{"title":"Graphics programming Books","description":"","products":[{"product_id":"modular-design-frameworks-9781484216873","title":"Modular Design Frameworks","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cdiv\u003e\u003c\/div\u003e\u003cdiv\u003e\n\u003cp\u003eLearn 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.\u003c\/p\u003e\n\u003cp\u003eWith 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.  \u003c\/p\u003e\n\u003cp\u003eModular 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 decision\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003c\/p\u003e\n\u003cp\u003eChapter 1: A Modular Future.- Chapter 2: Fonts, Colors \u0026amp; 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.\u003c\/p\u003e\n\u003c\/div\u003e","brand":"APress","offers":[{"title":"Default Title","offer_id":48739662201175,"sku":"9781484216873","price":999.99,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781484216873.jpg?v=1720052846"},{"product_id":"coding-art-9781484297797","title":"Coding Art","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eFinally, 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 betw\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eIntroduction\u003cbr\u003ePart I: Creative CodingIn the first main part of this book, we present a four-step working process when code is involved in art practice.\u003cbr\u003eChapter 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.\u003cbr\u003eChapter 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.\u003cbr\u003eChapter 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. \u003cbr\u003eChapter 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.\u003cbr\u003ePart 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.\u003cbr\u003eChapter 5: Inspiration\u003cbr\u003eChapter 6: From idea to completion\u003cbr\u003ePart 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.\u003cbr\u003eChapter 7: Dealing with Problems \u003cbr\u003eChapter 8: Learning Path\u003cbr\u003eChapter 9: Creative Processes\u003cbr\u003eConclusion\u003cbr\u003eEpilogue\u003cbr\u003e","brand":"APress","offers":[{"title":"Default Title","offer_id":48739670557015,"sku":"9781484297797","price":35.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781484297797.jpg?v=1723812255"},{"product_id":"programming-for-mixed-reality-with-windows-10-unity-vuforia-and-urhosharp-9781509306879","title":"Programming for Mixed Reality with Windows 10,","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003c\/p\u003e \u003cb\u003e\u003c\/b\u003e\u003cp\u003e\u003cb\u003eDevelop AI-powered apps and games for HoloLens and mixed reality headsets \u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eThis 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. \u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003c\/p\u003e \u003cb\u003e\u003cb\u003e\u003c\/b\u003e\u003c\/b\u003e\u003cp\u003e\u003cb\u003e\u003cb\u003eAdvanced Microsoft technology expert Dawid Borycki shows how to: \u003c\/b\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e \u003cp\u003e\u003c\/p\u003e \u003cul\u003e\n\u003cli\u003e\u003cb\u003e\u003cb\u003eSet up a mixed reality development environment with all the tools you’ll need, including HoloLens and Mixed Reality simulators \u003c\/b\u003e\u003c\/b\u003e\u003c\/li\u003e\n\u003cli\u003e\u003cb\u003e\u003cb\u003eWrite Universal Windows 2D apps for all Windows 10 devices, and adjust their views and capabilities to specific hardware \u003c\/b\u003e\u003c\/b\u003e\u003c\/li\u003e\n\u003cli\u003e\u003cb\u003e\u003cb\u003eRender media streams, acquire video from world-facing cameras, and detect human faces in those images \u003c\/b\u003e\u003c\/b\u003e\u003c\/li\u003e\n\u003cli\u003e\u003cb\u003e\u003cb\u003eGenerate descriptions of what the user sees, and present them via text or speech \u003c\/b\u003e\u003c\/b\u003e\u003c\/li\u003e\n\u003cli\u003e\u003cb\u003e\u003cb\u003eBuild AI-powered voice-controlled apps with Microsoft Cognitive Services (MCS) \u003c\/b\u003e\u003c\/b\u003e\u003c\/li\u003e\n\u003cli\u003e\u003cb\u003e\u003cb\u003eMaster core concepts and techniques for building 3D mixed reality apps with Unity \u003c\/b\u003e\u003c\/b\u003e\u003c\/li\u003e\n\u003cli\u003e\u003cb\u003e\u003cb\u003eFormat 3D objects with materials to create holograms \u003c\/b\u003e\u003c\/b\u003e\u003c\/li\u003e\n\u003cli\u003e\u003cb\u003e\u003cb\u003eAdd interactions to holograms based on user input \u003c\/b\u003e\u003c\/b\u003e\u003c\/li\u003e\n\u003cli\u003e\u003cb\u003e\u003cb\u003eIntegrate HoloLens capabilities, including air gestures, spatial sound, and mapping \u003c\/b\u003e\u003c\/b\u003e\u003c\/li\u003e\n\u003c\/ul\u003e \u003cp\u003e\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003ePart I: Fundamentals\u003cbr\u003e1. Introduction to Windows Mixed Reality\u003c\/p\u003e \u003cp\u003e2. Development Tools\u003cbr\u003e3. Configuring the Development Environment, Emulators and Hardware\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003ePart II. Developing 2D UWP Apps\u003cbr\u003e4. UWP Basics\u003cbr\u003e5. Media Controls\u003cbr\u003e6. Microsoft Cognitive Services\u003cbr\u003e7. Communicating with Devices\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003ePart III. Developing 3D Apps\u003cbr\u003e8. 3D Graphics Fundamentals\u003cbr\u003e9. Unity Basics\u003cbr\u003e10. Physics and Scripting\u003cbr\u003e11. Animations and Navigation\u003cbr\u003e12. Understanding HoloLens-Specific Functionalities\u003cbr\u003e13. An AI-Powered 3D App\u003cbr\u003e14. Attaching Holograms to Real Objects with Vuforia\u003cbr\u003e15. UrhoSharp\u003c\/p\u003e","brand":"Microsoft Press,U.S.","offers":[{"title":"Default Title","offer_id":48739834233175,"sku":"9781509306879","price":35.14,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781509306879.jpg?v=1720053255"},{"product_id":"3d-mesh-processing-and-character-animation-with-examples-using-opengl-openmesh-and-assimp-9783030813567","title":"3D Mesh Processing and Character Animation: With","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003e\u003ci\u003e3D Mesh Processing and Character Animation\u003c\/i\u003e\u003c\/b\u003e 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. \u003c\/p\u003e  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. \u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e1 Introduction.- 2 Mesh Processing Basic.- 3 Mesh Processing Algorithms.- 4 The Geometry Shader.- 5 Mesh Tessellation.- 6 Quaternions.- 7 Character Animation.- 8 Kinematics. ","brand":"Springer Nature Switzerland AG","offers":[{"title":"Default Title","offer_id":48743051657559,"sku":"9783030813567","price":49.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783030813567.jpg?v=1720063898"},{"product_id":"the-history-of-the-gpu-steps-to-invention-9783031109676","title":"The History of the GPU - Steps to Invention","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eThis 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. \u003c\/p\u003e\u003cp\u003eA 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. \u003c\/p\u003e\u003cp\u003e \u003c\/p\u003eFifteen 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.\u003cp\u003e\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e1 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.\u003cp\u003e\u003c\/p\u003e","brand":"Springer International Publishing AG","offers":[{"title":"Default Title","offer_id":48743070073175,"sku":"9783031109676","price":28.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783031109676.jpg?v=1720063979"},{"product_id":"the-history-of-the-gpu-eras-and-environment-9783031135804","title":"The History of the GPU - Eras and Environment","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eThis 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\u0026amp;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.\u003c\/p\u003e\u003cp\u003eSilicon Graphics (SGI) introduced T\u0026amp;L first in 1996 with the Nintendo 64 chipset with integrated T\u0026amp;L but didn’t follow through. ArtX developed a chipset with integrated T\u0026amp;L but didn’t bring it to market until November 1999.\u003c\/p\u003e\u003cp\u003eThe 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\u0026amp;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.\u003c\/p\u003e\u003cp\u003eAll 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.\u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e\u003cp\u003eThis 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.\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eForeword.- 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.\u003cp\u003e\u003c\/p\u003e","brand":"Springer International Publishing AG","offers":[{"title":"Default Title","offer_id":48743071809879,"sku":"9783031135804","price":28.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783031135804.jpg?v=1720063986"},{"product_id":"the-history-of-the-gpu-new-developments-9783031140464","title":"The History of the GPU - New Developments","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eThis third book in the three-part series on the \u003ci\u003eHistory of the GPU\u003c\/i\u003e 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.\u003c\/p\u003e  \u003cp\u003eIn 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.\u003c\/p\u003e  \u003cp\u003eUnderstanding 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.\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eForeword.- 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.","brand":"Springer International Publishing AG","offers":[{"title":"Default Title","offer_id":48743072203095,"sku":"9783031140464","price":26.59,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783031140464.jpg?v=1720063989"},{"product_id":"the-nurbs-book-9783540615453","title":"The NURBS Book","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eUntil recently B-spline curves and surfaces (NURBS) were principally of interest to the computer aided design community, where they have become the standard for curve and surface description. Today we are seeing expanded use of NURBS in modeling objects for the visual arts, including the film and entertainment industries, art, and sculpture. NURBS are now also being used for modeling scenes for virtual reality applications. These applications are expected to increase. Consequently, it is quite appropriate for The.N'URBS Book to be part of the Monographs in Visual Communication Series. B-spline curves and surfaces have been an enduring element throughout my pro­ fessional life. The first edition of Mathematical Elements for Computer Graphics, published in 1972, was the first computer aided design\/interactive computer graph­ ics textbook to contain material on B-splines. That material was obtained through the good graces of Bill Gordon and Louie Knapp while they were at Syracuse University. A paper of mine, presented during the Summer of 1977 at a Society of Naval Architects and Marine Engineers meeting on computer aided ship surface design, was arguably the first to examine the use of B-spline curves for ship design. For many, B-splines, rational B-splines, and NURBS have been a bit mysterious.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eOne Curve and Surface Basics.- 1.1 Implicit and Parametric Forms.- 1.2 Power Basis Form of a Curve.- 1.3 Bézier Curves.- 1.4 Rational Bézier Curves.- 1.5 Tensor Product Surfaces.- Exercises.- Two B-Spline Basis Functions.