Graphics programming Books
Lannoo Publishers Animation Maths
Book SynopsisThis updated version of Animation Maths is an accessible and practical guide to animation programming. It opens with arithmetic, solving systems and trigonometry fundamentals, then guides the reader through standard topics such as real functions, the relevant golden section, coordinate systems and vectors. All the subsequent topics are programming oriented and calculus-free and have been selected to add efficiency to your games and animations. In addition to programmable kinematics, Animation Maths offers collision detection, the parametric equations of lines and planes in 3D, and matrices, which are covered in great detail. On its extension to complex numbers, Animation Maths shows the abilities of quaternions as superior 3D rotators.
£28.00
Pearson Education (US) Adobe Photoshop Classroom in a Book 2023 release
Book SynopsisTable of ContentsGetting Started 1 Getting to Know the Work Area 2 Basic Photo Corrections 3 Working with Selections 4 Layer Basics 5 Quick Fixes 6 Masks and Channels 7 Typographic Design 8 Vector Drawing Techniques 9 Advanced Compositing 10 Painting with the Mixer Brush 11 Editing Video 12 Working with Camera Raw 13 Preparing Files for The Web 14 Producing and Printing Consistent Color 15 Exploring Neural Filters Appendixes
£41.64
Pearson Education (US) Computer Graphics
Book SynopsisJohn F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics. Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education, and Professor of Computer Science at Brown University. Andy's research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software. Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs. <Table of Contents Preface xxxv About the Authors xlv Chapter 1: Introduction 1 Graphics is a broad field; to understand it, you need information from perception, physics, mathematics, and engineering. Building a graphics application entails user-interface work, some amount of modeling (i.e., making a representation of a shape), and rendering (the making of pictures of shapes). Rendering is often done via a “pipeline” of operations; one can use this pipeline without understanding every detail to make many useful programs. But if we want to render things accurately, we need to start from a physical understanding of light. Knowing just a few properties of light prepares us to make a first approximate renderer. 1.1 An Introduction to Computer Graphics 1 1.2 A Brief History 7 1.3 An Illuminating Example 9 1.4 Goals, Resources, and Appropriate Abstractions 10 1.5 Some Numbers and Orders of Magnitude in Graphics 12 1.6 The Graphics Pipeline 14 1.7 Relationship of Graphics to Art, Design, and Perception 19 1.8 Basic Graphics Systems 20 1.9 Polygon Drawing As a Black Box 23 1.10 Interaction in Graphics Systems 23 1.11 Different Kinds of Graphics Applications 24 1.12 Different Kinds of Graphics Packages 25 1.13 Building Blocks for Realistic Rendering: A Brief Overview 26 1.14 Learning Computer Graphics 31 Chapter 2: Introduction to 2D Graphics Using WPF 35 A graphics platform acts as the intermediary between the application and the underlying graphics hardware, providing a layer of abstraction to shield the programmer from the details of driving the graphics processor. As CPUs and graphics peripherals have increased in speed and memory capabilities, the feature sets of graphics platforms have evolved to harness new hardware features and to shoulder more of the application development burden. After a brief overview of the evolution of 2D platforms, we explore a modern package (Windows Presentation Foundation), showing how to construct an animated 2D scene by creating and manipulating a simple hierarchical model. WPF’s declarative XML-based syntax, and the basic techniques of scene specification, will carry over to the presentation of WPF’s 3D support in Chapter 6. 2.1 Introduction 35 2.2 Overview of the 2D Graphics Pipeline 36 2.3 The Evolution of 2D Graphics Platforms 37 2.4 Specifying a 2D Scene Using WPF 41 2.5 Dynamics in 2D Graphics Using WPF 55 2.6 Supporting a Variety of Form Factors 58 2.7 Discussion and Further Reading 59 Chapter 3: An Ancient Renderer Made Modern 61 We describe a software implementation of an idea shown by Dürer. Doing so lets us create a perspective rendering of a cube, and introduces the notions of transforming meshes by transforming vertices, clipping, and multiple coordinate systems. We also encounter the need for visible surface determination and for lighting computations.
£97.99
Pearson Education (US) Adobe Illustrator Classroom in a Book 2020
Book SynopsisBrian Wood is a content developer and the author of fifteen + training books (Illustrator, InDesign, Muse, XD, and Adobe DPS), as well as training videos on Dreamweaver & CSS, InDesign, Illustrator, XD, Acrobat, Adobe Muse and others. In addition to training many clients large and small, Brian speaks regularly at national conferences, such as Adobe MAX, as well as events hosted by AIGA and other industry organizations. To learn more, check out www.youtube.com/askbrianwood or visit www.brianwoodtraining.com.Table of Contents 1. Getting to Know the Work Area 2. Techniques for Selecting Artwork 3. Using Shapes to Create Artwork for a Postcard 4. Editing and Combining Shapes and Paths 5. Transforming Artwork 6. Using the Basic Drawing Tools 7. Drawing with the Pen Tool 8. Using Color to Enhance Signage 9. Adding Type to a Poster 10. Organizing Your Artwork with Layers 11. Gradients, Blends, and Patterns 12. Using Brushes to Create a Poster 13. Exploring Creative uses of Effects and Graphic Styles 14. Creating Artwork for a T-Shirt 15. Using Illustrator with Other Adobe Applications 16. Sharing Projects Review questions Review answers Index
£40.49
Pearson Education Visual Analytics Fundamentals
Book SynopsisLindy Ryan teaches visual analytics and data visualization in Rutgers' Professional Science Master's program. As Research Director for Radiant Advisors, she led work in data discovery, enablement, visualization, and visual analytics, and developed Radiant's Data Visualization Competency CenterTM methodology. Her books include The Visual Imperative and Visual Data Storytelling with Tableau (Addison-Wesley, 2018). A published novelist, screenwriter, and short-film director, her creative work has won numerous awards.
£34.19
O'Reilly Media R Graphics Cookbook
Book SynopsisThis O'Reilly cookbook provides more than 150 recipes to help scientists, engineers, programmers, and data analysts generate high-quality graphs quicklywithout having to comb through all the details of R's graphing systems.
£47.99
Pearson Education (US) Truthful Art The
Book SynopsisThe Truthful Art is an introduction to quantitative thinking and statistical and cartographical representation written specifically for journalists and designers. A follow-up to The Functional Art, it goes into the specifics of how to create functional charts, maps, and graphs.Trade Review"Alberto Cairo is widely acknowledged as journalism's preeminent data viz wiz. He is also journalism's preeminent data scholar. As newsrooms rush to embrace data journalism as a new tool-and toy-Cairo sets the standard for how data should be understood, analyzed, and presented. The Truthful Art is both a manifesto and a manual for how to use data to accurately, clearly, engagingly, imaginatively, beautifully, and reliably inform the public." - Jeff Jarvis, professor at CUNY Graduate School of Journalism and author of Geeks Bearing Gifts: Imagining New Futures for News "A feast for both the eyes and mind, Alberto Cairo's The Truthful Art deftly explores the science-and-art-of data visualization. The book is a must-read for scientists, educators, journalists, and just about anyone who cares about how to communicate effectively in the information age." - Michael E. Mann, Distinguished Professor, Penn State University and author of The Hockey Stick and the Climate Wars "If I were smarter, had more patience with academia, and had more focus, I might turn out to be more like Alberto, closer to the brilliance that he applies to the nature of information architecture. His title explains a lot: truth represents a most fundamental of attitudes, in questions asked, answers given and journeys taken. This [book] is a must on your thoughtful shelf of understanding." - Richard Saul Wurman, founder of the TED Conference "Alberto Cairo is a great educator and an engaging storyteller. In The Truthful Art he takes us on a rich, informed, and well-visualized journey that depicts the process by which one scrutinizes data and represents information. The book synthesizes a lot of knowledge and carefully explains how to create effective visualizations with a focus on statistical principles. The Truthful Art will be incredibly useful to both practitioners and students, especially within the arts and humanities, such as those involved in data journalism and information design." - Isabel Meirelles, professor at OCAD University (Canada) and author of Design for Information "As soon as I started immersing myself in The Truthful Art, I was horrified (and somewhat ashamed) to realize how much I didn't know about data visualization. I've spent most of my career pursuing a more illustrative way to present data, but Alberto Cairo's clarifying prose superbly explained the finer points of data viz. Since Alberto warns us that "[data is] always noisy, dirty, and uncertain," everyone in this business had better read his book to find out how to properly construct visualizations that not only tell the truth, but also allow us to interact meaningfully with them." - Nigel Holmes, founder of Explanation Graphics "To communicate data clearly, you have to think about it clearly. The Truthful Art dives deep and provides an enlightened introduction to the 'power tools' of data experts: science, statistics, and visualization." - Fernanda Viegas and Martin Wattenberg, research scientists, Google "The Truthful Art is essential reading for my visual communication students and for anyone (at any level) who cares about telling a story visually. Get this book, read it, act on it. If you're looking for help to put your data visualization on the right track, this is it." - John Grimwade, assistant professor, School of Visual Communication, Ohio UniversityTable of ContentsPreface: It All Begins With a Spark Introduction: The Island of Knowledge and the Shoreline of Wonder PART I: FOUNDATIONS Chapter 1: What We Talk About When We Talk About Visualization Chapter 2: The Five Qualities of Great Visualizations PART II: TRUTHFUL Chapter 3: The Truth Continuum Chapter 4: Of Conjectures and Uncertainty PART III: FUNCTIONAL Chapter 5: Basic Principles of Visualization Chapter 6: Exploring Data With Simple Charts Chapter 7: Visualizing Distributions Chapter 8: Revealing change Chapter 9: Seeing Relationships Chapter 10: Mapping Data Chapter 11: Confidence and Significance PART IV: PRACTICE Chapter 12: On Creativity and Innovation An Epilogue on What Lies Ahead
£33.29
Springer International Publishing AG The History of the GPU - Steps to Invention
Book SynopsisThis is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.Table of Contents1 Introduction.- 2 1980-1989, Graphics Controllers on Other Platforms.- 3 1980-1989, Graphics Controllers on PCs.- 4 1990-1995, Graphics Controllers on PCs.- 5 1990 to 1999 Graphics Controllers on Other Platform.- 6 1996-1999, Graphics Controllers on PCs.- 7 What is a GPU?.- Appendix A: Definitions.- Appendix B: Acronyms.
£28.49
Springer International Publishing AG The History of the GPU - New Developments
Book SynopsisThis third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes. In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones. Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.Table of ContentsForeword.- Acknowledgements.- Introduction.- The Third to Fifth Era GPUs.- Mobile GPUs.- Game Consule GPUs.- Compute and Other GPUs.- Open GPU Projects.(2000 -2018).- The Sixth Era of GPUs.- Concluding Remarks.- Appendix A: Acronyms.- Appendix B: Definitions.
£25.19
Springer International Publishing AG The History of the GPU - Eras and Environment
Book SynopsisThis is the second book in a three-part series that traces the development of the GPU, which is defined as a single chip with an integrated transform and lighting (T&L) capability. This feature previously was found in workstations as a stand-alone chip that only performed geometry functions. Enabled by Moore’s law, the first era of GPUs began in the late 1990s.Silicon Graphics (SGI) introduced T&L first in 1996 with the Nintendo 64 chipset with integrated T&L but didn’t follow through. ArtX developed a chipset with integrated T&L but didn’t bring it to market until November 1999.The need to integrate the transform and lighting functions in the graphics controller was well understood and strongly desired by dozens of companies. Nvidia was the first to produce a PC consumer level single chip with T&L in October 1999. All in all, fifteen companies came close, they had designs and experience, but one thing or another got in their way to prevent them succeeding.All the forces and technology were converging; the GPU was ready to emerge. Several of the companies involved did produce an integrated GPU, but not until early 2000. This is the account of those companies, the GPU and the environment needed to support it. The GPU has become ubiquitous and can be found in every platform that involves a computer and a user interface.Table of ContentsForeword.- Preface.- 1 Introduction.- 2 The GPU Functions.- 3 The Major GPU Eras.- 4 The First Era of GPUs.- 5 The GPU Environment—Hardware.- 6 Application Program Interface (API).- 7 The GPU Environment—Software Extensions and Custom Features.- Appendix A: Definitions.- Appendix B: Acronyms.
