studying computer science who wish to gain a more in-depth understanding of the current laws surrounding digital technologies such as 3D printing in our modern world. Legal practitioners wanting to remain abreast of developments surrounding 3D printing will also benefit from this book.Trade Review'This book discusses how emerging technologies link to innovation and creativity that can bring immense benefits to society, and stresses how legal systems (e.g., copyright) can help motivate and protect such development. I recommend the book to all technology enthusiasts who are keen on applying cutting-edge technology and knowledge.' --Hing Kai Chan, University of Nottingham Ningbo China'This book is a very original account of the importance of creativity within society. James Griffin has incorporated a wide range of materials and subjects to develop and establish his core argument that creativity is critical to the future of humanity. The book should be a primary reference for regulators, policymakers and researchers considering legal reforms, especially for 3D printing.' --Onyeka Osuji, University of Essex, UKTable of ContentsContents: 1. The history of pro(creation) 2. A third dimension: Creativity and the Individual – State relationship 3. A virtual reality? Creativity and the Individual: The importance of creative space 4. A fourth dimension: The administrative core 5. A fourth dimension imperilled by the third? The threatening space between the zone of discourse and the administrative core 6. The flow of reproduction – The reproduction of creativity as part of the proprietary discourse 7. An augmented reality (1) – Identifying the process of creativity 8. An augmented reality (2) – Reform – The proposed licensing system 9. An augmented reality (3) – The proposed regulatory body 10. Conclusion – The future of the creative State Index
£116.47
Springer International Publishing AG Effective Model-Based Systems Engineering
Book SynopsisThis textbook presents a proven, mature Model-Based Systems Engineering (MBSE) methodology that has delivered success in a wide range of system and enterprise programs. The authors introduce MBSE as the state of the practice in the vital Systems Engineering discipline that manages complexity and integrates technologies and design approaches to achieve effective, affordable, and balanced system solutions to the needs of a customer organization and its personnel. The book begins with a summary of the background and nature of MBSE. It summarizes the theory behind Object-Oriented Design applied to complex system architectures. It then walks through the phases of the MBSE methodology, using system examples to illustrate key points. Subsequent chapters broaden the application of MBSE in Service-Oriented Architectures (SOA), real-time systems, cybersecurity, networked enterprises, system simulations, and prototyping. The vital subject of system and architecture governance completes the discussion. The book features exercises at the end of each chapter intended to help readers/students focus on key points, as well as extensive appendices that furnish additional detail in particular areas. The self-contained text is ideal for students in a range of courses in systems architecture and MBSE as well as for practitioners seeking a highly practical presentation of MBSE principles and techniques. Table of ContentsIntroduction - Framing the Problem.- Applying Object Orientation to System Architecture.- MBSAP Methodology Overview.- Analyzing Requirements in an Operational Viewpoint.- Designing in a Logical/Functional Viewpoint.- Implementing in a Physical Viewpoint.- Implementing Service-Oriented Architectures for Enterprise Integration.- Extending Architecture to Real-Time Domains.- Developing the Network Dimension.- Protecting Information with Cybersecurity.- Using Prototypes Verification, and Validation to Evaluate and Enhance System Architecture.- Using Reference Architectures and Frameworks.- Architecting the Enterprise.- Applying Advanced Concepts.- Implementing Governance to Measure and Maintain Architecture Quality.- Appendix A - Quick Reference to Object-Oriented Design (OOD) and the Unified Modeling Language (UML).- Appendix B - Quick Reference to the System Modeling Language (SysML), Profile of the Unified Modeling Language (UML).- Appendix C.- System Architecture Example: E-X Airborne Multisensor Platform.- Appendix D - Summary of the Modeling and Analysis of Real-Time and Embedded (MARTE) Systems Profile of UML.- Appendix E - Listing of Information Technology (IT) Core Standards and Sources.- Appendix F - Defense in Depth (DiD) Defintions.- Appendix G - Common Cyber Attack Methods.- Appendix H - IEEE Computer Society Center for Secure Design (SD) List of Top 10 Security Flaws.- Appendix I - Software Testing Methods and Tools.- Appendix J - Open System Interconnect (OSI) Layers and Protocols.- Appendix K - Service-Oriented Architecture (SOA) Policy Requirements for Department of Defense (DoD) Programs.
£104.49
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.
£40.84
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
Springer Verlag, Singapore Proceedings of the International Conference on Modern Research in Aerospace Engineering: MRAE-2016
Book SynopsisThis book includes high-quality research papers presenting the latest advances in aerospace and related engineering fields. The papers are organized according to six broad areas (i) Aerospace Propulsion, (ii) Space Research, Avionics and Instrumentation, (iii) Aerodynamics Wind Tunnel and Computational fluid dynamics (CFD), (iv) Structural Analysis and Finite Element Method (FEM), (v) Materials, Manufacturing and Air Safety and (vi) Aircraft Environmental and Control System and Stability, making it easy for readers to find the information they require. Offering insights into the state of the art in aerospace engineering, the original research presented is valuable to academics, researchers, undergraduate and postgraduate students as well as professionals in industry and R&D. The clearly written book can be used for the validation of data, and the development of experimental and simulation techniques as well as other mathematical approaches.
£116.99
Taylor & Francis Ltd Essential CG Lighting Techniques with 3ds Max
a huge range and FREE tracked UK delivery on ALL orders.
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Taylor & Francis Ltd Blender Foundations The Essential Guide to Learning Blender 26
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Taylor & Francis Ltd Google SketchUp Workshop
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Taylor & Francis Ltd 3D Rotations
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Taylor & Francis Ltd VRay 5 for 3ds Max 2020 3D Rendering Workflows Volume 1 3D Photorealistic Rendering
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Taylor & Francis Ltd Developing Graphics Frameworks with Python and OpenGL
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Taylor & Francis Ltd Essential Computer Graphics Techniques for Modeling Animating and Rendering Biomolecules and Cells
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Taylor & Francis Ltd New Heritage New Media and Cultural Heritage
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£128.25
Taylor & Francis Intellectual Property Rights and Emerging Technology
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£128.25
Cambridge University Press Computer Simulation in Brain Science
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£49.39
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.
£64.59
Cambridge University Press Frontiers of Climate Modeling
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£48.47
Cambridge University Press Calculated Bets
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£71.31
Cambridge University Press Simulating the Physical World
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£78.84
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.
£99.75
Cambridge University Press Curve and Surface Reconstruction Algorithms with Mathematical Analysis 23 Cambridge Monographs on Applied and Computational Mathematics Series Number 23
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£71.25
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
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