- 2.1 Introduction.- 2.2 Definition and Properties of B-spline Basis Functions.- 2.3 Derivatives of B-spline Basis Functions.- 2.4 Further Properties of the Basis Functions.- 2.5 Computational Algorithms.- Exercises.- Three B-spline Curves and Surfaces.- 3.1 Introduction.- 3.2 The Definition and Properties of B-spline Curves.- 3.3 The Derivatives of a B-spline Curve.- 3.4 Definition and Properties of B-spline Surfaces.- 3.5 Derivatives of a B-spline Surface.- Exercises.- Four Rational B-spline Curves and Surfaces.- 4.1 Introduction.- 4.2 Definition and Properties of NURBS Curves.- 4.3 Derivatives of a NURBS Curve.- 4.4 Definition and Properties of NURBS Surfaces.- 4.5 Derivatives of a NURBS Surface.- Exercises.- Five Fundamental Geometric Algorithms.- 5.1 Introduction.- 5.2 Knot Insertion.- 5.3 Knot Refinement.- 5.4 Knot Removal.- 5.5 Degree Elevation.- 5.6 Degree Reduction.- Exercises.- Six Advanced Geometric Algorithms.- 6.1 Point Inversion and Projection for Curves and Surfaces.- 6.2 Surface Tangent Vector Inversion.- 6.3 Transformations and Projections of Curves and Surfaces.- 6.4 Reparameterization of NURBS Curves and Surfaces.- 6.5 Curve and Surface Reversal.- 6.6 Conversion Between B-spline and Piecewise Power Basis Forms.- Exercises.- Seven Conics and Circles.- 7.1 Introduction.- 7.2 Various Forms for Representing Conics.- 7.3 The Quadratic Rational Bézier Arc.- 7.4 Infinite Control Points.- 7.5 Construction of Circles.- 7.6 Construction of Conies.- 7.7 Conic Type Classification and Form Conversion.- 7.8 Higher Order Circles.- Exercises.- Eight Construction of Common Surfaces.- 8.1 Introduction.- 8.2 Bilinear Surfaces.- 8.3 The General Cylinder.- 8.4 The Ruled Surface.- 8.5 The Surface of Revolution.- 8.6 Nonuniform Scaling of Surfaces.- 8.7 A Three-sided Spherical Surface.- Nine Curve and Surface Fitting.- 9.1 Introduction.- 9.2 Global Interpolation.- 9.2.1 Global Curve Interpolation to Point Data.- 9.2.2 Global Curve Interpolation with End Derivatives Specified.- 9.2.3 Cubic Spline Curve Interpolation.- 9.2.4 Global Curve Interpolation with First Derivatives Specified.- 9.2.5 Global Surface Interpolation.- 9.3 Local Interpolation.- 9.3.1 Local Curve Interpolation Preliminaries.- 9.3.2 Local Parabolic Curve Interpolation.- 9.3.3 Local Rational Quadratic Curve Interpolation.- 9.3.4 Local Cubic Curve Interpolation.- 9.3.5 Local Bicubic Surface Interpolation.- 9.4 Global Approximation.- 9.4.1 Least Squares Curve Approximation.- 9.4.2 Weighted and Constrained Least Squares Curve Fitting.- 9.4.3 Least Squares Surface Approximation.- 9.4.4 Approximation to Within a Specified Accuracy.- 9.5 Local Approximation.- 9.5.1 Local Rational Quadratic Curve Approximation.- 9.5.2 Local Nonrational Cubic Curve Approximation.- Exercises.- Ten Advanced Surface Construction Techniques.- 10.1 Introduction.- 10.2 Swung Surfaces.- 10.3 Skinned Surfaces.- 10.4 Swept Surfaces.- 10.5 Interpolation of a Bidirectional Curve Network.- 10.6 Coons Surfaces.- Eleven Shape Modification Tools.- 11.1 Introduction.- 11.2 Control Point Repositioning.- 11.3 Weight Modification.- 11.3.1 Modification of One Curve Weight.- 11.3.2 Modification of Two Neighboring Curve Weights.- 11.3.3 Modification of One Surface Weight.- 11.4 Shape Operators.- 11.4.1 Warping.- 11.4.2 Flattening.- 11.4.3 Bending.- 11.5 Constraint-based Curve and Surface Shaping.- 11.5.1 Constraint-based Curve Modification.- 11.5.2 Constraint-based Surface Modification.- Twelve Standards and Data Exchange.- 12.1 Introduction.- 12.2 Knot Vectors.- 12.3 Nurbs Within the Standards.- 12.3.1 IGES.- 12.3.2 STEP.- 12.3.3 PHIGS.- 12.4 Data Exchange to and from a NURBS System.- Thirteen B-spline Programming Concepts.- 13.1 Introduction.- 13.2 Data Types and Portability.- 13.3 Data Structures.- 13.4 Memory Allocation.- 13.5 Error Control.- 13.6 Utility Routines.- 13.7 Arithmetic Routines.- 13.8 Example Programs.- 13.9 Additional Structures.- 13.10 System Structure.- References.","brand":"Springer-Verlag Berlin and Heidelberg GmbH \u0026 Co. KG","offers":[{"title":"Default Title","offer_id":48743130890583,"sku":"9783540615453","price":71.24,"currency_code":"GBP","in_stock":true}]},{"product_id":"cuda-for-engineers-9780134177410","title":"CUDA for Engineers","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp style=\"margin:0px;\"\u003e\u003cb\u003eDuane Storti\u003c\/b\u003e 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.\u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003e \u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003e\u003cb\u003eMete Yurtoglu\u003c\/b\u003e 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.\u003c\/p\u003e \u003cp style=\"margin:0px;\"\u003e \u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003c\/p\u003e \u003cb\u003e\u003ci\u003e\u003c\/i\u003e\u003c\/b\u003e\u003cp\u003e\u003cb\u003e\u003ci\u003eAcknowledgments            xvii\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eAbout the Authors             xix\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eIntroduction          1\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eWhat Is CUDA?     1\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eWhat Does “Need-to-Know” Mean for Learning CUDA?     2\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eWhat Is Meant by “for Engineers”?     3\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eWhat Do You Need to Get Started with CUDA?      4\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eHow Is This Book Structured?      4\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eConventions Used in This Book      8\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eCode Used in This Book      8\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eUser’s Guide      9\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eHistorical Context      10\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eReferences      12\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eChapter 1: First Steps            13\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eRunning CUDA Samples      13\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eRunning Our Own Serial Apps      19\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSummary      22\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSuggested Projects      23\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eChapter 2: CUDA Essentials           25\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eCUDA’s Model for Parallelism     25\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eNeed-to-Know CUDA API and C Language Extensions     28\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSummary      31\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSuggested Projects      31\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eReferences      31\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eChapter 3: From Loops to Grids           33\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eParallelizing dist_v1    33\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eParallelizing dist_v2      38\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eStandard Workflow      42\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSimplified Workflow      43\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSummary      47\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSuggested Projects      48\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eReferences      48\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eChapter 4: 2D Grids and Interactive Graphics           49\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eLaunching 2D Computational Grids      50\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eLive Display via Graphics Interop     56\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eApplication: Stability      66\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSummary      76\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSuggested Projects      76\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eReferences      77\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eChapter 5: Stencils and Shared Memory           79\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eThread Interdependence      80\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eComputing Derivatives on a 1D Grid      81\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSummary     117\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSuggested Projects      118\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eReferences      119\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eChapter 6: Reduction and Atomic Functions          121\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eThreads Interacting Globally      121\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eImplementing parallel_dot      123\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eComputing Integral Properties: centroid_2d      130\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSummary      138\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSuggested Projects      138\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eReferences       138\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eChapter 7: Interacting with 3D Data           141\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eLaunching 3D Computational Grids: dist_3d     144\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eViewing and Interacting with 3D Data: vis_3d      146\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSummary      171\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSuggested Projects     171\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eReferences     171\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eChapter 8: Using CUDA Libraries           173\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eCustom versus Off-the-Shelf      173\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eThrust      175\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003ecuRAND      190\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eNPP      193\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eLinear Algebra Using cuSOLVER and cuBLAS      . 