£28.49
Elsevier Science Contextual Design
Book SynopsisTable of ContentsPart 1. Gathering User Data 1. Introduction 2. User Data Drives Design 3. Principles of Contextual Inquiry 4. The Interpretation Session Part 2. Revealing the World 5. From Data to Insight: Contextual Design Models 6. The Affinity Diagram 7. Building Experience Models 8. Traditional Contextual Design Models Part 3. Reinventing Life: Ideation with User Data 9. Inventing the Next Product Concept 10. The Bridge From Data to Design: The Wall Walk 11. Ideation: Visioning and the Cool Drilldown Part 4. Defining the Product 12. The Challenge of Product Design 13. Storyboards 14. The User Environment Design 15. Interaction Patterns Part 5. Making It Real 16. Making It Real 17. Validating the Design 18. Prioritization and Rollout 19. Project Planning and Execution 20. Conclusion
£56.69
Pearson Education Interactive Computer Graphics
Book Synopsis
£154.29
Pearson Education (US) CUDA for Engineers
Book SynopsisDuane Storti is a professor of mechanical engineering at the University of Washington in Seattle. He has thirty-five years of experience in teaching and research in the areas of engineering mathematics, dynamics and vibrations, computer-aided design, 3D printing, and applied GPU computing. Mete Yurtoglu is currently pursuing an M.S. in applied mathematics and a Ph.D. in mechanical engineering at the University of Washington in Seattle. His research interests include GPU-based methods for computer vision and machine learning. Table of Contents Acknowledgments xvii About the Authors xix Introduction 1 What Is CUDA? 1 What Does “Need-to-Know” Mean for Learning CUDA? 2 What Is Meant by “for Engineers”? 3 What Do You Need to Get Started with CUDA? 4 How Is This Book Structured? 4 Conventions Used in This Book 8 Code Used in This Book 8 User’s Guide 9 Historical Context 10 References 12 Chapter 1: First Steps 13 Running CUDA Samples 13 Running Our Own Serial Apps 19 Summary 22 Suggested Projects 23 Chapter 2: CUDA Essentials 25 CUDA’s Model for Parallelism 25 Need-to-Know CUDA API and C Language Extensions 28 Summary 31 Suggested Projects 31 References 31 Chapter 3: From Loops to Grids 33 Parallelizing dist_v1 33 Parallelizing dist_v2 38 Standard Workflow 42 Simplified Workflow 43 Summary 47 Suggested Projects 48 References 48 Chapter 4: 2D Grids and Interactive Graphics 49 Launching 2D Computational Grids 50 Live Display via Graphics Interop 56 Application: Stability 66 Summary 76 Suggested Projects 76 References 77 Chapter 5: Stencils and Shared Memory 79 Thread Interdependence 80 Computing Derivatives on a 1D Grid 81 Summary 117 Suggested Projects 118 References 119 Chapter 6: Reduction and Atomic Functions 121 Threads Interacting Globally 121 Implementing parallel_dot 123 Computing Integral Properties: centroid_2d 130 Summary 138 Suggested Projects 138 References 138 Chapter 7: Interacting with 3D Data 141 Launching 3D Computational Grids: dist_3d 144 Viewing and Interacting with 3D Data: vis_3d 146 Summary 171 Suggested Projects 171 References 171 Chapter 8: Using CUDA Libraries 173 Custom versus Off-the-Shelf 173 Thrust 175 cuRAND 190 NPP 193 Linear Algebra Using cuSOLVER and cuBLAS . 201 cuDNN 207 ArrayFire 207 Summary 207 Suggested 208 References 209 Chapter 9: Exploring the CUDA Ecosystem 211 The Go-To List of Primary Sources 211 Further Sources 217 Summary 218 Suggested Projects 219 Appendix A: Hardware Setup 221 Checking for an NVIDIA GPU: Windows 221 Checking for an NVIDIA GPU: OS X 222 Checking for an NVIDIA GPU: Linux 223 Determining Compute Capability 223 Upgrading Compute Capability 225 Appendix B: Software Setup 229 Windows Setup 229 OS X Setup 238 Linux Setup 240 Appendix C: Need-to-Know C Programming 245 Characterization of C 245 C Language Basics 246 Data Types, Declarations, and Assignments 248 Defining Functions 250 Building Apps: Create, Compile, Run, Debug 251 Arrays, Memory Allocation, and Pointers 262 Control Statements: for, if 263 Sample C Programs 267 References 277 Appendix D: CUDA Practicalities: Timing, Profiling, Error Handling, and Debugging 279 Execution Timing and Profiling 279 Error Handling 292 Debugging in Windows 298 Debugging in Linux 305 CUDA-MEMCHECK 308 Using Visual Studio Property Pages 309 References 312 Index 313
£31.82
Pearson Education (US) Adobe Illustrator Classroom in a Book 2023
Book SynopsisTable of ContentsGetting Started What's New in Adobe Illustrator (2023 Release) A Quick Tour of Adobe Illustrator (2023 Release) 1 Getting to Know the Work Area 2 Techniques for Selecting Artwork 3 Make a Logo with Shapes 4 Editing and Combining Shapes and Paths 5 Transforming Artwork 6 Using the Basic Drawing Tools 7 Drawing with the Pen Tool 8 Using Color to Enhance Artwork 9 Adding Type to a Project 10 Organizing Your Artwork with Layers 11 Gradients, Blends, and Patterns 12 Using Brushes to Create an Ad 13 Exploring Creative Uses of Effects and Graphic Styles 14 Creating Artwork for a T-Shirt 15 Placing and Working with Images 16 Sharing Projects
£41.64
MIT Press Ltd Color for the Sciences The MIT Press
Book SynopsisA comprehensive introduction to colorimetry from a conceptual perspective.Color for the Sciences is the first book on colorimetry to offer an account that emphasizes conceptual and formal issues rather than applications. Jan Koenderink's introductory text treats colorimetry—literally, “color measurement”—as a science, freeing the topic from the usual fixation on conventional praxis and how to get the “right” result. Readers of Color for the Sciences will learn to rethink concepts from the roots in order to reach a broader, conceptual understanding.After a brief account of the history of the discipline (beginning with Isaac Newton) and a chapter titled “Colorimetry for Dummies,” the heart of the book covers the main topics in colorimetry, including the space of beams, achromatic beams, edge colors, optimum colors, color atlases, and spectra. Other chapters cover more specialized topics, including implementations, me
£72.20
Pearson Education Computer Graphics with Open GL
Book SynopsisTable of Contents 1 Computer Graphics Hardware 2 Computer Graphics 3 Graphics Output Primitives 4 Attributes of Graphics Primitives 5 Implementation Algorithms for Graphics Primitives and Attributes 6 Two-Dimensional Geometric Transformations 7 Two-Dimensional Viewing 8 Three-Dimensional Geometric Transformations 9 Three-Dimensional Viewing 10 Hierarchical Modeling 11 Computer Animation 12 Three-Dimensional Object Representations 13 Spline Representations 14 Visible-Surface Detection Methods 15 Illumination Models and Surface-Rendering Methods 16 Texturing and Surface-Detail Methods 17 Color Models and Color Applications 18 Interactive Input Methods and Graphical User Interfaces 19 Global Illumination 20 Programmable Shaders 21 Algorithmic Modeling 22 Visualization of Data Sets A Mathematics for Computer Graphics B Graphics File Formats
£61.99
Apress Beginning WebGL for HTML5 Experts Voice in Web Development
Book SynopsisBeginning WebGL for HTML5 gets you rapidly up to speed with WebGL, a powerful new graphics language within the browser. Quickly get up to speed with WebGL Render realistic scenes Work faster with frameworks Improve rendering performance Table of Contents Setting The Scene Shaders 101 Textures and Lighting Increasing Realism Physics Fractals, Height Maps, and Particle Systems Three.js Framework Productivity Tools Debugging and Performance Effects, Tips and Tricks Afterword: The Future of WebGL Appendix A: Essential HTML5 and JavaScript Appendix B: Graphics Refresher Appendix C: WebGL Spec. Odds and Ends Appendix D: Additional Resources
£40.49
Apress Computer Vision Metrics
Book SynopsisComputer Vision Metrics provides an extensive survey and analysis of over 100 current and historical feature description and machine vision methods, with a detailed taxonomy for local, regional and global features.Table of ContentsChapter 1. Image Capture and RepresentationChapter 2. Image Pre-ProcessingChapter 3. Global and Regional FeaturesChapter 4. Local Feature Design Concepts, Classification, and LearningChapter 5. Taxonomy Of Feature Description AttributesChapter 6. Interest Point Detector and Feature Descriptor SurveyChapter 7. Ground Truth Data, Data, Metrics, and AnalysisChapter 8. Vision Pipelines and OptimizationsAppendix A. Synthetic Feature AnalysisAppendix B. Survey of Ground Truth DatasetsAppendix C. Imaging and Computer Vision ResourcesAppendix D. Extended SDM Metrics
£22.32
Springer An Introduction to Computer Graphics for Artists
Book SynopsisPreface.- Acknowledgements.- List of Figures.- List of Tables.- Introduction.- CG Basics.- Observation Skills.- Measurements.- Modeling 1: Polygons.- Resolution.- Optimization.- Validation.- Texture Coordinates (UVs).- Shaders and Texturing.- Rendering.- Animation.- Modeling 2: NURBS.- Modeling 3: Advanced.- Industry Standards.- Appendix.- Glossary.- Index.Trade ReviewFrom the reviews of the second edition:“This book presents basic CG topics in a novel, skill-related way that better reflects real-world, entertainment-related industry expectations and standards. … this attractive full-color book is an excellent resource for study topics and curricula. I recommend it to professionals in the entertainment industry … and to any other readers interested in state-of-the-art innovations and improvements and new modeling technologies as applied to artistic design.” (Athanasios D. Styliadis, Computing Reviews, November, 2013)Table of ContentsPreface.- Acknowledgements.- List of Figures.- List of Tables.- Introduction.- CG Basics.- Observation Skills.- Measurements.- Modeling 1: Polygons.- Resolution.- Optimization.- Validation.- Texture Coordinates (UVs).- Shaders and Texturing.- Rendering.- Animation.- Modeling 2: NURBS.- Modeling 3: Advanced.- Industry Standards.- Appendix.- Glossary.- Index.
£62.99
Springer London Ltd Mathematics for Computer Graphics
Book SynopsisJohn Vince explains a comprehensive range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, special effects, virtual reality, CAD and other areas of computer graphics in this completely revised and expanded sixth edition. The first five chapters cover a general introduction, number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on determinants, vectors, matrix algebra, complex numbers, geometric transforms, quaternion algebra, quaternions in space, interpolation, curves and patches, analytical geometry and barycentric coordinates. Following this, the reader is introduced to the relatively new subject of geometric algebra, followed by two chapters that introduce differential and integral calculus. Finally, there is a chapter on worked examples.Mathematics for Computer Graphics covers all of the key areas of the subject, including: NuTrade Review“These days nobody can imagine a world without computer graphics. … It is a challenge to explain this theory in an easy-to-follow way. But this book shows that it is possible. … It can be used both as a textbook for a computer graphics course and for self-study by practitioners and starting researchers alike.” (Agnieszka Lisowska, zbMATH 1500.68003, 2023)Table of ContentsPreface.- Introduction.- Numbers.- Algebra.- Trigonometry.- Coordinate Systems.- Determinants.- Vectors.- Matrix Algebra.- Complex Numbers.- Geometric Transforms.- Quaternion Algebra.- Quaternions in Space.- Interpolation.- Curves and Patches.- Analytic Geometry.- Barycentric Coordinates.- Geometric Algebra.- Calculus: Derivatives.- Calculus: Integration.- Worked Examples.- Appendix A.- Appendix B.- Index.
