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R.S. Means Company Ltd How to Estimate with RSMeans Data
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£65.66
John Wiley & Sons Inc Mastering Autodesk Inventor 2016 and Autodesk
Book SynopsisYour real-world introduction to mechanical design with Autodesk Inventor 2016 Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016is a complete real-world reference and tutorial for those learning this mechanical design software. With straightforward explanations and practical tutorials, this guide brings you up to speed with Inventor in the context of real-world workflows and environments. You''ll begin designing right away as you become acquainted with the interface and conventions, and then move into more complex projects as you learn sketching, modeling, assemblies, weldment design, functional design, documentation, visualization, simulation and analysis, and much more. Detailed discussions are reinforced with step-by-step tutorials, and the companion website provides downloadable project files that allow you to compare your work to the pros. Whether you''re teaching yourself, teaching a class, or preparing for the Inventor certification exam, this is theTable of ContentsIntroduction xxvii Chapter 1 • Getting Started 1 Understanding Parametric Design 1 Creating a Base Sketch 1 Creating a Base Feature 2 Adding More Features 3 Using the Part in an Assembly 3 Making Changes 4 Understanding History-Based Modeling and Dependencies 4 Taking a Closer Look at Sketch Dimensions 5 Following Part Modeling Best Practices 7 Following Assembly Modeling Best Practices 8 Understanding the “Feel” of Inventor 10 Understanding the Intuitive Interface 10 Using General Tools vsSpecifi c Commands 12 When in Doubt, Right-Click 12 Using the Graphical Interface 13 Inventor Title Bar 14 Graphics Window Tools 15 The Ribbon Menu 17 The Browser Pane/Model Browser 19 Dialog Boxes and the In-Canvas Mini-Toolbars 19 Task-Based Tools 20 Learning the File Types in Inventor 20 What Is an Inventor Project? 22 Project Files and Search Paths 22 Library Folders and Library Editor IPJ Files 25 Content Center Files 26 How Search Paths and Project Files Are Used 26 Exploring Project File Types 27 Creating a Project File 29 Creating Single-User Projects 29 Creating Multiuser Projects 38 Understanding Inventor Templates39 Working with Styles, Style Libraries, and Company Standards 40 The Bottom Line 40 Chapter 2 • A Hands-on Test-Drive of the Workflow 43 Creating a Part Model 43 Starting with a Part Template 45 Understanding Origin Geometry 45 Creating a Base 2D Sketch 46 Creating a Profi le in the Sketch 48 Creating a Base 3D Feature 48 Creating a Secondary 2D Sketch 49 Creating a Secondary 3D Feature 51 Patterning a 3D Feature 52 Creating and Detailing Drawings of Part Models 53 Creating a Base View on a Drawing 53 Creating Projected Views on a Drawing 55 Creating Dimensions on a Drawing 55 Putting Part Models Together in Assembly Files 56 Placing, Rotating, and Moving Parts in an Assembly File 57 Working with Degrees of Freedom in an Assembly 58 Placing Assembly Constraints to Defi ne Mechanical Movement 60 Creating and Detailing Drawings of Assembly Models 63 Creating an Assembly Detail View 63 Placing a Parts List and Balloons 65 Exporting a Drawing to a PDF File 66 The Bottom Line 66 Chapter 3 • Sketch Techniques 69 Exploring the Options and Settings for Sketches 69 Application Options 70 Document Settings 75 Sketching Basics 75 Creating a Sketch on an Existing Sketch 76 Projecting Geometry into Your Sketch 77 Breaking Links to Projected Geometry 79 Deleting a Sketch 80 Creating Another New Sketch 80 Creating Dimensions 81 Creating a Sketch in a New Part 82 Creating a New Part File from a Template 82 Creating Lines Using the Line Tool 84 Understanding Sketch Constraints 86 Using Degrees of Freedom to View Underconstrained Sketch Elements 88 Using Dimensions to Fully Constrain a Sketch 89 Understanding the Save Options 92 Making a Sketch Active for Edits 93 Using Construction Geometry 93 Using the Polygon Tool and Creating an Aligned Dimension 95 Using Offset and Creating a Three-Point Rectangle 97 Creating Driven Dimensions 99 Taking a Closer Look at Sketch Constraints 102 The Tangent Constraint 103 The Perpendicular Constraint 103 The Parallel Constraint 104 The Coincident Constraint 105 The Concentric Constraint 105 The Collinear Constraint 106 The Horizontal Constraint 106 The Vertical Constraint 107 The Equal Constraint 108 The Fix Constraint 109 The Symmetric Constraint 109 The Smooth Constraint 110 Gaining More Sketch Skills 111 Creating Arcs 111 Creating Automatic Tangents with the Line Tool 113 Understanding the Point/Center Point Tool 113 Projecting Geometry 114 Learning More about Dimensions 115 Measuring Geometry 119 Creating Sketches from AutoCAD Geometry 120 Importing Existing AutoCAD Designs 120 Copying and Pasting Existing AutoCAD Designs into Inventor 122 Creating and Using 3D Sketches 123 Creating a 3D Path 123 Using the 3D Coordinate Triad 124 Exploring More 3D Sketch Tools 127 Best Practices for Working with Sketches 132 The Bottom Line 133 Chapter 4 • Basic Modeling Techniques 135 Exploring Application Options and Settings for Part Modeling 135 Specifying Global Settings 135 Specifying Document-Specific Settings 137 Key Concepts for Creating Basic Part Features 144 Simplifying Your Sketches 147 Exploring the Extrude Tool 148 Extruding Basic Features 149 Editing an Extrusion Feature 152 Extruding with Cut and Taper 152 Extruding with Intersect 153 Extruding Surfaces from Open Profiles 155 Extruding Solids from Open Profiles 156 Extruding with To 158 Extruding with the Minimum Solution Option 160 Extruding with To Next 160 Extruding Between 161 Extruding Multi-body Solids 162 Creating Revolved Parts 164 Revolved Cylindrical Parts vsStacked Circular Extrusions 164 Creating Revolved Parts 165 Creating Work Features 167 Work Planes 168 Work Axes and Work Points 174 Creating Fillets 175 Edge Fillets 176 Face Fillets 179 Full Round Fillets 180 Working with Fillet Features 180 Creating Threaded Features 182 Creating Cosmetic Threads Using the Thread Tool 182 Using the Coil Tool to Create Physical Threads 183 Hole Features 184 Using the Thread and Clearance Spreadsheets 184 Creating Holes in Parts 186 Setting Tolerance Values in Holes 188 Bend Parts 189 Part Modeling Exercise 190 Creating a Base Feature 191 Creating a Second Feature 192 Creating a Sketch-Based Hole Feature 194 Creating a Rectangular Hole Pattern 197 Editing Sketches and Features 199 Repairing Features and Sketches 202 The Bottom Line 204 Chapter 5 • Advanced Modeling Techniques 207 Creating Complex Sweeps and Lofts 207 Creating and Using Sweeps 208 Exploring Sweep Options 210 Creating Loft Features 214 Creating a Part Using Loft and Sculpt 221 Creating Multi-body Parts 223 Creating Multiple Solids 223 Using One Solid to Shape Another 225 Creating Derived Parts and Assemblies 230 Creating Derived Parts 230 Deriving a Part File 230 Deriving an Assembly File 232 Modifying Derived Parts 233 Using the Component Derive Tool 233 Working with Patterns 233 Rectangular Patterns 233 Circular Patterns 234 Patterns Along Curves 236 The Coil Tool and Spiral Patterns 238 Pattern Solids 240 Dynamic Patterns 243 Setting iProperties and Parameters 244 iProperties 244 Part Parameters 245 Assembly Parameters 250 Adding Part Tolerances 250 Tolerances in Sketches 251 Setting Global File Tolerances 252 Working with Limits and Fits 254 Working with Free-Form Modeling and Direct Editing Tools 257 Free-Form Modeling 257 Using the Direct Edit Tool 264 Troubleshooting Failures with the End-of-Part Marker 265 Step 1: Editing the First Feature 266 Step 2: Moving the EOP Marker Down One Feature at a Time 267 The Bottom Line 268 Chapter 6 • Sheet Metal 269 Understanding Sheet-Metal Parts 269 Getting to Know the Features 270 Starting with a Base Feature 270 Creating Secondary Flange Features 276 Adding, Removing, or Deforming Material 285 Using Sheet-Metal Templates and Rules 302 What Are Sheet-Metal Rules? 302 Working with Styles and Templates 310 Working with the Flat Pattern 311 Exploring the Flat Pattern Edit Features 311 Adding Manufacturing Information to the Flat Pattern 311 Using the Flat Pattern Definition Dialog Box 313 Manufacturing Your Flat Pattern 314 Using Sheet-Metal iPart Factories 315 iParts for Confi gurations 316 iParts for Fold Progression 316 Modeling with Non-Sheet-Metal Features 317 Selecting Problematic Features 317 Using Surface-Based Workflows 317 Working with Imported Parts 318 Setting Yourself Up for Success 318 Converting Components 318 Annotating Your Sheet-Metal Design 319 Creating a View of Your Sheet-Metal Design 319 Adding Bend, Punch, and Flat Pattern Annotations 321 The Bottom Line 323 Chapter 7 • Reusing Parts and Features 325 Working with iParts 325 Creating and Modifying iParts 326 Using iParts in Designs 338 Working with iFeatures 340 Creating iFeatures 341 Creating Punch Features 345 Reusing Existing Geometry 349 Copying Features 349 Cloning 351 Linking Parameters Between Two Files 352 Copying Sketches 353 Introducing Content Center 355 Confi guring Content Center 356 Using Content Center 358 Publishing Parts to Content Center 366 The Bottom Line 369 Chapter 8 • Assembly Design Workflows 371 Assembly Relationships 372 Degrees of Freedom 372 Grounded Components 374 How the Constrain Tool Works 375 How the Joint Tool Works 376 Working with Constraints 377 Additional Constrain Tools and Options 391 Working with Joint Relationships 397 Understanding Subassemblies 408 Top-Down Design 410 Developing an Efficient Assembly Workflow 410 Layout Sketches 414 Flexibility 417 Adaptivity 417 Creating Adaptivity 418 Removing Adaptivity from Parts 420 Assembly Features 421 Managing the Bill of Materials 423 Parts-Level BOM Control 424 Assembly-Level BOM Control 424 Assembly Reuse and Configurations 431 Copying Designs 431 Using Representations 433 Using iAssemblies 443 Use Assembly Design Accelerators 447 Functional Design vsGeometric Modeling 447 Working with Design Accelerators 448 The Bottom Line 455 Chapter 9 • Large Assembly Strategies 457 Selecting a Workstation 457 Physical Memory vs Virtual Memory 458 Hardware 458 Working with Performance Settings 461 Express Mode 461 Working with Drawing Settings 461 Working with Model Display Settings 465 Working with General Settings 466 Using the Memory Probe 468 Working with System Settings 469 Large Assembly Best Practices 470 Working with the Model 470 Improving File Open Time 471 Reducing Assembly Constraints 471 Adaptivity 474 Selection Tools 475 View Representations 477 Find 477 Opening the Model 478 Working with Large Assembly Drawings 479 Managing Assembly Detail 483 LOD Strategies 483 Substitute LODs 485 Subassembly LODs 487 Simplifying Parts 489 Removing or Suppressing Unneeded Features 489 The Bottom Line 491 Chapter 10 • Weldment Design 493 Exploring Weldment Design Methodologies 493 Part Files and Part Features 494 Weldment Assembly and Derived Technology 494 Weldment Assembly 495 Multi-body Part Files 496 Modeling Preparations 497 Exploring Cosmetic Welds 499 Creating a Simple Cosmetic Weld 501 Using Split Faces to Place Cosmetic Welds 502 Placing Cosmetic Welds with Extents 502 Creating Weld Beads 503 Creating Fillet Welds 504 Modeling a Fillet Weld 505 Fillet Welds and Gaps 507 Creating Intermittent Fillet Welds 508 Creating Groove Welds 509 Performing Machining Operations 512 Exploring Weld Properties and Combinations 513 Weld Properties 513 Replication 514 Groove and Fillet Weld Combinations 514 Split Technique 515 Using the Weld Symbol 