201\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003ecuDNN      207\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eArrayFire      207\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSummary      207\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSuggested       208\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eReferences     209\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eChapter 9: Exploring the CUDA Ecosystem            211\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eThe Go-To List of Primary Sources      211\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eFurther Sources      217\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSummary      218\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSuggested Projects     219\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eAppendix A: Hardware Setup           221\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eChecking for an NVIDIA GPU: Windows      221\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eChecking for an NVIDIA GPU: OS X     222\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eChecking for an NVIDIA GPU: Linux     223\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eDetermining Compute Capability      223\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eUpgrading Compute Capability      225\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eAppendix B: Software Setup            229\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eWindows Setup     229\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eOS X Setup      238\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eLinux Setup      240\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eAppendix C: Need-to-Know C Programming          245\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eCharacterization of C     245\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eC Language Basics      246\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eData Types, Declarations, and Assignments      248\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eDefining Functions      250\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eBuilding Apps: Create, Compile, Run, Debug      251\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eArrays, Memory Allocation, and Pointers      262\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eControl Statements: for, if      263\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eSample C Programs     267\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eReferences     277\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003cb\u003eAppendix D: CUDA Practicalities: Timing, Profiling, Error Handling, and Debugging            279\u003c\/b\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eExecution Timing and Profiling      279\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eError Handling     292\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eDebugging in Windows      298\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eDebugging in Linux     305\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eCUDA-MEMCHECK     308\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eUsing Visual Studio Property Pages      309\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eReferences     312\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e\u003ci\u003e\u003cb\u003eIndex            313\u003c\/b\u003e\u003c\/i\u003e\u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48864169754967,"sku":"9780134177410","price":31.82,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780134177410.jpg?v=1722270717"},{"product_id":"adobe-photoshop-classroom-in-a-book-2023-release-9780137965892","title":"Adobe Photoshop Classroom in a Book 2023 release","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eGetting Started\u003c\/p\u003e \u003cp\u003e1 Getting to Know the Work Area\u003c\/p\u003e \u003cp\u003e2 Basic Photo Corrections\u003c\/p\u003e \u003cp\u003e3 Working with Selections\u003c\/p\u003e \u003cp\u003e4 Layer Basics\u003c\/p\u003e \u003cp\u003e5 Quick Fixes\u003c\/p\u003e \u003cp\u003e6 Masks and Channels\u003c\/p\u003e \u003cp\u003e7 Typographic Design\u003c\/p\u003e \u003cp\u003e8 Vector Drawing Techniques\u003c\/p\u003e \u003cp\u003e9 Advanced Compositing\u003c\/p\u003e \u003cp\u003e10 Painting with the Mixer Brush\u003c\/p\u003e \u003cp\u003e11 Editing Video\u003c\/p\u003e \u003cp\u003e12 Working with Camera Raw\u003c\/p\u003e \u003cp\u003e13 Preparing Files for The Web\u003c\/p\u003e \u003cp\u003e14 Producing and Printing Consistent Color\u003c\/p\u003e \u003cp\u003e15 Exploring Neural Filters\u003c\/p\u003e \u003cp\u003eAppendixes\u003c\/p\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48864177127767,"sku":"9780137965892","price":41.64,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780137965892.jpg?v=1722270754"},{"product_id":"adobe-illustrator-classroom-in-a-book-2023-release-9780137967179","title":"Adobe Illustrator Classroom in a Book 2023","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eGetting 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","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":48864177160535,"sku":"9780137967179","price":44.09,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780137967179.jpg?v=1722270753"},{"product_id":"r-graphics-cookbook-9781491978603","title":"R Graphics Cookbook","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThis 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.","brand":"O'Reilly Media","offers":[{"title":"Default Title","offer_id":48867306537303,"sku":"9781491978603","price":47.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781491978603.jpg?v=1722282706"},{"product_id":"the-latex-graphics-companion-tools-and-techniques-for-computer-typesetting-9783965433038","title":"The LATEX Graphics Companion: Tools and","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e","brand":"Lehmanns Media GmbH","offers":[{"title":"Default Title","offer_id":48869442552151,"sku":"9783965433038","price":42.01,"currency_code":"GBP","in_stock":true}]},{"product_id":"perspective-warps-and-distorts-with-adobe-tools-volume-1-9781484287095","title":"Perspective Warps and Distorts with Adobe Tools","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cdiv\u003eChapter 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 \u0026amp; Content-Aware Scale.- Chapter 8: Basic Filters \u0026amp; Smart Filters.- Chapter 9: Advance Filters working Smart Filters.\u003c\/div\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eChapter 1:  Introduction to Warps\u003cbr\u003eChapter 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)\u003cbr\u003eChapter 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 \u0026gt; Offset filter• Defining a Pattern (where are they stored)• Live shapes pathfinder properties using Pen and Shapes tools• Edit \u0026gt; 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\t \u003cbr\u003eChapter 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 styles\u003cbr\u003eChapter 5: Warping TextSub - Topics: • Create Warp Text• Covert Text to Path, Shape Layer or a Frame.• Warping text while the FX Styles are applied\u003cbr\u003eChapter 6: Working with Puppet WarpSub - Topics: • Edit \u0026gt; Puppet Warp (Tool)\u003cbr\u003eChapter 7: Perspective Warp \u0026amp; Content-Aware ScaleSub - Topics: • Edit \u0026gt; Perspective Warp• Edit \u0026gt; Content Aware Scale• Edit \u0026gt; Sky Replacement\u003cbr\u003eChapter 8: Basic Filters \u0026amp; Smart FiltersSub - Topics: Basic Filters:• Filter Gallery \u0026gt; Distort (Diffuse Glow, Glass and Ocean ripple,) Texture \u0026gt; Stained glass • Filter \u0026gt; Blur (Radial Blur, Shape Blur)• Filter \u0026gt; Blur Gallery (Spin Blur)• Filter \u0026gt; Distort (Displace, Pinch, Polar Coordinates, Ripple, Sheer, Spherize, Twirl, Wave, Zigzag)• Filter \u0026gt; Pixelate (Crystalize, Mosaic, Pointillize)• Stylize \u0026gt; 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 \u0026gt; Render Tree, Flame and Picture Frame \u003cbr\u003eChapter 9: Advance Filters working Smart FiltersSub - Topics: • Advanced filters:  o Lens Correction (Correcting Distortion)  o Adaptive Wide Angle (Correcting Distortion)  o Camera Raw Filter \u0026gt; geometry (Correcting Distortion)  o Filter \u0026gt; Vanishing Point  o Filter \u0026gt; Liquify (workspace related tools)  o Filter \u0026gt; Neural Filters Workspace (Smart Portrait, Landscape Mixer)","brand":"APress","offers":[{"title":"Default Title","offer_id":48885828583767,"sku":"9781484287095","price":41.24,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781484287095.jpg?v=1722537844"},{"product_id":"perspective-warps-and-distorts-with-adobe-tools-volume-2-9781484288283","title":"Perspective Warps and Distorts with Adobe Tools","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eChapter 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?\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eChapter 1: Introduction to Warps in IllustratorSub -Topics• Setting up the Workspace• Illustrator Panel Review• Saving Your File\u003cbr\u003eChapter 2: Pen and Shape Tools ReviewSub - Topics:• Pen Tools \u0026amp; Curvature Tool• Selection \u0026amp; Direct Selection, Group Selection Tool• Shape tools (Rectangle, Rounded Rectangle, Ellipse, etc.)• Align Panel• Pathfinder Panel• Project\u003cbr\u003eChapter 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• Project\u003cbr\u003eChapter 4: Working with Puppet Warp ToolSub - Topics: • Puppet Warp Tool• Project\u003cbr\u003eChapter 5: Working with Shape Warp (Liquify) ToolsSub – Topics: • Width Tool• Warp Tool• Twirl Tool• Pucker Tool• Bloat Tool• Scallop Tool• Crystalize Tool• Wrinkle Tool• Project\u003cbr\u003eChapter 6: Working with the Blend ToolSub – Topics: • Blend Tool and Options• Symbols and the Blend Tool• Project\u003cbr\u003eChapter 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• Projects\u003cbr\u003e\u003cbr\u003eChapter 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 Panel\u003cbr\u003eChapter 9: Creating Envelope DistortsSub - Topics: • Envelope Distorts on Objects and Type• Make with Warp• Make with Mesh• Make with Top Object• Project\u003cbr\u003eChapter 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• Project\u003cbr\u003eChapter 11: Working with Effect Filters Sub - Topics: • Illustrator Effects o 3D and Materials o Convert to Shape o Crop Marks o Distort \u0026amp; 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 effects\u003cbr\u003eChapter 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 Symbols\u003cbr\u003eChapter 13: Working with 3D and PerspectiveSub - Topics: • Perspective Grid \u0026amp; Perspective Selection Tools• Effect \u0026gt; 3D and Materials (3D Classic)  o Rotate (Classic)  o Revolve (Classic)  o Extrude \u0026amp; Bevel (Classic) • Effect \u0026gt; 3D and Materials Panel  o Project  o Rotate  o Materials   o Revolve  o Extrude \u0026amp; Bevel  o Inflate• Project• Graph Tools and 3D Effect for creating beginner Infographic Idea\u003cbr\u003eChapter 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","brand":"APress","offers":[{"title":"Default Title","offer_id":48885829140823,"sku":"9781484288283","price":41.24,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781484288283.jpg?v=1722537846"},{"product_id":"introduction-to-computer-graphics-using-opengl-and-java-9783031281341","title":"Introduction to Computer Graphics: Using OpenGL","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eA basic understanding of the key techniques in computer graphics can open the door to this exciting field and its many applications, including for video games and for augmented and virtual reality.\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eThis easy-to-follow textbook and reference introduces the fundamental concepts of computer graphics, integrating both technical background and theory with practical examples and applications throughout. Thoroughly revised and updated, this new edition continues to present a user-friendly approach to creating images and animations, complementing the expanded coverage of topics with usage of example programs and exercises.