Graphics programming Books

97 products


  • Pro OGRE 3D Programming

    APress Pro OGRE 3D Programming

    3 in stock

    Book SynopsisPro OGRE 3D Programming offers a detailed guide to the cross-platform Object-Oriented Graphics Rendering Engine (OGRE) 3D engine. OGRE provides an object-oriented interface to render 3D scenes. Commonly used in game creation, it can be utilized to create a variety of 3D based applications, including architectural visualization and simulations. The authors begin with obtaining the source code, move on to using the rendering library, and conclude with the polishing of the final application. Beginning-level knowledge of game design practices, intermediate-level knowledge of the C++ language, and a familiarity with open-source project-management tools such as CVS and Subversion are all recommended.Table of ContentsA table of contents is not available for this title.

    3 in stock

    £37.49

  • CUDA for Engineers

    Pearson Education (US) CUDA for Engineers

    2 in stock

    Book SynopsisDuane Storti is a professor of mechanical engineering at the University of Washington in Seattle. He has thirty-five years of experience in teaching and research in the areas of engineering mathematics, dynamics and vibrations, computer-aided design, 3D printing, and applied GPU computing.   Mete Yurtoglu is currently pursuing an M.S. in applied mathematics and a Ph.D. in mechanical engineering at the University of Washington in Seattle. His research interests include GPU-based methods for computer vision and machine learning.  Table of Contents Acknowledgments xvii About the Authors xix Introduction 1 What Is CUDA? 1 What Does “Need-to-Know” Mean for Learning CUDA? 2 What Is Meant by “for Engineers”? 3 What Do You Need to Get Started with CUDA? 4 How Is This Book Structured? 4 Conventions Used in This Book 8 Code Used in This Book 8 User’s Guide 9 Historical Context 10 References 12 Chapter 1: First Steps 13 Running CUDA Samples 13 Running Our Own Serial Apps 19 Summary 22 Suggested Projects 23 Chapter 2: CUDA Essentials 25 CUDA’s Model for Parallelism 25 Need-to-Know CUDA API and C Language Extensions 28 Summary 31 Suggested Projects 31 References 31 Chapter 3: From Loops to Grids 33 Parallelizing dist_v1 33 Parallelizing dist_v2 38 Standard Workflow 42 Simplified Workflow 43 Summary 47 Suggested Projects 48 References 48 Chapter 4: 2D Grids and Interactive Graphics 49 Launching 2D Computational Grids 50 Live Display via Graphics Interop 56 Application: Stability 66 Summary 76 Suggested Projects 76 References 77 Chapter 5: Stencils and Shared Memory 79 Thread Interdependence 80 Computing Derivatives on a 1D Grid 81 Summary 117 Suggested Projects 118 References 119 Chapter 6: Reduction and Atomic Functions 121 Threads Interacting Globally 121 Implementing parallel_dot 123 Computing Integral Properties: centroid_2d 130 Summary 138 Suggested Projects 138 References 138 Chapter 7: Interacting with 3D Data 141 Launching 3D Computational Grids: dist_3d 144 Viewing and Interacting with 3D Data: vis_3d 146 Summary 171 Suggested Projects 171 References 171 Chapter 8: Using CUDA Libraries 173 Custom versus Off-the-Shelf 173 Thrust 175 cuRAND 190 NPP 193 Linear Algebra Using cuSOLVER and cuBLAS . 201 cuDNN 207 ArrayFire 207 Summary 207 Suggested 208 References 209 Chapter 9: Exploring the CUDA Ecosystem 211 The Go-To List of Primary Sources 211 Further Sources 217 Summary 218 Suggested Projects 219 Appendix A: Hardware Setup 221 Checking for an NVIDIA GPU: Windows 221 Checking for an NVIDIA GPU: OS X 222 Checking for an NVIDIA GPU: Linux 223 Determining Compute Capability 223 Upgrading Compute Capability 225 Appendix B: Software Setup 229 Windows Setup 229 OS X Setup 238 Linux Setup 240 Appendix C: Need-to-Know C Programming 245 Characterization of C 245 C Language Basics 246 Data Types, Declarations, and Assignments 248 Defining Functions 250 Building Apps: Create, Compile, Run, Debug 251 Arrays, Memory Allocation, and Pointers 262 Control Statements: for, if 263 Sample C Programs 267 References 277 Appendix D: CUDA Practicalities: Timing, Profiling, Error Handling, and Debugging 279 Execution Timing and Profiling 279 Error Handling 292 Debugging in Windows 298 Debugging in Linux 305 CUDA-MEMCHECK 308 Using Visual Studio Property Pages 309 References 312 Index 313