£49.49
Springer Mathematics for Computer Graphics
Book SynopsisChapter 1.Introduction.- Chapter 2.Numbers.- Chapter 3.Algebra.- Chapter 4.Trigonometry.- Chapter 5.Coordinate Systems.- Chapter 6.Determinants.- Chapter 7.Vectors.- Chapter 8.Matrices.- Chapter 9.Complex Numbers.- Chapter 10.Geometric Transforms.- Chapter 11.Quaternion Algebra.- Chapter 12.Quaternions in Space.- Chapter 13.Interpolation.- Chapter 14.Curves and Patches.- Chapter 15.Analytic Geometry.- Chapter 16.Statistics.- Chapter 17.Barycentric Coordinates.- Chapter 18.Geometric Algebra.- Chapter 19.Calculus: Derivatives.- Chapter 20.Calculus: Integration.- Chapter 21.Fourier Series.- Chapter 22.Worked Examples.
£53.99
O'Reilly Media Programming Interactivity
Book SynopsisProgramming Interactivity helps you explore common themes using Arduino, Processing, and openFrameworks in interactive art and design, including 2D and 3D graphics, sound, physical interaction, computer vision, geolocation, and more. No programming experience is required to get started.
£29.99
O'Reilly Media Learning ActionScript 3.0
Book SynopsisIf you're new to ActionScript 3.0, this is the ideal introductory guide. You'll learn the language and how it works through hands-on exercises that build skills as the book progresses. Learn how to animate graphics, load assets, draw with code, build navigation systems, control sound and video, move assets in 3D, and much more.
£29.99
APress Modular Design Frameworks
Book Synopsis Learn the basic principles of modular design, and then put them into action to create sites that are easy to use, look great, and can be adapted within the context of your business needs. With author James Cabrera-one of the thought leaders in the modular-design movement-you''ll create a single, scalable project for a sample nameplate site and then adapt that same project to work successfully as a portfolio site, an e-commerce site, and finally as a news/publishing content site. Along the way, you''ll learn the scientific approach to devising a sound and scalable design strategy, followed by establishing a basic foundation using various criteria relevant to that type of site. As each chapter progresses, you''ll add new concepts appropriate for the project type. Modular web and app design isn''t just for so-called creatives. It''s a teachable science with principles that can be replicated in a creative manner. This approach makes the design decisionTable of Contents Chapter 1: A Modular Future.- Chapter 2: Fonts, Colors & Invisible UI.- Chapter 3: Defining Your Basic Unit.- Chapter 4: Adaption, Reusability, Iteration, and Variation.- Chapter 5: Organization, Clustering, Pages, and Navigation.- Chapter 6: What's Next?.- Appendix: Breaking Down Examples into Modular Systems.
£26.59
APress GameMaker Studio 100 Programming Challenges
Book SynopsisPush your GameMaker programming skills to the edge with 100 programming challenges using the popular GameMaker: Studio and GML. Each challenge includes an outline of the challenge, a scoring and time guide, useful GML code, and a working example provided in GMZ format. For more advanced programmers, each challenge comes with an additional task to complete.Think you''re a good GameMaker game application developer or programmer? Think again with this awesome book!What You''ll Learn Upgrade your skills with each specific game application coding challenge Create many different game events, action or scenarios Code for many different kinds of game applications or themes from space to adventure to sports to fantasy Who This Book Is ForGameMaker and GameMaker: Studio users and codeTable of ContentsChallenge 1 Maths Bar Graph 1Challenge 2 Clickable & Moveable Object 3Challenge 3 Room Fade In & Out Transition 5Challenge 4 Typewriter Text Effect 7Challenge 5 Audio Volume Change Based On Distance 9Challenge 6 Move Object To Position Using Path 11Challenge 7 Make The Screen Shake 13Challenge 8 Create Snow Effect 15Challenge 9 Password Easter Egg 17Challenge 10 Follow Two Objects In View 19Challenge 11 High / Low Number Game 21Challenge 12 Calculate Average Position Of Two Clicks 23Challenge 13 Retrieve Text File Web From & Save Locally 25Challenge 14 Shuffle Pack Of Playing Cards & Deal 5 27Challenge 15 Reverse Sentence Order 29Challenge 16 Rotate & Move Object To Mouse Position 31Challenge 17 Firework Display Using Effects 33Challenge 18 Random Sentence Generator 35Challenge 19 Pop Up RPG Style Text Box 37Challenge 20 Room Wrapping 39Challenge 21 Sprite Shadow 41Challenge 22 Make A Jukebox Player For 4 Songs 43Challenge 23 Scrolling Credits 45Challenge 24 Random Dice Roller 47Challenge 25 Substitution Cipher 49Challenge 26 Save Highscore To INI 51Challenge 27 Spawn Point 53Challenge 28 Dictionary Check 55Challenge 29 Draw Text With Shadow 57Challenge 30 Classic Brick & Ball Game Remake 59Challenge 31 Fire Projectile 61Challenge 32 World Clock 63Challenge 33 Text Based Quiz 65Challenge 34 On Screen Keyboard 67Challenge 35 Create A Driveable Tank That Leaves Tyre Tracks 69Challenge 36 Parallax Background 71Challenge 37 Click The Ghost 73Challenge 38 Particle Fire Effect 75Challenge 39 Bubble Sort 77Challenge 40 Unlockable Levels Select Screen 79Challenge 41 Moon Lander AI 81Challenge 42 Dodge The Barrels 83Challenge 43 Convert Celsius To Fahrenheit 85Challenge 44 Find Path To Position Avoiding Objects 87Challenge 45 Calculate BMI 89Challenge 46 Shuffle Pack Of Playing Cards & Save To Text 91Challenge 47 10 Green Bottles 93Challenge 48 English To Morse Code 95Challenge 49 Blitz Game Remake 97Challenge 50 Mini Golf Game Remake 99Challenge 51 Rock, Paper, Scissors Game Remake 101Challenge 52 Health Based On Distance 103Challenge 53 Tank Trax Game Remake 105Challenge 54 Two Separate Views 107Challenge 55 Word Typing Game 109Challenge 56 Destructible Terrain 111Challenge 57 Duck Hunt Game Remake 113Challenge 58 Keep Player In View 115Challenge 59 Fizz Buzz 117Challenge 60 Calculate Numbers 119Challenge 61 Particle Trail Effect 121Challenge 62 Draw Rectangle and Calculate Area & Perimeter 123Challenge 63 Random Terrain Generation 125Challenge 64 Drop The Coin (arcade style) 127Challenge 65 Calculate the Nth Result Of Fibonacci Sequence 129Challenge 66 Distance From Object To Mouse 131Challenge 67 Convert Decimal To Binary, Oct, Hex & Roman 133Challenge 68 Text In X Box 135Challenge 69 Frogger Game Remake 137Challenge 70 Take a Screen Shot 139Challenge 71 Slowly Move Direction 141Challenge 72 Pong Style Game Remake 143Challenge 73 Shooting Gallery 145Challenge 74 How Many Of Each Letter 147Challenge 75 Torpedo Game Remake 149Challenge 76 One Hundred Random Numbers 151Challenge 77 Coin Flip 153Challenge 78 Predict Path Of An Object 155Challenge 79 Dynamic Button 157Challenge 80 Sokoban Game Remake 159Challenge 81 Top Down Football 161Challenge 82 Top Down Racing 163Challenge 83 Convert Numbers (in digits) To Words 165Challenge 84 Zelda Style Views 167Challenge 85 Convert Text File To eBook 169Challenge 86 Planets Database (INI) 171Challenge 87 How Much Flour 173Challenge 88 Rotating Mini Map 175Challenge 89 Selectable Troops 177Challenge 90 Pipes 179Challenge 91 Arcade Style Horse Race Game 181Challenge 92 Road Builder 183Challenge 93 Chess Board Representation 185Challenge 94 1942 Game Remake 187Challenge 95 Create A Virtual ATM (bank teller) 189Challenge 96 Moon Lander Game Remake 191Challenge 97 Pixelate An Image 193Challenge 98 Miner 195Challenge 99 Follow Player (Ghost) 197Challenge 100 Multiplication Table 199Appendix A Points Chart<
£44.99
Apress Pro Processing for Images and Computer Vision
Book SynopsisTagline: Teaching your computer to seeTable of Contents1. Getting Started with Processing and OpenCV2. Image Sources and Representations3. Pixel-Based Manipulation4. Geometry and Transformation5. Identification of Structure6. Understanding Motion7. Feature Detection and Matching8. Application Deployment and Conclusion
£47.86
APress Learn RPGs in GameMaker Studio
Book SynopsisCarry out the pre-planning, design, and programming of role playing games (RPGs) using the popular GameMaker: Studio in this very practical and fun book. Author Ben Tyers teaches you how to create a story or plotline for the RPG, apply aesthetics, and develop core and extended gameplay. Using Learn RPGs in GameMaker: Studio, you can design and build your own RPG using the GameMaker: Studio platform. Build your first game application and deploy in an app store, on Facebook, or just on a PC. Maybe, even, make a few bucks. What You''ll Learn Use the GameMaker: Studio platform to design and build a role playing game Create a story for game design purposes, using a plot line and defining characters Discover the impact of aesthetics on art style, character separation, scene development, sound design and views Master core gameplay elements such as battles, exploratioTable of Contents1. Introduction2. Alert Text Effect3. Battle System4 Boss Character’s Battle5. Branching Dialogue6. Coin System Shop7. CutScene8. Depth Based Graphics9. Downloading Bonus Levels From Website10. Drivable Vehicles11. Enemy Path Finding12. Foot Step Sounds13. Hints & Tips14. HUD15. Inventory16. Invincibility17. Mini-Quests18. Multiple Locations 19. Positional Audio20. Respawn Points21. Usable Items22. Weapon Control23. Zooming24. Destructible Terrain25. Dashing26. Quest Completion27. Road Builder28. Character Progression29. Party Mechanics30. Day / Night Cycle31. Puzzle Room32. Treasure Hunting33. Card Battle34. Graphical Effects35. Random Level Generation36. Fishing Mini Game37. Ship Mini Game38. Dice Rolling39. Mini Game & Dual View40. Game End41. Saving
£58.49
APress Immersive 3D Design Visualization
Book SynopsisDiscover the methods and techniques required for creating immersive design visualization for industry. This book proposes ways for industry-oriented design visualization from scratch. This includes fundamentals of creative and immersive technology; tools and techniques for architectural visualization; design visualization with Autodesk Maya; PBR integration; and texturing, material design, and integration into UE4 for immersive design visualization.You'll to dive into design and visualization, from planning to execution. You will start with the basics, such as an introduction to design visualization as well as to the software you will be using. You will next learn to create assets such as virtual worlds and texturing, and integrate them with Unreal Engine 4. Finally, there is a capstone project for you to make your own immersive visualization scene.By the end of the book you'll be able to create assets for use in industries such as game development, entertainment, architecture, design Table of ContentsChapter 1: Design for Creative and Immersive Technology • Scope of this book• Topics covered• Design visualization• Emerging technologies (VR, AR, and MR)Chapter 2: Tools for Architectural Visualization• MAYA for design visualization• Substance for PBR texturing• Design visualization gamification (UE4)Chapter 3: 3D Design with Autodesk Maya• Basics of modelling• Basics of unwrapping• Basics of Substance PainterChapter 4: Interactive Visualization with UE4• Interface of UE4• Exploring toolsChapter 5: Creating Virtual Worlds• Modelling assetsChapter 6: Unwrapping our Assets• Introduction to unwrapping• Unwrapping assetsChapter 7: Lightmap Analysis and Correction• Creating Lightmap UVs• Static vs. dynamic lighting• Lightmap analysis, correction, and padding• Shader analysis and tweakingChapter 8: PBR Integrated Texturing• Importing and baking maps• Texturing various assetsChapter 9: Material Design and Integration• Exporting for UE4• Importing into UE4• Material setupChapter 10: Real-Time/Emissive Materials• Emissive workflow in Substance Painter• Emissive workflow in UE4Chapter 11: Interaction Design in VR Engine• Importing 3D assets• Object properties editorChapter 12: Unreal® Engine 4 for Level design• Creating level• Documenting problems and errorsChapter 13: Design Visualization Capstone Project: Testing and Fixing Errors• Fixing errorsChapter 14: Design Visualization Capstone Project: Aesthetic Development• Completing level design• Lighting our sceneChapter 15: Immersive Design Portfolio• Cleaning up• Testing with VR headsets• Thoughts and suggestions
