Graphics programming Books

123 products


  • Truthful Art The

    Pearson Education (US) Truthful Art The

    5 in stock

    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

    5 in stock

    £35.14

  • Pro OGRE 3D Programming

    APress Pro OGRE 3D Programming

    3 in stock

    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.

    3 in stock

    £37.49

  • CUDA for Engineers

    Pearson Education (US) CUDA for Engineers

    2 in stock

    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

    2 in stock

    £31.82

  • Accurate Layer Selections Using Photoshops

    APress Accurate Layer Selections Using Photoshops

    1 in stock

    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

    1 in stock

    £41.24

  • The History of the GPU - Eras and Environment

    Springer International Publishing AG The History of the GPU - Eras and Environment

    1 in stock

    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.

    1 in stock

    £28.49

  • Media Innovations AR and VR: Success Factors For

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Media Innovations AR and VR: Success Factors For

    1 in stock

    Book SynopsisAugmented and virtual reality are media innovations with specific characteristics. They create immersion in the user, as the user is immersed in the medium and its 360° environment. To successfully develop content and applications for AR and VR, psychological effects, the specifics of the 360° environment, the story, and the way the media is used must be aligned with the needs and experiences of the user. Content producers face novel challenges in content development, method selection, teamwork, and the overall production process of AR and VR experiences.The book introduces readers to the characteristics of immersive media and provides scientific evidence and practical tips to help them produce high-quality, user-centric content for immersive media. The scientifically derived success factors in the form of checklists are a guide and an ideal basis for standardizing the production process and further developing one's own projects.This book is a translation of the original German 1st edition Medieninnovationen AR und VR by Elle Langer, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.Table of ContentsIntroduction.- Methods.- Explanation of terms.- AR and VR in the media context.- User experience and needs.- Prouzents for expert interviews.- Analysis of expert interviews.- Outlook.- Appendix 1.- Appendix 2.- Appendix 3.- Appendix 4.

    1 in stock

    £26.24

  • Contextual Design

    Elsevier Science Contextual Design

    1 in stock

    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

    1 in stock

    £56.69

  • GPU PRO 3

    Taylor & Francis Inc GPU PRO 3

    1 in stock

    Book SynopsisGPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU.Sample programs and source code are available for download on the book''s CRC Press web page.Trade ReviewGPU Pro3 is a guide to high-end computer graphics for video games and computer animation. Discussing the latest advancements in technology and graphical artistry, taken from fifty of the industry’s best, it covers tips on creating interesting geometry, shading, illumination shadows, optimizing 3D engines, and much more. GPU Pro3 is presented with full-color photos of graphical examples, charts, indexes, glossaries, and much more, making it an ideal addition to community and college collections catering to technology and artistic design.—Wisconsin Bookwatch, April 2012Table of ContentsGeometry Manipulation. Vertex Shader Tesselation. Real-time Deformable Terrain Rendering. Optimized Stadium Crowd Rendering. Geometric Anti-Aliasing Methods. Rendering. Practical Elliptical Texture Filtering. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering. Volumetric Real-Time Water and Foam Rendering. CryENGINE 3. Global Illumination Effects. Ray-traced Approximate Reflections Using a Grid of Oriented Splats. Screen-space Bent Cones: A Practical Approach. Real-time Near-field Global Illumination based on a Voxel Model. Shadows. Efficient Online Visibility for Shadow Maps. Depth Rejected Gobo Shadows. Handheld Devices. Inexpensive Anti-Aliasing of Simple Objects. Programming the XPERIA Play GPU. 3D Engine Design. Z3 Culling. Quaternion-based rendering pipeline. Implementing a Directionally Adaptive Edge AA Filter using DirectX 11. Designing a Data-Driven Renderer. GPGPU. Volumetric transparency with Per-Pixel Fragment Lists". Practical Binary Surface and Solid Voxelization with Direct3D 11. Interactive Ray Tracing Using the Compute Shader in DirectX 11. Contributors.

    1 in stock

    £154.56

  • Mathematics for Computer Graphics

    Springer Mathematics for Computer Graphics

    1 in stock

    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.