    2 in stock

    £31.82

  • Media Innovations AR and VR: Success Factors For

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

    1 in stock

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

    1 in stock

    £26.24

  • Truthful Art The

    Pearson Education (US) Truthful Art The

    1 in stock

    Book SynopsisThe Truthful Art is an introduction to quantitative thinking and statistical and cartographical representation written specifically for journalists and designers. A follow-up to The Functional Art, it goes into the specifics of how to create functional charts, maps, and graphs.Trade Review"Alberto Cairo is widely acknowledged as journalism's preeminent data viz wiz. He is also journalism's preeminent data scholar. As newsrooms rush to embrace data journalism as a new tool-and toy-Cairo sets the standard for how data should be understood, analyzed, and presented. The Truthful Art is both a manifesto and a manual for how to use data to accurately, clearly, engagingly, imaginatively, beautifully, and reliably inform the public." - Jeff Jarvis, professor at CUNY Graduate School of Journalism and author of Geeks Bearing Gifts: Imagining New Futures for News "A feast for both the eyes and mind, Alberto Cairo's The Truthful Art deftly explores the science-and-art-of data visualization. The book is a must-read for scientists, educators, journalists, and just about anyone who cares about how to communicate effectively in the information age." - Michael E. Mann, Distinguished Professor, Penn State University and author of The Hockey Stick and the Climate Wars "If I were smarter, had more patience with academia, and had more focus, I might turn out to be more like Alberto, closer to the brilliance that he applies to the nature of information architecture. His title explains a lot: truth represents a most fundamental of attitudes, in questions asked, answers given and journeys taken. This [book] is a must on your thoughtful shelf of understanding." - Richard Saul Wurman, founder of the TED Conference "Alberto Cairo is a great educator and an engaging storyteller. In The Truthful Art he takes us on a rich, informed, and well-visualized journey that depicts the process by which one scrutinizes data and represents information. The book synthesizes a lot of knowledge and carefully explains how to create effective visualizations with a focus on statistical principles. The Truthful Art will be incredibly useful to both practitioners and students, especially within the arts and humanities, such as those involved in data journalism and information design." - Isabel Meirelles, professor at OCAD University (Canada) and author of Design for Information "As soon as I started immersing myself in The Truthful Art, I was horrified (and somewhat ashamed) to realize how much I didn't know about data visualization. I've spent most of my career pursuing a more illustrative way to present data, but Alberto Cairo's clarifying prose superbly explained the finer points of data viz. Since Alberto warns us that "[data is] always noisy, dirty, and uncertain," everyone in this business had better read his book to find out how to properly construct visualizations that not only tell the truth, but also allow us to interact meaningfully with them." - Nigel Holmes, founder of Explanation Graphics "To communicate data clearly, you have to think about it clearly. The Truthful Art dives deep and provides an enlightened introduction to the 'power tools' of data experts: science, statistics, and visualization." - Fernanda Viegas and Martin Wattenberg, research scientists, Google "The Truthful Art is essential reading for my visual communication students and for anyone (at any level) who cares about telling a story visually. Get this book, read it, act on it. If you're looking for help to put your data visualization on the right track, this is it." - John Grimwade, assistant professor, School of Visual Communication, Ohio UniversityTable of ContentsPreface: It All Begins With a Spark Introduction: The Island of Knowledge and the Shoreline of Wonder PART I: FOUNDATIONS Chapter 1: What We Talk About When We Talk About Visualization Chapter 2: The Five Qualities of Great Visualizations PART II: TRUTHFUL Chapter 3: The Truth Continuum Chapter 4: Of Conjectures and Uncertainty PART III: FUNCTIONAL Chapter 5: Basic Principles of Visualization Chapter 6: Exploring Data With Simple Charts Chapter 7: Visualizing Distributions Chapter 8: Revealing change Chapter 9: Seeing Relationships Chapter 10: Mapping Data Chapter 11: Confidence and Significance PART IV: PRACTICE Chapter 12: On Creativity and Innovation An Epilogue on What Lies Ahead

    1 in stock

    £33.29

  • The History of the GPU - Steps to Invention

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

    1 in stock

    Book SynopsisThis is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.Table of Contents1 Introduction.- 2 1980-1989, Graphics Controllers on Other Platforms.- 3 1980-1989, Graphics Controllers on PCs.- 4 1990-1995, Graphics Controllers on PCs.- 5 1990 to 1999 Graphics Controllers on Other Platform.- 6 1996-1999, Graphics Controllers on PCs.- 7 What is a GPU?.- Appendix A: Definitions.- Appendix B: Acronyms.