£49.49
APress Accurate Layer Selections Using Photoshops
Book SynopsisTake your hand-drawn illustrations to the next level by using various selection tools in Photoshop to clean up the artwork, and Illustrator for final refinement. Also, learn to save your artwork as vector images to be used for web, print, or even stills for character animation.Author Jennifer Harder begins by showing you how to use basic tools in Photoshop to clean up your artwork, followed by Marquee tools and more. Next, you will see how to use more advanced tools such as Lasso, Magic Wand, the Object Selection tool, and so on. You''ll then get a demonstration of how to control the type of selection using the selection main menu, how to copy selections to another layer, and how to use the focus area. This is followed by a chapter that covers paths, channels, and layer masks that you will master to clean up your artwork. To round things out, you will learn how to use Illustrator''s different features to further enhance your work. On completing the book, yoTable of ContentsPart 1: Working in Photoshop with Scans and Creating Beginner SelectionsChapter 1: Introduction and Pre-Photoshop ToolsSub –Topics:• Scanner basics• Pre-Photoshop tools for drawing the sketch and importing• Saving scanned filesChapter 2: Basic Tools to Know in PhotoshopSub –Topics• Basic tools to know in Photoshop• Filters• Saving filesChapter 3: Basic Marquee ToolsSub –Topics• Basic Marquee tools• Making rectangular and elliptical selections• Single column marqueeChapter 4: Using Crop Tools to Make SelectionsSub –Topics:• Using crop tools (crop and perspective) to make selectionsPart 2: Working in Photoshop, Creating Intermediate SelectionsChapter 5: Lasso Selection ToolsSub – Topics:• Lasso selection tools for more complex shape selectionsChapter 6: Selections Magic Wand, Quick Mask Mode, & Type MaskSub – Topics:• Selections that need a Magic Wand expanding and contracting • Quick Mask Mode with a brush• Type mask selectionsChapter 7: Quick Selection and Object Selection ToolsSub - Topics• Quick selection tool• Object selection toolChapter 8: Using Select Color Range and SkySub – Topics:• Using Select Color Range and Sky to select difficult subjectsChapter 9: Working with Focus Area & Select and Mask PropertiesSub – Topics:• Focus area dialog box• Select and mask properties for multiple selection tools dialog boxPart 3: Working in Photoshop, Creating Advanced SelectionsChapter 10: Shape Tool, Pen Tool, and Creating PathsSub - Topics:• Shape tools• Pen tools• Creating paths and saving themChapter 11: Channel Selections from PathsSub - Topics:• Channel selections from paths• Saving selections and loading themChapter 12: Save a Selection as a Layer MaskSub - Topics:• Save a selection as a layer mask• Refining masks on layers and adjustment layers Part 4: Working in Illustrator, Refining Your ArtworkChapter 13: Placing Your Artwork into IllustratorSub - Topics: • Placing and linking your artwork into Illustrator on the correct layers• Scaling artworkChapter 14: Image TraceSub - Topics: • Image tracing panel optionsChapter 15: Working with the Pen ToolsSub - Topics: • Working with the Pen tools• Using blend Modes & LayersChapter 16: Illustrator ToolsSub - Topics: • Working with Illustrator tools o Paint brush o Blob brush o Eraser tool o Scissor tool & Knife tool o Shaper, Pencil, Path Eraser, Join tools o Live Paint Bucket and Live Selection tools & Shape builderChapter 17: Adjust Colors and Saving ArtworkSub - Topics: • Adjust colors and saving artworkChapter 18: ConclusionSub - Topics: • Looking at other Adobe programs such as Adobe Animate
£46.74
APress Beginning VFX with Autodesk Maya
Book SynopsisDive into the nuances of visual effects (VFX) design, from planning to execution, using Autodesk Maya. This book introduces the methods and techniques required for your first foray into 3D FX generation from scratch. You will start with the fundamentals of visual effects, including a history of VFX, tools and techniques for creating believable visual effects, and popular tools used in the industry. Next, you are introduced to Autodesk Maya and its various components that make it a favorite among professionals. You will learn how to create rigid body collisions and simulate realistic particles such as dust, fire, water, and more.This book also presents strategies for creating a vortex, rain, hair, fluids, and other soft body simulations and also demonstrates nature element simulations for computer-generated production. At the end of the book, there is a capstone project to make your own visual effectTable of ContentsChapter 1: Introduction to Visual Effects • Scope of this book• Topics to be covered• The importance of Visual Effects• The need for the creation of the visual magicChapter 2: History of VFX • The Evolution of Science in visual design• The State of Art technology in the Digital EraChapter 3: Industrial application for VFX• How to approach the planning of a VFX shot• Industry practices• Software, tools, and techniques used in the rendition of the visual splendor on ScreenChapter 4: Introduction to FX in Maya• Maya Nucleus• nParticle System• Fluids• ncloth • nHairChapter 5: Working with nParticle FX • Fun with Emitter• nParticle tool • Identical object creation with InstancerChapter 6: Creating effects with Particle Emission, Fields/Solvers• Real-life simulation with Gravity• Creation of galaxy • Tinker bell magical dust particle generationChapter 7: Maya Rigid and Soft Body Systems• Introduction to Rigid Body and Constraints• Rigid & Soft Body exampleChapter 8: Working with Maya Fluids• Introduction to fluid -working with container• Working with 2D container • Working with 3D container Chapter 9: Maya Effects• Get Effect Asset Library• Collision with effects• Creating fire, fireworks, lightening, shatter, and smoke effectsChapter 10: Playing with MAYA nucleus Cloth & nConstraint• Creating nCloth• Working with passive collider• Play with nCloth Attributes• Power of nConstraints for effective and efficient simulation.Chapter 11: Working with Hair and Fur Styling • Foundation concept of hair and fur creation• Long hair creation and simulation• Maya Hair libraryChapter 12: Technical Fluid Simulation with Bifrost• Importance of Bifrost Fluids• Working with Bifrost library• Learn to compute and execute water simulation shot Efficiently Chapter 13: FX Capstone Project• Creating a 3D Scene• Integrating the 2D and the 3D worlds• Render FX scene • Conclusion
£49.49
APress Introduction to Blender 3.0
Book SynopsisMaster the basics of 3D modeling for art, architecture, and design by exploring Blender 3.0. This book explains modeling, materials, lighting, painting, and more with Blender and other external tools. You will configure a 3D architectural environment and set up the workflow of an art and design project within Blender. You will use Blender''s main tools-mesh modeling and sculpting-to create virtual objects and environments. And, you will explore building materials and light scenes, followed by drawing and virtual painting. Chapters cover rendering scenes and transforming them into 2D images or videos. You will learn to use Blender 3.0 for video editing as a compositor and video sequence editor (VSE or sequencer) with a wide range of effects available through the nodal system. On completing this book, you will have the knowledge to create art, design, and architecture with this 3D modeler. What You WiTable of ContentsChapter 1: Introducing Blender 3.0Subtopics: • Main changes in the new version 3.0• How to install Blender 3.0 and other versions• The new user interface and user experience• How to use new keyboard shortcuts• Start to understand the new real-time rendererChapter 2: Modeling Inorganic and Organic Objects in Blender Subtopics: • Modeling with mesh, curve, surface, and other types of objects• Modeling with modifiers• Sculpting: the basics of modeling in sculpt mode• Project: The mad hatter's tea partyChapter 3: Building a 3D Environment Subtopics: • Modeling for architecture• Character modeling for architecture• Blender 3.0 add-ons for architectural modeling• Procedural and parametric modeling• Modeling and importing furniture• Projects - Modeling a living room - Populating our environment - Modeling a chair for the mad hatter's tea partyChapter 4: Materials, Lighting, and World Settings Subtopics: • Nodes and material nodes• Textures• UV mapping and unwrapping• Lights and shadows• Cameras• The world settings: Sky texture and environment texture• Projects - Creating traditional material nodes - Creating a PBR material - Creating textures for PBR materials - Creating a procedural materialChapter 5: PaintingSubtopics:• Painting modes in Blender - Vertex paint - Weight paint• Digital painting tools - Blender's - Krita's• Projects: Weight paint - Painting a texture - Creating a painted texture - Node-based texture paintingChapter 6: Render, Compositing, and Video Editing Subtopics:• Cycles and Eevee• The Eevee Rendering Engine• The Cycles Rendering Engine• Freestyle• Post Processing: the Compositor and the Video Sequence Editor (VSE)• Projects - Rendering an image and a video with Eevee - Rendering with Cycles with Denoise - Deepening compositing techniques - Creating a brief video
£46.74
APress Designing HumanCentric AI Experiences
Book SynopsisUser experience (UX) design practices have seen a fundamental shift as more and more software products incorporate machine learning (ML) components and artificial intelligence (AI) algorithms at their core. This book will probe into UX design''s role in making technologies inclusive and enabling user collaboration with AI. AI/ML-based systems have changed the way of traditional UX design. Instead of programming a method to do a specific action, creators of these systems provide data and nurture them to curate outcomes based on inputs. These systems are dynamic and while AI systems change over time, their user experience, in many cases, does not adapt to this dynamic nature. Applied UX Design for Artificial Intelligence will explore this problem, addressing the challenges and opportunities in UX design for AI/ML systems, look at best practices for designers, managers, and product creators and showcase how indiviTable of ContentsPart 1: Intelligence.- Chapter 1: On intelligence.- Chapter 2: Intelligent Agents.- Chapter 3: Incorporating Artificial Intelligence.- Part 2: Decisions.- Chapter 4: Building Trust.- Chapter 5: Designing Feedback.- Chapter 6: Handling Errors.- Part 3: Design.- Chapter 7: IE Ethics.- Chapter 8: Prototyping AI Products.- Part 4: Teamwork .- Chapter 9: Understanding AI Terminology.- Chapter 10: Working Effectively with AI Tech Teams.- Epilogue.