517 Understanding Bead Property Report and Mass Properties 518 Creating Drawing Documentation 519 Weldment Design Stages 521 End Fill 523 Drawing Weld Symbols 524 Caterpillar 525 Generating a Bill of Materials and Parts List 526 The Bottom Line 527 Chapter 11 • Presentations and Exploded Views 529 Getting Started 530 Working in the Presentation Environment 530 Creating an Automatically Exploded Presentation 532 Creating Tweaks Individually 535 Preparing the Exploded Presentation to Be Used in an Animation 538 Hiding Components from View During Animations 544 Rounding Up Presentation Preparation 546 Creating and Publishing Animations 546 Animation File Types and Compression Codecs 547 The Bottom Line 549 Chapter 12 • Documentation 551 Creating Drawing Views 551 Creating a Base View 552 Moving and Copying Views 556 Creating Section Views 557 Slice Views 561 Using Breakout Views 562 Using Detail Views 566 Creating Break Views 567 Cropping Views 570 Using Draft Views 570 Creating Overlay Views 570 Annotating Part Drawings 571 Using Centerline and Center Marks 571 Creating Dimensions 576 Hole and Thread Notes 588 Leadered Symbols589 Drawing Text 590 General Tables 590 Hole Tables 592 Annotating Assembly Drawings 594 Assembly Representations 595 Reference Data in Drawing Views 597 Interference and Tangent Edge Display 598 Parts Lists 599 Balloons 601 Center of Gravity Display 603 Working with Sheet-Metal Drawings 604 Flat Pattern Views 604 Bend Centerlines and Extents 605 Bend and Punch Notes 605 Bend Tables 606 Punch Tables 607 Working with Weldment Views 608 Working with iParts and iAssembly Drawings 610 Drawing Standards 611 Creating Templates and Styles 612 Understanding Template Locations 613 Choosing a File Format 614 Utilizing Drawing Resources 615 Sheet Size 615 Multiple Sheets 616 Creating a Border 616 Creating a Title Block 618 Prompted Entry 623 Sketched Symbols 625 AutoCAD Blocks 627 Sketched Symbol Libraries 627 Sheet Formats 628 Transferring Drawing Resources 629 Editing Styles and Standards 630 Object Defaults 631 Creating Styles 634 Working with Substyles 635 Drawing Style Administration 636 Sharing Your Drawings Outside Your Workgroup 636 The Bottom Line 637 Chapter 13 • Tools Overview 641 Exploring the BIM Exchange 641 Assembly Model Simplification 642 Part Model Simplification 647 Model Authoring 649 Model Publishing 650 Using AutoLimits 653 Creating AutoLimits 655 Editing AutoLimits 657 Using the Design Assistant 658 Using the Find Files Tool 660 Using the Where Used Tool 661 Renaming, Copying, and Replacing Files 663 Using Pack And Go 664 Using the Drawing Resource Transfer Wizard 667 Using the Style Library Manager 668 Using the Task Scheduler 670 Creating a Task for Migrating Files 671 Performing Sequential Tasks 673 Performing Custom Tasks 674 Tweaking Multi-Process Settings 674 Publishing DWF Files and Filenames 675 Using iProperties 675 Copying iProperties to Drawings 677 Creating Expressions with iProperties 678 Working with the Design Assistant and iProperties 679 Creating Design Property Reports 680 Using the Measure Tools 681 Using Measurement Helpers 681 Measuring in Assemblies 683 Participating in the CIP and CER R 683 Participating in the CIP 683 Participating in CER 684 Using Miscellaneous Tools 684 Using the Autodesk Multi-Sheet Plot Tool 684 Using the Add-In Manager 685 Using the Project Editor 686 The Bottom Line 686 Chapter 14 • Exchanging Data with Other Systems 687 Importing and Exporting Geometry 687 Importing vsReferencing Geometry 688 Translating DWG and DXF Files 695 Mechanical Desktop DWG 703 STEP and IGES 704 SAT 706 CATIA Import Options 706 Pro/ENGINEER Import Options 707 Unigraphics and Parasolids Import Options 707 SolidWorks Import Options 708 Rhino Import Options 708 SMT Import Options 708 JT Import Options708 STL Import Options 709 IDF Board Files 709 Working with Imported Data 711 Repair Tools 711 Edit Solid Tools 711 Viewing DWF Markup 714 Publishing a DWF or DWFx File 715 Reviewing and Marking Up DWF and DWFx Files 716 Accessing DWF or DWFx Markups in Inventor 717 The Bottom Line 718 Chapter 15 • Frame Generator 719 Accessing Frame Generator Tools 719 Exploring the Frame Generator File Structure 720 Exploring the Anatomy of a Frame Member 722 Inserting Frame Members 723 Specifying a Structural Shape 723 Changing the Orientation 724 Selecting Placement Geometry 725 Creating a Basic Frame 726 Aligning Frame Members 730 Using the Change Tool731 Adding End Treatments 732 Miter 733 Trim/Extend to Face 736 Trim to Frame Member 737 Notch Frame Members 738 Lengthen/Shorten Frame Member 739 Reuse Frame Members 739 Maintaining Frames 741 Remove End Treatments 741 Frame Member Information 741 Refresh 741 Performing Calculations and Analysis 742 The Beam and Column Calculator 742 Publishing Frame Members 751 Authoring a Part 751 Publishing a Part 754 Frame Assemblies and BOMs 755 The Bottom Line 756 Chapter 16 • Inventor Studio 757 How to Make Your Models Look Great, Live Onscreen 758 Materials and Appearances 758 Visual Styles Settings 764 Saving an Image 773 Rounding Up 773 An Introduction to Inventor Studio 774 How to Create a Still Image (Render) 776 Inventor Studio Lighting Styles 780 How to Add Local Lights 781 How to Add Cameras 784 How to Create an Animated Render 788 Animating with Inventor Studio 790 Inventor Studio Video Producer 796 Rendering Animations 797 Inventor Studio Roundup 798 The Bottom Line 799 Chapter 17 • Stress Analysis and Dynamic Simulation 801 Introducing Analysis 801 Conducting Stress Analysis Simulations 802 Simulation Guide 803 Static Stress vsModal Analysis 803 Simplifying Your Model 803 Specifying Materials 804 Applying Simulation Constraints 805 Applying Loads 806 Specifying Contact Conditions 808 Preparing Thin Bodies 810 Generating a Mesh 810 Running the Simulation 812 Interpreting the Results 813 Using the Result, Scaling, Display, and Report Tools 814 Conducting Parameter Studies 815 Conducting a Frame Analysis 819 Frame Analysis Settings 819 Frame Constraints 819 Frame Loads 820 Connections 821 Results821 Conducting Dynamic Simulations 823 Working with Joints 823 More on Working with Joints 827 Working with Redundancy 828 Working with Environmental Constraints 829 Running a Simulation 835 Exporting to FEA 838 Using the Dynamic Simulation Information in Stress Analysis 839 The Bottom Line 839 Chapter 18 • Routed Systems 841 Tube and Pipe 841 Understanding Routes, Runs, and Assembly Structure 841 Tube and Pipe Settings 843 Exploring the Tube and Pipe Styles 844 Placing Fittings 849 Creating Routes 850 Exporting ISOGEN Files 859 Cable and Harness 859 Creating and Placing Electrical Parts 860 Creating a Harness 863 Placing Wires 865 Using the Cable & Harness Library 866 Placing Cables 867 Placing and Editing Segments 868 Copying Cable and Harness Designs 871 Creating Nailboard Drawings 873 The Bottom Line 875 Chapter 19 • Plastics Design Features 877 Creating Thicken/Offset Features 878 Creating Shell Features 879 Creating Split Features 881 Creating Grill Features 882 Creating Rule Fillet Features 884 Creating Rest Features 886 Creating Boss Features 888 Creating Lip and Groove Features 891 Creating Snap-Fit Features 892 Creating Rib and Web Features 894 Creating Draft Features 896 Mold Design Overview 898 Inventor Tooling 898 Importing a Plastic Part 899 Creating Runners and Gates 902 Analyzing and Creating Cores and Cavities 904 Working with Mold Bases 907 Working with Ejectors and Sprue Bushings 909 The Bottom Line 912 Chapter 20 • iLogic 915 What Is iLogic? 915 Understanding iLogic Rules 916 What Are Functions? 916 Conditional Statements 919 Understanding the iLogic Elements and Interface 921 Exploring iLogic Parameter Types 921 Using the iLogic Browser 924 Understanding the iTrigger 930 Working with Event Triggers 930 Creating iLogic Parameters, Rules, and Forms 931 Creating iLogic Rules 931 Creating iLogic Forms 946 Working with iLogic Components 957 iLogic Design Copy 958 The Bottom Line 959 Appendix A • Th e Bottom Line 961 Chapter 1: Getting Started 961 Chapter 2: A Hands-on Test-Drive of the Workflow 963 Chapter 3: Sketch Techniques 964 Chapter 4: Basic Modeling Techniques 966 Chapter 5: Advanced Modeling Techniques 968 Chapter 6: Sheet Metal 970 Chapter 7: Reusing Parts and Features 973 Chapter 8: Assembly Design Workfl ows 974 Chapter 9: Large Assembly Strategies 977 Chapter 10: Weldment Design 978 Chapter 11: Presentations and Exploded Views 980 Chapter 12: Documentation 981 Chapter 13: Tools Overview 984 Chapter 14: Exchanging Data with Other Systems 986 Chapter 15: Frame Generator 987 Chapter 16: Inventor Studio 988 Chapter 17: Stress Analysis and Dynamic Simulation 991 Chapter 18: Routed Systems 991 Chapter 19: Plastics Design Features 992 Chapter 20: iLogic 995 Appendix B • Autodesk Inventor 2016 Certification 999 Index 1009
£61.20
John Wiley & Sons Inc Mastering Autodesk Maya 2016
Book SynopsisGo from ''beginner'' to ''expert'' with this professional, tutorial-based guide to Maya 2016 Mastering Autodesk Maya 2016is your professional hands-on coverage to getting the most out of Maya. If you already know the basics of Maya, this book is your ticket to full coverage of all Maya 2016''s latest features, and showcases the tools and methods used in real-world 3D animation and visual effects. From modeling, texturing, animation, and effects to high-level techniques for film, television, games, and more, this book expands your skill set, and helps you prepare for the Autodesk Maya certification exam. Filled with challenging tutorials and real-world scenarios this book provides valuable insight into the entire CG production timeline. Take your Maya skills to the next level with step-by-step instruction and insight from the industry professionals. Learn professional techniques used in real-world visual effects Master Dynamics, Maya Muscle,Table of ContentsIntroduction xix Chapter 1 Working in Autodesk Maya 1 Color Management 1 Creating and Editing Nodes 3 Using the Hypergraph 3 Connecting Nodes with the Node Editor 8 Creating Node Hierarchies in the Outliner 13 Displaying Options in the Outliner 17 The Channel Box 20 The Attribute Editor 24 Working with Shader Nodes in the Hypershade 27 Creating Maya Projects 35 Creating a New Project 36 Editing and Changing Projects 37 The Bottom Line 38 Chapter 2 Introduction to Animation 39 Using Joints and Constraints 39 Joint Basics 39 Point Constraints 41 Aim Constraints 41 Inverse Kinematics 44 IK Handle Tool 45 Creating a Master Control 48 Keyframe Animation 51 Creating Keyframes 52 Auto Keyframe 54 Moving and Scaling Keyframes on the Timeline 55 Copy, Paste, and Cut Keyframes 57 The Graph Editor 59 Animation Curves 60 Editing Animation Curves 65 Weighted Tangents 69 Additional Editing Tools 70 Breakdowns and In-Betweens 74 Pre- and Post-Infinity 76 Playblast and FCheck 79 Driven Keys 81 Creating a Driven Key 81 Looping Driven Keys 84 Copying and Pasting Driven Keys 85 Motion-Path Animation 88 Motion Trails 90 Animating Constraints 93 Animation Layers 97 Creating an Animation Layer 97 Layer Mode 99 Other Options in the Layer Editor 102 Layer Hierarchy 103 Merging Layers 106 Grease Pencil 107 The Bottom Line 109 Chapter 3 Hard-Surface Modeling 111 Understanding Polygon Geometry 111 Polygon Vertices 111 Polygon Edges 112 Polygon Faces 113 Working with Smooth Polygons 114 Understanding NURBS 115 Understanding Curves 116 Understanding NURBS Surfaces 118 Surface Seams 121 NURBS Display Controls 121 Using Subdivision Surfaces 122 Employing Image Planes 122 Modeling NURBS Surfaces 126 Lofting Surfaces 134 Attaching Surfaces 136 Converting NURBS Surfaces to Polygons 139 