3D graphics and modelling Books

124 products


  • Cambridge University Press The NEURON Book

    15 in stock

    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.

    15 in stock

    £122.40

  • 15 in stock

    £75.00

  • Cambridge University Press Computational Thermodynamics The CALPHAD Method

    15 in stock

    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.

    15 in stock

    £113.00

  • Digital Property

    John Wiley & Sons Inc Digital Property

    15 in stock

    Book SynopsisEven more than authorship, ownership is challenged by the rise of digitaland computational methods of design and production. These challengesare simultaneously legal, ethical and economic. How are new methods offabrication and manufacture going to irreversibly change not only ways ofworking, but also designers' ethics and their stance on ownership? In his2013 second-term State of the Union address, President Obama statedthat 3D printing has the potential to revolutionize the way we makealmost everything'. Nowhere will the impact of 3D printing be felt greaterthan in the architectural and design communities. When anyone can printout an object or structure from a digital file, will designers still exert thesame creative rights or will they need to develop new practice andpayment models? As architecture becomes more collaborative withopen-source processes, will the emphasis on signature as the basis ofownership remain relevant? How will wider teams working globally beaccredited and comTrade Review"..provides an insightful read and offers readers pause for thought in a world focussed on ever quicker digitalisation." (theNBS.com, November 2016)

    15 in stock

    £25.60

  • Packt Publishing Limited Blender Compositing and Post Processing

    15 in stock

    15 in stock

    £34.39

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

    15 in stock

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

    15 in stock

    £37.99

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

    15 in stock

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

    15 in stock

    £59.99

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

    15 in stock

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

    15 in stock

    £46.26

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

    15 in stock

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

    15 in stock

    £66.02

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

    15 in stock

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

    15 in stock

    £39.33

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

    15 in stock

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

    15 in stock

    £39.33

  • Explaining Altruism: A Simulation-Based Approach and its Limits

    De Gruyter Explaining Altruism: A Simulation-Based Approach and its Limits

    15 in stock

    Book SynopsisEmploying computer simulations for the study of the evolution of altruism has been popular since Axelrod's book „The Evolution of Cooperation“. But have the myriads of simulation studies that followed in Axelrod's footsteps really increased our knowledge about the evolution of altruism or cooperation? This book examines in detail the working mechanisms of simulation based evolutionary explanations of altruism. It shows that the „theoretical insights“ that can be derived from simulation studies are often quite arbitrary and of little use for the empirical research. In the final chapter of the book, therefore, a set of epistemological requirements for computer simulations is proposed and recommendations for the proper research design of simulation studies are made.