    1 in stock

    £28.49

  • The History of the GPU - New Developments

    Springer International Publishing AG The History of the GPU - New Developments

    1 in stock

    Book SynopsisThis third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes. In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones. Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.Table of ContentsForeword.- Acknowledgements.- Introduction.- The Third to Fifth Era GPUs.- Mobile GPUs.- Game Consule GPUs.- Compute and Other GPUs.- Open GPU Projects.(2000 -2018).- The Sixth Era of GPUs.- Concluding Remarks.- Appendix A: Acronyms.- Appendix B: Definitions.

    1 in stock

    £26.59

  • Contextual Design

    Elsevier Science Contextual Design

    1 in stock

    Book SynopsisTable of ContentsPart 1. Gathering User Data 1. Introduction 2. User Data Drives Design 3. Principles of Contextual Inquiry 4. The Interpretation Session Part 2. Revealing the World 5. From Data to Insight: Contextual Design Models 6. The Affinity Diagram 7. Building Experience Models 8. Traditional Contextual Design Models Part 3. Reinventing Life: Ideation with User Data 9. Inventing the Next Product Concept 10. The Bridge From Data to Design: The Wall Walk 11. Ideation: Visioning and the Cool Drilldown Part 4. Defining the Product 12. The Challenge of Product Design 13. Storyboards 14. The User Environment Design 15. Interaction Patterns Part 5. Making It Real 16. Making It Real 17. Validating the Design 18. Prioritization and Rollout 19. Project Planning and Execution 20. Conclusion

    1 in stock

    £56.69

  • Accurate Layer Selections Using Photoshops

    APress Accurate Layer Selections Using Photoshops

    1 in stock

    Book SynopsisTake your hand-drawn illustrations to the next level by using various selection tools in Photoshop to clean up the artwork, and Illustrator for final refinement. Also, learn to save your artwork as vector images to be used for web, print, or even stills for character animation.Author Jennifer Harder begins by showing you how to use basic tools in Photoshop to clean up your artwork, followed by Marquee tools and more. Next, you will see how to use more advanced tools such as Lasso, Magic Wand, the Object Selection tool, and so on. You''ll then get a demonstration of how to control the type of selection using the selection main menu, how to copy selections to another layer, and how to use the focus area. This is followed by a chapter that covers paths, channels, and layer masks that you will master to clean up your artwork. To round things out, you will learn how to use Illustrator''s different features to further enhance your work. On completing the book, yoTable of ContentsPart 1: Working in Photoshop with Scans and Creating Beginner SelectionsChapter 1: Introduction and Pre-Photoshop ToolsSub –Topics:• Scanner basics• Pre-Photoshop tools for drawing the sketch and importing• Saving scanned filesChapter 2: Basic Tools to Know in PhotoshopSub –Topics• Basic tools to know in Photoshop• Filters• Saving filesChapter 3: Basic Marquee ToolsSub –Topics• Basic Marquee tools• Making rectangular and elliptical selections• Single column marqueeChapter 4: Using Crop Tools to Make SelectionsSub –Topics:• Using crop tools (crop and perspective) to make selectionsPart 2: Working in Photoshop, Creating Intermediate SelectionsChapter 5: Lasso Selection ToolsSub – Topics:• Lasso selection tools for more complex shape selectionsChapter 6: Selections Magic Wand, Quick Mask Mode, & Type MaskSub – Topics:• Selections that need a Magic Wand expanding and contracting • Quick Mask Mode with a brush• Type mask selectionsChapter 7: Quick Selection and Object Selection ToolsSub - Topics• Quick selection tool• Object selection toolChapter 8: Using Select Color Range and SkySub – Topics:• Using Select Color Range and Sky to select difficult subjectsChapter 9: Working with Focus Area & Select and Mask PropertiesSub – Topics:• Focus area dialog box• Select and mask properties for multiple selection tools dialog boxPart 3: Working in Photoshop, Creating Advanced SelectionsChapter 10: Shape Tool, Pen Tool, and Creating PathsSub - Topics:• Shape tools• Pen tools• Creating paths and saving themChapter 11: Channel Selections from PathsSub - Topics:• Channel selections from paths• Saving selections and loading themChapter 12: Save a Selection as a Layer MaskSub - Topics:• Save a selection as a layer mask• Refining masks on layers and adjustment layers Part 4: Working in Illustrator, Refining Your ArtworkChapter 13: Placing Your Artwork into IllustratorSub - Topics: • Placing and linking your artwork into Illustrator on the correct layers• Scaling artworkChapter 14: Image TraceSub - Topics: • Image tracing panel optionsChapter 15: Working with the Pen ToolsSub - Topics: • Working with the Pen tools• Using blend Modes & LayersChapter 16: Illustrator ToolsSub - Topics: • Working with Illustrator tools o Paint brush o Blob brush o Eraser tool o Scissor tool & Knife tool o Shaper, Pencil, Path Eraser, Join tools o Live Paint Bucket and Live Selection tools & Shape builderChapter 17: Adjust Colors and Saving ArtworkSub - Topics: • Adjust colors and saving artworkChapter 18: ConclusionSub - Topics: • Looking at other Adobe programs such as Adobe Animate