£49.49
APress Building Quality Shaders for Unity
Book Synopsis Understand what shaders are and what they're used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph. This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots. By the end of this book, you will have a good understanding of the shader developmenTable of ContentsChapter 1: Introduction to Shaders in UnitySub-topics:• Brief overview of shader fundamentals• Unity’s built-in pipeline• URP (Universal Render Pipeline)• HDRP (High Definition Render Pipeline)Chapter 2: Maths for Shader DevelopmentSub-topics:• Vectors in 2D and 3D• Dot product, cross product, and other vector operations• Matrices• Multiplication, transpose, inverse, and common matrix operations• Important spaces in computer graphics• Homogeneous coordinate systems• Transformation between spacesChapter 3: Your Very First ShaderSub-topics:• The shader pipeline, and data flow• ShaderLab, SubShaders and Fallbacks• Shader Tags• The appdata struct: Input to the vertex shader• The vertex shader• The v2f struct: Data passed between the vertex and fragment shader• The fragment shaderChapter 4: Shader GraphSub-topics:• The argument for node-based editors• The vertex and fragment stages• Shader nodes & properties• Your first Shader GraphChapter 5: Textures, UV Coordinates & Normal MappingSub-topics:• What is texture mapping?• What are UV coordinates?• Scaling, rotating and offsetting UVs• Sampler states• Normal mapping & tangent spaceChapter 6: TransparencySub-topics:• Transparency vs opacity• Alpha-blended transparency• Sorting• Screen-door (“dithered”) transparencyChapter 7: The Depth Buffer• What is the depth buffer?• Depth-testing and culling• Depth-based shader effectsChapter 8: More Shader FundamentalsSub-topics:• Shader keywords and variants• Single- and multi-pass shaders• GrabPass and UsePass• Unity’s standard shader librariesChapter 9: Lighting & ShadowsSub-topics:• Lighting theory: Diffuse, specular, ambient, and Fresnel light• Phong shading• Physically based rendering• Shadow castingChapter 10: Image Effects & Post ProcessingSub-topics:• Post Processing in the Built-in pipeline, URP and HDRP• Convolution kernels, Gaussian blur and multi-pass effects.• Edge detection with a Sobel kernel• Better edge detection using the depth texture and normal textureChapter 11: Advanced ShadersSub-topics:• Geometry shaders: adding or modifying vertices• Tessellation shaders: subdividing a mesh• Building an LOD system with tessellation shaders• Compute shaders: arbitrary computation on the GPUChapter 12: Profiling & OptimizationSub-topics:• The Unity Profiler and Frame Debugger• Branching in shaders• Avoiding overdraw• Multi-material objects• BatchingChapter 13: Shader Recipes For Your GamesSub-topics:• World-space reconstruction in post processing shaders• Custom lighting: cel-shading (toon shading)• Vertex displacement – realistic water (Gerstner waves)• Refraction by modifying the framebuffer• Interactive snow layers (modifying the height of a mesh based on gameplay actions)• Holograms using emissive colour• Using Voronoi noise to make marble
£49.49
APress Perspective Warps and Distorts with Adobe Tools
Book SynopsisChapter 1: Introduction to Warps.- Chapter 2: Basic Warping Tools.- Chapter 3: Warping with Patterns.- Chapter 4: Transform Your Layers in a Non-Destructive Way with Smart Objects.- Chapter 5: Warping Text.- Chapter 6: Working with Puppet Warp.- Chapter 7: Perspective Warp & Content-Aware Scale.- Chapter 8: Basic Filters & Smart Filters.- Chapter 9: Advance Filters working Smart Filters.Table of ContentsChapter 1: Introduction to WarpsChapter 2: Basic Warping ToolsSub – Topics:• Blur Tool• Sharpen Tool• Smudge Tool• A review of the Perspective Crop Tool• Brief discussion on other tools you may use to enhance or correct your distort (Example, Stamp Tool or other healing brushes)Chapter 3: Warping with PatternsSub - Topics:• Basic Pattern Creation• Drawing and Erasing with a custom Symmetry Paint and paths panel and create a custom pattern layer in Photoshop• Filter Other > Offset filter• Defining a Pattern (where are they stored)• Live shapes pathfinder properties using Pen and Shapes tools• Edit > Fill pattern built-in scripts• The Layers panel working with adjustment layers and patterns• Working with Patterns in Layer Styles• Library Panel: Adobe sensei Capture Create from Image a pattern • Pattern preview Chapter 4: Transform Your Layers in a Non-Destructive Way with Smart ObjectsSub - Topics: • Free Transform• Scale• Rotate• Skew• Distort• Perspective• Warp • Warping with Normal or Smart Object Layers• Applying this knowledge to further warping of patterns, brushes, shapes, and stylesChapter 5: Warping TextSub - Topics: • Create Warp Text• Covert Text to Path, Shape Layer or a Frame.• Warping text while the FX Styles are appliedChapter 6: Working with Puppet WarpSub - Topics: • Edit > Puppet Warp (Tool)Chapter 7: Perspective Warp & Content-Aware ScaleSub - Topics: • Edit > Perspective Warp• Edit > Content Aware Scale• Edit > Sky ReplacementChapter 8: Basic Filters & Smart FiltersSub - Topics: Basic Filters:• Filter Gallery > Distort (Diffuse Glow, Glass and Ocean ripple,) Texture > Stained glass • Filter > Blur (Radial Blur, Shape Blur)• Filter > Blur Gallery (Spin Blur)• Filter > Distort (Displace, Pinch, Polar Coordinates, Ripple, Sheer, Spherize, Twirl, Wave, Zigzag)• Filter > Pixelate (Crystalize, Mosaic, Pointillize)• Stylize > Oil paint• Combining Smart Filters and using Masks• Project: Creating a simple GIF animation from some of the distorts created after using the filters• Tips on the Filter > Render Tree, Flame and Picture Frame Chapter 9: Advance Filters working Smart FiltersSub - Topics: • Advanced filters: o Lens Correction (Correcting Distortion) o Adaptive Wide Angle (Correcting Distortion) o Camera Raw Filter > geometry (Correcting Distortion) o Filter > Vanishing Point o Filter > Liquify (workspace related tools) o Filter > Neural Filters Workspace (Smart Portrait, Landscape Mixer)
£41.24
APress Perspective Warps and Distorts with Adobe Tools
Book SynopsisChapter 1: Introduction to Warps in Illustrator.- Chapter 2: Pen and Shape Tools Review.- Chapter 3: Working with the Scale, Sheer, Reshape and Free Transform Tools.- Chapter 4: Working with Puppet Warp Tool.- Chapter 5: Working with Shape Warp (Liquify) Tools.- Chapter 6: Working with the Blend Tool.- Chapter 7: Warping Patterns.- Chapter 8: Gradients, Mesh Tool, and Transparency.- Chapter 9: Creating Envelope Distorts.- Chapter 10: Working with Text Paths.- Chapter 11: Working with Effect Filters.- Chapter 12: Working with Symbol Warping Tools.- Chapter 13: Working with 3D and Perspective.- Chapter 14: How can I use my warped designs between other Adobe Apps?Table of ContentsChapter 1: Introduction to Warps in IllustratorSub -Topics• Setting up the Workspace• Illustrator Panel Review• Saving Your FileChapter 2: Pen and Shape Tools ReviewSub - Topics:• Pen Tools & Curvature Tool• Selection & Direct Selection, Group Selection Tool• Shape tools (Rectangle, Rounded Rectangle, Ellipse, etc.)• Align Panel• Pathfinder Panel• ProjectChapter 3: Working with the Scale, Sheer, Reshape and Free Transform ToolsSub - Topics: • Move (Selection Tool)• Rotate Tool• Reflect Tool• Scale Tool• Shear Tool• Transform Each• Reshape Tool • Free Transform Tools• ProjectChapter 4: Working with Puppet Warp ToolSub - Topics: • Puppet Warp Tool• ProjectChapter 5: Working with Shape Warp (Liquify) ToolsSub – Topics: • Width Tool• Warp Tool• Twirl Tool• Pucker Tool• Bloat Tool• Scallop Tool• Crystalize Tool• Wrinkle Tool• ProjectChapter 6: Working with the Blend ToolSub – Topics: • Blend Tool and Options• Symbols and the Blend Tool• ProjectChapter 7: Warping PatternsSub - Topics: • Pattern Introduction• Repeating Patterns with the Object Menu o Radial Repeat o Grid Repeat o Mirror Repeat• Pattern Library and Pattern Options Panel• Customizing your Capture Pattern from the Libraries Panel• Patterns and Brushes• ProjectsChapter 8: Gradients, Mesh Tool, and TransparencySub - Topics: • Working with the Gradient Panel and Gradient Tool o Linear Gradient o Radial Gradient o Freeform Gradient• Mesh Tool• Project• Transparency Panel• Gradients and Transparency in Brush PanelChapter 9: Creating Envelope DistortsSub - Topics: • Envelope Distorts on Objects and Type• Make with Warp• Make with Mesh• Make with Top Object• ProjectChapter 10: Working with Text PathsSub - Topics:• Type Tool• Vertical Type Tool• Area Type Tool and Vertical Area Type Tool o Text Wrap• Type on a Path Tool and Vertical Type on a Path Tool• Touch Type Tool• ProjectChapter 11: Working with Effect Filters Sub - Topics: • Illustrator Effects o 3D and Materials o Convert to Shape o Crop Marks o Distort & Transform o Path o Pathfinder o Raster o Stylize o SVG Filters o Warp• Photoshop Effects o Effect Gallery o Blur, Pixelate and Video Effects o Graphic Styles Panel Review o Graphic Styles and Symbols o Project o Where to Acquire Additional effectsChapter 12: Working with Symbol Warping ToolsSub - Topics: • Symbol Creation (Symbol Review) • Symbol Sprayer Tool• Symbol Shifter Tool• Symbol Scruncher Tool• Symbol Sizer Tool• Symbol Spinner Tool• Symbol Stainer Tool• Symbol Screener Tool• Symbol Styler Tool• Creating Graphic Styles for SymbolsChapter 13: Working with 3D and PerspectiveSub - Topics: • Perspective Grid & Perspective Selection Tools• Effect > 3D and Materials (3D Classic) o Rotate (Classic) o Revolve (Classic) o Extrude & Bevel (Classic) • Effect > 3D and Materials Panel o Project o Rotate o Materials o Revolve o Extrude & Bevel o Inflate• Project• Graph Tools and 3D Effect for creating beginner Infographic IdeaChapter 14: How can I use my warped designs between other Adobe Apps? Sub - Topics: • Workflow of Photoshop and Illustrator Graphics to Other Adobe Applications o InDesign o Animate o Dreamweaver o Saving Exported files or Assets from Photoshop and Illustrator o Other Adobe Applications
£41.24
APress Python Graphics
Book SynopsisThis book shows how to use Python's built-in graphics primitives - points, lines, and arrows to create complex graphics for the visualization of two- and three-dimensional objects, data sets, and technical illustrations. This updated edition provides more detailed explanations where required, especially regarding Python code, and explores scientific applications to topics of contemporary importance. You'll learn how to create any 2D or 3D object or illustration, as well as how to display images, use color, translate, rotate, shade, add shadows that are cast on other objects, remove hidden lines, plot 2D and 3D data, fit lines and curves to data sets, display points of intersection between 2D and 3D objects, and create digital art. Demonstrations are included which illustrate graphics programming techniques by example, the best way to learn a language. Also brand new to this edition are demonstrations on how to visualize electron probability clouds around a nucleus, climate change, eTable of ContentsChapter 1: Essential Python Commands and FunctionsProgramming style, the plotting area, Size of the plotting area, importing plottingcommands, displaying the plotting area, the plotting grid, saving a plot, grid color,tick marks, custom grid lines, labelling the axes, plot title, colors - mixing, intensity,overplotting, background color, plotting area shape, correcting shape distortions, coordinate exes, commonly used plotting commands and functions, point, dots, lines,arrows, text in plots, lists, tuples and arrays.Chapter 2: Graphics in Two DimensionsMaking lines from dots, dot art, circular arcs from dots, circular arcs from line segments, circles, dot circles, ellipses, 2D translation, 2D rotation.Chapter 3: Graphics in Three DimensionsThe 3-dimensional coordinate system, projections onto the coordinate planes, rotationsaround the y, x and z directions, separate rotations around the coordinate directions,sequential rotations around the coordinate directions, matrix concatenation, keyboarddata entry with functional program structure.Chapter 4: Perspective3D objects with perspective transformation.Chapter 5: Intersections3D Lines intersecting 3D rectangular plane, triangular planes, circle, circular sector,sphere, plane intersecting a sphere.Chapter 6: Hidden Line Removalbox, pyramid, planes, sphere.Chapter 7: ShadingShading a box, a sphere.Chapter 8: 2D Data PlottingLinear regression, function fitting, splines.Chapter 9: 3D Data Plotting3D surfaces, surface shading.Chapter 10: Demonstration - SaturnChapter 11: Demonstration - The Sunsolar radiation, photons and the Sun, Max Planck’s black body radiation, the Sun’stotal power output, Earth’s irradiance, the Sun Earth model.Chapter 12: Demonstration - Electron Probability CloudsChapter 13: Demonstration - Climate ChangeChapter 14: Demonstration - Ecological DiversityChapter 15: Demonstration - Population DynamicsChapter 16: Demonstration - Resource ManagementChapter 17: Demonstration - More Images of SaturnAppendix A: Where to Get PythonAppendix B: Planck’s Radiation Law and the Stefan-Boltzmann EquationAppendix C: A Primer on Python ProgrammingAppendix D: Standard Python Programming Functions