    15 in stock

    £134.42

  • Geometric Constraint Solving and Applications

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

    15 in stock

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

    15 in stock

    £74.93

  • Mastering Autodesk Maya 2016

    John Wiley & Sons Inc Mastering Autodesk Maya 2016

    4 in stock

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

    4 in stock

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  • Drawing Shortcuts

    John Wiley & Sons Inc Drawing Shortcuts

    3 in stock

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

    3 in stock

    £51.25

  • R Graphics Cookbook

    O'Reilly Media R Graphics Cookbook

    2 in stock

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

    2 in stock

    £47.99

  • MultiMedia Modeling: 30th International

    Springer International Publishing AG MultiMedia Modeling: 30th International

    3 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 30th International Conference on MultiMedia Modeling, MMM 2024, held in Amsterdam, The Netherlands, during January 29–February 2, 2024.The 112 full papers included in this volume were carefully reviewed and selected from 297 submissions. The MMM conference were organized in topics related to multimedia modelling, particularly: audio, image, video processing, coding and compression; multimodal analysis for retrieval applications, and multimedia fusion methods.Table of ContentsSelf-distillation Enhanced Vertical Wavelet Spatial Attention for Person Re-identification.- High Capacity Reversible Data Hiding in Encrypted Images Based onPixel Value Preprocessing and Block Classification.- HPattack: An Effective Adversarial Attack for Human Parsing.- Dynamic-Static Graph Convolutional Network for Video-Based Facial Expression Recognition.- Hierarchical Supervised Contrastive Learning for Multimodal Sentiment Analysis.- Semantic Importance-Based Deep Image Compression Using A Generative Approach.- Drive-CLIP: Cross-modal Contrastive Safety-Critical Driving Scenario Representation Learning and Zero-shot Driving Risk Analysis.- MRHF: Multi-stage Retrieval and Hierarchical Fusion for Textbook Question Answering.- Multi-scale Decomposition Dehazing with Polarimetric Vision.- CLF-Net: A Few-shot Cross-Language Font Generation Method.- Multi-dimensional Fusion and Consistency for Semi-supervised Medical Image Segmentation.- Audio-Visual Segmentation By Leveraging Multi-Scaled Features Learning.- Multi-head Hashing with Orthogonal Decomposition for Cross-modal Retrieval.- Fusion Boundary and Gradient Enhancement Network for Camouflage Object Detection.- Find the Cliffhanger: Multi-Modal Trailerness in Soap Operas.- SM-GAN: Single-stage and Multi-object Text Guided Image Editing.- MAVAR-SE: Multi-scale Audio-Visual Association Representation Network for End-to-end Speaker Extraction.- NearbyPatchCL: Leveraging Nearby Patches for Self-Supervised Patch-Level Multi-Class Classification in Whole-Slide Images.- Improving Small License Plate Detection with Bidirectional Vehicle-plate Relation.- A Purified Stacking Ensemble Framework for Cytology Classification.- SEAS-Net: Segment Exchange Augmentation for Semi-Supervised Brain Tumor Segmentation.- Super-Resolution-Assisted Feature Refined Extraction for Small Objects in Remote Sensing Images.- Lightweight Image Captioning Model Based on Knowledge Distillation.- Irregular License Plate Recognition via Global Information Integration.- TNT-Net: Point Cloud Completion by Transformer in Transformer.- Fourier Transformer for Joint Super-Resolution and Reconstruction ofMr Image.- MVD-NeRF: Resolving Shape-Radiance Ambiguity via Mitigating View Dependency.- DPM-Det: Diffusion Model Object Detection Based on DPM-Solver++Guided Sampling.- CT-MVSNet: Efficient Multi-View Stereo with Cross-scale Transformer.- A Coarse and Fine Grained Masking Approach for Video-groundedDialogue.- Deep self-supervised subspace clustering with triple loss.- LigCDnet:Remote Sensing Image Cloud Detection Based on Lightweight Framework.- Gait Recognition Based on Temporal Gait Information Enhancing.- Learning Complementary Instance Representation with Parallel Adaptive Graph-Based Network for Action Detection.- CESegNet:Context-Enhancement Semantic Segmentation NetworkBased on Transformer.- MoCap-Video Data Retrieval with Deep Cross-Modal Learning.- LRATNet: Local-Relationship-Aware Transformer Network for TableStructure Recognition.

    3 in stock

    £66.49

  • Springer International Publishing AG Effective Model-Based Systems Engineering

    Out of stock

    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.

    Out of stock

    £104.49

  • Rendering in SketchUp

    John Wiley & Sons Inc Rendering in SketchUp

    2 in stock

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

    2 in stock

    £40.80

  • Delta Lake Up and Running

    O'Reilly Media Delta Lake Up and Running

    2 in stock

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

    2 in stock

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  • How to Estimate with RSMeans Data

    R.S. Means Company Ltd How to Estimate with RSMeans Data

    2 in stock

    Book Synopsis

    2 in stock

    £65.66

  • Learning & Teaching in the Virtual World of

    Tapir Academic Press Learning & Teaching in the Virtual World of

    2 in stock

    Book Synopsis

    2 in stock

    £36.55

  • Geosimulation Automatabased Modeling of Urban

    John Wiley & Sons Inc Geosimulation Automatabased Modeling of Urban

    1 in stock

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

    1 in stock

    £75.56

  • Simulation with Visual Slam and Awesim

    John Wiley & Sons Inc Simulation with Visual Slam and Awesim

    1 in stock

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

    1 in stock

    £188.06

  • Introduction to Modeling in Wildlife and Resource

    John Wiley and Sons Ltd Introduction to Modeling in Wildlife and Resource

    1 in stock

    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

    1 in stock

    £49.35

  • O'Reilly Media Make 3D Printing

    1 in stock

    Book SynopsisMAKE is here to help, with our Ultimate Guide to 3D Printing. With articles about techniques, freely available CAD packages, and comparisons of printers that are on the market, this book makes it easy to understand this complex and constantly-shifting topic.