Modeling with Polygons 140 Using Booleans 141 Cleaning Topology 146 Creating Your Own Polygons 148 Multi-Cut Tool 151 Combining and Merging Geometry 153 Bridge Polygon 155 Mirror Cut 159 The Bottom Line 160 Chapter 4 Organic Modeling 163 Implement Box Modeling 163 Shaping Using Smooth Mesh Polygon Geometry 164 Multi-Cut with Edge Flow 175 Slide Edge Tool 177 Offset Edge Loops 178 Employ Build-Out Modeling 179 Extrude along a Curve 181 Sculpt Polygons 185 Soft Select Tool 185 Sculpting Tools 187 Use Retopology Tools 189 Importing and Exporting 189 Alembic Cache Files 190 Slide on Surface 190 Quad Draw 193 Reduce 198 The Bottom Line 199 Chapter 5 Rigging and Muscle Systems 201 Understanding Rigging 201 Creating and Organizing Joint Hierarchies 203 Orienting Joints 211 Naming Joints 212 Mirroring Joints 215 Rigging the Giraffe 216 IK Legs 216 FK Blending 219 Rotate-Plane Solver 221 Creating Custom Attributes 225 Spline IK 230 Human Inverse Kinematics 237 Skeleton Generator 237 Character Controls 239 Interoperability 241 Skinning Geometry 242 Interactive/Smooth Binding 243 Weighting the Giraffe 243 Geodesic Voxel Binding 250 Painting Skin Weights 253 Editing Skin Weights in the Component Editor 258 Copying Skin Weights 259 Mirroring Skin Weights 260 The Maya Muscle System 260 Understanding the Maya Muscle System 260 Using Capsules 261 Creating a Muscle Using the Muscle Builder 262 Editing Muscle Parameters 268 Converting the Smooth Skin to a Muscle System 270 Sliding Weights 272 The Bottom Line 273 Chapter 6 Animation Techniques 275 Working with Deformers 275 ShrinkWrapping Geometry 275 Using Textures to Deform Objects 278 Delta Mush 281 Animating Facial Expressions Using Blend Shapes 283 Creating Blend Shape Targets 286 Creating Blend Shapes 292 Painting Blend Shape Weights 294 Adding Targets 297 Animating a Scene Using Nonlinear Deformers 298 Creating a Wave Deformer 299 Squashing and Stretching Objects 300 Twisting Objects 302 Creating a Jiggle Effect 304 Applying Jiggle Deformers 304 Painting Jiggle Weights 305 Optimizing Animations with the Geometry Cache 307 Creating a Geometry Cache 307 Editing the Cache Playback 308 Applying Motion Capture 309 The Bottom Line 311 Chapter 7 Lighting with mental ray 313 Shadow-Casting Lights 313 Shadow Preview 314 Depth Map Shadows 316 mental ray Shadow Map Overrides 320 Raytrace Shadows 322 Indirect Lighting: Global Illumination 323 Color Bleeding 326 Indirect Illumination: Final Gathering 326 Light-Emitting Objects 327 Using Lights with Final Gathering 331 Image-Based Lighting 332 Enabling IBL 332 IBL and Final Gathering 333 Physical Sun and Sky 335 Enabling Physical Sun and Sky 335 Editing the Sky Settings 337 mental ray Area Lights 338 Light Shaders 341 Physical Light Shader 341 Tone Mapping 343 Photometric Lights and Profiles 344 The Bottom Line 345 Chapter 8 mental ray Shading Techniques 347 Shading Concepts 347 Diffusion 350 Reflection 351 Refraction 351 The Fresnel Effect 353 Anisotropy 353 Layering Shaders 354 Creating Reflections and Refractions 355 Creating Metals and Plastics 362 Adding Shaders to Individual Polygons 364 Building a Layered Car Paint Shader 365 Base Parameters 367 Flake Parameters 369 Specular Reflection Layer 370 Glossy Reflection Parameters 370 The Bottom Line 371 Chapter 9 Texture Mapping 373 UV Texture Layout 373 What Are UV Texture Coordinates? 374 Mapping the Giraffe Leg 376 Unfolding UVs 381 Mapping the Giraffe Head 381 Mirroring UVs 384 More UV Tools 387 Arranging UV Shells 388 Additional UV Mapping Considerations 391 Transferring UVs 392 Multiple UV Sets 392 Optimizing Textures 392 Bump and Normal Mapping 393 Bump Maps 393 Normal Maps 394 Creating Normal Maps 396 Applying Normal Maps 400 Displacement Mapping 402 Subsurface Scattering 407 Fast, Simple Skin-Shader Setup 407 Subsurface Specularity 411 ShaderFX 415 The Bottom Line 417 Chapter 10 Paint Effects 419 Using the Paint Effects Canvas 419 The Paint Effects Window 420 Painting in Scene Mode 424 Painting on 3D Objects 425 Understanding Strokes 427 The Anatomy of a Paint Effects Stroke 427 Brush Sharing 430 Understanding Brush Curve Nodes 431 Designing Brushes 433 Starting from Scratch 433 Tubes 436 Growing Flowers 438 Adding Leaves 444 Create Complexity by Adding Strokes to a Curve 447 Shaping Strokes with Behavior Controls 450 Applying Forces 450 Displacement, Spiral, and Bend 451 Animating Strokes 453 Animating Attribute Values 455 Adding Turbulence 456 Animating Growth 457 Modifiers 458 Surface Collisions 459 Rendering Paint Effects 460 Illumination 461 Shadow Effects 461 Shading Strokes and Tubes 463 Texturing Strokes 466 Converting Strokes to Geometry 469 The Bottom Line 471 Chapter 11 Rendering for Compositing 473 Render Layers 473 Creating Render Layers 474 Render Layer Overrides 477 Creating Overrides for Rendering Cameras 479 Material Overrides 481 Render Layer Blend Modes 481 Render Passes 486 Rendering Multiple Passes from a Single Render Layer 488 Creating an Ambient Occlusion Render Pass 492 Setting Up a Render with mental ray 494 File Tokens 494 Specifying Frame Range 497 Starting a Batch Render 498 Command-Line Rendering 499 mental ray Quality Settings 502 Tessellation and Approximation Nodes 502 Sampling 504 Filtering 504 The Bottom Line 504 Chapter 12 Introducing nParticles 507 Creating nParticles 507 Drawing nParticles Using the nParticle Tool 508 Spawning nParticles from an Emitter 512 Emitting nParticles from a Surface 515 Filling an Object with nParticles 518 Making nParticles Collide with nRigids 523 Passive Collision Objects 523 Collide Strength and Collision Ramps 528 Using nParticles to Simulate Liquids 531 Creating Liquid Behavior 531 Converting nParticles to Polygons 536 Shading the nParticle Mesh 537 Emitting nParticles Using a Texture 539 Surface Emission 539 Using Wind 545 Shading nParticles and Using Hardware Rendering to Create Flame Effects 549 Shading nParticles to Simulate Flames 549 Creating an nCache 551 Using the Hardware Render Buffer 553 Controlling nParticles with Fields 556 Using Multiple Emitters 556 Volume Axis Curve 560 Working with Force Fields 566 Painting Field Maps 569 Using Dynamic Fields 572 Rendering Particles with mental ray 576 The Bottom Line 579 Chapter 13 Dynamic Effects 581 Creating nCloth Objects 581 Making a Polygon Mesh Dynamic 582 Applying nCloth Presets 585 Making Surfaces Sticky 587 Creating nConstraints 589 Making nCloth Objects Expand Using Pressure 593 Additional Techniques 595 Creating an nCache 595 Creating nCloth and nParticle Interactions 597 Creating an nParticle Goal 598 Controlling Collision Events 601 Bursting an Object Open Using Tearable nConstraints 603 Crumbling Tower 604 Soft Body Dynamics 606 Creating Flying Debris Using nParticle Instancing 607 Adding nParticles to the Scene 607 Sending the Debris Flying Using a Field 610 Creating a More Convincing Explosion by Adjusting nParticle Mass 612 Instancing Geometry 613 Animating Instances Using nParticle Expressions 615 Randomizing Instance Index 615 Connecting Instance Size to nParticle Mass 620 Controlling the Rotation of nParticles 624 Bullet Physics 626 The Bottom Line 629 Chapter 14 Hair and Clothing 631 Understanding XGen 631 Creating an XGen Description 632 XGen Library 637 Rendering an XGen Description 638 Animating Using Dynamic Curves 642 Using Dynamic Curves with IK Splines 642 Creating an IK Spline Handle from the Dynamic Curve 647 Using Forces 648 Adding Hair to a Character 649 Applying Hair to a Surface 649 Determining Hair Shape 653 Styling Hair 656 Start and Rest Positions 656 Painting Follicle Attributes 658 Modifying Curves 660 Curling, Noise, Sub Clumping, and Braids 660 Rendering Hair 661 Creating Clothing for Characters 662 Modeling Clothes for nCloth 662 Using Constraints 664 Connecting Buttons to the Shirt 670 Applying Forces 671 Painting nCloth Properties 671 The Bottom Line 675 Chapter 15 Maya Fluids 677 Using Fluid Containers 677 Using 2D Containers 678 Adding an Emitter 679 Using Fields with Fluids 683 Using 3D Containers 686 Fluid Interactions 687 Emitting Fluids from a Surface 687 Making Flames 690 Igniting the Fuel 693 Filling Objects 694 Rendering Fluid Containers 700 Creating Fluids and nParticle Interactions 702 Emitting Fluids from nParticles 702 Creating Flaming Trails 706 Creating Water Effects 708 Bifrost Liquid Simulation 708 Shading Bifrost Liquids 714 Guiding Liquid 717 Creating an Ocean 720 The Bottom Line 722 Chapter 16 Scene Management and Virtual Filmmaking 725 Organizing Complex Node Structures with Assets 725 Creating an Asset 726 Publishing Asset Attributes 730 Using the Asset Editor 731 Viewing Assets in the Node Editor 733 File References 733 Referencing a File 734 Bounding-Box Representations 736 Determining the Image Size and Film Speed of the Camera 737 Setting the Size and Resolution of the Image 738 Setting the Film Speed 740 Creating and Animating Cameras 740 Creating a Camera 741 Setting Camera Attributes 744 Limiting the Range of Renderable Objects with Clipping Planes 747 Composing the Shot Using the Film-Back Settings 750 Creating a Camera-Shake Effect 752 Using an Expression to Control Alpha Offset 755 Creating Custom Camera Rigs 758 Swivel Camera Rig 758 Swivel Camera Rig Asset 760 Applying Depth of Field and Motion Blur 764 Rendering Using Depth of Field 764 Creating a Rack Focus Rig 767 Adding Motion Blur to an Animation 771 Using Orthographic and Stereo Cameras 774 Orthographic Cameras 774 Stereo Cameras 775 Using the Camera Sequencer 778 The Bottom Line 782 Appendixes Appendix A The Bottom Line 783 Chapter 1: Working in Autodesk Maya 783 Chapter 2: Introduction to Animation 784 Chapter 3: Hard-Surface Modeling 785 Chapter 4: Organic Modeling 786 Chapter 5: Rigging and Muscle Systems 787 Chapter 6: Animation Techniques 788 Chapter 7: Lighting with mental ray 789 Chapter 8: mental ray Shading Techniques 790 Chapter 9: Texture Mapping 791 Chapter 10: Paint Effects 792 Chapter 11: Rendering for Compositing 794 Chapter 12: Introducing nParticles 795 Chapter 13: Dynamic Effects 796 Chapter 14: Hair and Clothing 797 Chapter 15: Maya Fluids 798 Chapter 16: Scene Management and Virtual Filmmaking 799 Appendix B Autodesk Maya 2016 Certification 803 Index 807
£41.25
John Wiley & Sons Inc Tinkercad For Dummies