    1 in stock

    £56.99

  • GameMaker Studio 100 Programming Challenges

    APress GameMaker Studio 100 Programming Challenges

    1 in stock

    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<

    1 in stock

    £37.49

  • Learn RPGs in GameMaker Studio

    APress Learn RPGs in GameMaker Studio

    1 in stock

    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

    1 in stock

    £58.49

  • Immersive 3D Design Visualization

    APress Immersive 3D Design Visualization

    1 in stock

    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

    1 in stock

    £49.49

  • Computer Graphics for Artists II: Environments and Characters

    Springer London Ltd Computer Graphics for Artists II: Environments and Characters

    1 in stock

    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.

    1 in stock

    £40.49

  • A Concise Introduction to Scientific Visualization: Past, Present, and Future

    Springer Nature Switzerland AG A Concise Introduction to Scientific Visualization: Past, Present, and Future

    1 in stock

    Book SynopsisScientific visualization has always been an integral part of discovery, starting first with simplified drawings of the pre-Enlightenment and progressing to present day. Mathematical formalism often supersedes visual methods, but their use is at the core of the mental process. As historical examples, a spatial description of flow led to electromagnetic theory, and without visualization of crystals, structural chemistry would not exist. With the advent of computer graphics technology, visualization has become a driving force in modern computing. A Concise Introduction to Scientific Visualization – Past, Present, and Future serves as a primer to visualization without assuming prior knowledge. It discusses both the history of visualization in scientific endeavour, and how scientific visualization is currently shaping the progress of science as a multi-disciplinary domain. Table of ContentsPreface.- Early Visual Models.- Illustration and Analysis.- Scientific Visualization in the 19th Century.- A Convergence with Computer Science.- Recent Developments.- The Future.- Bibliography

    1 in stock

    £23.74

  • The History of the GPU - Steps to Invention

    Springer International Publishing AG The History of the GPU - Steps to Invention

    1 in stock

    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.

    1 in stock

    £28.49

  • Mixed Reality and Gamification for Cultural

    Springer International Publishing AG Mixed Reality and Gamification for Cultural

    1 in stock

    Book SynopsisThis volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines.To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage.This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.Table of ContentsDigital Heritage & Virtual Archaeology: an approach through the framework of international recommendations.- Data Acquisition for the Geometric Documentation of Cultural Heritage.- Autonomous Mapping of the Priscilla Catacombs.- Acceleration of 3D mass digitization processes: recent advances and challenges.- Intangible Cultural Heritage and New Technologies: Challenges and Opportunities for Cultural Preservation and Development.- 3D Digital Libraries in Cultural Heritage and their contribution in the documentation of the past.- Enriching and Publishing Cultural Heritage as Linked Open Data.- Digital memory and integrated data capturing: innovations for an inclusive Cultural Heritage in Europe through 3D semantic modelling.- 5D Model of the Holy Aedicule of the Church of the Holy Sepulchre through an innovative and interdisciplinary approach.- Historic BIM for mobile VR/AR applications.- Data collection for estimation of resilience of cultural heritage assets.- Virtual Reconstruction of Historical Architecture as Media for Knowledge.- Gamified AR/VR character rendering and animation enabling technologies.- Experiencing the multisensory past.- Multimodal Serious Games Technologies for Cultural Heritage.- Modelling life through time: cultural heritage case studies.- Preservation and gamification of traditional sports.- Deployment of robotic guides in museum contexts.- Digital cultural heritage experience in Ambient Intelligence.- Storytelling and Digital Epigraphy-based narratives in Linked Open Data.- Additive Manufacturing (AM) based evaluation, reconstruction and improvement of cultural heritage artifacts and human structures.- The Willing Suspension of Disbelief: The Tangible and the Intangible of Heritage Education in E-learning and Virtual Museums.- 4D Modeling of Static and Moving Objects: Digitizing Tangible and Intangible Cultural Heritage.