    1 in stock

    £14.39

  • Practical Tableau

    O'Reilly Media Practical Tableau

    1 in stock

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

    1 in stock

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  • MultiMedia Modeling: 30th International

    Springer International Publishing AG MultiMedia Modeling: 30th International

    1 in stock

    Book SynopsisThis book constitutes the refereed proceedings of the 30th International Conference on MultiMedia Modeling, MMM 2024, held in Amsterdam, The Netherlands, during January 29–February 2, 2024.The 112 full papers included in this volume were carefully reviewed and selected from 297 submissions. The MMM conference were organized in topics related to multimedia modelling, particularly: audio, image, video processing, coding and compression; multimodal analysis for retrieval applications, and multimedia fusion methods.Table of ContentsGlobal-to-Local Feature Mining Network for RGB-Infrared Person Re-Identification.- Semantic Transition Detection for Self-Supervised Vide Scene Segmentation.- Multi-Task Collaborative Network for Image-text Retrieval.- FGENet:Fine-Grained Extraction Network for Congested Crowd Counting.- MSMV-UNet : A 2.5D Stroke Lesion Segmentation Method based on Multi-slice Feature Fusion.- Non-Local Spatial-Wise and Global Channel-Wise Transformer forEfficient Image Super-Resolution.- MobileViT-FocR: MobileViT with Fixed-One-Centre Loss and Gradient Reversal for Generalised Fake Face Detection.- ASF-Conformer: Audio Scoring Conformer with FFC for Speaker Verification in Noisy Environments.- Prior-Knowledge-Free Video Frame Interpolation with Bidirectional Regularized Implicit Neural Representations.- Two-Stage Reasoning Network with Modality Decomposition for TextVQA.- Localization and Local Motion Magnification of Pulsatile Regions in Endoscopic Surgery Videos.- Co-speech Gesture Generation with Variational Auto Encoder.- Differentiable Neural Architecture Search Based on Efficient Architecture for Lightweight Image Super-Resolution.- Learning Collaborative Reinforcement Attention for 3D Face Reconstruction and Dense Alignment.- Exploring Multi-Modal Fusion for Image Manipulation Detection and Localization.- Object-based Spatio-Temporal Heterogeneous Network for VideoQA.- Adaptive Token Selection and Fusion Network for Multimodal Sentiment Analysis.- Exploring Imperceptible Adversarial Examples in YCbCr Color Space.- Fractional-order image moments and applications.- Time-Quality Tradeoff of MuseHash Query Processing Performance.- Dual-Fisheye Image Stitching via Unsupervised Deep Learning.- CA-GAN: Conditional Adaptive Generative Adversarial Network for Text-to-Image Synthesis.- RDC-YOLOv5:Improved Safety Helmet Detection in Adverse Weather.- Sustainable Commercial Fishery Control using Multimedia Forensics Data from Non-trusted, Mobile Edge Nodes.- MC-TCMNER: A Multi-Modal Fusion Model Combining Contrast Learning Method for Traditional Chinese Medicine NER.- C3-PO: A Convolutional Neural Network for COVID Onset Predictionfrom Cough Sounds.- Pseudo-label based Unsupervised Momentum Representation Learning for Multi-domain Image Retrieval.- DFGait: Decomposition Fusion Representation Learning for Multimodal Gait Recognition.- MoPE: Mixture of Pooling Experts Framework for Image-Text Retrieval.- Multi-Modal Video Topic Segmentation with Dual-Contrastive Domain Adaptation.- Unsupervised Multi-Collaborative Learning Network for 3D Face Reconstruction.- A Region Based Non-overlapping Reference Speech Estimation Method for Speaker Extraction.- Self-Supervised Edge Structure Learning for Multi-View Stereo and Parallel Optimization.- Prototype-Enhanced Hypergraph Learning for Heterogeneous Information Networks.- A Language-based solution to enable Metaverse Retrieval.- Part-aware Prompt Tuning For Weakly Supervised Referring Expression Grounding.- Adversarially Robust Deepfake Detection via Adversarial Feature Similarity Learning.- A Multidimensional Taxonomy Model for Music Tangible User Interfaces.