Book SynopsisCreate in 3D with Tinkercad! If you can dream it, you can create itusing Tinkercad. This free tool gives everyone the power to create 3D models, regardless of your level of experience. With the help of Tinkercad For Dummies, you'll have the knowledge you need to plan your designs, the know-how to utilize the platform's drag-and-drop tools to create your design, and the information you need to print or export your designs to use them elsewhere. Tinkercad is for everyone! It's simple enough to be used by kids and students, but robust enough that an adult could use it to create a complex product prototype. With more than 4 million designs posted in the Tinkercad community, the platform is also popular with teachers around the world. Why not join in on the fun? Create your Tinkercad account and join the communityUse the drag-and-drop tools to build 3D imagesExport your designs to have them 3D printedLearn the principles of great 3D design Tinkercad is truly fun for all ages, and this haTable of ContentsIntroduction 1 About This Book 1 Foolish Assumptions 2 Icons Used in This Book 2 Beyond the Book 3 Where to Go from Here 3 Part 1: Getting Started with Tinkercad 5 Chapter 1: Exploring 3D Design 7 What Is 3D Modeling? 7 Comparing 3D to 2D Methods 9 Discovering Model Representation 10 Looking at the Modeling Process 11 Creation of a 3D model 12 Exploring different modeling techniques 14 Recognizing the 3D Model Market 16 Exploring 3D Printing 18 Using 3D Printed Models 19 Prosthetics 19 Rapid prototyping 20 Education 21 Low volume manufacturing 22 Bespoke manufacturing 22 Dentistry 23 Using Tinkercad in 3D Modeling 23 Chapter 2: Introducing Tinkercad 25 Visiting the Tinkercad Website 25 Creating a Tinkercad Account 26 Logging in to Your New Account 28 Launching a New Tinkercad Design 30 Chapter 3: Taking a Tour of Tinkercad 33 Viewing Recent Designs 33 Choosing Options and Settings 34 ‘Tinkering’ with Tinkercad 36 Finding the Right Help 39 Tweeting on Twitter 39 Browsing the Gallery 40 Reading the Tinkercad Blog 41 Chapter 4: Exploring the User Interface 43 Venturing Away from the Start screen 43 Viewing the Tinkercad ViewCube 44 Using the Viewing Tools 45 Working with the Tinkercad Grid 47 Speeding Things Up by Using Keyboard Shortcuts 48 Chapter 5: Exploring 3D Tools in Tinkercad 51 Copy and Paste 51 Duplicate 52 Hide 53 Show All 53 Group 54 Ungroup 55 Align 56 Flip 56 Workplane 57 Ruler 58 Tinkercad Basic Shapes 60 Community Shapes 61 Part 2: Creating A Simple Nameplate for Your Office 63 Chapter 6: Creating the Baseplate 65 Starting and Saving a New Project 65 Setting Up Your Project 66 Creating a Blank Design 67 Choosing Public or Private Access 69 Choosing Design Properties 70 Deciding on Licensing 71 Using the Workplane 71 Setting up your dimensions 72 Editing the grid 72 Using Basic Shapes 73 Adding a box to the Workplane 73 Sizing your box 74 Chapter 7: Giving the Baseplate Depth 77 Using the ViewCube 77 Working on Different Faces 79 Choosing a Shape for the Indent 80 Checking Object Position Using the Grid 81 Picking a Face to Work 82 Setting the Depth 83 Grouping and Ungrouping 84 Chapter 8: Adding Your Name as Text 87 Getting to the Right View 87 Getting to the best view for placing text 88 Positioning the Workplane 89 Adding Your Text 90 Changing the length of your text 91 Centering your text 93 Choosing a Cool Font 94 Smoothing the Edges with Bevels and Segments 96 Bevel 96 Segments 97 Chapter 9: Cutting Holes to Mount the Nameplate 99 Choosing a Shape for the Hole 99 Getting into Position 100 Getting in the Right View 100 Moving the Nameplate to a Grid Intersection 102 Positioning the Box Accurately 103 Changing Your View to Assess Height 104 Altering the Box to Suit the Nameplate 105 Adjusting the Height 106 Adding the Hole 107 Copying the Hole 110 Grouping and Ungrouping 112 Part 3: Building Your First Skyscraper, In Miniature 115 Chapter 10: Creating the Building Footprint 117 The Basic Floor Plan: Keeping It Simple 117 Getting (Your Floor Plan) in Shape 118 Chapter 11: Developing the Ground Floor 121 Preparing to Add Your Wallls 121 Adding Walls 123 Using Hide to Your Advantage 125 Adding Windows to the Front View 128 Adding Windows to the Other Elevations 132 Adding the Ceiling 133 Grouping the Shapes 136 Chapter 12: Copying the Floors as You Build 137 Copying Floor Elements 137 Getting the Placement of the Floors Right 139 Adding More Floors 142 Chapter 13: Adding the Roof to Stop the Rain 145 Picking the Right Shape for Your Roof 145 Getting the Right Depth for Your Roof 148 Adding the Curved Roof Edge 150 Chapter 14: The Sky’s the Limit: Adding a Helipad 153 Getting to the Right View 153 Choosing Your H 155 Changing the Text Settings 155 Getting the H to Fit the Roof 156 Adding the Finishing Touches 157 Part 4: Making It Happen: 3d Printing Your Designs 159 Chapter 15: Getting Started with 3D Printing 161 Verifying That You Included Everything 161 Tidying Up Your Design 163 Knowing What Type of File to Export 164 Choosing a Printing Option 165 Chapter 16: 3D Printing Selected Shapes 167 Selecting Specific Shapes from Your Design 167 3D Printing Each Piece to Build It Later 170 Printing Your Design 171 Chapter 17: STL Files 173 What Is an STL file? 173 Downloading as an STL File 174 Chapter 18: OBJ Files 177 What Is an OBJ File? 177 Downloading as an OBJ file 179 Chapter 19: SVG Files 183 What Is an SVG File? 183 Downloading as an SVG file 185 Part 5: The Part of Tens 189 Chapter 20: Ten Great 3D Printing Materials 191 Choosing a Material 191 Nylon (Polyamide) 192 ABS (Home Printers) 193 Resin (Multiple Options) 194 Resin (Paintable) 195 Stainless Steel 196 Gold 197 Silver 198 Titanium 200 Ceramic 201 Gypsum 202 Chapter 21: Ten Great 3D Printers 205 Factors to Consider When Choosing a 3D Printer 205 Ultimaker: Ultimaker 2+ 206 Formlabs: Form 2 207 Zortrax: Zortrax M200 208 Makergear: Makergear M2 210 Aleph Objects: LulzBot TAZ 6 211 BCN3D Technologies: BCN3D Sigma 212 FlashForge: FlashForge Creator Pro 213 Prusa Research: Original Prusa i3 MK2S 214 SeeMeCNC: Rostock Max 216 PrintrBot: PrintrBot Simple Pro 217 Chapter 22: Ten 3D Applications 219 Autodesk: 3D Studio Max 220 Autodesk: Maya 221 Autodesk: Inventor 222 Autodesk: Fusion 360 223 Smith Micro Software: Poser 224 CLO Virtual Fashion: Marvelous Designer 224 CLO Virtual Fashion: CLO3D 225 EFI: Optitex 226 Trimble: SketchUp 227 Blender Foundation: Blender 228 Index 229
£16.19
John Wiley & Sons Inc SketchUp For Dummies
Book SynopsisThe first step in making your ideas a reality SketchUp offers a vast array of tools that help you get your building, woodworking, and design plans out of your head and into a real model. Even if you've never dabbled in the software, SketchUp All-in-One For Dummies makes it easy to get started as quickly as the ideas pop into your head! Providing real-world insight from top SketchUp insiders, these six-books-in-one teach you how to tackle the basics of the program and apply those skills to real-world projects. You'll discover the basics of modeling as they apply to either free or paid versions of SketchUp before diving into creating models to use for making objects, constructing buildings, or redesigning interiors. Navigate the SketchUp product mix Get familiar with the basics of modeling View and share your models Make your architecture, interior design, and woodworking dreams a reality You have tons oTable of ContentsIntroduction 1 About This Book 1 Foolish Assumptions 2 Icons Used in This Book 2 Beyond the Book 3 Where to Go from Here 4 Part 1: Getting Started With Sketchup 5 Chapter 1: The SketchUp Setup 7 Picking a Version of SketchUp 7 SketchUp for Schools 9 SketchUp Pro 9 SketchUp for Web 10 Trimble Connect 12 Navigating SketchUp 12 Customizing settings to see better 13 Getting to know your mouse 13 Finding your Zen with click-release, click-to-finish 14 Working faster with keyboard shortcuts 15 Introducing Undo 16 Taking the 10-Minute SketchUp Tour 17 The SketchUp Frame of Mind 19 Chapter 2: Getting a Running Start 21 Making a Quick Model from Scratch 21 Slapping On Some Paint 28 Giving Your Model Some Style 31 Switching On the Sun 33 Sharing Your Masterpiece 35 Chapter 3: Establishing the Modeling Mindset 37 All about Edges and Faces 38 Living on the edge 38 Facing the facts about faces 39 Understanding the relationship between edges and faces 41 Drawing in 3D on a 2D Screen 43 Giving instructions with the drawing axes 44 Keeping an eye out for inferences 44 Using inferences to help you model 47 Warming Up Your SketchUp Muscles 49 Getting the best view of what you’re doing 49 Drawing and erasing edges with ease 52 Injecting accuracy into your model 53 Selecting what you mean to select 57 Moving and copying like a champ 60 Making and using guides 67 Painting your faces with color and texture 70 Part 2: MODELING IN SKETCHUP 73 Chapter 4: Building Buildings 75 Drawing Floors and Walls 76 Starting out in 2D 77 Coming up with a simple plan 82 Doing an inside job 83 Going from 2D to 3D 90 Adding floors to your building 95 Inserting doors and windows 104 Staring Down Stairs 108 The Subdivided Rectangles method 109 The Copied Profile method 111 Raising the Roof 113 Building flat roofs with parapets 115 Creating eaves for buildings with pitched roofs 116 Constructing gabled roofs 117 Making hip roofs 119 Sticking your roof together with Intersect Faces 121 Chapter 5: Falling in Love with Components 125 SketchUp Groupies 126 Working with Components 127 What makes components so great? 128 Exploring the Components panel 132 Creating your own components 138 Editing, exploding, and locking component instances 140 Discovering Dynamic Components 142 Poking around to see what happens 147 Taking Advantage of Components to Build Better Models 148 Modeling symmetrically: Good news for lazy people 148 Modeling with repeated elements 155 Chapter 6: Going beyond Buildings 159 Extruding with Purpose: Follow Me 160 Using Follow Me 160 Making lathed forms 162 Creating extruded shapes 164 Subtracting from a model with Follow Me 169 Modeling with the Scale Tool 174 Getting the hang of Scale 174 Scaling profiles to make organic forms 177 Making and Modifying Terrain 183 Creating a new terrain model 184 Editing an existing terrain model 192 Building a Solid Tools Foundation 199 Understanding solids 200 Checking out the Solid Tools 202 Putting the Solid Tools to work 204 Chapter 7: Keeping Your Model Organized 209 Taking Stock of Your Tools 210 Seeing the Big Picture: The Outliner 211 Taking a good look at the Outliner 212 Making good use of the Outliner 213 Discovering the Ins and Outs of Tags 214 What Tags are — and what they’re not 214 Navigating the Tags panel 215 Tag, you’re it! 216 Staying out of trouble 217 Putting It All Together 218 Chapter 8: Modeling with Textures, Photographs, and CAD Files 223 Painting Faces with Image Files 224 Applying textures to flat faces 224 Controlling color and transparency 232 Applying textures to curved surfaces 233 Modeling Directly from a Photo: Introducing Photo-Matching 238 Choosing a Match Photo–friendly image 238 Modeling by photo-matching 239 Making your matched photo reappear (or disappear) 245 Adding Geographic Data 246 Working with Imported CAD files 249 Importing a CAD file into SketchUp Pro 249 Cleaning up imported CAD data 252 Modeling on top of imported CAD data 256 Chapter 9: 3D Printing with SketchUp Models 263 Building Up a View of 3D Printing 264 Knowing Your 3D Printers 265 Fused deposition modeling (FDM) 265 Stereolithography (SLA) 266 Fused powder modeling (FPM) 266 Designing for Successful 3D Printing 267 Building a model in layers 267 Designing to avoid support material 268 Bridging 269 Preparing a SketchUp Model for 3D Printing 270 Peeking inside a model 270 Knowing what makes a solid model 271 Using Solid Tools to combine groups 272 CleanUp3 and Solid Inspector2 273 Combining groups with Intersect Faces 275 Checking a model’s normals 277 Size matters! 