    1 in stock

    £67.49

  • New Developments in the Visualization and Processing of Tensor Fields

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG New Developments in the Visualization and Processing of Tensor Fields

    1 in stock

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

    1 in stock

    £116.99

  • Fractional Order Crowd Dynamics: Cyber-Human System Modeling and Control

    De Gruyter Fractional Order Crowd Dynamics: Cyber-Human System Modeling and Control

    Book SynopsisThis book illustrates the application of fractional calculus in crowd dynamics via modeling and control groups of pedestrians. Decision-making processes, conservation laws of mass/momentum, and micro-macro models are employed to describe system dynamics while cooperative movements in micro scale, and fractional diffusion in macro scale are studied to control the group of pedestrians. Obtained work is included in the Intelligent Evacuation Systems that is used for modeling and to control crowds of pedestrians. With practical issues considered, this book is of interests to mathematicians, physicists, and engineers. Table of ContentsTable of Content:Chapter 1 Fractional Model of Microscopic Pedestrians Based on Fractional Decision Making Process1.1 Introduction1.2 Fractional Decision Making Process1.3 Fractional Microscopic Model1.4 Simulation Results1.5 ConclusionChapter 2 Fractional Model of Macroscopic Crowds Based on Fractional Conservation Law2.1 Introduction2.2 Fractional Conservation law of Mass/Momentum2.3 Fractional Macroscopic Model2.4 Simulation Results2.5 ConclusionChapter 3 Fractional Model for Micro-Macro Crowds with Presence of Individual of Disabilities3.1 Introduction3.2 Fractional Potential Field and IwDs3.3 Fractional Mean Field Theory3.4 Fractional Micro-Macro Model3.5 Simulation Results3.6 ConclusionChapter 4 Cooperative Control of Microscopic Pedestrians with Long Range Interactions4.1 Introduction4.2 Relationship between Long Range Interactions and Fractional Calculus4.3 Relationship between Long Range Interactions and Macroscopic Movement4.4 Cooperative Control of Microscopic Pedestrians with Long Range Interactions4.5 Simulation Results4.6 ConclusionChapter 5 Boundary Evacuation Control of Macroscopic Crowds of Pedestrians5.1 Introduction5.2 Fractional Reaction-advection-diffusion Model5.3 Boundary Conditions for Desired Evacuation5.4 Evacuating Controllers for Boundary Robots5.5 Wave-absorbing Re-design of Boundary Evacuating Controllers5.6 Simulation Results5.7 ConclusionChapter 6 Intelligent Evacuation Control of Large Crowds of Pedestrians Using FODIFF-MAS6.1 Introduction6.2 Platform of DIFF-MAS and FODIFF-MAS6.3 Simulation Results of Large Crowds on Micro, Macro and Mesco Scale6.4 Simulation Results of Large Crowds with Long Range Interactions6.5 Intelligent Evacuation Control of Large Crowds6.6 Conclusion

    £103.55

  • Animation Maths

    Lannoo Publishers Animation Maths

    20 in stock

    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.

    20 in stock

    £28.00

  • Computer Graphics

    Pearson Education (US) Computer Graphics

    15 in stock

    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.

    15 in stock

    £97.99

  • Springer Random Fluctuations and Pattern Growth Experiments and Models 157 Nato Science Series E

    Out of stock

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

    Out of stock

    £999.99

  • Springer Random Fluctuations and Pattern Growth Experiments and Models 157 Nato Science Series E

    Out of stock

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

    Out of stock

    £999.99

  • Springer Computation of Curves and Surfaces Symposium Proceedings 307 Nato Science Series C

    Out of stock

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

    Out of stock

    £999.99

  • Out of stock

    £999.99

  • Out of stock

    £999.99

  • Springer Design and Decision Support Systems in Architecture

    Out of stock

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

    Out of stock

    £999.99

  • Out of stock

    £999.99

  • Out of stock

    £999.99

  • Out of stock

    £999.99

  • Springer Segmentation and Recovery of Superquadrics Computational Imaging and Vision 20

    Out of stock

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

    Out of stock

    £999.99

  • Out of stock

    £999.99

  • Springer Confluence of Computer Vision and Computer Graphics

    Out of stock

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

    Out of stock

    £999.99

  • Apress Beginning WebGL for HTML5 Experts Voice in Web Development

    15 in stock

    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

    15 in stock

    £40.49

  • Beginning Pixlr Editor

    Apress Beginning Pixlr Editor

    15 in stock

    Book SynopsisPixlr Editor is a great program, but there has been a lack of coherent documentation. This book is a comprehensive guide for the beginner and for art or photography instructors and schools that can't afford to subscribe to an online editor. Pixlr Editor is a free, web-based image editing solution that work on virtually any computer platform.Table of ContentsPart I Getting to Know Pixlr Editor.- Chapter 1: An Overview of the Pixlr Workspace.- Chapter 2: Pixlr Editor Tools.- Chapter 3: The Pixlr Editor Menu Bar.- Part II Working With Images.- Chapter 4: Composing Images.- Chapter 5: Improving Image Tonality.- Chapter 6: Color Adjustments.- Chapter 7: Photo Touch-up and Repair.- Chapter 8: Removing Objects and Replacing Backgrounds.- Chapter 9: Using Adjustments and Filters.- Chapter 10 title: Using the Drawing and Type Tools.- Appendix: Additional Resources.