£47.49
APress Coding Art
Book SynopsisFinally, a book on creative programming, written directly for artists and designers! This second edition offers expanded and updated content incorporating the latest advancements and trends in the field of creative programming, also for creatives who want to work directly with P5.js and online. It delves deeper into the intricacies of computational art. Itincludes fresh case studies that explore real-world applications of coding art, inspiring readers to think beyond traditional boundaries. Rather than following a computer science curriculum, this book is aimed at creatives who are working in the intersection of design, art, and education. Following a real-world use case of computation art, you'll see how it relates back to the four key pillars, and addresses potential pitfalls and challenges in the creative process. All code examples are presented in a fully integrated Processing example library, making it easy for readers to get started.This unique and finely balanced approach betwTable of ContentsIntroductionPart I: Creative CodingIn the first main part of this book, we present a four-step working process when code is involved in art practice.Chapter 1: Idea to VisualsIn this chapter we show how creatives can translate their ideas into simple visual elements, and then work with these elements creatively, by animating them in motions and interaction. In this part, we move quickly from shaping up visual elements in static to animate and scale them in variants and complexity. We also make the comparatively large step to interaction as input for animating visual elements already in this first step. This allows creatives to directly experience the power and expressivity of a computational creative tool like Processing. We don’t hold back in this first step, because we see interaction (and ultimately data) as the important differentiator and driver behind the power of computational in creative practice. Even the raw understanding of interaction in code can help creatives ideate with minimal computation at an early stage of a project.Chapter 2: Composition and StructureIn this chapter, we align the structure of code and the visual structure to reinforce the initial momentum with transparent concepts in code. In this step, we list different code examples that are related to repetition and variation. These are all features related to the creation and manipulation of a Gestalt, introduced as the “many things as one” concept in the book. The reader learns about the shift from an individual element in repetition to many things in layers and alignment. While we introduce fewer new elements from Processing, we maintain the momentum for the reader in showing how they can, with a few lines of code, amplify the expressivity of their first tryouts. The divergence from traditional creative programming books is most visible in the second step, we leave the path of explaining Processing and let the creative process take charge.Chapter 3: Refinement and DepthIn this chapter, we use randomness and noise as sources for depth and entropy and explain how to refine and deepen the idea regarding controlling, selecting, and making choices. In this part, we specifically introduce new data structures as means to simplify and extend the design of aesthetics, rhythms and smoothness. We also return to interactivity at this developed stage and use interactivity as input to bring creative concepts closer to refinement and depth. Chapter 4: Completion and ProductionIn this chapter, we look at the backstage of coding an art piece for presentation and “show-time”. We show how to leverage the diversity of art code on other platforms like the web or in mobile applications. In this step, we also specify how to backstage, test and control the creative work in a less risky way on the final production stage.Part II: An Example: MOUNTROTHKOIn the second part of this book, we present a large example for computational art, MOUNTROTHKO (2018). This part shows how we applied many aspects of the first part of the book in a real project. We emphasize that what we write about in this book is what we also practice: we unfold MOUNTROTHKO from the very beginning by showing the conceptual and visual starting points. Then we walk through the four steps of the whole creative process in close relation to this example. In MOUNTROTHKO, certain steps were taken going back and forth, or in iteration, which underlines how the book is practically meaningful as a process reference.Chapter 5: InspirationChapter 6: From idea to completionPart III: Coding PracticeIn the last part of this book, we address common pitfalls and challenges of the creative process and formulate suggestions and tips for creatives based on our experience over the years. We indicate main problems that creatives might have in practice: how to help yourself, how to get help from others, and how to find and work with experts from other fields. Finally, we outline a continuation of the learning path for creatives alongside reading and making: this book ideally represents the starting of a personal creative journey working with both art and code.Chapter 7: Dealing with Problems Chapter 8: Learning PathChapter 9: Creative ProcessesConclusionEpilogue
£37.99
Mercury Learning and Information Prompt Engineering Using ChatGPT
Book Synopsis
£38.62
Microsoft Press,U.S. Programming for Mixed Reality with Windows 10,
Book Synopsis Develop AI-powered apps and games for HoloLens and mixed reality headsets This is a complete guide to programming AI-powered mixed reality apps with the Windows Mixed Reality platform. Step by step, Dawid Borycki guides you through every type of mixed reality development, from simple 2D to cutting-edge apps for Microsoft HoloLens and immersive headsets. First, you’ll learn to write UWP 2D apps that adapt for any Windows 10 device, transfer camera images to machine learning services, and use mobile sensor readings to control headset content. Then, building on these skills, you’ll master every facet of building cross-platform 3D apps that link augmented reality content to real objects. Advanced Microsoft technology expert Dawid Borycki shows how to: Set up a mixed reality development environment with all the tools you’ll need, including HoloLens and Mixed Reality simulators Write Universal Windows 2D apps for all Windows 10 devices, and adjust their views and capabilities to specific hardware Render media streams, acquire video from world-facing cameras, and detect human faces in those images Generate descriptions of what the user sees, and present them via text or speech Build AI-powered voice-controlled apps with Microsoft Cognitive Services (MCS) Master core concepts and techniques for building 3D mixed reality apps with Unity Format 3D objects with materials to create holograms Add interactions to holograms based on user input Integrate HoloLens capabilities, including air gestures, spatial sound, and mapping Table of ContentsPart I: Fundamentals1. Introduction to Windows Mixed Reality 2. Development Tools3. Configuring the Development Environment, Emulators and Hardware Part II. Developing 2D UWP Apps4. UWP Basics5. Media Controls6. Microsoft Cognitive Services7. Communicating with Devices Part III. Developing 3D Apps8. 3D Graphics Fundamentals9. Unity Basics10. Physics and Scripting11. Animations and Navigation12. Understanding HoloLens-Specific Functionalities13. An AI-Powered 3D App14. Attaching Holograms to Real Objects with Vuforia15. UrhoSharp
£33.29
Taylor & Francis Inc Computer Graphics: Theory and Practice
Book SynopsisComputer Graphics: Theory and Practice provides a complete and integrated introduction to this area. The book only requires basic knowledge of calculus and linear algebra, making it an accessible introductory text for students. It focuses on conceptual aspects of computer graphics, covering fundamental mathematical theories and models and the inherent problems in implementing them. In so doing, the book introduces readers to the core challenges of the field and provides suggestions for further reading and studying on various topics. For each conceptual problem described, solution strategies are compared and presented in algorithmic form. This book, along with its companion Design and Implementation of 3D Graphics Systems, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.Trade ReviewThe strength of the book is that it emphasizes a mathematical approach and particularly mathematical models in teaching computer graphics. … An accompanying e-book provides complete working implementations and course-related material. … this novel, highly mathematical exploration of computer graphics is useful for advanced audiences. Recommended.—C. Tappert, CHOICE, December 2012Table of ContentsIntroduction. Geometry. Coordinates. The Space of Rotations. Color. Image. Planar Graphics Objects. Spatial Graphics Objects. Hierarchies. Geometric Modeling. Virtual Camera. Clipping. Visibility. Illumination. Rasterization. Mappings. Composition. The Illumination Equation. Appendix. Bibliography.
£90.24
APress Pro OGRE 3D Programming
Book SynopsisPro OGRE 3D Programming offers a detailed guide to the cross-platform Object-Oriented Graphics Rendering Engine (OGRE) 3D engine. OGRE provides an object-oriented interface to render 3D scenes. Commonly used in game creation, it can be utilized to create a variety of 3D based applications, including architectural visualization and simulations. The authors begin with obtaining the source code, move on to using the rendering library, and conclude with the polishing of the final application. Beginning-level knowledge of game design practices, intermediate-level knowledge of the C++ language, and a familiarity with open-source project-management tools such as CVS and Subversion are all recommended.Table of ContentsA table of contents is not available for this title.
£47.49
Mercury Learning and Information Game Development Using Python
Book SynopsisGuides the reader through the basic game development process using Python, covering game topics including graphics, sound, artificial intelligence, animation, game engines, etc. Real games are created as you work through the text and significant parts of a game engine are built and made available for download.
£46.36
Springer London Ltd Computer Graphics for Artists II: Environments and Characters
Book SynopsisIn this second volume of Computer Graphics for Artists the author, Andrew Paquette, guides the reader through the creation of realistic computer-generated backgrounds and characters. Rather than teach using a specific program, the author focuses on the theory required to ensure that the artist can create a convincing landscape, building, person or whatever they turn their attention to. Part One covers the core areas of background generation, such as CG terrain, plant life and architecture, but also deals with specific concepts such as photo-texturing and lighting, explaining all the advantages and pitfalls involved. Part Two introduces the reader to the study of the body-shape and movement and their consequent effects upon successful digital-recreation, as well as addressing some of the fundamental elements of appearance; hair, skin and fat. It is assumed that readers will be familiar with the terms and concepts described in the first volume of this work. Table of Contents3D3/Environments.- Real-World Terrain.- CG Terrain.- Plant Life.- Civil Engineering.- Architecture.- Texturing.- Lighting.- Project, Grading, and Conclusion.- 3D4/Anatomy for Characters.- Anatomy.- The Skeleton/Axial.- Appendicular Skeleton.- Musculature.- Musculature (Continued).- Joints.- CG Anatomy.- Projects and Conclusion.
£40.49
Springer London Ltd Geometric Algebra for Computer Graphics
Book SynopsisGeometric algebra (a Clifford Algebra) has been applied to different branches of physics for a long time but is now being adopted by the computer graphics community and is providing exciting new ways of solving 3D geometric problems. The author tackles this complex subject with inimitable style, and provides an accessible and very readable introduction. The book is filled with lots of clear examples and is very well illustrated. Introductory chapters look at algebraic axioms, vector algebra and geometric conventions and the book closes with a chapter on how the algebra is applied to computer graphics.Table of ContentsElementary Algebra.- Complex Algebra.- Vector Algebra.- Quaternion Algebra.- Geometric Conventions.- Geometric Algebra.- The Geometric Product.- Reflections and Rotations.- Geometric Algebra and Geometry.- Conformal Geometry.- Applications of Geometric Algebra.- Programming Tools for Geometric Algebra.- Conclusion.