278 Breaking your model into arts 279 Exporting Your SketchUp File 284 3D printing services 284 Using Your 3D Printer 285 Print early, print often 285 Inside your model 286 Going beyond Basic 3D Printing 287 Designing Parts that connect 287 Testing your model’s moving Parts 291 Designing Things That Move 292 Captive joints 292 Pins 293 Gears 293 Assemblies 294 Part 3: Viewing Your Model In Different Ways 295 Chapter 10: Working with Styles and Shadows 297 Styling Your Model’s Appearance 298 Choosing how and where to apply styles 298 Applying styles to your models 299 Editing your styles 301 Creating a new style 318 Saving and sharing styles you make (Desktop only) 319 Working with Shadows 322 Discovering the shadow settings 322 Adding depth and realism 324 Creating accurate shadow studies (Desktop only) 328 Chapter 11: Preparing Models for Presentation 333 Exploring Your Creation on Foot 334 These tools were made for walking 334 Stopping to look around 337 Setting your field of view 337 Taking the Scenic Route 339 Creating scenes 340 Moving from scene to scene 342 Modifying scenes after you make ’em 344 Mastering the Sectional Approach 352 Cutting plans and sections 353 Animating sections with scenes 361 Part 4: Sharing What You’ve Made 363 Chapter 12: Creating Images, Presentations, and Documents in LayOut 365 Building a LayOut Document 366 Customizing a document’s pages and layers 368 Adding and editing text 370 Inserting SketchUp model views 372 Adding photos and other graphics 379 Drawing with LayOut’s vector tools 380 Create clipping masks to emphasize details 384 Annotating with labels 385 Displaying dimensions 387 Creating tables 392 Creating Your Own Templates 394 Putting Together Your Own Scrapbooks 395 Getting Your Document out the Door 396 Printing your work 396 Exporting a PDF or image files 396 Exporting a DWG or DXF file 398 Going full-screen 399 Chapter 13: Other Ways to Share Your Work 401 Exporting Images from SketchUp for Web 402 Making Sure You Export Enough Pixels 405 Exporting Enough Pixels for a Digital Presentation 407 Printing from SketchUp for Web 407 Printing to Scale in SketchUp for Web 408 Making Movies with Animation Export 410 Getting ready for prime time 410 Exporting a movie 411 Figuring out the Animation Export Options settings 413 Exporting a CAD File 415 Preparing your file 415 Exporting a 2D DWG file 416 Exporting a 3D DWG file 417 Working with the 3D Warehouse 418 Why use 3D Warehouse? 418 Getting to the 3D Warehouse 419 Find, preview, and download models 420 Uploading a model 420 Managing models online 421 Part 5: The Part of Tens 425 Chapter 14: Ten SketchUp Traps and Their Workarounds 427 SketchUp Won’t Create a Face Where You Want It To 427 Your Faces Are Two Different Colors 429 Edges on a Face Won’t Sink In 430 SketchUp Crashed, and You Lost Your Model 431 SketchUp is Sooooo Slooooooooow 432 You Can’t Get a Good View of the Inside of Your Model 434 A Face Flashes When You Orbit 435 You Can’t Move Your Component the Way You Want 435 Bad Stuff Happens Almost Every Time You Use the Eraser 436 All Your Edges and Faces Have Different Tags 437 Chapter 15: Ten SketchUp Quick Wins 439 Setting Your Click Style to Click-Move-Click 439 Customizing Shortcuts 440 Using the Inference Locking Force 442 Transporting Yourself across Space and Time 444 Rounding Off Edges with the Arc Tool 445 Using the Scale Tool to Set Length for Simple Objects 446 Ten Extensions for Dummies 447 Getting SketchUp on Your Smartphone 450 Turning Off Your Profiles 453 Connecting with the SketchUp Community 453 Index 455
£26.39
John Wiley & Sons Inc Professional WebGL Programming Developing 3D
Book SynopsisEverything you need to know about developing hardware-accelerated 3D graphics with WebGL! As the newest technology for creating 3D graphics on the web, in both games, applications, and on regular websites, WebGL gives web developers the capability to produce eye-popping graphics.Table of ContentsIntroduction xxl CHAPTER 1: INTRODUCING WEBGL 1 The Basics of WebGL 1 So Why Is WebGL So Great? 2 Designing a Graphics API 3 An Immediate-Mode API 3 A Retained-Mode API 4 An Overview of Graphics Hardware 4 GPU 5 FrameBuffer 5 Texture Memory 7 Video Controller 7 Understanding the WebGL Graphics Pipeline 7 Vertex Shader 8 Primitive Assembly 12 Rasterization 14 Fragment Shader 14 Per Fragment Operations 17 Comparing WebGL to Other Graphics Technologies 19 OpenGL 19 OpenGL ES 2.0 21 Direct3D 23 HTML5 Canvas 24 Scalable Vector Graphics 28 VRML and X3D 30 Linear Algebra for 3D Graphics 31 Coordinate System 31 Points or Vertices 31 Vectors 32 Dot Product or Scalar Product 33 Cross Product 34 Homogeneous Coordinates 35 Matrices 35 Affine Transformations 38 Summary 44 CHAPTER 2: CREATING BASIC WEBGL EXAMPLES 45 Drawing a Triangle 46 Creating the WebGL Context 49 Creating the Vertex Shader and the Fragment Shader 51 Compiling the Shaders 52 Creating the Program Object and Linking the Shaders 53 Setting Up the Buffers 54 Drawing the Scene 56 Understanding the WebGL Coding Style 57 Debugging Your WebGL Application 58 Using Chrome Developer Tools 58 Using Firebug 65 WebGL Error Handling and Error Codes 67 WebGL Inspector 70 Troubleshooting WebGL 76 Using the DOM API to Load Your Shaders 78 Putting It Together in a Slightly More Advanced Example 80 Experimenting with Code 83 Summary 84 CHAPTER 3: DRAWING 85 WebGL Drawing Primitives and Drawing Methods 86 Primitives 86 Understanding the Importance of Winding Order 91 WebGL’s Drawing Methods 93 Typed Arrays 99 Buffer and View 100 Supported View Types 101 Exploring Different Ways to Draw 102 gl.drawArrays() and gl.TRIANGLES 103 gl.drawArrays() and gl.TRIANGLE_STRIP 105 gl.drawElements() and gl.TRIANGLES 106 gl.drawElements() and gl.TRIANGLE_STRIP 108 Conclusions of the Comparison 111 Pre-Transform Vertex Cache and Post-Transform Vertex Cache 111 Interleaving Your Vertex Data for Improved Performance 114 Using an Array of Structures 115 Using a Vertex Array or Constant Vertex Data 123 A Last Example to Wind Things Up 124 Some Things to Experiment With 134 Summary 134 CHAPTER 4: COMPACT JAVASCRIPT LIBRARIES AND TRANSFORMATIONS 137 Working with Matrices and Vectors in JavaScript 138 Sylvester 139 WebGL-mjs 142 glMatrix 146 Using Transformations 150 How Transformations Are Used 150 Understanding the Complete Transformation Pipeline 157 Getting Practical with Transformations 158 Setting Up Buffers with Object Coordinates 159 Creating Transformation Matrices with JavaScript and Uploading Them to the Shader 160 Uploading the Transformation Matrices to the Vertex Shader in the GPU 161 Calling Your Drawing Methods 162 Understanding the Importance of Transformation Order 162 Using a Grand, Fixed Coordinate System 163 Using a Moving, Local Coordinate System 165 Pushing and Popping Transformation Matrices 167 A Complete Example: Drawing Several Transformed Objects 171 Creating a Cube with WebGL 173 Organization of the View Transformation and the Model Transformation 175 Summary 176 CHAPTER 5: TEXTURING 177 Understanding Lost Context 178 Understanding the Setup Required to Handle Lost Context 179 Factors to Consider When Handling Lost Context 181 Introducing 2D Textures and Cubemap Textures 183 Loading Your Textures 185 Creating a WebGLTexture Object 185 Binding Your Texture 185 Loading the Image Data 186 Uploading the Texture to the GPU 187 Specifying Texture Parameters 189 Understanding the Complete Procedure of Loading a Texture 190 Defi ning Your Texture Coordinates 193 Using Your Textures in Shaders 195 Working with Texture Image Units 197 Working with Texture Filtering 198 Understanding Magnifi cation 199 Understanding Minifi cation 200 Understanding Mipmapping 200 Understanding Texture Coordinate Wrapping 203 Using the gl.REPEAT Wrap Mode 203 Using the gl.MIRRORED_REPEAT Wrap Mode 205 Using the gl.CLAMP_TO_EDGE Wrap Mode 206 A Complete Texture Example 207 Using Images for Your Textures 210 Downloading Free Textures 210 Basing Textures on Your Own Photos 211 Drawing Images 211 Buying Textures 211 Understanding Same-Origin Policy and Cross-Origin Resource Sharing 212 Understanding Same-Origin Policy for Images in General 212 Understanding Same-Origin Policy for Textures 214 Understanding Cross-Origin Resource Sharing 215 Summary 217 CHAPTER 6: ANIMATIONS AND USER INPUT 219 Animating the Scene 219 Using setInterval() and setTimeout() 221 Using requestAnimationFrame() 222 Compensating Movement for Different Frame Rates 225 Creating an FPS Counter to Measure the Smoothness of Your Animation 226 Understanding the Disadvantages of Using FPS as a Measurement 228 Event Handling for User Interaction 230 Basic Event Handling with DOM Level 0 231 Advanced Event Handling with DOM Level 2 232 Key Input 234 Mouse Input 239 Applying Your New Knowledge 240 Summary 246 CHAPTER 7: LIGHTING 249 Understanding Light 249 Working with a Local Lighting Model 250 Understanding the Phong Reflection Model 251 Ambient Reflection 252 Diff use Reflection 253 Specular Reflection 255 Understanding the Complete Equation and Shaders for the Phong Reflection Model 259 Using Lighting with Texturing 263 Understanding the JavaScript Code Needed for WebGL Lighting 267 Setting Up Buffers with Vertex Normals 268 Calculating and Uploading the Normal Matrix to the Shader 270 Uploading the Light Information to the Shader 270 Using Different Interpolation Techniques for Shading 271 Flat Shading 272 Gouraud Shading 273 Phong Shading 274 Understanding the Vectors That Must Be Normalized 278 Normalization in the Vertex Shader 278 Normalization in the Fragment Shader 279 Using Different Types of Lights 279 Directional Lights 280 Point Lights 280 Spot Lights 281 Understanding the Attenuation of Light 284 Understanding Light Mapping 288 Summary 289 CHAPTER 8: WEBGL PERFORMANCE OPTIMIZATIONS 291 WebGL under the Hood 292 Hardware that Powers WebGL 292 Key Software Components 294 WebGL Performance Optimizations 296 Avoiding a Typical Beginner’s Mistake 296 Locating the Bottleneck 298 General Performance Advice 302 Performance Advice for CPU-Limited WebGL 305 Performance Advice for Vertex-Limited WebGL 307 Performance Advice for Pixel-Limited WebGL 308 A Closer Look at Blending 310 Introducing Blending 310 Setting the Blending Functions 311 Understanding Drawing Order and the Depth Buffer 314 Drawing a Scene with Both Opaque and Semi-Transparent Objects 315 Changing the Default Operator for the Blend Equation 315 Using Premultiplied Alpha 316 Taking WebGL Further 317 Using WebGL Frameworks 317 Publishing to the Google Chrome Web Store 318 Using Additional Resources 318 Summary 319 Index 321
£22.39
Taylor & Francis Ltd VRay 5 for 3ds Max 2020
Book SynopsisRevitalize your architectural visualizations by bringing new levels of realism to your day and night interior scenes. This book features full-color, step-by-step tutorials to develop a firm understanding of the processes and techniques involved in creating jaw-dropping 3d visualizations for top marketing agencies.This second volume includes day and night lighting of an atrium scene using seasoned tools and techniques to deploy V-Ray 5 and 3ds Max 2020. It has never been quicker and easier to create the industry's top-of-the-range 3d marketing visuals.The book starts with an overview of the best techniques to approach clients via emails, calls, meetings, and social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, pre-production, production, post-production, etc.The subsequent step takes users through the installation of V-Ray 5 and the process of accessing the V-Ray Material browseTable of ContentsPreface. Acknowledgments. Author. 1 Using Resource Files. 2 Creating Materials and Shaders in V-Ray 5. 3 Cameras and Lighting in V-Ray. 4 Rendering in V-Ray. 5 Tips and Tricks. 6 anima® from AXYZ design®. 7 Daylight Scene Pre-Production. 8 Scene, Camera and Lights. 9 Materials and Final Render. 10 Daylight Scene Post-Production. 11 Night Scene Pre-Production. 12 Night Scene Lighting/Rendering. 13 Night Scene Post-Production. 14 Verified Views for Planning Applications. Index.
£44.64
Taylor & Francis Ltd 3D Game Textures
Book SynopsisThe new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects.Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion websitewww.lukeahearn.com/textureshas been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book. Table of ContentsIntroduction. The Basics of Art. The Basics of Computer Graphic Technology. Introduction to Shaders and Materials. Preparing for Texture Creation. Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity. The Urban Setting: Low-Polygon, High-Texture Detail. The Fantasy Setting: High-Polygon, High-Texture Detail. Exteriors. Game Effects. Normal Maps and Multipass Shaders.