    1 in stock

    £41.24

  • APress Designing HumanCentric AI Experiences

    1 in stock

    Book SynopsisUser experience (UX) design practices have seen a fundamental shift as more and more software products incorporate machine learning (ML) components and artificial intelligence (AI) algorithms at their core. This book will probe into UX design''s role in making technologies inclusive and enabling user collaboration with AI. AI/ML-based systems have changed the way of traditional UX design. Instead of programming a method to do a specific action, creators of these systems provide data and nurture them to curate outcomes based on inputs. These systems are dynamic and while AI systems change over time, their user experience, in many cases, does not adapt to this dynamic nature. Applied UX Design for Artificial Intelligence will explore this problem, addressing the challenges and opportunities in UX design for AI/ML systems, look at best practices for designers, managers, and product creators and showcase how indiviTable of ContentsPart 1: Intelligence.- Chapter 1: On intelligence.- Chapter 2: Intelligent Agents.- Chapter 3: Incorporating Artificial Intelligence.- Part 2: Decisions.- Chapter 4: Building Trust.- Chapter 5: Designing Feedback.- Chapter 6: Handling Errors.- Part 3: Design.- Chapter 7: IE Ethics.- Chapter 8: Prototyping AI Products.- Part 4: Teamwork .- Chapter 9: Understanding AI Terminology.- Chapter 10: Working Effectively with AI Tech Teams.- Epilogue.

    1 in stock

    £49.49

  • The History of the GPU - Eras and Environment

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

    1 in stock

    Book SynopsisThis is the second book in a three-part series that traces the development of the GPU, which is defined as a single chip with an integrated transform and lighting (T&L) capability. This feature previously was found in workstations as a stand-alone chip that only performed geometry functions. Enabled by Moore’s law, the first era of GPUs began in the late 1990s.Silicon Graphics (SGI) introduced T&L first in 1996 with the Nintendo 64 chipset with integrated T&L but didn’t follow through. ArtX developed a chipset with integrated T&L but didn’t bring it to market until November 1999.The need to integrate the transform and lighting functions in the graphics controller was well understood and strongly desired by dozens of companies. Nvidia was the first to produce a PC consumer level single chip with T&L in October 1999. All in all, fifteen companies came close, they had designs and experience, but one thing or another got in their way to prevent them succeeding.All the forces and technology were converging; the GPU was ready to emerge. Several of the companies involved did produce an integrated GPU, but not until early 2000. This is the account of those companies, the GPU and the environment needed to support it. The GPU has become ubiquitous and can be found in every platform that involves a computer and a user interface.Table of ContentsForeword.- Preface.- 1 Introduction.- 2 The GPU Functions.- 3 The Major GPU Eras.- 4 The First Era of GPUs.- 5 The GPU Environment—Hardware.- 6 Application Program Interface (API).- 7 The GPU Environment—Software Extensions and Custom Features.- Appendix A: Definitions.- Appendix B: Acronyms.