    15 in stock

    £26.99

  • Packt Publishing Limited Mastering Graphics Programming with Vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques

    15 in stock

    Book SynopsisDevelop a rendering framework by implementing next-generation 3D graphics, leveraging advanced Vulkan features, and getting familiar with efficient real-time ray tracing techniques uncovered by leading industry experts Key Features Develop high-performance rendering techniques in Vulkan Automate some of the more tedious aspects like pipeline layouts and resource barriers Understand how to take advantage of mesh shaders and ray tracing Book DescriptionVulkan is now an established and flexible multi-platform graphics API. It has been adopted in many industries, including game development, medical imaging, movie productions, and media playback. Learning Vulkan is a foundational step to understanding how a modern graphics API works, both on desktop and mobile. In Mastering Graphics Programming with Vulkan, you’ll begin by developing the foundations of a rendering framework. You’ll learn how to leverage advanced Vulkan features to write a modern rendering engine. The chapters will cover how to automate resource binding and dependencies. You’ll then take advantage of GPU-driven rendering to scale the size of your scenes and finally, you’ll get familiar with ray tracing techniques that will improve the visual quality of your rendered image. By the end of this book, you’ll have a thorough understanding of the inner workings of a modern rendering engine and the graphics techniques employed to achieve state-of-the-art results. The framework developed in this book will be the starting point for all your future experiments.What you will learn Understand resources management and modern bindless techniques Get comfortable with how a frame graph works and know its advantages Explore how to render efficiently with many light sources Discover how to integrate variable rate shading Understand the benefits and limitations of temporal anti-aliasing Get to grips with how GPU-driven rendering works Explore and leverage ray tracing to improve render quality Who this book is forThis book is for professional graphics and game developers who want to gain in-depth knowledge about how to write a modern and performant rendering engine in Vulkan. Familiarity with basic concepts of graphics programming (i.e. matrices, vectors, etc.) and fundamental knowledge of Vulkan are required.Table of ContentsTable of Contents Introducing the Raptor Engine and Hydra Improving Resources Management Unlocking Multi-Threading Implementing a Frame Graph Unlocking Async Compute GPU-Driven Rendering Rendering Many Lights with Clustered Deferred Rendering Adding Shadows Using Mesh Shaders Implementing Variable Rate Shading Adding Volumetric Fog Temporal Anti-Aliasing Getting Started with Ray Tracing Revisiting Shadows with Ray Tracing Adding Dynamic Diffuse Global Illumination with Ray Tracing Adding Reflections with Ray Tracing

    15 in stock

    £39.33

  • IntechOpen Computer Graphics and Imaging

    15 in stock

    Book SynopsisComputer graphics development is so quick that it has expanded from devices designed for military and top industrial applications to equipment for schools and households as common information media for education and entertainment. Computer graphics helps to mass expand computers and remove the barriers that ordinary people experience when working with them. In this book, modern approaches, procedures, algorithms, as well as devices in the area of light and colors, shading and lighting, realistic and photorealistic imaging, definition of graphical scenes or objects, and security based on graphical objects are presented. Graphical transformations and projections, spatial imaging, curves and surfaces, filling and texturing, image filtering, and virtual reality are also covered.

    15 in stock

    £113.05

  • Springer London Ltd Geometric Algebra for Computer Graphics

    15 in stock

    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.

    15 in stock

    £45.00

  • Data Visualisation with R: 111 Examples

    Springer Nature Switzerland AG Data Visualisation with R: 111 Examples

    Out of stock

    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

    Out of stock

    £999.99

  • Treewidth, Kernels, and Algorithms: Essays Dedicated to Hans L. Bodlaender on the Occasion of His 60th Birthday

    Springer Nature Switzerland AG Treewidth, Kernels, and Algorithms: Essays Dedicated to Hans L. Bodlaender on the Occasion of His 60th Birthday

    Out of stock

    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.