£49.39
John Wiley and Sons Ltd Connectionism
Book SynopsisConnectionism is a hands on introduction to connectionist modeling through practical exercises in different types of connectionist architectures. explores three different types of connectionist architectures distributed associative memory, perceptron, and multilayer perceptron provides a brief overview of each architecture, a detailed introduction on how to use a program to explore this network, and a series of practical exercises that are designed to highlight the advantages, and disadvantages, of each accompanied by a website at http://www.bcp.psych.ualberta.ca/~mike/Book3/ that includes practice exercises and software, as well as the files and blank exercise sheets required for performing the exercises designed to be used as a stand-alone volume or alongside Minds and Machines: Connectionism and Psychological Modeling (by Michael R.W. Dawson, Blackwell 2004) Trade Review“This is a first-rate textbook, Enabling readers to perform simulations described, it provides a very user-friendly introduction to the essential material, which it sets in an engaging, historically informed context.” Anne Jaap Jacobson, University of HoustonTable of Contents1. Hands-on Connectionism. 1.1 Connectionism In Principle And In Practice. 1.2 The Organization Of This Book. 2. The Distributed Associative Memory. 2.1 The Paired Associates Task. 2.2 The Standard Pattern Associator. 2.3 Exploring The Distributed associative memory. 3. The James Program. 3.1 Introduction. 3.2 Installing The Program. 3.3 Teaching A Distributed Memory. 3.4 Testing What The Memory Has Learned. 3.5 Using The Program. 4. Introducing Hebb Learning. 4.1 Overview Of The Exercises. 4.2 Hebb Learning Of Basis Vectors. 4.3 Hebb Learning Of Orthonormal, Non-Basis Vectors. 5. Limitations Of Hebb Learning. 5.1 Introduction. 5.2 The Effect Of Repetition. 5.3 The Effect Of Correlation. 6. Introducing The Delta Rule. 6.1 Introduction. 6.2 The Delta Rule. 6.3 The Delta Rule And The Effect Of Repetition. 6.4 The Delta Rule And The Effect Of Correlation. 7. Distributed Networks And Human Memory. 7.1 Background On The Paired Associate Paradigm. 7.2 The Effect Of Similarity On The Distributed Associative Memory. 8. Limitations Of Delta Rule Learning. 8.1 Introduction. 8.2 The Delta Rule And Linear Dependency. 9. The Perceptron. 9.1 Introduction. 9.2 The Limits Of Distributed Associative Memories, And Beyond. 9.3 Properties Of The Perceptron. 9.4 What Comes Next. 10. The Rosenblatt Program. 10.1 Introduction. 10.2 Installing The Program. 10.3 Training A Perceptron. 10.4 Testing What The Memory Has Learned. 11. Perceptrons And Logic Gates. 11.1 Introduction. 11.2 Boolean Algebra. 11.3 Perceptrons And Two-Valued Algebra. 12. Performing More Logic With Perceptrons. 12.1 Two-Valued Algebra And Pattern Spaces. 12.2 Perceptrons And Linear Separability. 12.3 Appendix Concerning The DawsonJots Font. 13. Value Units And Linear Nonseparability. 13.1 Linear Separability And Its Implications. 13.2 Value Units And The Exclusive-Or Relation. 13.3 Value Units And Connectedness. 14. Network By Problem Type Interactions. 14.1 All Networks Were Not Created Equally. 14.2 Value Units And The Two-Valued Algebra. 15. Perceptrons And Generalization. 15.1 Background. 15.2 Generalization And Savings For The 9-Majority Problem. 16. Animal Learning Theory And Perceptrons. 16.1 Discrimination Learning. 16.2 Linearly Separable Versions Of Patterning. 17. The Multilayer Perceptron. 17.1 Creating Sequences Of Logical Operations. 17.2 Multilayer Perceptrons And The Credit Assignment Problem. 17.3 The Implications Of The Generalized Delta Rule. 18. The Rumelhart Program. 18.1 Introduction. 18.2 Installing The Program. 18.3 Training A Multilayer Perceptron. 18.4 Testing What The Network Has Learned. 19. Beyond The Perceptron’s Limits. 19.1 Introduction. 19.2 The Generalized Delta Rule And Exclusive-Or. 20. Symmetry As A Second Case Study. 20.1 Background. 20.2 Solving Symmetry Problems With Multilayer Perceptrons. 21. How Many Hidden Units?. 21.1 Background. 21.2 How Many Hidden Value Units Are Required For 5-Bit Parity?. 22. Scaling Up With The Parity Problem. 22.1 Overview Of The Exercises. 22.2 Background. 22.3 Exploring The Parity Problem. 23. Selectionism And Parity. 23.1 Background. 23.2 From Connectionism To Selectionism. 24. Interpreting A Small Network. 24.1 Background. 24.2 A Small Network. 24.3 Interpreting This Small Network. 25. Interpreting Networks Of Value Units. 25.1 Background. 25.2 Banding In The First Monks Problem. 25.3 Definite Features In The First Monks Problem. 26. Interpreting Distributed Representations. 26.1 Background. 26.2 Interpreting A 5-Parity Network. 27. Creating Your Own Training Sets. 27.1 Background. 27.2 Designing And Building A Training Set. References.
£39.56
John Wiley and Sons Ltd Introduction to Modeling in Wildlife and Resource
Book SynopsisThis book provides students with the skills to develop their own models for application in conservation biology and wildlife management. Assuming no special mathematical expertise, the computational models used are kept simple and show how to develop models in both spreadsheet and programming language format. Develops thought-provoking applications which emphasize the value of modeling as a learning tool Examines basic descriptive equations, matrix representations, consumer-resources interactions, applications in simulation, scenarios, harvesting, population viability, metapopulation dynamics, disease outbreaks, vegetation stage and state dynamics, habitat suitability assessment, and model selection statistics Includes a wide range of examples relating to birds, fish, plants and large African mammals Trade Review"This is consequently very much a hands-on work and ideal as a basic manual for a course on the topic. At the same time, it will be of value to conservationists who wish to understand the basis of some modeling approach they find in a paper directly pertinent to their particular interests." (Biodivers Conserv, 2011) An easy approach to modelling." (Mammalia, April 2009) "This is a very interesting text. ... The focus on method and theory as well as programming means that the text encourages the reader to question even basic assumptions." (Ecological and Environmental Education)Table of ContentsPreface. 1 Introduction: why learn modeling?. 1.1 Introduction. 1.2 Structure of the book. 1.3 Supporting computer software. Recommended supporting reading. Supporting file on the CD. 2 A starting problem: conservation of the dodo. 2.1 Introduction. 2.2 Conservation of the dodo. 3 Descriptive models: choosing an equation. 3.1 Introduction. 3.2 Dynamic equations. 3.3 Geometric and exponential growth. 3.4 Adding a population ceiling. 3.5 Basic density-dependent models. 3.6 Curvilinear density dependence. 3.7 Delayed density dependence. 3.8 Depensation or Allee effect. 3.9 Incorporating environmental variability. 3.10 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 4 Structured population models: age, size, or stage. 4.1 Introduction. 4.2 Age-structured models. 4.3 Stage-structured models. 4.4 Projection versus prediction. 4.5 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 5 Consumer–resource models: population interactions. 5.1 Introduction. 5.2 Coupling population equations. 5.3 Simple interactive model. 5.4 Incorporating competitive interference. 5.5 Ratio-dependent intake response and time frames. 5.6 Accommodating environmental variability. 5.7 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 6 Simulation models: assessing understanding. 6.1 Introduction. 6.2 Adding density dependence to an age-structured model. 6.3 Aspecific example: the kudu model. 6.4 Simplification for management. 6.5 Generalizing the model for other species. 6.6 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 7 Harvesting models: adaptive management. 7.1 Introduction. 7.2 Principles of “maximum sustained yield”. 7.3 Surplus production model accommodating environmental variability. 7.4 Stock-recruitment model. 7.5 Policies for setting the harvest quota. 7.6 Adaptive management responses. 7.7 Stock-recruitment models for fish populations. 7.8 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 8 Population viability models: risk analysis. 8.1 Introduction. 8.2 Demographic stochasticity. 8.3 Environmental variability and catastrophes. 8.4 Genetic stochasticity. 8.5 Population viability models. 8.6 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 9 Metapopulation models: spreading the risk. 9.1 Introduction. 9.2 Basic patch incidence model. 9.3 Correlated migration and extinction. 9.4 Variable patch size and spacing. 9.5 Source and sink populations. 9.6 Mainland–island habitats. 9.7 Examples of vertebrate metapopulations. 9.8 Overview. Recommended supporting reading. Exercises. 10 Modeling infectious diseases: outbreak dynamics. 10.1 Introduction. 10.2 Basic infection model. 10.3 Cyclic outbreak dynamics: measles. 10.4 Slowly spreading sexually transmitted disease: HIV–AIDS. 10.5 Controlling the spread of wildlife diseases. 10.6 Overview. Recommended supporting reading. Exercises. 11 Scenario models: exploring options. 11.1 Introduction. 11.2 Background situation. 11.3 Theoretical concepts. 11.4 Modeling the white rhino–grassland system. 11.5 Exploring management options. 11.6 Overview. Recommended supporting reading. Program on the accompanying CD. Exercises. 12 Vegetation models: biomass to gap dynamics. 12.1 Introduction. 12.2 Seasonal biomass dynamics of vegetation supporting herbivores. 12.3 Size-structured dynamics of a tree population. 12.4 Gap dynamics model. 12.5 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 13 State transition models: habitat patch dynamics. 13.1 Introduction. 13.2 Vegetation successional dynamics. 13.3 Managing savanna vegetation for livestock. 13.4 Spatially explicit grid model. 13.5 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 14 Habitat suitability models: adaptive behavior. 14.1 Introduction. 14.2 Shifting habitat use by overwintering geese. 14.3 Habitat suitability for a browsing antelope from vegetation composition. 14.4 General principles. 14.5 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercises. 15 Reconciling models with data: statistical diagnosis. 15.1 Introduction. 15.2 Model selection statistics. 15.3 Diagnosing the causes of antelope population declines. 15.4 Overview. Recommended supporting reading. Programs on the accompanying CD. Exercise. Appendices. References. Index
£46.76
O'Reilly Media Make 3D Printing
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.
£13.59
O'Reilly Media 3D Printing Projects
Book SynopsisWritten by the founder of Printrbot, his staff, and veteran DIY authors, this book of projects exemplifies the broad range of highly personalized, limit-pushing project possibilities of 3D printing when combined with affordable electronic components and materials
£16.99
Apple Academic Press Inc. Interaction Design for 3D User Interfaces
Book SynopsisIn this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective.The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its handTable of ContentsTHEORY. Introduction. Input Interfaces. Output Interfaces and Displays. Computer Graphics. 3D Interaction. 3D Navigation. Descriptive and Predictive Models. Multi-Touch. Multi-Touch for Stereoscopic Displays. Pen and Multi-Touch Modeling and Recognition. Using Multi-Touch with PetriNets. Eye Gaze Tracking as Input in Human–Computer Interaction. Brain–Computer Interfaces: Considerations for the Next Frontier in Interactive Graphics and Games. ADVANCED TOPICS. 3D Input Math Basics. Introduction to Digital Signal Processing. Three Dimensional Rotations. MEMS Inertial Sensors and Magnetic Sensors. Kalman Filters. Quaternions and Sensor Fusion. HANDS-ON. Hands-On: Inertial Sensors for 3D Input. Simple Hands-On Project with Unity3D and Oculus Rift. Hands-On Approach with Leap Motion. Hands-On Approach with Kinect Sensor v2. Creating Home-Brew Devices with Arduino Microcontrollers. Autonomous Bicycle with Gyroscope Sensor. Input Implementation Details. CASE STUDY: SPEECH AS INPUT. Multimodal Human-Like Conversational Interfaces. Adaptive Dialogue Systems for Health. CONTENTS OF ONLINE SUPPLEMENTARY MATERIAL. The World of Gesture Recognition. Input Frameworks and Development Considerations for Input Technologies. Hands-On: Multi-Touch and Pen Using Microsoft Windows 8 and Windows 10 with Microsoft Surface Pro. Hands-on: Intel RealSense SDK. APPENDICES. Displays. Creating Your Own Virtual Reality Headset.
£80.74
Apple Academic Press Inc. Essential Skills for 3D Modeling Rendering and
Book SynopsisThe Key to Fully Understanding the Basics of a 3D WorldProminently used in games, movies, and on television, 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind, Essential Skills for 3D Modeling, Rendering, and Animation examines the complexities of 3D computer-generated art, and outlines the basics of how things work and are used in 3D. This text describes the three cornerstones of 3Dmodeling, rendering, and animation; focuses on common elements; and provides a full understanding of the foundational concepts involved. Detailing the skills and knowledge needed to become an accomplished 3D artist, it includes step-by-step instruction with ample examples, and allows absolute beginners to move at their own pace.Master Anything You Are Tasked to Model The author inTrade Review"Zeman’s instruction took me from a complete novice, having only dreamed of using 3D, to a proficient modeler, rigger, and animator for indie game development and has given me the foundational information to be able to quickly learn any 3D program."—Nick Brummer, Indie Game Designer, Curriculum DeveloperTable of ContentsUnderstanding 3D Space. Polygonal Geometry. NURBS and Curve-Based Geometry. Lighting, Materials, Textures, and UVs. Animation. Conclusion. Index.
£999.99
O'Reilly Media Practical Tableau
Book SynopsisAuthor Ryan Sleeper, one of the world's most qualified Tableau consultants, complements his web posts and instructional videos with this guide to give you a firm understanding of how to use Tableau to find valuable insights in data.
£38.39
O'Reilly HandsOn Differential Privacy
Book SynopsisMany organizations today analyze and share large, sensitive datasets about individuals. Whether these datasets cover healthcare details, financial records, or exam scores, it's become more difficult for organizations to protect an individual's information. This practical book explains how differential privacy (DP) can help.