    1 in stock

    £66.49

  • Rapid Roboting: Recent Advances on 3D Printers

    Springer International Publishing AG Rapid Roboting: Recent Advances on 3D Printers

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    Book SynopsisThis book summarizes recent advances in robotics using 3D printers and rapid prototyping as a concept development tool. The book is focused on industrial applications, educational aspects, rehabilitation, and other related topics. In particular, the book is intended to offer the reader a smooth yet deep introduction to the use of 3D printers and rapid prototyping techniques as a solution to robotics and mechatronics problems, highlighting successful case studies.Table of ContentsChapter 1. Rapid Roboting: The New Approach for Quickly Development of Customized Robots.- Chapter 2. Additive Manufacturing Enabling Technologies for Rapid Roboting.- Chapter 3. Printing 3D Electronics for Robotics.- Chapter 4. Design of Mobile Robots.- Chapter 5. Prototyping the Brain of a Robot.- Chapter 6. Soft Robotics.- Chapter 7. Autonomous Service Robotics.- Chapter 8. Bio-Inspired Robotics.- Chapter 9. Biomedical Devices: Materials, Fabrication and Control.- Chapter 10. Future Trends.

    1 in stock

    £98.99

  • Simulation dynamischer Systeme: Grundwissen,

    Springer Fachmedien Wiesbaden Simulation dynamischer Systeme: Grundwissen,

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    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.

    1 in stock

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  • Geschäftsprozesse: Von der Modellierung zur

    Springer Fachmedien Wiesbaden Geschäftsprozesse: Von der Modellierung zur

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    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

    1 in stock

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  • Simulation Systems

    Taylor & Francis Ltd Simulation Systems

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

    1 in stock

    £170.00

  • Proceedings of the International Conference on Modern Research in Aerospace Engineering: MRAE-2016

    Springer Verlag, Singapore Proceedings of the International Conference on Modern Research in Aerospace Engineering: MRAE-2016

    1 in stock

    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.

    1 in stock

    £116.99

  • Gecon 2006 - Proceedings Of The 3rd International

    World Scientific Publishing Co Pte Ltd Gecon 2006 - Proceedings Of The 3rd International

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    Book SynopsisGrid computing systems utilize the heterogeneous networked resources, such as computation, information, database, storage, bandwidth, etc., through the Internet. The systems can operate in predefined and organized ways or form the collected resource systems through self-organizing and decentralized ways. Even with the various types of abundant resources in the Internet, the resources that can be organized and operated in the presence of multiple resource owners with the uncertainty of resource availability and quality are scarce.This volume contains refereed and invited papers presented at the 3rd International Workshop on Grid Economics and Business Models held on 16 May 2006 at the Singapore Management University, in conjunction with GridAsia 2006. It includes contributions by researchers and practitioners from multiple disciplines that discuss the economy of the systems concerned, with focus on the operational and deployment issues of Grid Economy.Table of ContentsGrid Economy Test-Beds and Operation; Market Managed Operation of the Internet; Grid Systems' Economy and Its Operation and Development; Pricing, Charging and Accounting Issues of Heterogeneous Resources; Identity Economics and Anonymity of Distributed Systems; Suggestions for Grid Commercialization Strategies.

    1 in stock

    £107.35

  • Understanding Molecular Simulation

    Elsevier Science Understanding Molecular Simulation

    Out of stock

    Book SynopsisComputer simulators are continuously confronted with questions concerning the choice of a particular technique for a given application. A wide variety of tools exist, so the choice of technique requires a good understanding of the basic principles. This title explains the physics behind the 'recipes' of molecular simulation for materials science.Trade Review"…brilliantly maintains a balance between explaining the physical phenomena and performing computations. Its marvelous writing style invites scientists and students to deepen their knowledge of MD simulations." --ComputingReviews.com, January 11, 2013 "... this book brilliantly lays down the scientific foundations of the simulational approach ..." --Prof. Kurt Binder in Physics World, 1997 "... a treasure. The book is a marvellous mix of just enough formalism with an informal and readable style, sufficient detail to understand methodological advances, appropriate mathematics ..." --Prof. Mark A. Ratner in Physics Today, 1997Table of Contents1. Introduction Part I Basics 2. Statistical Mechanics 3. Monte Carlo Simulations 4. Molecular Dynamics Simulations Part II Ensembles 5. Monte Carlo Simulations in Various Ensembles 6. Molecular Dynamics in Various Ensembles Part III Free Energies and Phase Equilibria 7. Free Energy Calculations 8. The Gibbs Ensemble 9. Other Methods to Study Coexistence 10. Free Energies of Solids 11. Free Energy of Chain Molecules Part IV Advanced Techniques 12. Long-Range Interactions 13. Biased Monte Carlo Schemes 14. Accelerating Monte Carlo Sampling 15. Tackling Time-Scale Problems 16. Rare Events 17. Dissipative Particle Dynamics