\u003c\/p\u003e\u003cp\u003e\u003cb\u003eTopics and features:\u003c\/b\u003e\u003c\/p\u003e\u003cul\u003e\n\u003cli\u003eContains pedagogical tools, including      easy-to-understand example programs and end-of-chapter exercises\u003c\/li\u003e\n\u003cli\u003ePresents a practical guide to basic computer graphics      programming using the Open Graphics Library (OpenGL) and the widely used      Java programming language\u003c\/li\u003e\n\u003cli\u003eIncludes new and expanded content on the OpenGL      graphics pipelines, shader programming, drawing basic objects using the      OpenGL, three-dimensional modelling, quaternions, rasterisation, antialiasing and more\u003c\/li\u003e\n\u003cli\u003eSupplies complete Java project examples as supplementary      material\u003c\/li\u003e\n\u003c\/ul\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eThis reader-friendly textbook is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics. It will enable readers to immediately implement these concepts using the OpenGL and Java (with only elementary knowledge of the programming language).\u003c\/p\u003e\u003cb\u003eProf. Dr.-Ing. Karsten Lehn\u003c\/b\u003e works at the Faculty of Information Technology at Fachhochschule Dortmund, University of Applied Sciences and Arts.\u003cb\u003e \u003c\/b\u003e\u003cb\u003eProf. Dr. Merijam Gotzes \u003c\/b\u003eis teaching at Hamm-Lippstadt University of Applied Sciences.\u003cb\u003e \u003c\/b\u003e\u003cb\u003eProf. Dr. Frank Klawonn\u003c\/b\u003e is head of the Data Analysis and Pattern Recognition Laboratory at the Ostfalia University of Applied Sciences and heads the Biostatistics Research Group at the Helmholtz Centre for Infection Research.\u003cp\u003e\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e","brand":"Springer International Publishing AG","offers":[{"title":"Default Title","offer_id":48889016582487,"sku":"9783031281341","price":35.87,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783031281341.jpg?v=1722552280"},{"product_id":"metaverse-concept-content-and-context-9783031243615","title":"Metaverse Concept Content and Context","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThe metaverse, a hybrid society of the real and the virtual is attracting significant attention from academia to industry and is starting to change the world.","brand":"Springer International Publishing AG","offers":[{"title":"Default Title","offer_id":49084754559319,"sku":"9783031243615","price":49.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783031243615.jpg?v=1725553235"},{"product_id":"truthful-art-the-9780321934079","title":"Truthful Art The","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003eThe Truthful Art\u003c\/b\u003e is an introduction to quantitative thinking and statistical and cartographical representation written specifically for journalists and designers. A follow-up to \u003ci\u003eThe Functional Art\u003c\/i\u003e, it goes into the specifics of how to create functional charts, maps, and graphs.\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\"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 University\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003ePreface:\u003c\/b\u003e It All Begins With a Spark \u003c\/p\u003e \u003cp\u003e\u003cb\u003eIntroduction:\u003c\/b\u003e The Island of Knowledge and the Shoreline of Wonder \u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePART I: FOUNDATIONS\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 1:\u003c\/b\u003e What We Talk About When We Talk About Visualization \u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2: \u003c\/b\u003eThe Five Qualities of Great Visualizations \u003c\/p\u003e \u003cp\u003e\u003cbr\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePART II: TRUTHFUL\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3: \u003c\/b\u003eThe Truth Continuum \u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4:\u003c\/b\u003e Of Conjectures and Uncertainty \u003c\/p\u003e \u003cp\u003e\u003cbr\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePART III: FUNCTIONAL\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5:\u003c\/b\u003e Basic Principles of Visualization \u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6: \u003c\/b\u003eExploring Data With Simple Charts \u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7: \u003c\/b\u003eVisualizing Distributions \u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8: \u003c\/b\u003eRevealing change \u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9: \u003c\/b\u003eSeeing Relationships \u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10:\u003c\/b\u003e Mapping Data \u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 11: \u003c\/b\u003eConfidence and Significance \u003c\/p\u003e \u003cp\u003e\u003cbr\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePART IV: PRACTICE\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 12: \u003c\/b\u003eOn Creativity and Innovation \u003c\/p\u003e \u003cp\u003e\u003cb\u003eAn Epilogue on What Lies Ahead\u003c\/b\u003e\u003c\/p\u003e","brand":"Pearson Education (US)","offers":[{"title":"Default Title","offer_id":49371673395543,"sku":"9780321934079","price":33.29,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780321934079.jpg?v=1730154150"},{"product_id":"designing-humancentric-ai-experiences-9781484280874","title":"Designing HumanCentric AI Experiences","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cdiv\u003eUser 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. \u003c\/div\u003e\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\u003cdiv\u003eAI\/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. \u003c\/div\u003e\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\u003cdiv\u003eApplied 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 indivi\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003ePart 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. \u003c\/div\u003e","brand":"APress","offers":[{"title":"Default Title","offer_id":49372168192343,"sku":"9781484280874","price":49.49,"currency_code":"GBP","in_stock":true}]},{"product_id":"programming-interactivity-9781449311445","title":"Programming Interactivity","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eProgramming 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.","brand":"O'Reilly Media","offers":[{"title":"Default Title","offer_id":49408543555927,"sku":"9781449311445","price":29.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781449311445.jpg?v=1730503277"},{"product_id":"learning-actionscript-3-0-9781449390174","title":"Learning ActionScript 3.0","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eIf 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.","brand":"O'Reilly Media","offers":[{"title":"Default Title","offer_id":49408550797655,"sku":"9781449390174","price":29.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781449390174.jpg?v=1730503305"},{"product_id":"accurate-layer-selections-using-photoshops-selection-tools-9781484274927","title":"Accurate Layer Selections Using Photoshops","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eTake 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.\u003c\/p\u003e\u003cp\u003eAuthor \u003cb\u003eJennifer Harder\u003c\/b\u003e 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. \u003c\/p\u003e\u003cp\u003eTo round things out, you will learn how to use Illustrator''s different features to further enhance your work. On completing the book, yo\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003ePart 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 files\u003cbr\u003eChapter 2:  Basic Tools to Know in PhotoshopSub –Topics• Basic tools to know in Photoshop• Filters• Saving files\u003cbr\u003eChapter 3:  Basic Marquee ToolsSub –Topics• Basic Marquee tools• Making rectangular and elliptical selections• Single column marquee\u003cbr\u003eChapter 4:  Using Crop Tools to Make SelectionsSub –Topics:• Using crop tools (crop and perspective) to make selections\u003cbr\u003ePart 2: Working in Photoshop, Creating Intermediate SelectionsChapter 5:  Lasso Selection ToolsSub – Topics:• Lasso selection tools for more complex shape selections\u003cbr\u003eChapter 6:  Selections Magic Wand, Quick Mask Mode, \u0026amp; Type MaskSub – Topics:• Selections that need a Magic Wand expanding and contracting • Quick Mask Mode with a brush• Type mask selections\u003cbr\u003eChapter 7:  Quick Selection and Object Selection ToolsSub - Topics• Quick selection tool• Object selection tool\u003cbr\u003eChapter 8:  Using Select Color Range and SkySub – Topics:• Using Select Color Range and Sky to select difficult subjects\u003cbr\u003eChapter 9:  Working with Focus Area \u0026amp; Select and Mask PropertiesSub – Topics:• Focus area dialog box• Select and mask properties for multiple selection tools dialog box\u003cbr\u003ePart 3: Working in Photoshop, Creating Advanced SelectionsChapter 10: Shape Tool, Pen Tool, and Creating PathsSub - Topics:• Shape tools• Pen tools• Creating paths and saving them\u003cbr\u003eChapter 11: Channel Selections from PathsSub - Topics:• Channel selections from paths• Saving selections and loading them\u003cbr\u003eChapter 12: Save a Selection as a Layer MaskSub - Topics:• Save a selection as a layer mask• Refining masks on layers and adjustment layers\t \u003cbr\u003ePart 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 artwork\u003cbr\u003eChapter 14: Image TraceSub - Topics: • Image tracing panel options\u003cbr\u003eChapter 15: Working with the Pen ToolsSub - Topics: • Working with the Pen tools• Using blend Modes \u0026amp; Layers\u003cbr\u003eChapter 16: Illustrator ToolsSub - Topics: • Working with Illustrator tools o Paint brush o Blob brush o Eraser tool o Scissor tool \u0026amp; Knife tool o Shaper, Pencil, Path Eraser, Join tools o Live Paint Bucket and Live Selection tools \u0026amp; Shape builder\u003cbr\u003eChapter 17: Adjust Colors and Saving ArtworkSub - Topics: • Adjust colors and saving artwork\u003cbr\u003eChapter 18: ConclusionSub - Topics:  • Looking at other Adobe programs such as Adobe Animate\u003c\/p\u003e","brand":"APress","offers":[{"title":"Default Title","offer_id":49409123647831,"sku":"9781484274927","price":41.24,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781484274927.jpg?v=1730505524"},{"product_id":"metaverse-concept-content-and-context-9783031243585","title":"Metaverse: Concept, Content and Context","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eThe metaverse, a hybrid society of the real and the virtual is attracting significant attention from academia to industry and is starting to change the world. Composed of ten chapters, this book introduces the metaverse from three aspects – concept, content and context. It starts with numerous concepts related to the metaverse, such as virtual reality, augmented reality, Web 3.0 and NFTs and describes the background, features, advantages and disadvantages. It then presents the content or key techniques around the metaverse, Artificial Intelligence, big data, edge computing, 3D modeling and blockchain. For each technique, it depicts how it performs to advance the development of the metaverse. Finally, it gives the context of the metaverse and illustrates the new society in the virtual world, consisting of economic systems, assets, social activities, security, law, etcetera.  \u003c\/p\u003e\u003cp\u003eOverall, \u003ci\u003eMetaverse: Concept, Content and Context\u003c\/i\u003e provides a panoramic view of the metaverse, a key feature of which is the intuitive visualizations with numerous figures that clearly address the main aspects. 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Metaverse.