    1 in stock

    £28.49

  • Computer Graphics with Open GL

    Pearson Education Computer Graphics with Open GL

    Out of stock

    Book SynopsisTable of Contents 1 Computer Graphics Hardware 2 Computer Graphics 3 Graphics Output Primitives 4 Attributes of Graphics Primitives 5 Implementation Algorithms for Graphics Primitives and Attributes 6 Two-Dimensional Geometric Transformations 7 Two-Dimensional Viewing 8 Three-Dimensional Geometric Transformations 9 Three-Dimensional Viewing 10 Hierarchical Modeling 11 Computer Animation 12 Three-Dimensional Object Representations 13 Spline Representations 14 Visible-Surface Detection Methods 15 Illumination Models and Surface-Rendering Methods 16 Texturing and Surface-Detail Methods 17 Color Models and Color Applications 18 Interactive Input Methods and Graphical User Interfaces 19 Global Illumination 20 Programmable Shaders 21 Algorithmic Modeling 22 Visualization of Data Sets A Mathematics for Computer Graphics B Graphics File Formats

    Out of stock

    £999.99

  • Springer The History of Visual Magic in Computers

    1 in stock

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

    1 in stock

    £35.99

  • Modular Design Frameworks

    APress Modular Design Frameworks

    Out of stock

    Book Synopsis Learn the basic principles of modular design, and then put them into action to create sites that are easy to use, look great, and can be adapted within the context of your business needs. With author James Cabrera-one of the thought leaders in the modular-design movement-you''ll create a single, scalable project for a sample nameplate site and then adapt that same project to work successfully as a portfolio site, an e-commerce site, and finally as a news/publishing content site. Along the way, you''ll learn the scientific approach to devising a sound and scalable design strategy, followed by establishing a basic foundation using various criteria relevant to that type of site. As each chapter progresses, you''ll add new concepts appropriate for the project type.   Modular web and app design isn''t just for so-called creatives. It''s a teachable science with principles that can be replicated in a creative manner. This approach makes the design decisionTable of Contents Chapter 1: A Modular Future.- Chapter 2: Fonts, Colors & Invisible UI.- Chapter 3: Defining Your Basic Unit.- Chapter 4: Adaption, Reusability, Iteration, and Variation.- Chapter 5: Organization, Clustering, Pages, and Navigation.- Chapter 6: What's Next?.- Appendix: Breaking Down Examples into Modular Systems.