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    £999.99

  • Physically Based Rendering

    Elsevier Science & Technology Physically Based Rendering

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    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

    Out of stock

    £999.99

  • Essential CG Lighting Techniques with 3ds Max

    Taylor & Francis Ltd Essential CG Lighting Techniques with 3ds Max

    Out of stock

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

    Out of stock

    £999.99

  • Blender Foundations The Essential Guide to Learning Blender 26

    Taylor & Francis Ltd Blender Foundations The Essential Guide to Learning Blender 26

    Out of stock

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

    Out of stock

    £999.99

  • 3D Art Essentials The Fundamentals of 3D Modeling Texturing and Animation

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

    Out of stock

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

    Out of stock

    £999.99

  • Google SketchUp Workshop

    Taylor & Francis Ltd Google SketchUp Workshop

    Out of stock

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

    Out of stock

    £999.99

  • Creating Games with Unity and Maya

    Taylor & Francis Ltd Creating Games with Unity and Maya

    Out of stock

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

    Out of stock

    £999.99

  • Pearson Education (US) OpenGL ES 3.0 Programming Guide

    Out of stock

    Book SynopsisDan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012). Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications. Dave Shreiner is one of the World's foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series. Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.Trade Review“As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.” –Rick Tewell, Graphics Technology Architect, Freescale “This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.” –Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net “The second edition of OpenGL® ES™ 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. We’d recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.” –Kristof Beets, Business Development, Imagination Technologies “This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.” –Jed Fisher, Managing Partner, 4D Pipeline “This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming. This is the guide I’d want by my side when diving into embedded OpenGL.” –Todd Furlong, President & Principal Engineer, Inv3rsion LLCTable of ContentsList of Figures xvii List of Examples xxi List of Tables xxv Foreword xxix Preface xxxi Intended Audience xxxi Organization of This Book xxxii Example Code and Shaders xxxvi Errata xxxvi Acknowledgments xxxvii About the Authors xxxix Chapter 1: Introduction to OpenGL ES 3.0 1 OpenGL ES 3.0 3 What’s New in OpenGL ES 3.0 11 OpenGL ES 3.0 and Backward Compatibility 17 EGL 19 EGL Command Syntax 20 OpenGL ES Command Syntax 21 Error Handling 22 Basic State Management 23 Further Reading 25 Chapter 2: Hello Triangle: An OpenGL ES 3.0 Example 27 Code Framework 28 Where to Download the Examples 28 Hello Triangle Example 29 Using the OpenGL ES 3.0 Framework 34 Creating a Simple Vertex and Fragment Shader 35 Compiling and Loading the Shaders 36 Creating a Program Object and Linking the Shaders 38 Setting the Viewport and Clearing the Color Buffer 39 Loading the Geometry and Drawing a Primitive 40 Displaying the Back Buffer 41 Summary 42 Chapter 3: An Introduction to EGL 43 Communicating with the Windowing System 44 Checking for Errors 45 Initializing EGL 46 Determining the Available Surface Configurations 46 Querying EGLConfig Attributes 48 Letting EGL Choose the Configuration 51 Creating an On-Screen Rendering Area: The EGL Window 53 Creating an Off-Screen Rendering Area: EGL Pbuffers 56 Creating a Rendering Context 60 Making an EGLContext Current 62 Putting All Our EGL Knowledge Together 63 Synchronizing Rendering 66 Summary 67 Chapter 4: Shaders and Programs 69 Shaders and Programs 69 Uniforms and Attributes 