- 2 Metaverse,Web 3.0,Big Data and AI.- 3 Metaverse and Immersive Interaction Technology.- 4 Metaverse and Blockchain.- 5 Metaverse and Social View.- 6 Asset View of the Metaverse.- 7 Metaverse Security.- 8 Metaverse and Law.- 9 Metaverse and Investing.- 10 The Future of the Metaverse.- Index.\u003c\/p\u003e\u003cbr\u003e\u003cp\u003e\u003c\/p\u003e","brand":"Springer International Publishing AG","offers":[{"title":"Default Title","offer_id":49415701102935,"sku":"9783031243585","price":49.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783031243585.jpg?v=1730527837"},{"product_id":"empowering-novel-geometric-algebra-for-graphics-and-engineering-7th-international-workshop-engage-2022-virtual-event-september-12-2022-proceedings-9783031309229","title":"Empowering Novel Geometric Algebra for Graphics","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eThis book constitutes the proceedings of the Workshop Empowering Novel Geometric Algebra for Graphics and Engineering, ENGAGE 2022, held in conjunction with Computer Graphics International conference, CGI 2022, which took place virtually, in September 2022. \u003c\/p\u003e  The 10 full papers included in this volume were carefully reviewed and selected from 12 submissions. The workshop focused specifically on important aspects of geometric algebra including algebraic foundations, digitized transformations, orientation, conic fitting, protein modelling, digital twinning, and multidimensional signal processing.\u003cp\u003e\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eFoundations of Geometric Algebra.- Transformations, Orientation and Fitting.- Modelling Proteins and Cities.- Signal Processing with Octonions.","brand":"Springer International Publishing AG","offers":[{"title":"Default Title","offer_id":49415707165015,"sku":"9783031309229","price":42.74,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783031309229.jpg?v=1730527856"},{"product_id":"pro-ogre-3d-programming-9781590597101","title":"Pro OGRE 3D Programming","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003ePro OGRE 3D Programming offers a detailed guide to the cross-platform Object-Oriented Graphics Rendering Engine (OGRE) 3D engine. 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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","brand":"Elsevier Science","offers":[{"title":"Default Title","offer_id":51017541157207,"sku":"9780128008942","price":56.69,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780128008942.jpg?v=1750773886"},{"product_id":"computer-graphics-with-open-gl-9781292024257","title":"Computer Graphics with Open GL","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cul\u003e\n\u003cli\u003e1 Computer Graphics Hardware \u003c\/li\u003e\n\u003cli\u003e2 Computer Graphics \u003c\/li\u003e\n\u003cli\u003e3 Graphics Output Primitives \u003c\/li\u003e\n\u003cli\u003e4 Attributes of Graphics Primitives \u003c\/li\u003e\n\u003cli\u003e5 Implementation Algorithms for Graphics Primitives and Attributes \u003c\/li\u003e\n\u003cli\u003e6 Two-Dimensional Geometric Transformations \u003c\/li\u003e\n\u003cli\u003e7 Two-Dimensional Viewing \u003c\/li\u003e\n\u003cli\u003e8 Three-Dimensional Geometric Transformations \u003c\/li\u003e\n\u003cli\u003e9 Three-Dimensional Viewing \u003c\/li\u003e\n\u003cli\u003e10 Hierarchical Modeling \u003c\/li\u003e\n\u003cli\u003e11 Computer Animation \u003c\/li\u003e\n\u003cli\u003e12 Three-Dimensional Object Representations \u003c\/li\u003e\n\u003cli\u003e13 Spline Representations \u003c\/li\u003e\n\u003cli\u003e14 Visible-Surface Detection Methods \u003c\/li\u003e\n\u003cli\u003e15 Illumination Models and Surface-Rendering Methods \u003c\/li\u003e\n\u003cli\u003e16 Texturing and Surface-Detail Methods \u003c\/li\u003e\n\u003cli\u003e17 Color Models and Color Applications \u003c\/li\u003e\n\u003cli\u003e18 Interactive Input Methods and Graphical User Interfaces \u003c\/li\u003e\n\u003cli\u003e19 Global Illumination  \u003c\/li\u003e\n\u003cli\u003e 20 Programmable Shaders \u003c\/li\u003e\n\u003cli\u003e21 Algorithmic Modeling \u003c\/li\u003e\n\u003cli\u003e22 Visualization of Data Sets \u003c\/li\u003e\n\u003cli\u003eA Mathematics for Computer Graphics \u003c\/li\u003e\n\u003cli\u003eB Graphics File Formats\u003cbr\u003e \u003c\/li\u003e\n\u003c\/ul\u003e","brand":"Pearson Education","offers":[{"title":"Default Title","offer_id":51019577491799,"sku":"9781292024257","price":999.99,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781292024257.jpg?v=1750780681"},{"product_id":"gamemaker-studio-100-programming-challenges-9781484226438","title":"GameMaker Studio 100 Programming Challenges","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cdiv\u003ePush 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.\u003c\/div\u003e\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\u003cdiv\u003eThink you''re a good GameMaker game application developer or programmer? Think again with this awesome book!\u003c\/div\u003e\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\u003cdiv\u003e\u003cb\u003eWhat You''ll Learn\u003c\/b\u003e\u003c\/div\u003e\u003cdiv\u003e\u003cb\u003e\u003cbr\u003e\u003c\/b\u003e\u003c\/div\u003e\u003cdiv\u003e\u003cul\u003e\n\u003cli\u003eUpgrade your skills with each specific game application coding challenge\u003cbr\u003e\n\u003c\/li\u003e\n\u003cli\u003eCreate many different game events, action or scenarios\u003cbr\u003e\n\u003c\/li\u003e\n\u003cli\u003eCode for many different kinds of game applications or themes from space to adventure to sports to fantasy\u003cbr\u003e\n\u003c\/li\u003e\n\u003c\/ul\u003e\u003c\/div\u003e\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\u003cdiv\u003e\u003cb\u003eWho This Book Is For\u003c\/b\u003e\u003c\/div\u003e\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\u003cdiv\u003eGameMaker and GameMaker: Studio users and code\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eChallenge 1 Maths Bar Graph 1Challenge 2 Clickable \u0026amp; Moveable Object 3Challenge 3 Room Fade In \u0026amp; 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 \u0026amp; Save Locally 25Challenge 14 Shuffle Pack Of Playing Cards \u0026amp; Deal 5 27Challenge 15 Reverse Sentence Order 29Challenge 16 Rotate \u0026amp; 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 \u0026amp; 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 \u0026amp; 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 \u0026amp; 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 \u0026amp; 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\u0026lt;\u003c\/div\u003e","brand":"APress","offers":[{"title":"Default Title","offer_id":51019937677655,"sku":"9781484226438","price":37.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781484226438.jpg?v=1750781803"},{"product_id":"learn-rpgs-in-gamemaker-studio-9781484229453","title":"Learn RPGs in GameMaker Studio","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eCarry 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.  \u003c\/p\u003e\u003cp\u003eUsing \u003ci\u003eLearn RPGs in GameMaker: Studio\u003c\/i\u003e, 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.  \u003c\/p\u003e\u003cp\u003e\u003cb\u003eWhat You''ll Learn\u003c\/b\u003e\u003c\/p\u003e\u003cul\u003e  \u003cli\u003eUse the GameMaker: Studio      platform to design and build a role playing game\u003c\/li\u003e  \u003cli\u003eCreate a story for game      design purposes, using a plot line and defining characters \u003c\/li\u003e  \u003cli\u003eDiscover the impact of      aesthetics on art style, character separation, scene development, sound      design and views\u003c\/li\u003e  \u003cli\u003eMaster core gameplay      elements such as battles, exploratio\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e1. 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 \u0026amp; 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 \u0026amp; Dual View40. Game End41. Saving\u003cbr\u003e\n\u003c\/li\u003e\n\u003c\/ul\u003e","brand":"APress","offers":[{"title":"Default Title","offer_id":51019937939799,"sku":"9781484229453","price":58.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781484229453.jpg?v=1750781804"},{"product_id":"mixed-reality-and-gamification-for-cultural-heritage-9783319841984","title":"Mixed Reality and Gamification for Cultural","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eThis 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.\u003c\/p\u003e\u003cp\u003eTo 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.\u003c\/p\u003e\u003cp\u003eThis 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.\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eDigital Heritage \u0026amp; 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.","brand":"Springer International Publishing AG","offers":[{"title":"Default Title","offer_id":51021162283351,"sku":"9783319841984","price":67.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783319841984.jpg?v=1750785334"},{"product_id":"advanced-algorithmic-approaches-to-medical-image-segmentation-state-of-the-art-applications-in-cardiology-neurology-mammography-and-pathology-9781852333898","title":"Advanced Algorithmic Approaches to Medical Image","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eMedical 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e1. 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.","brand":"Springer London Ltd","offers":[{"title":"Default Title","offer_id":51043040395607,"sku":"9781852333898","price":179.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781852333898.jpg?v=1750956769"},{"product_id":"media-innovations-ar-and-vr-success-factors-for-the-development-of-experiences-9783662662793","title":"Media Innovations AR and VR: Success Factors For","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eAugmented 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. \u003cbr\u003eContent producers face novel challenges in content development, method selection, teamwork, and the overall production process of AR and VR experiences.\u003cbr\u003eThe 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.\u003cp\u003eThis book is a translation of the original German 1\u003csup\u003est\u003c\/sup\u003e edition \u003ci\u003eMedieninnovationen AR und VR \u003c\/i\u003eby 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.\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eIntroduction.- 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.","brand":"Springer-Verlag Berlin and Heidelberg GmbH \u0026 Co. KG","offers":[{"title":"Default Title","offer_id":51044751049047,"sku":"9783662662793","price":26.24,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783662662793.jpg?v=1750962625"},{"product_id":"handbuch-digitaler-bild-und-filtereffekte-1500-beispiele-elektronischer-bildbearbeitung-9783642634574","title":"Handbuch digitaler Bild- und Filtereffekte: 1500","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eWerbegrafiker, DTPler, Fotografen und alle, die Abbildungen und Illustrationen mit dem Computer herstellen, benutzen Mal- und Retuscheprogramme. Diese Programme enthalten eine große Zahl von Werkzeugen (Filter), mit deren Hilfe es möglich ist, Bilder und Fotos in unterschiedlichster Weise zu erzeugen, zu bearbeiten und zu verfremden, deren Anwendung jedoch umfangreiche Spezialkenntnisse voraussetzt. Das Buch erklärt anhand zahlreicher Illustrationen (teilweise farbig), wie diese Werkzeuge effektiv benutzt werden und welche Ergebnisse man mit welchen Einstellungen erhalten kann. Die Darstellung ist programmübergreifend. Dadurch ist es möglich, gezielt die gewünschten Effekte und Programme zu finden und anzuwenden. Für Macintosh und Windows!