£42.75
Springer London Ltd Advanced Algorithmic Approaches to Medical Image
Book SynopsisMedical imaging is an important topic and plays a key role in robust diagnosis and patient care. It has experienced an explosive growth over the last few years due to imaging modalities such as X-rays, computed tomography (CT), magnetic resonance (MR) imaging, and ultrasound. This book focuses primarily on model-based segmentation techniques, which are applied to cardiac, brain, breast and microscopic cancer cell imaging. It includes contributions from authors working in industry and academia, and presents new material.Table of Contents1. Principles of Image Generation.- 1.1 Introduction.- 1.2 Ultrasound Image Generation.- 1.2.1 The Principle of Pulse-Echo Ultrasound Imaging.- 1.2.2 B-Scan Quality and the Ultimate Limits.- 1.2.3 Propagation-Related Artifacts and Resolution Limits.- 1.2.3 Attenuation-Related Artifacts.- 1.3 X-Ray Cardiac Image Generation.- 1.3.1 LV Data Acquisition System Using X-Rays.- 1.3.2 Drawbacks of Cardiac Catheterization.- 1.4 Magnetic Resonance Image Generation.- 1.4.1 Physical Principles of Nuclear Magnetic Resonance.- 1.4.2 Basics of Magnetic Resonance Imaging.- 1.4.3 Gradient-Echo (GRE).- 1.4.4 The Latest Techniques for MR Image Generation.- 1.4.5 3-D Turbo FLASH (MP-RAGE) Technique.- 1.4.6 Non-Rectilinear k-Space Trajectory: Spiral.- 1.4.7 Fat Suppression.- 1.4.8 High Speed MRI: Perfusion-Weighted.- 1.4.9 Time of Flight (TOF) MR Angiography.- 1.4.10 Fast Spectroscopic Imaging.- 1.4.11 Recent MR Imaging Techniques.- 1.5 Computer Tomography Image Generation.- 1.5.1 Fourier Reconstruction Method.- 1.6 Positron-Emission Tomography Image Generation.- 1.6.1 Underlying Principles of.- 1.6.2 Usage of PET in Diagnosis.- 1.6.3 Fourier Slice Theorem.- 1.6.4 The Reconstruction Algorithm in PET.- 1.6.5 Image Reconstruction Using Filtered Back-Projection.- 1.7 Comparison of Imaging Modalities: A Summary.- 1.7.1 Acknowledgements.- 2. Segmentation in Echocardiographic Images.- 2.1 Introduction.- 2.2 Heart Physiology and Anatomy.- 2.2.1 Cardiac Function.- 2.2.2 Standard LV Views in 2-DEs.- 2.2.3 LV Function Assessment Using 2-DEs.- 2.3 Review of LV Boundary Extraction Techniques Applied to Echocardiographic Data.- 2.3.1 Acoustic Quantification Techniques.- 2.3.2 Image-Based Techniques.- 2.3.3 2-DE Image Processing Techniques.- 2.4Automatic Fuzzy Reasoning-Based Left Ventricular Center Point Extraction.- 2.4.1 LVCP Extraction System Overview.- 2.4.2 Stage 1: Pre-Processing.- 2.4.3 Stage 2: LVCP Features Fuzzification.- 2.4.4 Template Matching.- 2.4.5 Experimental Results.- 2.4.6 Conclusion.- 2.5 A New Edge Detection in the Wavelet Transform Domain.- 2.5.1 Multiscale Edge Detection and the Wavelet Transform.- 2.5.2 Edge Detection Based on the Global Maximum of Wavelet Transform (GMWT).- 2.5.3 GMWT Performance Analysis and Comparison.- 2.6 LV Segmentation System.- 2.6.1 Overall Reference.- 2.6.2 3D Non-Uniform Radial Intensity Sampling.- 2.6.3 LV Boundary Edge Detection on 3D Radial Intensity Matrix.- 2.6.4 Post-Processing of the Edges and Closed LVE Approximation.- 2.6.5 Automatic LV Volume Assessment.- 2.7 Conclusions.- 2.8 Acknowledgments.- 3. Cardiac Boundary Segmentation.- 3.1 Introduction.- 3.2 Cardiac Anatomy and Data Acquisitions for MR, CT, Ul-trasound and X-Rays.- 3.2.1 Cardiac Anatomy.- 3.2.2 Cardiac MR, CT, Ultrasound and X-Ray Acquisitions.- 3.3 Low- and Medium-Level LV Segmentation Techniques.- 3.3.1 Smoothing Image Data.- 3.3.2 Manual and Semi-Automatic LV Thresholding.- 3.3.3 LV Dynamic Thresholding.- 3.3.4 Edge-Based Techniques.- 3.3.5 Mathematical Morphology-Based Techniques.- 3.3.6 Drawbacks of Low-Level LV Segmentation Techniques.- 3.4 Model-Based Pattern Recognition Methods for LV Modeling.- 3.4.1 LV Active Contour Models in the Spatial and Temporal Domains.- 3.4.2 Model-Based Pattern Recognition Learning Methods.- 3.4.3 Polyline Distance Measure and Performance Terms.- 3.4.4 Data Analysis Using IdCM, InCM and the Greedy Method.- 3.5 Left Ventricle Apex Modeling: A Model-Based Approach.- 3.5.1 Longitudinal Axis and Apex Modeling.- 3.5.2 Ruled Surface Model.- 3.5.3 Ruled Surface sr and its Coefficients.- 3.5.4 Estimation of Robust Coefficients and Coordinates of the Ruled Surface.- 3.5.5 Experiment Design.- 3.5.6 Analytical Error Measure, AQin for Inlier Data.- 3.5.7 Experiments, Results and Discussions.- 3.5.8 Conclusions on LV Apex Modeling.- 3.6 Integration of Low-Level Features in LV Model-Based Cardiac Imaging: Fusion of Two Computer Vision Systems.- 3.7 General Purpose LV Validation Technique.- 3.8 LV Convex Hulling: Quadratic Training-Based Point Modeling.- 3.8.1 Quadratic Vs. Linear Optimization for Convex Hulling.- 3.9 LV Eigen Shape Modeling.- 3.9.1 Procrustes Superposition.- 3.9.2 Dimensionality Reduction Using Constraints for Joint.- 3.10 LV Neural Network Models.- 3.11 Comparative Study and Summary of the Characteristics of Model-Based Techniques.- 3.11.1 Characteristics of Model-Based LV Imaging.- 3.12 LV Quantification: Wall Motion and Tracking.- 3.12.1 LV Wall Motion Measurements.- 3.12.2 LV Volume Measurements.- 3.12.3 LV Wall Motion Tracking.- 3.13 Conclusions.- 3.13.1 Cardiac Hardware.- 3.13.2 Cardiac Software.- 3.13.3 Summary.- 3.13.4 Acknowledgments.- 4. Brain Segmentation Techniques.- 4.1 Introduction.- 4.1.1 Human Brain Anatomy and the MRI System.- 4.1.2 Applications of Brain Segmentation.- 4.2 Brain Scanning and its Clinical Significance.- 4.3 Region-Based 2-D and 3-D Cortical Segmentation Techniques.- 4.3.1 Atlas-Based and Threshold-Based Techniques.- 4.3.2 Cortical Segmentation Using Probability-Based Techniques.- 4.3.3 Clustering-Based Cortical Segmentation Techniques.- 4.3.4 Mathematical Morphology-Based Cortical Segmentation Techniques.- 4.3.5 Prior Knowledge-Based Techniques.- 4.3.6 Texture-Based Techniques.- 4.3.7 Neural Network-Based Techniques.- 4.3.8 Regional Hyperstack: Fusion of Edge-Diffusion with Region-Linking.- 4.3.9 Fusion of Probability-Based with Edge Detectors, Connectivity and Region-Growing.- 4.3.10 Summary of Region-Based Techniques: Pros and Cons.- 4.4 Boundary/Surface-Based 2-D and 3-D Cortical Segmentation Techniques: Edge, Reconstruction, Parametric and Geometric Snakes/Surfaces.- 4.4.1 Edge-Based Cortical-Boundary Estimation Techniques.- 4.4.2 3-D Cortical Reconstruction From 2-D Serial Cross-Sections (Bourke/Victoria).- 4.4.3 2-D and 3-D Parametric Deformable Models for Cortical Boundary Estimation: Snakes, Fitting, Constrained, Ribbon, T-Surface, Connectedness.- 4.4.4 2-D and 3-D Geometric Deformable Models.- 4.4.5 A Note on Isosurface Extraction (Lorensen/GE).- 4.4.6 Summary of Boundary/Surface-Based Techniques: Pros and Cons.- 4.5 Fusion of Boundary/Surface with Region-Based 2-D and 3-D Cortical Segmentation Techniques.- 4.5.1 2-D/3-D Regional Parametric Boundary: Fusion of Boundary with Classification (Kapur/MIT).- 4.5.2 Regional Parametric Surfaces: Fusion of Surface with Clustering (Xu/JHU).- 4.5.3 2-D Regional Geometric Boundary: Fusion of Boundary with Clustering for Cortical Boundary Estimation (Suri/Marconi).- 4.5.34 3-D Regional Geometric Surfaces: Fusion of Geometric Surface with Probability-Based Voxel Classification (Zeng/Yale).- 4.5.5 2-D/3-D Regional Geometric Surface: Fusion of Geometric Boundary/Surface with Global Shape Information (Leventon/MIT).- 4.5.6 2-D/3-D Regional Geometric Surface: Fusion of Boundary/Surface with Bayesian-Based Pixel Classification (Barillot/IRISA).- 4.5.7 Similarities/Differences Between Different Cortical Segmentation Techniques.- 4.6 3-D Visualization Using Volume Rendering and Texture Mapping.- 4.6.1 Volume Rendering Algorithm for Brain Segmentation.- 4.6.2 Texture Mapping Algorithm for Segmented Brain Visualization.- 4.7 A Note on fMRI: Algorithmic Approach for Establishing the Relationship Between Cognitive Functions and Brain Cortical Anatomy.- 4.7.1 Superiority of fMRI over PET/SPECT Imaging.- 4.7.2 Applications of fMRI.- 4.7.3 Algorithm for Superimposition of Functional and Anatomical Cortex.- 4.7.4 A Short Note on fMRI Time Course Data Analysis.- 4.7.5 Measure of Cortex Geometry.- 4.8 Discussions: Advantages, Validation and New Challenges i 2-D.- 4.8.1 Advantages of Regional Geometric Boundary/Surfaces.- 4.8.2 Validation of 2-D and 3-D Cortical Segmentation Algorithms.- 4.8.3 Challenges in 2-D and 3-D Cortical Segmentation Algorithms.- 4.8.4 Challenges in fMRI.- 4.9 Conclusions and the Future.- 4.9.1 Acknowledgements.- 5. Segmentation for Multiple Sclerosis Lesion.- 5.1 Introduction.- 5.2 Segmentation Techniques.- 5.2.1 Multi-Spectral Techniques.- 5.2.2 Feature Space Classification.- 5.2.3 Supervised Segmentation.- 5.2.4 Unsupervised Segmentation.- 5.2.5 Automatic Segmentation.- 5.3 AFFIRMATIVE Images.- 5.4 Image Pre-Processing.- 5.4.1 RF Inhomogeneity Correction.- 5.4.2 Image Stripping.- 5.4.3 Three Dimensional MR Image Registration.- 5.4.4 Segmentation.- 5.4.5 Flow Correction.- 5.4.6 Evaluation and Validation.- 5.5 Quantification of Enhancing Multiple Sclerosis Lesions.- 5.6 Quadruple Contrast Imaging.- 5.7 Discussion.- 5.7.1 Acknowledgements.- 6. Finite Mixture Models.- 6.1 Introduction.- 6.2 Pixel Labeling Using the Classical Mixture Model.- 6.3 Pixel Labeling Using the Spatially Variant Mixture Model.- 6.4 Comparison of CMM and SVMM for Pixel Labeling.- 6.5 Bayesian Pixel Labeling Using the SVMM.- 6.6 Segmentation Results.- 6.6.1 Computer Simulations.- 6.6.2 Application to Magnetic Resonance Images.- 6.7 Practical Aspects.- 6.8 Summary.- 6.9 Acknowledgements.- 7. MR Spectroscopy.- 7.1 Introduction.- 7.2 A Short History of Neurospectroscopic Imaging and Segmentation in Alzheimer’s Disease and Multiple Sclerosis.- 7.2.1 Alzheimer’s Disease.- 7.2.2 Multiple Sclerosis.- 7.3 Data Acquisition and Image Segmentation.- 7.3.1 Image Pre-Processing for Segmentation.- 7.3.2 Image Post-Processing for Segmentation.- 7.4 Proton Magnetic Resonance Spectroscopic Imaging and Segmentation in Multiple Sclerosis.- 7.4.1 Automatic MRSI Segmentation and Image Processing Algorithm.- 7.4.2 Relative Metabolite Concentrations and Contribution of Gray Matter and White Matter in the Normal Human Brain.- 7.4.3 MRSI and Gadolinium-Enhanced (Gd).- 7.4.4 Lesion Load and Metabolite Concentrations by Segmentation and MRSI.- 7.4.5 MR Spectroscopic Imaging and Localization for Segmentation.- 7.4.6 Lesion Segmentation and Quantification.- 7.4.7 Magnetic Resonance Spectroscopic Imaging and Segmentation Data Processing.