80 Shader Compiler 93 Program Binaries 94 Summary 95 Chapter 5: OpenGL ES Shading Language 97 OpenGL ES Shading Language Basics 98 Shader Version Specification 98 Variables and Variable Types 99 Variable Constructors 100 Vector and Matrix Components 101 Constants 102 Structures 103 Arrays 104 Operators 104 Functions 106 Built-In Functions 107 Control Flow Statements 107 Uniforms 108 Uniform Blocks 109 Vertex and Fragment Shader Inputs/Outputs 111 Interpolation Qualifiers 114 Preprocessor and Directives 115 Uniform and Interpolator Packing 117 Precision Qualifiers 119 Invariance 121 Summary 123 Chapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects 125 Specifying Vertex Attribute Data 126 Declaring Vertex Attribute Variables in a Vertex Shader 135 Vertex Buffer Objects 140 Vertex Array Objects 150 Mapping Buffer Objects 154 Copying Buffer Objects 159 Summary 160 Chapter 7: Primitive Assembly and Rasterization 161 Primitives 161 Drawing Primitives 165 Primitive Assembly 174 Rasterization 179 Occlusion Queries 183 Summary 185 Chapter 8: Vertex Shaders 187 Vertex Shader Overview 188 Vertex Shader Examples 196 Generating Texture Coordinates 205 Vertex Skinning 207 Transform Feedback 211 Vertex Textures 214 OpenGL ES 1.1 Vertex Pipeline as an ES 3.0 Vertex Shader 215 Summary 223 Chapter 9: Texturing 225 Texturing Basics 226 Compressed Textures 262 Texture Subimage Specification 266 Copying Texture Data from the Color Buffer 269 Sampler Objects 273 Immutable Textures 276 Pixel Unpack Buffer Objects 277 Summary 278 Chapter 10: Fragment Shaders 279 Fixed-Function Fragment Shaders 280 Fragment Shader Overview 282 Implementing Fixed-Function Techniques Using Shaders 286 Summary 295 Chapter 11: Fragment Operations 297 Buffers 298 Fragment Tests and Operations 303 Blending 311 Dithering 314 Multisampled Anti-Aliasing 314 Reading and Writing Pixels to the Framebuffer 316 Multiple Render Targets 320 Summary 324 Chapter12: Framebuffer Objects 325 Why Framebuffer Objects? 325 Framebuffer and Renderbuffer Objects 327 Creating Framebuffer and Renderbuffer Objects 329 Using Renderbuffer Objects 330 Using Framebuffer Objects 335 Framebuffer Blits 342 Framebuffer Invalidation 344 Deleting Framebuffer and Renderbuffer Objects 346 Examples 348 Performance Tips and Tricks 354 Summary 355 Chapter 13: Sync Objects and Fences 357 Flush and Finish 357 Why Use a Sync Object? 358 Creating and Deleting a Sync Object 358 Waiting for and Signaling a Sync Object 359 Example 360 Summary 361 Chapter 14: Advanced Programming with OpenGL ES 3.0 363 Per-Fragment Lighting 363 Environment Mapping 370 Particle System Using Transform Feedback 380 Image Postprocessing 387 Projective Texturing 390 Noise Using a 3D Texture 397 Procedural Texturing 404 Rendering Terrain with Vertex Texture Fetch 410 Shadows Using a Depth Texture 414 Summary 420 Chapter 15: State Queries 421 OpenGL ES 3.0 Implementation String Queries 421 Querying Implementation-Dependent Limits 423 Querying OpenGL ES State 429 Hints 435 Entity Name Queries 436 Nonprogrammable Operations Control and Queries 436 Shader and Program State Queries 438 Vertex Attribute Queries 440 Texture State Queries 441 Sampler Queries 442 Asynchronous Object Queries 442 Sync Object Queries 443 Vertex Buffer Queries 444 Renderbuffer and Framebuffer State Queries 445 Summary 446 Chapter 16: OpenGL ES Platforms 447 Building for Microsoft Windows with Visual Studio 447 Building for Ubuntu Linux 449 Building for Android 4.3+ NDK (C++) 450 Building for Android 4.3+ SDK (Java) 452 Building for iOS 7 453 Summary 455 Appendix A: GL_HALF_FLOAT 457 16-Bit Floating-Point Number 458 Converting a Float to a Half-Float 459 Appendix B: Built-In Functions 463 Angle and Trigonometry Functions 465 Exponential Functions 466 Common Functions 467 Floating-Point Pack and Unpack Functions 471 Geometric Functions 472 Matrix Functions 474 Vector Relational Functions 475 Texture Lookup Functions 476 Fragment Processing Functions 483 Appendix C: ES Framework API 485 Framework Core Functions 485 Transformation Functions 490 Index 495