\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\"Mit viel Fleiß und Erfahrung hat Hans D. Baumann eines der ersten Nachschlagewerke für die tägliche Praxis der Bildbearbeitung geschaffen.\" (PAGE) \"Muß-man-haben-Faktor: 95%\" (Layout)\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eZum Gebrauch des Buches.- Auswahlen.- Auswahlrechteck, Auswahlquadrat.- Auswahlellipse, Lasso.- Auswahlpolygon, Alles auswählen.- Farbauswahl (Zauberstab).- Kantenunschärfe, Ausfransung.- Auswahl ohne Binnenbereiche.- Auswahlgrenzen und -konturen.- Auswahlen verändern, erweitern.- Schwebende Auswahlen.- Bewegen von Auswahlen.- Montagekontrollen.- Alphakanal, Maskierung.- Kanäle berechnen.- Freistellen.- Dynamische Effekte.- Interpolation neuer Bereiche.- Skalieren.- Spiegeln, Umklappen.- Neigen, Scheren.- Drehen, Rotieren.- Freies Verzerren.- Perspektive (simuliert).- Biegen.- Bézierverzerrung.- Verdrehen.- Echte Perspektive.- Verzerrungsnetz.- Zusammendrücken.- Zusammendrücken (negativ).- Polarkoordinaten.- Wellenkräuselung.- Kugelumwandlung.- Turbulenz.- Wirbeleffekt.- Welleneffekt.- Welleneffekt, konzentrisch.- Dunkelkammertechniken.- Konvolutionsfilter.- Bewegungsunschärfe.- Bewegungsunschärfe radial.- Bildbereiche akzentuieren.- cMulti.- Blendenflecken.- Fischaugenobjektiv.- Gitterfilter.- Gradations-und Effektkurven.- Helligkeit (abdunkeln).- Helligkeit (aufhellen).- Helligkeit (Grauschleier).- Invertieren.- Kontrast.- Konturen.- Konturen akzentuieren.- Pillowshading.- Pseudosolarisation, Sabatier-Effekt.- Runzelkorn und Bitmap-Umwandlung.- Bitmap-Umwandlung.- Scharfzeichnen.- Konturen scharfzeichnen.- Konturen leuchtender.- Shine, Starshine, Black Star.- Tontrennung.- Tonwertkorrektur.- Tonwertangleichung.- Unscharfeffekt.- Verwacklungseffekt.- Verschiebungseffekt.- Weichzeichnen.- Weichzeichnen (Störungen entfernen).- Gaulßscher Weichzeichner.- Weichzeichnen (Super blur).- Weichzeichnen (Unschärfe).- Farbeffekte.- Falschfarben, Farbaustausch.- Farbton, Farbsättigung.- Farbbalance.- Farbfilter (Kolorieren).- Farbtiefe (Bit-Tiefe).- Farbverläufe.- Farbverläufe mit Transparenzpositionen.- Gradations- und Effektkurven.- Tontrennung.- Struktur- und Gemäldeeffekte.- Farbbeispiele für Struktur- und Gemaldeeffekte.- Beispiele für Filter- und Effektreihen.- Weitere Farbbeispiele für Struktur- und Gemäldeeffekte.- Weitere Beispiele für Filter- und Effektreihen.- Weitere Farbbeispiele für Struktur- und Gemäldeeffekte.- Weitere Beispiele für Filter- und Effektreihen.- Weitere Farbbeispiele für Struktur- und Gemäldeeffekte.- Airbrush-Effekt.- Airbrush-spuren.- Bleistiftzeichnung.- Buntstiftzeichnung.- Chromeffekt (automatisch).- Chromeffekt (Filterkombination).- Clonen.- Diffusionsfilter.- Facetteneffekt.- Fraktale Verzerrung.- Frescomalerei.- Gemäldeeffekt.- Helligkeit interpolieren.- Helligkeit (Dunkle Bereiche vergrößern).- Helligkeit (Helle Bereiche vergrößern).- Impressionismus-Effekt.- Kacheleffekt.- Klecksverteilung.- Kohlestift.- Konturverlauf.- Konturüberstrahlung.- Körnung (Film Grain).- Körnung (Grain).- Kreide.- Kristallisieren.- Lasuren.- Malgrundsimulation.- Malgrundsimulation, Untermalung.- Malspuren.- Maskenstrukturgenerator.- Mosaikeffekt (Quadrate).- Mosaikeffekt (unregelmaigig).- Mosaikeffekt (Hexagone).- Mosaikeffekt (Patchwork).- Pastellkreide, grob.- Photocopy.- Posterkonturen.- Prägung in Papier.- Punktieren.- Reliefeffekt.- Reliefeffekt (Flachrelief).- Rißbildung.- Schmierstift.- Spritzer.- Stempelabdruck.- Spachtelmalerei.- Störungen hinzufügen.- Striche, dunkle.- Strukturen (Texture Explorer).- Strukturen (Versetzen).- Trockener Pinsel.- Überstrahlung.- Wasserfarben.- Zeichenfeder.- Windeffekt.- Sonstige Bildeffekte.- AilGon.- Fraktale.- EPS-Pfade nachzeichnen.- Mehrfach zeichnen.- Muster verzerren.- Symmetrische Figuren.- Umrisse vereinigen, subtrahieren.- Verzerrungen.- Register.","brand":"Springer-Verlag Berlin and Heidelberg GmbH \u0026 Co. KG","offers":[{"title":"Default Title","offer_id":51138503508311,"sku":"9783642634574","price":45.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783642634574.jpg?v=1751919613"},{"product_id":"pro-processing-for-images-and-computer-vision-with-opencv-solutions-for-media-artists-and-creative-coders-9781484227749","title":"Pro Processing for Images and Computer Vision","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eTagline: Teaching your computer to see\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e1. 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","brand":"Apress","offers":[{"title":"Default Title","offer_id":51359448924503,"sku":"9781484227749","price":37.99,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781484227749.jpg?v=1754124679"},{"product_id":"mathematics-and-applications-of-computer-graphics-9789819629329","title":"Mathematics and Applications of Computer Graphics","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eShape processing by surface mesh.- Rendering.- Character Animation.- Physics Simulation.\u003c\/p\u003e","brand":"Springer","offers":[{"title":"Default Title","offer_id":51360834290007,"sku":"9789819629329","price":49.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9789819629329.jpg?v=1754128557"},{"product_id":"an-introduction-to-computer-graphics-for-artists-9781447150992","title":"An Introduction to Computer Graphics for Artists","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003ePreface.- 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.\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eFrom the reviews of the second edition:\u003c\/p\u003e\u003cp\u003e“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)\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003ePreface.- 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.\u003c\/p\u003e","brand":"Springer","offers":[{"title":"Default Title","offer_id":51742554915159,"sku":"9781447150992","price":62.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781447150992.jpg?v=1758385194"},{"product_id":"immersive-3d-design-visualization-9781484265963","title":"Immersive 3D Design Visualization","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eDiscover 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 \u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003eChapter 1: Design for Creative and Immersive Technology \u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tScope of this book\u003c\/p\u003e\u003cp\u003e•\tTopics covered\u003c\/p\u003e\u003cp\u003e•\tDesign visualization\u003c\/p\u003e\u003cp\u003e•\tEmerging technologies (VR, AR, and MR)\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 2: Tools for Architectural Visualization\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tMAYA for design visualization\u003c\/p\u003e\u003cp\u003e•\tSubstance for PBR texturing\u003c\/p\u003e\u003cp\u003e•\tDesign visualization gamification (UE4)\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 3: 3D Design with Autodesk Maya\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tBasics of modelling\u003c\/p\u003e\u003cp\u003e•\tBasics of unwrapping\u003c\/p\u003e\u003cp\u003e•\tBasics of Substance Painter\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 4: Interactive Visualization with UE4\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tInterface of UE4\u003c\/p\u003e\u003cp\u003e•\tExploring tools\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 5: Creating Virtual Worlds\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tModelling assets\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 6: Unwrapping our Assets\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tIntroduction to unwrapping\u003c\/p\u003e\u003cp\u003e•\tUnwrapping assets\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 7: Lightmap Analysis and Correction\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tCreating Lightmap UVs\u003c\/p\u003e\u003cp\u003e•\tStatic vs. dynamic lighting\u003c\/p\u003e\u003cp\u003e•\tLightmap analysis, correction, and padding\u003c\/p\u003e\u003cp\u003e•\tShader analysis and tweaking\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 8: PBR Integrated Texturing\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tImporting and baking maps\u003c\/p\u003e\u003cp\u003e•\tTexturing various assets\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 9: Material Design and Integration\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tExporting for UE4\u003c\/p\u003e\u003cp\u003e•\tImporting into UE4\u003c\/p\u003e\u003cp\u003e•\tMaterial setup\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 10: Real-Time\/Emissive Materials\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tEmissive workflow in Substance Painter\u003c\/p\u003e\u003cp\u003e•\tEmissive workflow in UE4\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 11: Interaction Design in VR Engine\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tImporting 3D assets\u003c\/p\u003e\u003cp\u003e•\tObject properties editor\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 12: Unreal® Engine 4 for Level design\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tCreating level\u003c\/p\u003e\u003cp\u003e•\tDocumenting problems and errors\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 13: Design Visualization Capstone Project: Testing and Fixing Errors\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tFixing errors\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 14: Design Visualization Capstone Project: Aesthetic Development\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tCompleting level design\u003c\/p\u003e\u003cp\u003e•\tLighting our scene\u003c\/p\u003e\u003cp\u003e\u003cb\u003eChapter 15: Immersive Design Portfolio\u003cbr\u003e\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e•\tCleaning up\u003c\/p\u003e\u003cp\u003e•\tTesting with VR headsets\u003c\/p\u003e\u003cp\u003e•\tThoughts and suggestions\u003c\/p\u003e","brand":"APress","offers":[{"title":"Default Title","offer_id":51742575493463,"sku":"9781484265963","price":49.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781484265963.jpg?v=1758385346"},{"product_id":"computer-graphics-for-artists-ii-environments-and-characters-9781848824690","title":"Computer Graphics for Artists II: Environments and Characters","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eIn 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. 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Bodlaender on the Occasion of His 60th Birthday","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eThis Festschrift was published in honor of Hans L. Bodlaender on the occasion of his 60th birthday. \u003c\/p\u003e\u003cp\u003eThe 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.\u003c\/p\u003e\u003cp\u003eChapter “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.\u003cbr\u003e\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eSeeing 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.\u003c\/p\u003e\u003cbr\u003e\u003cp\u003e\u003c\/p\u003e","brand":"Springer Nature Switzerland AG","offers":[{"title":"Default Title","offer_id":51742846255447,"sku":"9783030420703","price":54.