    Out of stock

    £999.99

  • Algorithms  and Complexity: 12th International Conference, CIAC 2021, Virtual Event, May 10–12, 2021, Proceedings

    Springer Nature Switzerland AG Algorithms and Complexity: 12th International Conference, CIAC 2021, Virtual Event, May 10–12, 2021, Proceedings

    Out of stock

    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.

    Out of stock

    £999.99

  • 3D Mesh Processing and Character Animation: With

    Springer Nature Switzerland AG 3D Mesh Processing and Character Animation: With

    Out of stock

    Book Synopsis3D Mesh Processing and Character Animation focusses specifically on topics that are important in three-dimensional modelling, surface design and real-time character animation. It provides an in-depth coverage of data structures and popular methods used in geometry processing, keyframe and inverse kinematics animations and shader based processing of mesh objects. It also introduces two powerful and versatile libraries, OpenMesh and Assimp, and demonstrates their usefulness through implementations of a wide range of algorithms in mesh processing and character animation respectively. This Textbook is written for students at an advanced undergraduate or postgraduate level who are interested in the study and development of graphics algorithms for three-dimensional mesh modeling and analysis, and animations of rigged character models. The key topics covered in the book are mesh data structures for processing adjacency queries, simplification and subdivision algorithms, mesh parameterization methods, 3D mesh morphing, skeletal animation, motion capture data, scene graphs, quaternions, inverse kinematics algorithms, OpenGL-4 tessellation and geometry shaders, geometry processing and terrain rendering. Table of Contents1 Introduction.- 2 Mesh Processing Basic.- 3 Mesh Processing Algorithms.- 4 The Geometry Shader.- 5 Mesh Tessellation.- 6 Quaternions.- 7 Character Animation.- 8 Kinematics.

    Out of stock

    £999.99

  • Discrete and Computational Geometry Graphs and Games

    Springer Discrete and Computational Geometry Graphs and Games

    Out of stock

    Book SynopsisMemorial for Mari-Jo P. Ruiz ---A Colleague and Friend in Art and Math.- Mari-Jo P. Ruiz: Mathematician, Mentor, Leader.- Mari-Jo P. Ruiz and Graph Theory.- This Game Is Not Going To Analyze Itself.- Unveil the secret hidden in the Haberdasher's puzzle -Survey on Reversibility.- Multipartite Ramsey Numbers of Double Stars.- Counting $2$-factors of $4$-regular bipartite graphs is $#P$-complete.- The Two-Squirrel Problem and Its Relatives.- A Subquadratic Time Algorithm for the Weighted k-Center Problem on Cactus Graphs.- Complexity of Solo Chess with Unlimited Moves.- Stars in Forbidden Triples Generating a Finite Set of 4-connected Graphs.- Geodesic Paths Passing Through All Faces on A Polyhedron.- Partitions of complete twisted graphs into plane spanning trees.- The Edge-Intersection Graph of Induced Paths in a Graph.- All Paths Lead to Rome.- Numerically balanced dice on convex isohedra.- Nonrealizable Planar and Spherical Occlusion Diagrams.- Maximum numbers of rigid faces and edges in continuous flattening of regular polyhedra.- Find Routes on a Doughnut.- Previous Player's Positions in Impartial Three-Dimensional Chocolate-Bar Games with Constrained Chocolate Size.- Algorithms for Burning Schedule Reconfiguration Problem on Path Forests.- Continuous Folding of the Surface of a Hypercube onto one of its Facets.- Weights of Convex Quadrilaterals and Empty Triangles in Weighted Point Sets.- New Formulation for Coloring Circle Graphs.- On the Computational Complexity of Pushing Machine.