    Out of stock

    £999.99

  • GameMaker Studio 100 Programming Challenges

    APress GameMaker Studio 100 Programming Challenges

    1 in stock

    Book SynopsisPush your GameMaker programming skills to the edge with 100 programming challenges using the popular GameMaker: Studio and GML. Each challenge includes an outline of the challenge, a scoring and time guide, useful GML code, and a working example provided in GMZ format. For more advanced programmers, each challenge comes with an additional task to complete.Think you''re a good GameMaker game application developer or programmer? Think again with this awesome book!What You''ll Learn Upgrade your skills with each specific game application coding challenge Create many different game events, action or scenarios Code for many different kinds of game applications or themes from space to adventure to sports to fantasy Who This Book Is ForGameMaker and GameMaker: Studio users and codeTable of ContentsChallenge 1 Maths Bar Graph 1Challenge 2 Clickable & Moveable Object 3Challenge 3 Room Fade In & Out Transition 5Challenge 4 Typewriter Text Effect 7Challenge 5 Audio Volume Change Based On Distance 9Challenge 6 Move Object To Position Using Path 11Challenge 7 Make The Screen Shake 13Challenge 8 Create Snow Effect 15Challenge 9 Password Easter Egg 17Challenge 10 Follow Two Objects In View 19Challenge 11 High / Low Number Game 21Challenge 12 Calculate Average Position Of Two Clicks 23Challenge 13 Retrieve Text File Web From & Save Locally 25Challenge 14 Shuffle Pack Of Playing Cards & Deal 5 27Challenge 15 Reverse Sentence Order 29Challenge 16 Rotate & Move Object To Mouse Position 31Challenge 17 Firework Display Using Effects 33Challenge 18 Random Sentence Generator 35Challenge 19 Pop Up RPG Style Text Box 37Challenge 20 Room Wrapping 39Challenge 21 Sprite Shadow 41Challenge 22 Make A Jukebox Player For 4 Songs 43Challenge 23 Scrolling Credits 45Challenge 24 Random Dice Roller 47Challenge 25 Substitution Cipher 49Challenge 26 Save Highscore To INI 51Challenge 27 Spawn Point 53Challenge 28 Dictionary Check 55Challenge 29 Draw Text With Shadow 57Challenge 30 Classic Brick & Ball Game Remake 59Challenge 31 Fire Projectile 61Challenge 32 World Clock 63Challenge 33 Text Based Quiz 65Challenge 34 On Screen Keyboard 67Challenge 35 Create A Driveable Tank That Leaves Tyre Tracks 69Challenge 36 Parallax Background 71Challenge 37 Click The Ghost 73Challenge 38 Particle Fire Effect 75Challenge 39 Bubble Sort 77Challenge 40 Unlockable Levels Select Screen 79Challenge 41 Moon Lander AI 81Challenge 42 Dodge The Barrels 83Challenge 43 Convert Celsius To Fahrenheit 85Challenge 44 Find Path To Position Avoiding Objects 87Challenge 45 Calculate BMI 89Challenge 46 Shuffle Pack Of Playing Cards & Save To Text 91Challenge 47 10 Green Bottles 93Challenge 48 English To Morse Code 95Challenge 49 Blitz Game Remake 97Challenge 50 Mini Golf Game Remake 99Challenge 51 Rock, Paper, Scissors Game Remake 101Challenge 52 Health Based On Distance 103Challenge 53 Tank Trax Game Remake 105Challenge 54 Two Separate Views 107Challenge 55 Word Typing Game 109Challenge 56 Destructible Terrain 111Challenge 57 Duck Hunt Game Remake 113Challenge 58 Keep Player In View 115Challenge 59 Fizz Buzz 117Challenge 60 Calculate Numbers 119Challenge 61 Particle Trail Effect 121Challenge 62 Draw Rectangle and Calculate Area & Perimeter 123Challenge 63 Random Terrain Generation 125Challenge 64 Drop The Coin (arcade style) 127Challenge 65 Calculate the Nth Result Of Fibonacci Sequence 129Challenge 66 Distance From Object To Mouse 131Challenge 67 Convert Decimal To Binary, Oct, Hex & Roman 133Challenge 68 Text In X Box 135Challenge 69 Frogger Game Remake 137Challenge 70 Take a Screen Shot 139Challenge 71 Slowly Move Direction 141Challenge 72 Pong Style Game Remake 143Challenge 73 Shooting Gallery 145Challenge 74 How Many Of Each Letter 147Challenge 75 Torpedo Game Remake 149Challenge 76 One Hundred Random Numbers 151Challenge 77 Coin Flip 153Challenge 78 Predict Path Of An Object 155Challenge 79 Dynamic Button 157Challenge 80 Sokoban Game Remake 159Challenge 81 Top Down Football 161Challenge 82 Top Down Racing 163Challenge 83 Convert Numbers (in digits) To Words 165Challenge 84 Zelda Style Views 167Challenge 85 Convert Text File To eBook 169Challenge 86 Planets Database (INI) 171Challenge 87 How Much Flour 173Challenge 88 Rotating Mini Map 175Challenge 89 Selectable Troops 177Challenge 90 Pipes 179Challenge 91 Arcade Style Horse Race Game 181Challenge 92 Road Builder 183Challenge 93 Chess Board Representation 185Challenge 94 1942 Game Remake 187Challenge 95 Create A Virtual ATM (bank teller) 189Challenge 96 Moon Lander Game Remake 191Challenge 97 Pixelate An Image 193Challenge 98 Miner 195Challenge 99 Follow Player (Ghost) 197Challenge 100 Multiplication Table 199Appendix A Points Chart<

    1 in stock

    £37.49

  • Learn RPGs in GameMaker Studio

    APress Learn RPGs in GameMaker Studio

    1 in stock

    Book SynopsisCarry out the pre-planning, design, and programming of role playing games (RPGs) using the popular GameMaker: Studio in this very practical and fun book. Author Ben Tyers teaches you how to create a story or plotline for the RPG, apply aesthetics, and develop core and extended gameplay.  Using Learn RPGs in GameMaker: Studio, you can design and build your own RPG using the GameMaker: Studio platform. Build your first game application and deploy in an app store, on Facebook, or just on a PC.  Maybe, even, make a few bucks.  What You''ll Learn Use the GameMaker: Studio platform to design and build a role playing game Create a story for game design purposes, using a plot line and defining characters  Discover the impact of aesthetics on art style, character separation, scene development, sound design and views Master core gameplay elements such as battles, exploratioTable of Contents1. Introduction2. Alert Text Effect3. Battle System4 Boss Character’s Battle5. Branching Dialogue6. Coin System Shop7. CutScene8. Depth Based Graphics9. Downloading Bonus Levels From Website10. Drivable Vehicles11. Enemy Path Finding12. Foot Step Sounds13. Hints & Tips14. HUD15. Inventory16. Invincibility17. Mini-Quests18. Multiple Locations 19. Positional Audio20. Respawn Points21. Usable Items22. Weapon Control23. Zooming24. Destructible Terrain25. Dashing26. Quest Completion27. Road Builder28. Character Progression29. Party Mechanics30. Day / Night Cycle31. Puzzle Room32. Treasure Hunting33. Card Battle34. Graphical Effects35. Random Level Generation36. Fishing Mini Game37. Ship Mini Game38. Dice Rolling39. Mini Game & Dual View40. Game End41. Saving