- 7.4.8 Statistical Analysis.- 7.5 Proton Magnetic Resonance Spectroscopic Imaging and Segmentation of Alzheimer’s Disease.- 7.5.1 MRSI Data Acquisition Methods.- 7.5.2 H-1 MR Spectra Analysis.- 7.6 Applications of Magnetic Resonance Spectroscopic Imaging and Segmentation.- 7.6.1 Multiple Sclerosis Lesion Metabolite Characteristics and Serial Changes.- 7.6.2 zheimer’s Disease Plaque Metabolite Characteristics.- 7.7 Discussion.- 7.8 Conclusion.- 7.8.1 Acknowledgements.- 8. Fast WM/GM Boundary Estimation.- 8.1 Introduction.- 8.2 Derivation of the Regional Geometric Active Contour Model from the Classical Parametric Deformable Model.- 8.3 Numerical Implementation of the Three Speed Functions in the Level Set Framework for Geometric Snake Propagation.- 8.3.1 Regional Speed Term Expressed in Terms of the Level Set Function (ø).- 8.3.2 Gradient Speed Term Expressed in Terms of the Level Set Function (ø).- 8.3.3 Curvature Speed Term Expressed in Terms of the Level Set Function (ø).- 8.4 Fast Brain Segmentation System Based on Regional Level Sets.- 8.4.1 Overall System and Its Components.- 8.4.2 Fuzzy Membership Computation/Pixel Classification.- 8.4.3 Eikonal Equation and its Mathematical Solution.- 8.4.4 Fast Marching Method for Solving the Eikonal Equation.- 8.4.5 A Note on the Heap Sorting Algorithm.- 8.4.6 Segmentation Engine: Running the Level Set Method in the Narrow Band.- 8.5 MR Segmentation Results on Synthetic and Real Data.- 8.5.1 Input Data Set and Input Level Set Parameters.- 8.5.2 Results: Synthetic and Real.- 8.5.3 Numerical Stability, Signed Distance Transformation Computation, Sensitivity of Parameters and Speed Issues.- 8.6 Advantages of the Regional Level Set Technique.- 8.7 Discussions: Comparison with Previous Techniques.- 8.8 Conclusions and Further Directions.- 8.8.1 Acknowledgements.- 9. Digital Mammography Segmentation.- 9.1 Introduction.- 9.2 Image Segmentation in Mammography.- 9.3 Anatomy of the Breast.- 9.4 Image Acquisition and Formats.- 9.4.1 Digitization of X-Ray Mammograms.- 9.4.2 Image Formats.- 9.4.3 Image Quantization and Tree-Pyramids.- 9.5 Mammogram Enhancement Methods.- 9.6 Quantifying Mammogram Enhancement.- 9.7 Segmentation of Breast Profile.- 9.8 Segmentation of Microcalcifications.- 9.9 Segmentation of Masses.- 9.9.1 Global Methods.- 9.9.2 Edge-Based Methods.- 9.9.3 Region-Based Segmentation.- 9.9.4 ROI Detection Techniques Using a Single Breast.- 9.9.5 ROI Detection Techniques Using Breast Symmetry.- 9.9.6 Detection of Spicules.- 9.9.7 Breast Alignment for Segmentation.- 9.10 Measures of Segmentation and Abnormality Detection.- 9.11 Feature Extraction From Segmented Regions.- 9.11.1 Morphological Features.- 9.11.2 Texture Features.- 9.11.3 Other Features.- 9.12 Public Domain Databases in Mammography.- 9.12.1 The Digital Database for Screening Mammography (DDSM).- 9.12.2 LLNL/UCSF Database.- 9.12.3 Washington University Digital Mammography Database.- 9.12.4 The Mammographic Image Analysis Society (MIAS) Database.- 9.13 Classification and Measures of Performance.- 9.13.1 Classification Techniques.- 9.13.2 The Receiver Operating Characteristic Curve.- 9.14 Conclusions.- 9.15 Acknowledgements.- 10. Cell Image Segmentation for Diagnostic Pathology.- 10.1 Introduction.- 10.2 Segmentation.- 10.2.1 Feature Space Analysis.- 10.2.2 Mean Shift Procedure.- 10.2.3 Cell Segmentation.- 10.2.4 Segmentation Examples.- 10.3 Decision Support System for Pathology.- 10.3.1 Problem Domain.- 10.3.2 System Overview.- 10.3.3 Current Database.- 10.3.4 Analysis of Visual Attributes.- 10.3.5 Overall Dissimilarity Metric.- 10.3.6 Performance Evaluation and Comparisons.- 10.4 Conclusion.- 11. The Future in Segmentation.- 11.1 Future Research in Medical Image Segmentation.- 11.1.1 The Future of MR Image Generation and Physical Principles.- 11.1.2 The Future of Cardiac Imaging.- 11.2.3 The Future of Neurological Segmentation.- 11.2.4 The Future in Digital Mammography.- 11.2.5 The Future of Pathology Image Segmentation.
£179.99
Springer Nature Switzerland AG Data Visualisation with R: 111 Examples
Book SynopsisThis book introduces readers to the fundamentals of creating presentation graphics using R, based on 111 detailed and complete scripts. It shows how bar and column charts, population pyramids, Lorenz curves, box plots, scatter plots, time series, radial polygons, Gantt charts, heat maps, bump charts, mosaic and balloon charts, and a series of different thematic map types can be created using R’s Base Graphics System. Every example uses real data and includes step-by-step explanations of the figures and their programming. This second edition contains additional examples for cartograms, chord-diagrams and networks, and interactive visualizations with Javascript.The open source software R is an established standard and a powerful tool for various visualizing applications, integrating nearly all technologies relevant for data visualization. The basic software, enhanced by more than 14000 extension packs currently freely available, is intensively used by organizations including Google, Facebook and the CIA. The book serves as a comprehensive reference guide to a broad variety of applications in various fields.This book is intended for all kinds of R users, ranging from experts, for whom especially the example codes are particularly useful, to beginners, who will find the finished graphics most helpful in learning what R can actually deliver.Trade Review“The book can be one of the favourites of a wide range of users from beginners with basic R knowledge to experts. It is especially recommended for students and researchers from social, environmental, and economic fields requiring a consistent and thorough reference always within reach.” (Márta Ladányi, ISCB News, iscb.info, Issue 69, July, 2020)Table of ContentsData for Everybody.- Structure and Technical Requirements.- Implementation in R.- Beyond R.- Regarding the Examples.- Categorical Data.- Distributions.- Time Series.- Scatter Plots.- Maps.- Illustrative Examples.- Interactive Visualisation with JavaScript: Highcharts and Mapael.- Appendix
£40.49
Springer Nature Switzerland AG Treewidth, Kernels, and Algorithms: Essays Dedicated to Hans L. Bodlaender on the Occasion of His 60th Birthday
Book SynopsisThis Festschrift was published in honor of Hans L. Bodlaender on the occasion of his 60th birthday. The 14 full and 5 short contributions included in this volume show the many transformative discoveries made by H.L. Bodlaender in the areas of graph algorithms, parameterized complexity, kernelization and combinatorial games. The papers are written by his former Ph.D. students and colleagues as well as by his former Ph.D. advisor, Jan van Leeuwen.Chapter “Crossing Paths with Hans Bodlaender: A Personal View on Cross-Composition for Sparsification Lower Bounds” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.Table of ContentsSeeing Arboretum for the (partial k) Trees.- Collaborating With Hans: Some Remaining Wonderments.- Hans Bodlaender and the Theory of Kernelization Lower Bounds.- Algorithms, Complexity, and Hans.- Lower Bounds for Dominating Set in Ball Graphs and for Weighted Dominating Set in Unit-Ball Graphs.- As Time Goes By: Reflections on Treewidth for Temporal Graphs.- Possible and Impossible Attempts to Solve the Treewidth Problem via ILPs.- Crossing Paths with Hans Bodlaender: A Personal View on Cross-Composition for Sparsification Lower Bounds.- Efficient Graph Minors Theory and Parameterized Algorithms for (Planar) Disjoint Paths.- Four shorts stories on surprising algorithmic uses of treewidth.- Algorithms for NP-Hard Problems via Rank-related Parameters of Matrices.- A Survey on Spanning Tree Congestion.- Surprising Applications of Treewidth Bounds for Planar Graphs.- Computing tree decompositions.- Experimental analysis of treewidth.- A Retrospective on (Meta) Kernelization.- Games, Puzzles and Treewidth.- Fast Algorithms for Join Operations on Tree Decompositions.
£52.24
Springer Nature Switzerland AG Algorithms and Complexity: 12th International Conference, CIAC 2021, Virtual Event, May 10–12, 2021, Proceedings
Book SynopsisThis book constitutes the refereed conference proceedings of the 12th International Conference on Algorithms and Complexity, CIAC 2019, held as a virtual event, in May 2021. The 28 full papers presented together with one invited lecture and 2 two abstracts of invited lectures were carefully reviewed and selected from 78 submissions. The International Conference on Algorithms and Complexity is intended to provide a forum for researchers working in all aspects of computational complexity and the use, design, analysis and experimentation of efficient algorithms and data structures. The papers present original research in the theory and applications of algorithms and computational complexity.Due to the Corona pandemic the conference was held virtually.Table of ContentsAbundant Extensions.- Three Problems on Well-Partitioned Chordal Graphs.- Distributed Distance-r Covering Problems on Sparse High-Girth Graphs.- Reconfiguration of Connected Graph Partitions via Recombination.- Algorithms for Energy Conservation in Heterogeneous Data Centers.- On Vertex-Weighted Graph Realizations.- On the Role of 3's for the 1-2-3 Conjecture.- Upper Tail Analysis of Bucket Sort and Random Tries.- Throughput Scheduling with Equal Additive Laxity.- Fragile Complexity of Adaptive Algorithms.- FPT and Kernelization Algorithms for the Induced Tree Problem.- A Tight Lower Bound for Edge-Disjoint Paths on Planar DAGs.- Upper Dominating Set: Tight Algorithms for Pathwidth and Sub-Exponential Approximation.- A Multistage View on 2-Satisfiability.- The Weisfeiler-Leman Algorithm and Recognition of Graph Properties.- The Parameterized Suffix Tray.- Exploring the Gap Between Treedepth and Vertex Cover Through Vertex Integrity.- Covering a Set of Line Segments with a Few Squares.- Circumventing Connectivity for Kernelization.- Online and Approximate Network Construction from Bounded Connectivity Constraints.- Globally Rigid Augmentation of Minimally Rigid Graphs in \(R^2\).- Extending Partial Representations of Rectangular Duals with Given Contact Orientations.- Can Local Optimality be Used for Efficient Data Reduction.- Colouring Graphs of Bounded Diameter in the Absence of Small Cycles.- Online Two-Dimensional Vector Packing with Advice.- Temporal Matching on Geometric Graph Data.
£61.74