    Out of stock

    £999.99

  • Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Fundamental Algorithms for Computer Graphics: NATO Advanced Study Institute directed by J.E. Bresenham, R.A. Earnshaw, M.L.V. Pitteway

    15 in stock

    Book SynopsisAlgorithms provide the basic foundation for all computational processes. This volume presents algorithms at the foundational level and also at the various levels between this level and the user application. Some of these algorithms are classical and have become well established in the field. This material is therefore a rich source of information and is still relevant and up to date. The basic primitives of computer graphics have remained unchanged: lines, circles, conics, curves and characters. This volume contains reference material in all these areas. The higher levelsof contouring and surface drawing are also well covered. Developments in hardware architectures have continued since the first printing, but the basic principles of hardware/software trade-offs remain valid. This reprint is being published as a Study Edition to make the material more accessible to students and researchers in the field of computer graphics andits applications. The continuing popularity of the original book demonstrates the value and timeliness of its contents.Table of ContentsSection 1. Line and Area Algorithms.- Invited Papers.- “Theoretical and Linguistic Methods for Describing Straight Lines”.- “Run Length Slice Algorithm for Incremental Lines”.- “The Relationship between Euclid’s Algorithm and Run-Length Encoding”.- “Antialiasing in Practice”.- Submitted Papers.- “An Application of Euclid’s Algorithm to Drawing Straight Lines”.- “The Accuracy of the Digital Representation of a Straight Line”.- “Experience in Practical Implementation of Boundary-Defined Area Fill”.- “The Implementation of Fill Area for GKS”.- “A Simple Algorithm for Determining whether a Point Resides within an Arbitrarily Shaped Polygon”.- Section 2. Arcs, Circles and Conics.- Invited Papers.- “Algorithms for Circular Arc Generation”.- “Algorithms of Conic Generation”.- Submitted Papers.- “A High-Precision Digital Differential Analyzer for Circle Generation”.- “An Ellipse-Drawing Algorithm for Raster Displays”.- “An Algorithm for Determining the Draw Start Point of a Hyperbola given the System Direction of Draw and the Coordinates of the Video Window”.- Section 3. Curves and Curve Drawing.- Invited Papers.- “A Review of Curve Drawing Algorithms”.- “Methods for Drawing Curves”.- Submitted Paper.- “Generation of ?-Spline Curves using a Recurrence Relation”.- Section 4. Character Generation and Display.- Invited Papers.- “Character Generation and Display”.- “Font Information and Device-Independent Output”.- Section 5. Contouring and Surface Drawing.- Invited Papers.- “Contouring — the State of the Art”.- “A Review of Geostatistical Techniques for Contouring”.- “Algorithms for Three-Dimensional Interpolation between Planar Slices”.- Submitted Papers.- “GENSURF: A System for General Surface Definition and Manipulation”.- “An Interesting Modification to the Bresenham Algorithm for Hidden-Line Solution”.- “Efficient Hidden Line Removal for Surface Plots Utilising Raster Graphics”.- Section 6. Hardware Architectures and Algorithms.- Invited papers.- “Graphics Software Standards and their Evolution with Hardware Algorithms”.- “Hardware Enhancements for Raster Graphics”.- “Systolic Array Architectures for High Performance CAD/CAM Workstations”.- “Parallel Architectures for High Performance Graphics Systems”.- Section 7. Computational Geometry and CAD.- Invited Paper.- “Computational Geometry in Practice”.- Submitted Papers.- “An Algorithm for Direct Display of CSG Objects by Spatial Subdivision”.- “Computational Geometry and Prolog”.- “Subdivision Techniques for Processing Geometric Objects”.- Section 8. Theoretical Aspects and Models.- Invited Papers.- “Random Fractal Forgeries”.- “The Algebra of Algorithms”.- “Theoretical Considerations in Algorithm Design”.- “Technology for the Protection of Graphics Algorithms”.- “Spatial Concepts in 3D”.- Submitted Papers.- “Shortest Paths in 3-Space, Voronoi Diagrams with Barriers, and Related Complexity and Algebraic Issues”.- “Geometric Data Structures for Computer Graphics”.- “A Model for Raster Graphics Language Primitives”.- “Theoretical Framework for Shape Representation and Analysis”.- Section 9. Human-Computer Interface Issues.- Invited Papers.- “Aspects of Human Machine Interface”.- “Visual Perception and Computer Graphics”.- Section 10. Computer Animation.- Invited Paper.- “Object and Movement Description Techniques for Animation — An Informal Review”.- Scientific Organising Committee.- Lecturers.- Participants.