    1 in stock

    £58.49

  • Immersive 3D Design Visualization

    APress Immersive 3D Design Visualization

    1 in stock

    Book SynopsisDiscover the methods and techniques required for creating immersive design visualization for industry. This book proposes ways for industry-oriented design visualization from scratch. This includes fundamentals of creative and immersive technology; tools and techniques for architectural visualization; design visualization with Autodesk Maya; PBR integration; and texturing, material design, and integration into UE4 for immersive design visualization.You'll to dive into design and visualization, from planning to execution. You will start with the basics, such as an introduction to design visualization as well as to the software you will be using. You will next learn to create assets such as virtual worlds and texturing, and integrate them with Unreal Engine 4. Finally, there is a capstone project for you to make your own immersive visualization scene.By the end of the book you'll be able to create assets for use in industries such as game development, entertainment, architecture, design Table of ContentsChapter 1: Design for Creative and Immersive Technology • Scope of this book• Topics covered• Design visualization• Emerging technologies (VR, AR, and MR)Chapter 2: Tools for Architectural Visualization• MAYA for design visualization• Substance for PBR texturing• Design visualization gamification (UE4)Chapter 3: 3D Design with Autodesk Maya• Basics of modelling• Basics of unwrapping• Basics of Substance PainterChapter 4: Interactive Visualization with UE4• Interface of UE4• Exploring toolsChapter 5: Creating Virtual Worlds• Modelling assetsChapter 6: Unwrapping our Assets• Introduction to unwrapping• Unwrapping assetsChapter 7: Lightmap Analysis and Correction• Creating Lightmap UVs• Static vs. dynamic lighting• Lightmap analysis, correction, and padding• Shader analysis and tweakingChapter 8: PBR Integrated Texturing• Importing and baking maps• Texturing various assetsChapter 9: Material Design and Integration• Exporting for UE4• Importing into UE4• Material setupChapter 10: Real-Time/Emissive Materials• Emissive workflow in Substance Painter• Emissive workflow in UE4Chapter 11: Interaction Design in VR Engine• Importing 3D assets• Object properties editorChapter 12: Unreal® Engine 4 for Level design• Creating level• Documenting problems and errorsChapter 13: Design Visualization Capstone Project: Testing and Fixing Errors• Fixing errorsChapter 14: Design Visualization Capstone Project: Aesthetic Development• Completing level design• Lighting our sceneChapter 15: Immersive Design Portfolio• Cleaning up• Testing with VR headsets• Thoughts and suggestions

    1 in stock

    £49.49

  • Computer Graphics for Artists II: Environments and Characters

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

    1 in stock

    Book SynopsisIn this second volume of Computer Graphics for Artists the author, Andrew Paquette, guides the reader through the creation of realistic computer-generated backgrounds and characters. Rather than teach using a specific program, the author focuses on the theory required to ensure that the artist can create a convincing landscape, building, person or whatever they turn their attention to. Part One covers the core areas of background generation, such as CG terrain, plant life and architecture, but also deals with specific concepts such as photo-texturing and lighting, explaining all the advantages and pitfalls involved. Part Two introduces the reader to the study of the body-shape and movement and their consequent effects upon successful digital-recreation, as well as addressing some of the fundamental elements of appearance; hair, skin and fat. It is assumed that readers will be familiar with the terms and concepts described in the first volume of this work. Table of Contents3D3/Environments.- Real-World Terrain.- CG Terrain.- Plant Life.- Civil Engineering.- Architecture.- Texturing.- Lighting.- Project, Grading, and Conclusion.- 3D4/Anatomy for Characters.- Anatomy.- The Skeleton/Axial.- Appendicular Skeleton.- Musculature.- Musculature (Continued).- Joints.- CG Anatomy.- Projects and Conclusion.