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783030420703.jpg?v=1758386985"},{"product_id":"algorithms-and-complexity-12th-international-conference-ciac-2021-virtual-event-may-10-12-2021-proceedings-9783030752415","title":"Algorithms  and Complexity: 12th International Conference, CIAC 2021, Virtual Event, May 10–12, 2021, Proceedings","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eThis 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.\u003c\/p\u003e  \u003cp\u003eThe 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.\u003c\/p\u003e\u003cp\u003eDue to the Corona pandemic the conference was held virtually.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cbr\u003e\u003cp\u003e\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eAbundant 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.\u003c\/p\u003e","brand":"Springer Nature Switzerland AG","offers":[{"title":"Default Title","offer_id":51742854611287,"sku":"9783030752415","price":64.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783030752415.jpg?v=1758387037"},{"product_id":"a-concise-introduction-to-scientific-visualization-past-present-and-future-9783030864187","title":"A Concise Introduction to Scientific Visualization: Past, Present, and Future","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eScientific 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. \u003c\/p\u003e  \u003cp\u003e\u003ci\u003eA Concise Introduction to Scientific Visualization – Past, Present, and Future \u003c\/i\u003eserves 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. \u003cbr\u003e\u003c\/p\u003e  \u003cp\u003e \u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003ePreface.- Early Visual Models.- Illustration and Analysis.- Scientific Visualization in the 19\u003csup\u003eth\u003c\/sup\u003e Century.- A Convergence with Computer Science.- Recent Developments.- The Future.- Bibliography \u003c\/p\u003e","brand":"Springer Nature Switzerland AG","offers":[{"title":"Default Title","offer_id":51742857363799,"sku":"9783030864187","price":23.74,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783030864187.jpg?v=1758387063"},{"product_id":"cad-handbuch-auswahl-und-einfuhrung-von-cad-systemen-9783642700392","title":"CAD-Handbuch: Auswahl und Einführung von CAD-Systemen","description":"\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e1: Zur Einführung.- 1.1 Ziel des CAD-Handbuchs.- 1.2 Der Begriff CAD.- 1.3 Anwendungsgebiete von CAD-Systemen.- 1.4 Konzeption und Gliederung des Handbuchs.- 1.5 Literatur.- 2: Einfluß organisationsbezogener Randbedingungen.- 2.1 Vorbemerkungen.- 2.2 Organisationsbezogene Randbedingungen.- 2.2.1 Auflistung.- 2.2.2 Auswirkungen.- 2.3 Tätigkeiten bei der Planung, Anwendung und Erweiterung von CAD-Systemen.- 2.3.1 Voruntersuchung.- 2.3.2 Systemanalyse.- 2.3.3 CAD-System-Auswahl.- 2.3.4 Systemvorbereitung.- 2.3.5 CAD-System-Einführung.- 2.3.6 CAD-System-Betrieb.- 2.4 Fallbeispiele.- 2.5 Zusammenfassung.- 2.6 Literatur.- 3: Integration von CAD-Systemen in die DV-Umgebung.- 3.1 Vorbemerkungen.- 3.1.1 Voraussetzungen für die CAD-Integration.- 3.1.2 Ziel der Integrationsbetrachtungen.- 3.1.3 Grundlegende Aussagen zur Integrationsdiskussion.- 3.1.4 Charakteristika der CAD-Konfiguration.- 3.1.5 Kapitelaufbau und -gliederung.- 3.2 CAE.- 3.2.1 Wirkungsfeld des CAE.- 3.2.2 CAE-Schwerpunkte.- 3.3. CAD in einer CAE-Umgebung.- 3.3.1 Innerbetriebliche Integration.- 3.3.2 Außerbetriebliche Integration.- 3.3.3 Auswirkungen der Integration.- 3.3.4 CAD-Datenbank.- 3.3.5 Schnittstellen in CAD-Systemen.- 3.3.5.1 Datenschnittstelle IGES.- 3.3.5.2 Datenschnittstelle zur NC-Programmierung.- 3.3.5.3 Datenschnittstelle VDAFS.- 3.3.5.4 Datenschnittstelle zu Berechnungsprogrammen.- 3.3.5.5 Graphikschnittsteile GKS.- 3.3.5.6 Eingabeschnittstellen.- 3.3.5.7 Schnittstelle zur rechnerinternen Objektdarstellung.- 3.3.5.8 Geometrieorientierte FORTRAN-Schnittstelle.- 3.4 Konfigurationen für CAD.- 3.4.1 Datenflußbetrachtungen.- 3.4.2 CAD-Systemkonfiguration.- 3.5 Kompatibilität und Portabilität der Software.- 3.5.1. Funktionale Komponenten.- 3.5.1.1 Datenmodelle.- 3.5.1.2 Datenverwaltungssystem.- 3.5.1.3 Modellierungsfunktionen.- 3.5.1.4 Graphik- und Interaktionssystem.- 3.5.2 Hardwarekomponenten und -funktionen.- 3.5.2.1 Gestaltung.- 3.5.2.2 Funktionen.- 3.5.2.3 Einschränkungen durch bestehende CAD-Software.- 3.5.3 Regeln für ein offenes System.- 3.5.3.1 Offenheit zum Produktionsprozeß.- 3.5.3.2 Offenheit zum Benutzer.- 3.5.3.3 Offenheit für die Weiterentwicklung der Hardware.- 3.5.4 Folgerung.- 3.6 Zusammenfassung.- 3.7 Literatur.- 4 Klassifizierung von CAD-Systemen.- 4.1 Vorbemerkungen.- 4.2 Beziehungen zwischen CAD-Systemen und Unternehmen.- 4.2.2 Systematik zum Vergleich angebotener CAD-Systeme.- 4.2.2.1 Die Integrationsfähigkeit als Bestandteil der Systematik.- 4.2.2.1.1 Modellverarbeitung als Voraussetzung.- 4.2.2.1.2 Kriterien der Integrationsfähigkeit.- 4.2.2.1.3 Vorteile der integrierten CAD-Verarbeitung.- 4.2.2.2 Prozeßleistungsfähigkeit des In-Systems.- 4.2.2.3 Prozeßleistungseigenschaften.- 4.2.2.4 Archivierung.- 4.3 Das CAD-System.- 4.3.1 Das Modell (Verarbeitung in CPU).- 4.3.1.1 CAD-Software.- 4.3.1.1.1 Geometrierepräsentation.- 4.3.1.1.2 Geometriemodell (rechnerinterne Darstellung).- 4.3.1.1.3 Formulierung der Topologiestruktur (der Gestalt).- 4.3.1.1.4 Manipulationszugriff auf Objekte.- 4.3.1.1.5 Generierungsprinzipien.- 4.3.1.1.6 Lage- und Größenbestimmung.- 4.3.1.1.7 Verknüpfungsoperatoren (Integration der Kommunikation).- 4.3.1.1.8 Definition der Geometrieelemente (Form).- 4.3.1.1.9 Durchdringungslogik zwischen Flächen.- 4.3.1.1.10 Abrundungen.- 4.3.1.1.11 Transformationen.- 4.3.1.1.12 Zusatzfunktionen.- 4.3.1.1.13 Interaktionsmethoden (Handhabungsdynamik).- 4.3.1.2 Host-System.- 4.3.1.2.1 Host-System-Hardware.- 4.3.1.2.2 Host-System-Software.- 4.3.2 Die Abbildung (Verarbeitung im Graphik-Controller).- 4.3.2.1 Lokale Systemsoftware.- 4.3.2.2 Lokale Systemhardware.- 4.4 Zusammenfassung.- 4.5 Literatur.- 5 Ermittlung der Wirtschaftlichkeit von CAD-Systemen.- 5.1 Vorbemerkungen.- 5.1.1 Kapitelaufbau und -gliederung.- 5.1.2 Begriffe.- 5.1.3 Abgrenzungen.- 5.1.4 Kriterien der Wirtschaftlichkeit.- 5.2 Methoden zur Ermittlung der Wirtschaftlichkeit.- 5.2.1 Methoden mit eindimensionaler Zielsetzung.- 5.2.1.1 Statische Methoden.- 5.2.1.2 Dynamische Methoden.- 5.2.2 Methoden mit mehrdimensionaler Zielsetzung.- 5.2.3 Zeitpunkte für Wirtschaftlichkeitsbetrachtungen und -rechnungen.- 5.2.3.1 Wirtschaftlichkeitsbetrachtungen und -rechnungen vor Einführung eines CAD-Systems.- 5.2.3.2 Wirtschaftlichkeitsbetrachtungen und -rechnungen nach Einführung eines CAD-Systems.- 5.3 Nutzenermittlung.- 5.3.1 Abgrenzung der Nutzenkomponenten.- 5.3.2 Zeitliche Entwicklung der Nutzenkomponenten.- 5.3.3 Bewertung der Nutzenkomponenten.- 5.3.3.1 Produktivitätssteigerung.- 5.3.3.2 Qualitäts- und Flexibilitätssteigerung.- 5.4 Kostenermittlung.- 5.4.1 Einmalige Ausgaben bzw. Kosten.- 5.4.1.1 Systemkosten.- 5.4.1.2 Raumkosten.- 5.4.1.3 Leitungskosten.- 5.4.1.4 Kosten für die organisatorische Vorbereitung.- 5.4.1.5 Kosten für die Schulung.- 5.4.1.6 Kosten für die Installation und Integration.- 5.4.1.7 Kosten, die sich aus der Minderleistung bis zur Erreichung der erwarteten Beschleunigung ergeben.- 5.4.1.8 Kosten für die Dateneingabe und Umstellung.- 5.4.1.9 Sonstige Einmalkosten.- 5.4.2 Laufende Ausgaben bzw. Kosten.- 5.4.2.1 Personal kosten.- 5.4.2.2 Kosten für die Schulung.- 5.4.2.3 Kosten für die Datensicherung.- 5.4.2.4 Kosten für Verbrauchsmaterial und Energie.- 5.4.2.5 Kosten für die Hardwarewartung und -instandhaltung sowie für die Softwarepflege.- 5.4.2.6 Kosten für die Versicherung.- 5.4.2.7 Verzinsung des gebundenen Kapitals.- 5.4.2.8 Mieten.- 5.4.2.9 Abschreibungen.- 5.5 Zusammenfassung.- 5.6 Literatur.- 6 Beispiele für die Nutzen- und Kostenermittlung.- 6.1 Erweitertes Verfahren der Nutzenermittlung.- 6.1.1 Beschreibung des Verfahrens.- 6.1.2 Erweiterung des Verfahrens.- 6.1.2.1 Verwendete Größen und deren Ermittlung.- 6.1.2.2 Ermittlung der jährlichen Einsparungen.- 6.1.2.3 Kostenvergleich Kauf\/Leasing.- 6.1.2.4 Beispiel.- 6.1.2.5 Zusammenfassung und Ergebnisbewertung.- 6.1.2.6 Nutzendarstellung.- 6.2 Verfahren zur Ermittlung der Amortisationszeit.- 6.3 Beispiele.- 6.3.1 Beispiele für die Nutzenermittlung.- 6.3.1.1 Quantifizierbarer Nutzen.- 6.3.1.2 Schwer quantifizierbarer Nutzen.- 6.3.2 Beispiele für die Kostenermittlung.- 6.3.3 Beispiele für die Wirtschaftlichkeitsrechnung.- 6.3.4 Beispiele für die Kosten\/Nutzen-Berechnung.- 6.3.4.1 Kennzahlen und Investitionsstufen.- 6.3.4.2 Produktivitätssteigerung.- 6.3.4.3 Auslastung der Bildschirmarbeitsplätze.- 6.3.4.4 Bruttonutzen.- 6.3.4.5 Kosten.- 6.3.4.6 Berechnungsansatz für Kosten und Nutzen.- 6.3.4.7 Verbesserung des Nutzens.- 6.4 Literatur.- Literatur.- Adressen.","brand":"Springer-Verlag Berlin and Heidelberg GmbH \u0026 Co. KG","offers":[{"title":"Default Title","offer_id":51742991319383,"sku":"9783642700392","price":42.74,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783642700392.jpg?v=1758387869"},{"product_id":"gks-in-der-praxis-9783642782756","title":"GKS in der Praxis","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eDieses Buch richtet sich an Leser, die Anwendungsprogramme mit zweidimensionaler Graphik auf Basis der GKS-Norm entwickeln wollen. GKS hat spatere Graphik-Standards stark beeinflusst und ist als zweidimensionale Programmschnittstelle nach wie vor aktuell. Viele graphische Anwendungsprogramme verdanken ihre Langlebigkeit und Portierbarkeit GKS. Sie wurden haufig auf speziellen Graphik-Terminals entwickelt und laufen heute - mit Hilfe aktualisierter GKS-Implementierungen - auf Workstations und X-Terminals. Die zweite Auflage wurde vollstandig uberarbeitet. Zusatzlich zur FORTRAN-Sprachschale wurde die C-Sprachschale aufgenommen. Die mehrjahrigen Erfahrungen, die aus dem Zusammenspiel von neuen GKS-Anwendungsprogrammen und der Weiterentwicklung der GKS-Implementierung \"newGKS\" stammen, machen das Buch zu einem aktuellen Ratgeber fur die Praxis.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eI : Einleitung.- 1. Grundkonzepte von GKS.- Worum geht es in diesem Buch? — Klärung der wichtigsten GKS-Begriffe und der Level-Struktur.- 2. Sprachanbindungen FORTRAN und C.- Abbildung der GKS-Datentypen auf real existierende Datentypen in FORTRAN und C — Baukastenprinzip für die Namen der GKS-Funktionen in FORTRAN.- 3. Für ganz Eilige.- Was man mindestens braucht, um mit GKS arbeiten zu können — Ein paar „Kochrezepte“ im Vorgriff auf spätere Kapitel.- II : Level 0a.- 4. Polyline-Ausgabe.- Am Anfang war der Strich — Liniengraphiken mit GKS — Normalisierungstransformation, NDC Space und Clipping — Attributkonzept von GKS: Bundles, Individual Attributes und Aspect Source Flags—Attribute des Polyline.- 5. Workstations.- Workstation als Abstraktion eines graphischen Ein-\/Ausgabegerätes — Benutzung der Erfragefunktionen — Workstation-Attribute: Workstation-Transformation, Bundles, Farbe.- 6. Kontextregeln und Fehlerbehandlung.- Was beliebt, muß nicht erlaubt sein — Definition des Operating State — Fehlervermeidung — Standard-Fehlerbehandlung — Definition eigener Fehlerroutinen — Die „Notbremse“ in GKS.- 7. Polymarker-Ausgabe.- Von Sternchen, Bäumen und Kraftwerken— Das zweite Ausgabe-Primitiv in GKS und seine Attribute.- 8. Textausgabe.- Bilder mit tausend Worten — Komfortable Beschriftungen: von Schriftarten, Winkeln und Ausrichtungen — Wie man Beschriftungen und Legenden sauber positioniert, umrandet oder hinterlegt.