    15 in stock

    £44.99

  • Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Curves and Surfaces in Computer Aided Geometric Design

    15 in stock

    Book SynopsisThIS IS an English verSIOn of the book m two volumes, entitled "KeiJo Shon Kogaku (1), (2)" (Nikkan Kogyo Shinbun Co.) written in Japanese. The purpose of the book is a umfied and systematic exposition of the wealth of research results m the field of mathematical representation of curves and surfaces for computer aided geometric design that have appeared in the last thirty years. The material for the book started hfe as a set of notes for computer aided geometnc design courses which I had at the graduate schools of both computer SCIence, the umversity of Utah m U.S.A. and Kyushu Institute of Design in Japan. The book has been used extensively as a standard text book of curves and surfaces for students, practtcal engmeers and researchers. With the aim of systematic expositIOn, the author has arranged the book in 8 chapters: Chapter 0: The sIgmficance of mathemattcal representations of curves and surfaces is explained and histoncal research developments in this field are revIewed. Chapter 1: BasIc mathematical theones of curves and surfaces are reviewed and summanzed. Chapter 2: A classical mterpolation method, the Lagrange interpolation, is discussed. Although its use is uncommon in practice, this chapter is helpful in understanding Chaps. 4 and 6. Chapter 3: This chapter dIscusses the Coons surface in detail, which is one of the most important contributions in this field. Chapter 4: The fundamentals of spline functions, spline curves and surfaces are discussed in some detail.Table of Contents0. Mathematical Description of Shape Information.- 0.1 Description and Transmission of Shape Information.- 0.2 Processing and Analysis of Shapes.- 0.3 Mathematical Description of Free Form Shapes.- 0.4 The Development of Mathematical Descriptions of Free Form Curves and Surfaces.- References.- 1. Basic Theory of Curves and Surfaces.- 1.1 General.- 1.1.1 Properties of Object Shapes and Their Mathematical Representation.- 1.1.2 Design and Mathematical Representations.- 1.1.3 Invariance of a Shape Under Coordinate Transformation.- 1.2 Curve Theory.- 1.2.1 Parametric Representation of Curves; Tangent Lines and Osculating Planes.- 1.2.2 Curvature and Torsion.- 1.2.3 Frenet Frames and the Frenet-Serret Equations.- 1.2.4 Calculation of a Point on a Curve.- 1.2.5 Connection of Curve Segments.- 1.2.6 Parameter Transformation.- 1.2.7 Partitioning of a Curve Segment.- 1.2.8 Parametric Cubic Curves.- 1.2.9 Length and Area of a Curve.- 1.2.10 Intersection of a Curve with a Plane.- 1.2.11 Intersection of Two Curves.- 1.3 Theory of Surfaces.- 1.3.1 Parametric Representation of Surfaces.- 1.3.2 The First Fundamental Matrix of a Surface.- 1.3.3 Determining Conditions for a Tangent Vector to a Curve on a Surface.- 1.3.4 Curvature of a Surface.- 1.3.5 Calculation of a Point on a Surface.- 1.3.6 Subdivision of Surface Patches.- 1.3.7 Connection of Surface Patches.- 1.3.8 Degeneration of a Surface Patch.- 1.3.9 Calculation of a Normal Vector on a Surface.- 1.3.10 Calculation of Surface Area and Volume of a Surface.- 1.3.11 Offset Surfaces.- References.- 2. Lagrange Interpolation.- 2.1 Lagrange Interpolation Curves.- 2.2 Expression in Terms of Divided Differences.- References.- 3. Hermite Interpolation.- 3.1 Hermite Interpolation.- 3.2 Curves.- 3.2.1 Derivation of a Ferguson Curve Segment.- 3.2.2 Approximate Representation of a Circular Arc by a Ferguson Curve Segment.- 3.2.3 Hermite Interpolation Curves.- 3.2.4 Partitioning of Ferguson Curve Segments.- 3.2.5 Increase of Degree of a Ferguson Curve Segment.