£47.99
Taylor & Francis Inc Introduction to Geometric Algebra Computing
Book SynopsisFrom the Foreword:Dietmar Hildenbrand''s new book, Introduction to Geometric Algebra Computing, in my view, fills an important gap in Clifford''s geometric algebra literatureI can only congratulate the author for the daring simplicity of his novel educational approach taken in this book, consequently combined with hands on computer based exploration. Without noticing, the active reader will thus educate himself in elementary geometric algebra algorithm development, geometrically intuitive, highly comprehensible, and fully optimized.--Eckhard Hitzer, International Christian University, Tokyo, JapanGeometric Algebra is a very powerful mathematical system for an easy and intuitive treatment of geometry, but the community working with it is still very small. The main goal of this book is to close this gap with an introduction to Geometric Algebra from an engineering/computing perspective. This book is intended to give a rapid introTrade Review"This book is a hands-on introduction to conformal geometric algebra (CGA) using the GAALOP (Geometric Algebra Algorithms Optimizer) software. It aims at quickly enabling the reader to use CGA and GAALOP for constructions with and transformations of elementary 2D geometric entities (points, lines, circles, and point pairs). Only cursory information on the underlying theory is given. Instead we find numerous code listings and figures (unfortunately also some of unsatisfactory quality). Readers who are interested in more background information to CGA computing are referred to [D. Hildenbrand, Foundations of geometric algebra computing. Berlin: Springer (2013; Zbl 1268.65038)].Section I is a tutorial on 2D CGA (here also called “Compass Ruler Algebra”) and GAALOP. Section II introduces more mathematical concepts and provides geometric interpretations of diverse CGA objects and products. In Section III the author gives application examples of CGA in robotics, image processing, or computational geometry. Even if drawing from serious scientific publications, the presentation remains at an elementary level. The end of this section also features a brief introduction to 3D CGA. The final Section IV contains thoughts on the educational values of CGA at high-school level and a reference to D. Hestenes’ pioneering work on application of CGA in physics and its didactics [Space-time algebra. New York-London-Paris: Gordon and Breach Science Publishers (1966; Zbl 183.28901)].The target audience of this book is readers who want to familiarize themselves quickly with basic concepts of CGA and the GAALOP software and don’t require too much theoretical background. The provided information is sufficient for constructions and computations in elementary geometry but also for educational purposes and certain applications in engineering and computer science." -Hans-Peter Schr¨ocker (Innsbruck) - Zentralblatt MATH 1397 — 1Table of Contents1 Introduction I Tutorial 2 Compass Ruler Algebra in a Nutshell 3 GAALOP Tutorial for Compass Ruler Algebra II Mathematical Foundations 4 Mathematical Basics and 2D Euclidean Geometric Algebra 5 Compass Ruler Algebra and its Geometric Objects 6 Intersections in Compass Ruler Algebra 7 Distances and Angles in Compass Ruler Algebra 8 Transformations of Objects in Compass Ruler Algebra III Applications 9 Robot Kinematics using GAALOP 10 Detection of Circles and Lines in Images using GAALOP 11 Visibility Application in 2D using GAALOP 12 RuntimePerformance using GAALOP 13 Fitting of Lines or Circles into Sets of Points 14 CRAbased Robotic Snake Control 15 Expansion to 3D Computations IV Geometric Algebra at School 16 Geometric Algebra for Mathematical Education 17 SpaceTime Algebra in School and Application
£80.74
Taylor & Francis Inc Agricultural System Models in Field Research and
Book SynopsisMost books covering the use of computer models in agricultural management systems target only one or two types of models. There are few texts available that cover the subject of systems modeling comprehensively and that deal with various approaches, applications, evaluations, and uses for technology transfer. Agricultural System Models in Field Research and Technology Transfer fills this need. It presents the latest advances in the use of various computer models in agricultural management systems. This authoritative reference provides guidance on the use of models in field research, decision support, precision farming, and technology transfer to farmers and ranchers. Derived from an international symposium co-sponsored by the American Society of Agronomy, the Soil Science Society of America, and the USDA's Agricultural Research Service, it analyzes current system model applications for the modeling of natural resources, crop production, grazing lands, and animal production systems. Leading international agricultural system scientists present their experiences and provide guidance on how models can be used to enhance the quality of field research, transfer of research information and technology to farmers and ranchers, and decision support for agricultural management. They provide an expert review of the existing problems and possible solutions to improve future applications. In addition, Agricultural System Models in Field Research and Technology Transfer explores the possible use of an international modular computer framework to improve current modeling procedures in an effort to develop problem-specific models in the future.Table of ContentsWhole System Integration and Modeling - Essential to Agricultural Science and Technology in the 21st Century. Applications of Cotton Simulation Model, GOSSYM, for Crop Management, Economic and Policy Decisions. Experience with On-Farm Applications of GLYCIM/GUICS. Benefits of Models in Research and Decision Support: The IBSNAT Experience. Decision Support Tools for Improved Resource Management and Agricultural Sustainability. An Evaluation of RZWQM, CROPGRO, and CERES-Maize for Responses to Water Stress in the Central Great Plains of the U.S. The Co-evolution of the Agricultural Production Systems Simulator (ASPIM) and its use in Australian Dryland Cropping Research and Farm Management Intervention. Applications of Crop Growth Models in the Semi-Arid Regions. Applications of Models with Different Spatial Scale. Modeling Crop Growth and Nitrogen Dynamics for Advisory Purposes Regarding Spatial Variability. Addressing Spatial Variability in Crop Model Applications. Topographic Analysis, Scaling, and Models to Evaluate Spatial/Temporal Variability of Landscape Processes and Management. Perameterization of Agricultural System Models: Current Approaches and Future Needs. The Object Modeling System. Future Research to Fill Knowledge Gaps.
£228.00
Packt Publishing Limited Blender Compositing and Post Processing
£27.99
The Crowood Press Ltd 3D Printing for Model Engineers: A Practical
Book SynopsisSince the release of the first commercially available 3D printer in 2009, a thriving consumer market has developed, with a huge variety of kits now available for the home constructor. In their short existence, these printers have developed into capable machines able to make robust and useful objects in a wide range of materials. 3D Printing for Model Engineers - A Practical Guide provides the first truly comprehensive guide to 3D printing in the context of other creating engineering-based hobbies. It covers using 3D Computer Aided Design; 3D printing materials and best practice; joining and finishing 3D printed parts; making your own metal castings from 3D printed parts and building your own 3D printer. Filled with real world examples and applications of 3D printing, this book is based on practical experience and is the essential guide to getting the most from your 3D printer.
£25.16
The Crowood Press Ltd Digital Modelmaking: Laser Cutting, 3D Printing
Book SynopsisDigital manufacturing has become an intrinsic part of the modelmaking profession, so today's practitioner must be skilled in both traditional hand-making techniques and digital technology. Relevant to a wide variety of creative industries, including film and television, theatre, architecture and product design, Digital Modelmaking offers a comprehensive insight into the manufacturing processes and technologies used within contemporary modelmaking. Each chapter contains an in-depth explanation of each topic, presents examples of how each process is used and includes case studies from professional modelmakers and students. Topics covered include: making models using a laser cutter, 3D printer and CNC milling machinery; generating 3D digital data using a 3D scanner and photogrammetry; two-and three- dimensional drawing software such as CAD; designing models for digital manufacturing; selecting materials based on their suitability for modelmaking; combining traditional hand-making skills with digital manufacturing; painting and finishing models, and finally, moulding and casting using silicone and resin. This invaluable book will be of great interest for students, young professionals and everyone with a passion for design and making.
£18.00
Open Humanities Press Volumetric Regimes: Material Cultures of
Book SynopsisVolumetric Regimes emerges from Possible Bodies, a collaborative project on the intersection between artistic and academic research. The project was initiated in 2016 to explore the very concrete and at the same time complex and fictional entities of so-called "bodies" in the context of 3D computation. Volumetric Regimes brings together diverse materials from an ongoing conversation between artists, software developers and theorists working with techniques and technologies for detecting, tracking, printing, modelling and rendering volumes.
£999.99
ISTE Ltd Ageing Mechanisms and Kinetics of Composite
Book SynopsisThe main objective of this book is to provide to mechanical scientists and engineers the kinetic modeling tools necessary for predicting the damage state of organic composite matrices submitted to hydrolytic and oxidative ageing. These tools are derived from the degradation mechanisms and their validity is successfully checked from many experimental data. They can be interfaced with existing or under development computer codes for predicting the lifetime of composite structures. Particular attention is paid to the relationships between damage state and use properties in view of defining structural end-of-life criteria. For this purpose the book is divided into three main parts. The first one is devoted to the presentation of the common aspects to all types of chemical degradation processes. Emphasis is put on specific aspects of composite structures, such as the role of interphase/interface or the anisotropy of reagent diffusion, but also on current issues in the field of material ageing such as the study of multiphysics couplings. The second part is focused on humid ageing. Physical processes linked to plasticization and swelling, are distinguished from chemical processes in particular from the matrix hydrolysis and its resulting damages at the microstructural scale (osmotic cracking, blistering, etc.). The third part concerns thermal ageing. The ultimate objective is to predict the consequences of thermal oxidation on thermomechanical properties of organic composite matrices, in particular on their glass transition temperature and elastic and fracture properties. In each part, the kinetic approach is illustrated by several practical examples.Table of ContentsIntroduction 1) Common aspects in composite ageing 2) Humid ageing 3) Thermal ageing Conclusion
£113.40
ISTE Ltd and John Wiley & Sons Inc From Additive Manufacturing to 3D/4D Printing 1:
Book SynopsisIn 1984, additive manufacturing represented a new methodology for manipulating matter, consisting of harnessing materials and/or energy to create three-dimensional physical objects. Today, additive manufacturing technologies represent a market of around 5 billion euros per year, with an annual growth between 20 and 30%. Different processes, materials and dimensions (from nanometer to decameter) within additive manufacturing techniques have led to 70,000 publications on this topic and to several thousand patents with applications as wide-ranging as domestic uses. Volume 1 of this series of books presents these different technologies with illustrative industrial examples. In addition to the strengths of 3D methods, this book also covers their weaknesses and the developments envisaged in terms of incremental innovations to overcome them.Table of ContentsAcknowledgments ix Foreword xi Preface xv Introduction xxix Part 1 From Spectacular Applications to the Economic Market of Additive Manufacturing 1 Introduction to Part 1 3 Chapter 1 Some Significant Examples 7 1.1 Introduction 8 1.2 Maritime, military, aerial and spatial applications 11 1.3 Conception: art and new domestic applicative niches 14 1.3.1 Art and additive manufacturing 17 1.3.2 Archaeology, museum restoration, reproduction 19 1.3.3 Construction sector 21 1.4 Mechanical parts 23 1.5 Land transport 28 1.6 The question of spare parts 32 1.7 Toys for the young and the “not-so-young” 33 1.8 “Traditional” medical applications 34 1.9 Animation 39 1.10 Scientific applications 40 1.10.1 Optics 40 1.10.2 Chemical and process engineering 41 1.10.3 Complex structures 42 1.10.4 Toward the infinitely small 43 1.11 Nanometric origami 45 1.12 Conclusion 47 1.13 Bibliography 49 Chapter 2 Integration of Additive Manufacturing Technologies into Society 69 2.1 Introduction 70 2.2 Markets and application domains of 3D printing 72 2.2.1 Markets 72 2.2.2 Principal application niches 76 2.3 Growth dynamics 80 2.4 Studies on the dynamic of growth 84 2.4.1 Convergence 84 2.4.2 “Attractiveness” of additive manufacturing technologies 87 2.4.3 Possible positioning of the industry 132 2.5 Toward a certain stabilization: The dynamics of innovation 140 2.6 Conclusion 146 2.7 Bibliography 152 Part 2 3D Processes 175 Introduction to Part 2 177 Chapter 3 Processes, Machines and Materials 181 3.1 Introduction 183 3.2 Stereolithography 188 3.2.1 History of 2D1/2 processes 188 3.2.2 Other techniques developed since 1984 191 3.2.3 Light–matter interaction and space-resolved polymerization 193 3.2.4 Consequences 197 3.2.5 Families of materials used 201 3.2.6 Layer implementation 207 3.2.7 Coupling of polymerized surface generation and volumetric reduction 207 3.3 Process of wire fusion 207 3.3.1 FDM or FFF materials 211 3.3.2 Adhesion 212 3.3.3 Synthesis 214 3.4 Sheet or powder gluing process 215 3.4.1 Bi-material process (SDL) 215 3.4.2 Variant using powders: 3DP Process 217 3.4.3 Process using a cross-linkable polymer (SIR, for “Soluble/Insoluble Reaction”) 218 3.4.4 Synthesis 223 3.5 Powder fusion/sintering 225 3.5.1 Materials 227 3.5.2 Energy sources 228 3.5.3 Physicochemical aspects and constraints linked to the process 228 3.5.4 Simultaneous contribution of matter and energy 233 3.5.5 MPA process 235 3.5.6 Synthesis 236 3.6 Conclusion 238 3.7 Bibliography 245 Conclusion 265 Index 275
£132.00
Edward Elgar Publishing Ltd The State of Creativity: The Future of 3D
Book SynopsisCreativity has been integral to the development of the modern State, and yet it is becoming increasingly sidelined, especially as a result of the development of new machinic technologies including 3D printing. Arguing that inner creativity has been endangered by the rise of administrative regulation, James Griffin explores a number of reforms to ensure that upcoming regulations do take creativity into account. The State of Creativity examines how the State has become distanced from individual processes of creativity. This book investigates how the failure to incorporate creativity into administrative regulation is, in fact, adversely impacting the regulation of new technologies such as 3D and 4D printing and augmented reality, by focusing on issues concerning copyright and patents.This is an important read for intellectual property law scholars, as well as those studying computer science who wish to gain a more in-depth understanding of the current laws surrounding digital technologies such as 3D printing in our modern world. Legal practitioners wanting to remain abreast of developments surrounding 3D printing will also benefit from this book.Trade Review'This book discusses how emerging technologies link to innovation and creativity that can bring immense benefits to society, and stresses how legal systems (e.g., copyright) can help motivate and protect such development. I recommend the book to all technology enthusiasts who are keen on applying cutting-edge technology and knowledge.' --Hing Kai Chan, University of Nottingham Ningbo China'This book is a very original account of the importance of creativity within society. James Griffin has incorporated a wide range of materials and subjects to develop and establish his core argument that creativity is critical to the future of humanity. The book should be a primary reference for regulators, policymakers and researchers considering legal reforms, especially for 3D printing.' --Onyeka Osuji, University of Essex, UKTable of ContentsContents: 1. The history of pro(creation) 2. A third dimension: Creativity and the Individual – State relationship 3. A virtual reality? Creativity and the Individual: The importance of creative space 4. A fourth dimension: The administrative core 5. A fourth dimension imperilled by the third? The threatening space between the zone of discourse and the administrative core 6. The flow of reproduction – The reproduction of creativity as part of the proprietary discourse 7. An augmented reality (1) – Identifying the process of creativity 8. An augmented reality (2) – Reform – The proposed licensing system 9. An augmented reality (3) – The proposed regulatory body 10. Conclusion – The future of the creative State Index
£100.00
Crecy Publishing Model Dioramas Handbook
Book SynopsisDioramas are invariably associated with scale models, providing a setting or background for a completed kit, though arguably the scenery and buildings on a model railway layout is essentially, a very large diorama. The techniques and materials used are much the same whether you wish to create a landscape through which the track of a classic English branch line will run or a smaller base displaying a Hawker Hurricane being readied for take-off, a Panther tank stuck in the mud of a battlefield or a Monte Carlo Mini in the snow. This book shows how you can create interesting dioramas irrespective as to what you are modelling. It looks at the materials required for building dioramas, primarily tools, paints and glues. Similar skills and techniques are required to create everything from simple bases that contain only a few items, to larger structures that need far more work and effort in their creation. It covers the materials that can be used to create earth, vegetation and water - from se
£23.76
Packt Publishing Limited The Complete Guide to DAZ Studio 4
Book SynopsisThe book builds up a complete project from scratch and demonstrates the power of DAZ to create life-like characters. The book is replete with detailed examples and instructions on creating a tailor-made marvel out of scratch.This book can be used by anybody who has DAZ Studio 4, regardless of their level of familiarity with the program or the concepts of 3D art.