- 9. Fill-Area-Ausgabe.- Vom Innenleben der Flächen — Umrandungen, ausgewählte Schraffuren und selbstgemachte Muster.- 10. Cell-Array-Ausgabe.- Von Schachbrettern bis zur Ausgabe von Photos oder „synthetischen Bildern“ — Das Rastergraphik-Primitiv in GKS.- 11. Pixel-Rückgabe.- Einmal Bildschirm und zurück — Funktionen zum Lesen von Rasterbildern — Pattern-Generierung aus anderen GKS-Primitiven.- 12. Zwei „Hintertüren“: GDP und Escape.- Grauzone des Standards: Kreise, Ellipsen und Interpolationskurven — Definition des Data Record und seiner Hilfsroutinen — Ansteuerung nicht genormter Kontrollfunktionen.- 13. Portabilität von GKS-Anwendungen.- Grenzen der Portabilität — Abhängigkeit von der GKS-Implementierung — Abhängigkeit von der Workstation: z.B. Probleme der Farbmischung, Unterschiede zwischen Rastergeräten und anderen Geräten.- 14. Bilddateien.- Handhabung von GKS-Metafiles und Programmierung eines Interpreters — Portabilität von GKS—Metafiles — Zusammenspiel GKS und CGM.- III : Level 1a.- 15. Segmente.- Der Teil und das Ganze — anwendungsspezifische Bildstrukturierung — graphische Objekte.- 16. Dynamische Bildänderungen.- Vermeidung ungewollter Bildänderungen — Kontrolle der Bildregenerierungen — Realisierung von Bildregenerierungen.- 17. Segment-Attribute.- Segmenttransformation: Wie die Bilder laufen lernen — Vorder- und Hintergründiges besorgt die Segmentpriorität— Spannend: Realisierung der Segmentmanipulationen in GKS.- IV : Level 2a.- 18. Kopieren von Segmenten.- Vom Baum zum Wald — Der Workstation-unabhängige Segmentspeicher — „Hardcopy“ auf verschiedene Typen von Bilddateien — Segmente als selbstdefinierte Symbole.- V : Level 0b.- 19. Eingabe für Einsteiger.- Keine Angst vor der Eingabe — Wie programmiert man eine Ausschnittsvergrößerung mit fünf Programmzeilen?.- 20. Eingabemodell.- Von Mäusen und Menschen — Ein bißchen Theorie muß manchmal sein — Trigger, Measure, Prompt und Echo — Die Eingabebetriebsarten in GKS.- 21. Locator-Request-Eingabe.- Im Zeichen des Fadenkreuzes — Endlich wieder Praxis — Noch einmal Koordinatensysteme — Gummibänder und Rändelschrauben.- 22. Stroke-Request-Eingabe.- Eine durchaus notwendige GKS-Funktion — Sieben auf einen Streich.- 23. Valuator-Request-Eingabe.- „Werte“ von Schiebereglern und Drehknöpfen — Simuliert oder echt.- 24. Choice-Request-Eingabe.- Wer die Wahl hat, hat die Qual — Funktionstasten und Menüeingabe: alphanumerisch oder graphisch.- 25. String-Request-Eingabe.- Zwiegespräch mit dem Rechner — Manchmal muß man auch schlichten Text eingeben — Vorbelegte Texte und wie man sie editieren kann.- VI : Level 1b.- 26. Pick-Request-Eingabe.- Erkenne Dein Segment: Grundlage interaktiver Bildmanipulationen — Segmente und Pick Identifier—Auswahlkriterien.- VII : Levels 0c, 1c und 2c.- 27. Sample-Eingabe.- Heimliche Lauscher — Programmabfragen ohne Benutzereingriff.- 28. Event-Eingabe.- Ziehe eine Ereigniskarte! — Parallel laufende Ein-\/Ausgabe — Die Input Queue und wie man sie verwaltet.- VIII : Anhang.- A. Die C-Sprachanbindung zu GKS.- „Include“-Dateien und eine Liste aller GKS-Funktionen.- B. Die FORTRAN-Subset-Sprachanbindung zu GKS.- GKS für unsere „alten Kleinen“ — Eine Liste aller GKS-Funktionen, deren Name und Parameterliste geändert werden muß.- C. Begriffserklärungen.- Das GKS-Wörterbuch — Kurzerklärungen der wichtigsten GKS-Begriffe.- D. Nützliche Hilfen.- Wie man sich mit wenig Aufwand das Leben mit GKS erleichtern kann.- E. Voreinstellungen.- F. Fehlermeldungen.- Verzeichnis der GKS-Funktionen.","brand":"Springer-Verlag Berlin and Heidelberg GmbH \u0026 Co. KG","offers":[{"title":"Default Title","offer_id":51742991810903,"sku":"9783642782756","price":44.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783642782756.jpg?v=1758387877"},{"product_id":"modern-geometric-computing-for-visualization-9784431682097","title":"Modern Geometric Computing for Visualization","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThis volume is on \"modem geometric computing for visualization\" which is at the forefront of multi-disciplinary advanced research areas. This area is attracting intensive research interest across many application fields: singularity in cosmology, turbulence in ocean engineering, high energy physics, molecular dynamics, environmental problems, modem mathe­ matics, computer graphics, and pattern recognition. Visualization re­ quires the computation of displayable shapes which are becoming more and more complex in proportion to the complexity of the objects and phenomena visualized. Fast computation requires information locality. Attaining information locality is achieved through characterizing the shapes in geometry and topology, and the large amount of computation required through the use of supercomputers. This volume contains the initial results of our efforts to satisfy these re­ quirements by inviting experts and selecting new research works through review processes. To be more specific, this book presents the proceedings of the International Workshop on Modem Geometric Computing for Visualization held at Kogakuin University, Tokyo, Japan, June 29-30, 1992 organized by the Computer Graphics Society, Japan Personal Com­ puter Software Association, Kogakuin University, and the Department of Information Science, Faculty of Science, The University of Tokyo. We received extremely high-quality papers for review from five different countries, one from Australia, one from Italy, four from Japan, one from Singapore and three from the United States, and we accepted eight papers and rejected two.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e1: Basic Tools for Modern Geometrie Computing.- Computer Geometry and Topological Classification of Integrable Hamiltonian Differential Equations: Visualization of Concrete Physical Examples.- Interdisciplinary Techniques, Toolkits and Models for Scientific Visualization.- Topology and Visualization: From Generic Singularities to Combinatorial Shape Modelling.- 2: Analyses of Visual Information.- Polyhedral Surface Decomposition Based on Curvature Analysis.- The Conjugate Classification of the Kernel Form of the Hexagonal Grid.- Motions of Flexible Objects.- Shape Description and Classification Based on Extremal Points and Their Relations.- Visualisation of Hyperobjects in Hgram-Space by Computers.- 3: Applications of Modern Geometry.- Computation of Singularities for Engineering Design.- A Geographical Database System Based on the Homotopy Model.- A Case Study for Building a DataBase and 3-D Visualization in Geomorphology.- Using Surface Coding to Detect Errors in Surface Reconstruction.- 4: Supercomputing for Modern Geometry.- The Development of the Supercomputer System Electrónica SS BIS.- Automatic Parallelization of Programs for MIMD Computers.- Workshop Organization.- Author Index.- Citation Index.- Keyword Index.","brand":"Springer Verlag, Japan","offers":[{"title":"Default Title","offer_id":51743129272663,"sku":"9784431682097","price":42.74,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9784431682097.jpg?v=1758388940"},{"product_id":"beginning-webgl-for-html5-experts-voice-in-web-development-9781430239963","title":"Beginning WebGL for HTML5 Experts Voice in Web Development","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cem\u003eBeginning WebGL for HTML5\u003c\/em\u003e gets you rapidly up to speed with WebGL, a powerful new graphics language within the browser. \u003cp\u003e \u003c\/p\u003e\u003cul\u003e\n\u003cli\u003eQuickly get up to speed with WebGL \u003c\/li\u003e\n\u003cli\u003eRender realistic scenes \u003c\/li\u003e\n\u003cli\u003eWork faster with frameworks \u003c\/li\u003e\n\u003cli\u003eImprove rendering performance \u003c\/li\u003e\n\u003c\/ul\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003col\u003e\n\u003cli\u003eSetting The Scene \u003c\/li\u003e\n\u003cli\u003eShaders 101 \u003c\/li\u003e\n\u003cli\u003eTextures and Lighting \u003c\/li\u003e\n\u003cli\u003eIncreasing Realism \u003c\/li\u003e\n\u003cli\u003ePhysics \u003c\/li\u003e\n\u003cli\u003eFractals, Height Maps, and Particle Systems \u003c\/li\u003e\n\u003cli\u003eThree.js Framework \u003c\/li\u003e\n\u003cli\u003eProductivity Tools \u003c\/li\u003e\n\u003cli\u003eDebugging and Performance \u003c\/li\u003e\n\u003cli\u003eEffects, Tips and Tricks \u003c\/li\u003e\n\u003cli\u003eAfterword: The Future of WebGL \u003c\/li\u003e\n\u003cli\u003eAppendix A: Essential HTML5 and JavaScript \u003c\/li\u003e\n\u003cli\u003eAppendix B: Graphics Refresher \u003c\/li\u003e\n\u003cli\u003eAppendix C: WebGL Spec. Odds and Ends \u003c\/li\u003e\n\u003cli\u003eAppendix D: Additional Resources \u003c\/li\u003e\n\u003c\/ol\u003e  \u003col\u003e\u003cli\u003e\u003cp\u003e  \u003c\/p\u003e\u003c\/li\u003e\u003c\/ol\u003e","brand":"Apress","offers":[{"title":"Default Title","offer_id":51769548308823,"sku":"9781430239963","price":40.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781430239963.jpg?v=1758721569"},{"product_id":"geometric-algebra-for-computer-graphics-9781849966979","title":"Geometric Algebra for Computer Graphics","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eGeometric 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.\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eElementary 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.","brand":"Springer London Ltd","offers":[{"title":"Default Title","offer_id":51771639791959,"sku":"9781849966979","price":45.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781849966979.jpg?v=1758728617"},{"product_id":"fundamental-algorithms-for-computer-graphics-nato-advanced-study-institute-directed-by-j-e-bresenham-r-a-earnshaw-m-l-v-pitteway-9783540543978","title":"Fundamental Algorithms for Computer Graphics: NATO Advanced Study Institute directed by J.E. Bresenham, R.A. Earnshaw, M.L.V. Pitteway","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eAlgorithms 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eSection 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.","brand":"Springer-Verlag Berlin and Heidelberg GmbH \u0026 Co. KG","offers":[{"title":"Default Title","offer_id":51772024193367,"sku":"9783540543978","price":44.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783540543978.jpg?v=1758729981"},{"product_id":"curves-and-surfaces-in-computer-aided-geometric-design-9783642489549","title":"Curves and Surfaces in Computer Aided Geometric Design","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThIS 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.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e0. 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.","brand":"Springer-Verlag Berlin and Heidelberg GmbH \u0026 Co. KG","offers":[{"title":"Default Title","offer_id":51772043395415,"sku":"9783642489549","price":44.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783642489549.jpg?v=1758730059"},{"product_id":"algorithms-and-complexity-9783031929311","title":"Algorithms and Complexity","description":"","brand":"Springer International Publishing AG","offers":[{"title":"Default Title","offer_id":51864324637015,"sku":"9783031929311","price":61.74,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9783031929311.jpg?v=1759921865"}],"url":"https:\/\/bookcurl.com\/collections\/graphics-programming.oembed?page=3","provider":"Book Curl","version":"1.0","type":"link"}