- 3.3 Surfaces.- 3.3.1 Ferguson Surface Patch.- 3.3.2 The Coons Surface Patches (1964).- 3.3.3 The Coons Surface Patches (1967).- 3.3.4 Twist Vectors and Surface Shapes.- 3.3.5 Methods of Determining Twist Vectors.- 3.3.6 Partial Surface Representation of the Coons Bi-cubic Surface Patch.- 3.3.7 Connection of the Coons Bi-cubic Surface Patches.- 3.3.8 Shape Control of the Coons Bi-cubic Surface Patch.- 3.3.9 Triangular Patches Formed by Degeneration.- 3.3.10 Decomposition of Coons Surface Patches and 3 Types in Constructing Surfaces.- 3.3.11 Some Considerations on Hermite Interpolation Curves and Surfaces.- References.- 4. Spline Interpolation.- 4.1 Splines.- 4.2 Spline Functions.- 4.3 Mathematical Representation of Spline Functions.- 4.4 Natural Splines.- 4.5 Natural Splines and the Minimum Interpolation Property.- 4.6 Smoothing Splines.- 4.7 Parametric Spline Curves.- 4.8 End Conditions on a Spline Curve.- 4.9 Cubic Spline Curves Using Circular Arc Length.- 4.10 B-Splines.- 4.11 Generation of Spline Surfaces.- References.- 5. The Bernstein Approximation.- 5.1 Curves.- 5.1.1 Modification of Ferguson Curve Segments.- 5.1.2 Cubic Bézier Curve Segments.- 5.1.3 Bézier Curve Segments.- 5.1.4 Properties of the Bernstein Basis Function and Bernstein Polynomial.- 5.1.5 Various Representations for Bézier Curve Segments.- 5.1.6 Derivative Vectors of Bézier Curve Segments.- 5.1.7 Determination of a Point on a Curve Segment by Linear Operations.- 5.1.8 Increase of the Degree of a Bézier Curve Segment.- 5.1.9 Partitioning of a Bézier Curve Segment.- 5.1.10 Connection of Bézier Curve Segments.- 5.1.11 Creation of a Spline Curve with Cubic Bézier Curve Segments.- 5.2 Surfaces.- 5.2.1 Bézier Surface Patches.- 5.2.2 The Relation Between a Bi-cubic Bézier Surface Patch and a Bi-cubic Coons Surface Patch.- 5.2.3 Connection of Bézier Surface Patches.- 5.2.4 Triangular Patches Formed by Degeneration.- 5.2.5 Triangular Patches.- 5.2.6 Some Considerations on Bézier Curves and Surfaces.- References.- 6. The B-Spline Approximation.- 6.1 Uniform Cubic B-Spline Curves.- 6.1.1 Derivation of the Curve Formula.- 6.1.2 Properties of Curves.- 6.1.3 Determination of a Point on a Curve by Finite Difference Operations.- 6.1.4 Inverse Transformation of a Curve.- 6.1.5 Change of Polygon Vertices.- 6.2 Uniform Bi-cubic B-Spline Surfaces.- 6.2.1 Surface Patch Formulas.- 6.2.2 Determination of a Point on a Surface by Finite Difference Operations.- 6.2.3 Inverse Transformation of a Surface.- 6.2.4 Surfaces of Revolution.- 6.3 B-Spline Functions and Their Properties (1).- 6.4 B-Spline Functions and Their Properties (2).- 6.5 Derivation of B-Spline Functions.- 6.6 B-Spline Curve Type (1).- 6.7 B-Spline Curve Type (2).- 6.8 Recursive Calculation of B-Spline Functions.- 6.9 B-Spline Functions and Their Properties (3).- 6.10 B-Spline Curve Type (3).- 6.11 Differentiation of B-Spline Curves.- 6.12 Geometrical Properties of B-Spline Curves.- 6.13 Determination of a Point on a Curve by Linear Operations.- 6.14 Insertion of Knots.- 6.15 Curve Generation by Geometrical Processing.- 6.16 Interpolation of a Sequence of Points with a B-Spline Curve.- 6.17 Matrix Expression of B-Spline Curves.- 6.18 Expression of the Functions C0,0(t), C0,1(t), C1,0(t) and C1,1(t) by B-Spline Functions.- 6.19 General B-Spline Surfaces.- References.- 7. The Rational Polynomial Curves.- 7.1 Derivation of Parametric Conic Section Curves.- 7.2 Classification of Conic Section Curves.- 7.3 Parabolas.- 7.4 Circular Arc Formulas.- 7.5 Cubic/Cubic Rational Polynomial Curves.- 7.6 T-Conic Curves.- References.- Appendix A: Vector Expression of Simple Geometrical Relations.

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