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  • 3D Rotations

    Taylor & Francis Ltd 3D Rotations

    15 in stock

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

    15 in stock

    £44.99

  • VRay 5 for 3ds Max 2020 3D Rendering Workflows Volume 1 3D Photorealistic Rendering

    Taylor & Francis Ltd VRay 5 for 3ds Max 2020 3D Rendering Workflows Volume 1 3D Photorealistic Rendering

    15 in stock

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

    15 in stock

    £52.99

  • Developing Graphics Frameworks with Python and OpenGL

    Taylor & Francis Ltd Developing Graphics Frameworks with Python and OpenGL

    15 in stock

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

    15 in stock

    £99.99

  • Essential Computer Graphics Techniques for Modeling Animating and Rendering Biomolecules and Cells

    Taylor & Francis Ltd Essential Computer Graphics Techniques for Modeling Animating and Rendering Biomolecules and Cells

    15 in stock

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

    15 in stock

    £42.74

  • New Heritage New Media and Cultural Heritage

    Taylor & Francis Ltd New Heritage New Media and Cultural Heritage

    15 in stock

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

    15 in stock

    £135.00

  • Service Modelling

    John Wiley & Sons Inc Service Modelling

    Out of stock

    Book SynopsisLearn how to use service modelling to streamline and optimize processes! Information about customer needs, the technical composition of services, and service performance are fundamental to effective service management. Service modelling is a structured approach to utilizing this information to improve the way services are delivered.Table of ContentsAcknowledgements. Preface. Abbreviations. How to Read This Book. Information About Trademarks and Copyrights. List of Figures. List of Tables. I Background. 1 Introduction. 1.1 Definition of Service Modelling. 1.2 Packet-based Services. 1.3 Emerging Technologies. 1.4 Summary. 1.5 Highlights. 2 Approaches to Modelling. 2.1 Introduction to Modelling. 2.2 Software Engineering Paradigm. 2.3 Object-Oriented Modelling. 2.4 Expert Systems. 2.5 Service-Oriented Architectures. 2.6 Databases. 2.7 Architecture Design. 2.8 Other Modelling Methods. 2.9 Summary. 2.10 Highlights. 3 Industry Initiatives. 3.1 Introduction. 3.2 OMG. 3.3 Business Process Management. 3.4 ITU. 3.5 3GPP. 3.6 TeleManagement Forum. 3.7 IT Service Management Forum. 3.8 Activities Related to Internet Services. 3.9 Other Fora and Viewpoints. 3.10 Summary. 3.11 Highlights. II Service Modelling Concepts. 4 Requirements for Service Modelling. 4.1 Notation. 4.2 General Requirements and Concerns. 4.3 Technology-related Requirements. 4.4 Process-related Requirements. 4.5 Information Modelling–Related Requirements. 4.6 Stakeholder Type–Specific Requirements and Concerns. 4.7 Summary. 4.8 Highlights. 5 Management Framework. 5.1 Description of the Framework. 5.2 Assumptions about Inter-provider Relations. 5.3 Relation to Existing Frameworks. 5.4 Summary. 5.5 Highlights. 6 Service Framework. 6.1 Introduction. 6.2 Service Quality Framework. 6.3 Security Framework. 6.4 Using of Service Framework in Management Framework. 6.5 End-user Services. 6.6 Summary. 6.7 Highlights. 7 Service Modelling Patterns. 7.1 Modelling Framework. 7.2 Modelling Patterns. 7.3 Notes About Using Service Model Patterns. 7.4 Relationship to Existing Models. 7.5 Summary. 7.6 Highlights. III Use Cases. 8 DiffServ Network Example. 8.1 Introduction. 8.2 Description. 8.3 Service Framework. 8.4 Service Model. 8.5 Link to Service Management. 8.6 Summary. 8.7 Highlights. 9 Mobile Network Example. 9.1 Introduction. 9.2 Description. 9.3 Service Framework. 9.4 Service Model. 9.5 Link to Service Management. 9.6 Summary. 9.7 Highlights. 10 Distributed Network Example. 10.1 Introduction. 10.2 Description. 10.3 Service Framework. 10.4 Service Model. 10.5 Link to Service Management. 10.6 Summary. 10.7 Highlights. IV Summary. 11 Summary. 11.1 Issues for the Future. V Appendices. A 3GPP Bearer Concepts. B DiffServ SLA Concepts. Bibliography. Index.

    Out of stock

    £111.95

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