£34.19
3DTotal Publishing Ltd 3ds Max Projects: A Detailed Guide to Modeling,
Book SynopsisIf you've ever wanted to know more about modeling, texturing, rigging, animating, and lighting in Autodesk's 3ds Max, then this is the book for you. The tutorials in 3ds Max Projects deal with diverse topics including modeling characters and vehicles for beginners, character rigging, animation and topology, blending 3D and photography, and FX particles and dynamics. Written by top industry artists including the award-winning Matt Chandler and Pawel Podwojewski, 3ds Max Projects is designed to be a one-stop resource for those looking to create their own 3D masterpieces.
£37.28
Springer International Publishing AG MultiMedia Modeling: 30th International
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.
£66.49
Springer Fachmedien Wiesbaden Simulation dynamischer Systeme: Grundwissen,
Book Synopsis1. Systemanalyse: Eine Einführung 1. 0 Überblick Unsere Wirklichkeit wird nicht so sehr geprägt durch die Einzelfunktionen ihrer vielen Bestandteile, sondern vielmehr durch deren Zusammenwirken. Manche Kom ponenten wirken stark aufeinander, andere nur schwach, weitere schließlich haben überhaupt nichts miteinander zu tun. Wir verwenden das Wort 'System', um damit eine Anzahl von Bestandteilen abzugrenzen, die untereinander relativ stark, mit ihrer gemeinsamen Systemumwelt aber nur relativ schwach interagieren und das so, daß man dem beobachteten Verhalten dieses Systems einen 'Zweck' zuordnen kann. Bei näherer Betrachtung ist unsere Realität voll solcher Systeme, und sogar voller Sy steme von Systemen: Menschen, Tiere, Pflanzen, Ökosysteme, Maschinen, Fabriken, Städte, Staaten. Um die Rolle der Systemanalyse zu diskutieren, befassen wir uns hier beispielhaft mit den komplexesten dieser Systeme: mit natürlichen Systemen (Orga nismen und Ökosystemen). Im Laufe der Evolution haben nur diejenigen natürlichen Systeme überleben können, denen es gelungen ist, Systemprozesse zu entwickeln, die ihre Erhaltung sichern, d. h. , die die Fähigkeit erworben haben, auch unter schwierigen und unerwarteten Bedin gungen zu überleben. Allerdings sind die meisten natürlichen Systeme nicht in der Lage, erfolgreich mit den schweren Störungen fertigzuwerden, die ihnen durch den hohen Ressourcenverbrauch und die Umweltbelastungen der modernen Gesell schaften aufgezwungen werden. Um die Zerstörung der ökologischen Basis und der natürlichen Ressourcen zu vermeiden, müssen wir lernen, diese Systeme in ihrem Verhalten besser zu verstehen und die Folgen unserer Handlungen zuverlässig abzu schätzen. Das Werkzeug für diese Aufgabe ist die Systemanalyse.Table of Contents0. Überblick und Vorbemerkungen.- 1. Systemanalyse: Eine Einführung.- 2. Grundwissen der Modellbildung und Simulation.- 3. Verhalten und Stabilität dynamischer Systeme.- 4. Simulationsmodelle.- 5. Anhang.- Anmerkungen zu den Programmen auf der Begleitdiskette.
£38.69
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Geometric Constraint Solving and Applications
Book SynopsisGeometric constraint programming increases flexibility in CAD design specifications and leads to new conceptual design paradigms.This volume features a collection of work by leading researchers developing the various aspects of constraint-based product modeling.In an introductory chapter the role of constraints in CAD systems of the future and their implications for the STEP data exchange format are discussed. The main part of the book deals with the application of constraints to conceptual and collaborative design, as well as state-of-the-art mathematical and algorithmic methods for constraint solving.Table of ContentsThe Semantics of Geometric Constraints; Constraints for Conceptual and Collaborative Design; Constraint Representation and Solving Methods; Constraints for Freeform Surfaces; Index.
£64.00
Springer Fachmedien Wiesbaden Geschäftsprozesse: Von der Modellierung zur
Book SynopsisDas Buch vermittelt Konzepte, zeigt aktuelle Trends wie agile Methoden, stellt Anwendungsszenarien für die Modellierung und Implementierung von Geschäftsprozessen im Zeitalter der Digitalisierung vor. Das Herausgeberwerk basiert dabei auf Fragestellungen aus der unternehmerischen Praxis. Schwerpunkte sind innovative Analysemethoden, kontextsensitive und wissensintensive Geschäftsprozesse sowie aktuelle Ansätze bei der Umsetzung. Fallstudien runden das Buch ab. Es wendet sich sowohl an Berater und Projektverantwortliche als auch an Studierende und Lehrende.Table of ContentsTrends im Geschäftsprozessmanagement (GPM) - Analyse von Geschäftsprozessen - Kontextsensitive Geschäftsprozesse - Wissensintensive Geschäftsprozesse - Implementierung von Geschäftsprozessen - Fallstudien
£26.59
Lit Verlag Virtual Worlds of Precision: Computer Based
Book Synopsis
£18.95
Logos Verlag Berlin GmbH Object Representation and Matching Based on
Book Synopsis
£68.52
Tapir Academic Press Learning & Teaching in the Virtual World of
Book Synopsis
£36.55
Taylor & Francis Ltd Simulation Systems
Book SynopsisSimulation Systems expolres a wide spectrum of topics including simulation software, logic simulation, query-driven simulation, multi-computer simulation and manufacturing simulation. Although such papers are presented in Journals and conference proceedings it is difficult to find a single source where the foremost papers are presented. Contributions in Simulation Systms are freom leading researchers and practioners which explore a wide spectrum of topics. The chapters include topics such as presentation of SIMULA/OBJECTR, which is a query driven simulation support environment and a method of translating automatically digital logic equations so that they may be simulated using VHDL. This is followed by simulation techniques for deterministic and statistical circuit design optimization. A mathematical model of a magnetic resonance imaging system is simulated so that one can better understand the imaging system.Table of Contents1. The SIMODULA/OBJECTOR Query Driven Simulation Support Environment 2. Automated Translation and Simulation of Digital Logic Equations via VHDL 3. Simulation Base Deterministic and Statistical Circuit Design Optimization 4. A Mathematical Model of Magnetic Resonance Imaging System and Simulation 5. Simulation of Multicomputer Networks 6. Simulation of Discrete Conveyor Systems 7. The Use of Simulation in Management Decision Making: The Case of Poultry and Aquaculture Production 8. Workstations for the Integrated Design and Simulation of Flight Control Systems
£161.50
International Books Global Environmental Change: An Integrated
Book Synopsis
£38.25
World Scientific Publishing Co Pte Ltd Offshore Structure Modeling
Book SynopsisWhile the existing literature on offshore structures touch on model testing, a comprehensive text discussing the design, construction, instrumentation, testing and analysis of the physical model is lacking. This book fills that vacuum and provides, through its survey of the theoretical and practical aspects of physical modeling, an in-depth coverage of the technology of model testing. Its usefulness runs through the entire field of engineering, reaching far beyond its focus on offshore construction; and its breadth of scope should appeal not only to engineers and naval architects but to scientists interested in structural or hydraulic testing as well.
£51.30
World Scientific Publishing Co Pte Ltd Cascades And Fields In Perceptual Psychophysics
Book SynopsisPsychophysics is by definition mappings between events in the environment and levels of human sensory responses. In this text the methods of nonlinear dynamics, employing trajectories developed for simpler sensory modelling, are extended to classes of problems which lie at the interface between sensation and perception. A diversity of topics for which extensive empirical evidence exists are reformulated by writing their dynamics in terms of complex trajectories put into coupled lattices and into cascades of such lattices. Fundamental relationships between core processes of psychophysics in time and space, and recurrent quantitative or topological distortions of the physical world which arise in perception, are given a treatment which contrasts fundamentally with traditional linear equations in use since the 19th century.Table of ContentsFundamental assumptions of nonlinear psychophysics; nonlinear psycho-physics, response surface identification, and cross-entropy; properties of nonlinear dynamics underlying the generation of cascades and fields; unidimensional cascades and the case of perceived time estimation; phase space changes and cascaded noise in fields; more fields generated from lattices in (n x n)rk evolutions; other field and cascade representations - isosimilarities, instabilities and inductions; postscript - psychophysics or events in the real brain?
£68.40
World Scientific Publishing Co Pte Ltd Gecon 2006 - Proceedings Of The 3rd International
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.
£101.70
World Scientific Publishing Co Pte Ltd 3d Printing And Additive Manufacturing:
Book Synopsis3D Printing and Additive Manufacturing (AM) has revolutionised how prototypes are made and small batch manufacturing carried out. With additive manufacturing, the strategies used to produce a part change a number of important considerations and limitations previously faced by tool designers and engineers.This textbook is the fourth edition of Rapid Prototyping: Principles and Applications. It covers the key AM processes, the available models and specifications, and their principles, materials, advantages and disadvantages. Examples of application areas in design, planning, manufacturing, biomedical engineering, entertainment, weaponry, art and architecture are also given. The book includes several related problems for the reader to test his or her understanding of the topics. This edition comes with a companion media pack that presents animated illustrations of the working principles of today's key AM processes.Table of ContentsAdditive Manufacturing Process Chain; Liquid-Based Additive Manufacturing Systems; Solid-Based Additive Manufacturing Systems; Powder-Based Additive Manufacturing Systems; Additive Manufacturing Data Formats; Applications and Examples; Medical and Bioengineering Applications; Evaluation and Benchmarking.
£96.30
World Scientific Publishing Co Pte Ltd 3d Printing And Additive Manufacturing:
Book Synopsis3D Printing and Additive Manufacturing (AM) has revolutionised how prototypes are made and small batch manufacturing carried out. With additive manufacturing, the strategies used to produce a part change a number of important considerations and limitations previously faced by tool designers and engineers.This textbook is the fourth edition of Rapid Prototyping: Principles and Applications. It covers the key AM processes, the available models and specifications, and their principles, materials, advantages and disadvantages. Examples of application areas in design, planning, manufacturing, biomedical engineering, entertainment, weaponry, art and architecture are also given. The book includes several related problems for the reader to test his or her understanding of the topics. This edition comes with a companion media pack that presents animated illustrations of the working principles of today's key AM processes.Table of ContentsAdditive Manufacturing Process Chain; Liquid-Based Additive Manufacturing Systems; Solid-Based Additive Manufacturing Systems; Powder-Based Additive Manufacturing Systems; Additive Manufacturing Data Formats; Applications and Examples; Medical and Bioengineering Applications; Evaluation and Benchmarking.
£53.20