    1 in stock

    £40.49

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

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

    1 in stock

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

    1 in stock

    £23.74

  • Introduction to Computer Graphics: Using OpenGL

    Springer International Publishing AG Introduction to Computer Graphics: Using OpenGL

    1 in stock

    Book SynopsisA 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.This 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.Topics and features: Contains pedagogical tools, including easy-to-understand example programs and end-of-chapter exercises Presents a practical guide to basic computer graphics programming using the Open Graphics Library (OpenGL) and the widely used Java programming language Includes 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 Supplies complete Java project examples as supplementary material This 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).Prof. Dr.-Ing. Karsten Lehn works at the Faculty of Information Technology at Fachhochschule Dortmund, University of Applied Sciences and Arts. Prof. Dr. Merijam Gotzes is teaching at Hamm-Lippstadt University of Applied Sciences. Prof. Dr. Frank Klawonn 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.Table of Contents

    1 in stock

    £35.87

  • Rendering Techniques ’97: Proceedings of the Eurographics Workshop in St. Etienne, France, June 16–18, 1997

    Springer Verlag GmbH Rendering Techniques ’97: Proceedings of the Eurographics Workshop in St. Etienne, France, June 16–18, 1997

    1 in stock

    Book SynopsisThe book contains the proceedings of the 8th Eurographics Rendering Workshop, which took place from 16th to 18th June, 1997, in Saint Etienne, France. After a series of seven successful events the workshop is now well established as the major international forum in the field of rendering and illumination techniques. It brought together the experts of this field. Their recent research results are compiled in this proceedings together with many color images that demonstrate new ideas and techniques. This year we received a total of 63 submissions of which 28 were selected for the workshop after a period of careful reviewing and evaluation by the 27 mem­ bers of the international program committee. The quality of the submissions was again very high and, unfortunately, many interesting papers had to be rejected. In addition to regular papers the program also contains two invited lectures by Shenchang Eric Chen (Live Picture) and Per Christensen (Mental Images). The papers in this proceedings contain new research results in the areas of Finite-Element and Monte-Carlo illumination algorithms, image-based render­ ing, outdoor and natural illumination, error metrics, perception, texture and color handling, data acquisition for rendering, and efficient use of hardware. While some contributions report results from more efficient or elegant algo­ rithms, others pursue new and experimental approaches to find better solutions to the open problems in rendering.Table of ContentsPolyhedral Geometry and the Two-Plane Parameterization.- Image-based Rendering with Controllable Illumination.- View-based Rendering: Visualizing Real Objects from Scanned Range and Color Data.- Applying Shape from Lighting Variation to Bump Map Capture.- Interactive Common Illumination for Computer Augmented Reality.- An Error Metric for Monte Carlo Ray Tracing.- Selective Culling of Discontinuity Lines.- Reconstructing the Visual Field of Compound Eyes.- Interactive Rendering of Globally Illuminated Glossy Scenes.- Incremental Updates to Scenes Illuminated by Area Light Sources.- Progressive Previewing of Ray-Traced Images Using Image Plane Discontinuity Meshing.- An Adaptive Representation of Spectral Data for Reflectance Computations.- A Geometry Dependent Texture Generation Framework for Simulating Surface Imperfections.- Nailboards: A Rendering Primitive for Image Caching in Dynamic Scenes.- Filtered Local Shading in the Wavelet Domain.- An Empirical Comparison of Progressive and Wavelet Radiosity.- Hierarchical Radiosity on Curved Surfaces.- A Hierarchical Subdivision Algorithm for Stochastic Radiosity Methods.- Bidirectional Radiosity.- Hierarchical Visibility in Terrains.- Hierarchical Lighting Simulation for Outdoor Scenes.- Plane-Parallel Radiance Transport for Global Illumination in Vegetation.- Lighting Reconstruction Using Fast and Adaptive Density Estimation Techniques.- A Neuro-Evolutionary Unbiased Global Illumination Algorithm.- Improved Irradiance Computation by Importance Sampling.- Adaptive Sampling and Bias Estimation in Path Tracing.- Application of Rendering Techniques to Monte-Carlo Physical Simulation of Gas Diffusion.- Global Illumination Techniques for the Simulation of Participating Media.- Invited Talk: Global Illumination for Professional 3D Animation, Visualization, and Special Effects.- Color Section.

    1 in stock

    £40.49

  • Rendering Techniques ’99: Proceedings of the Eurographics Workshop in Granada, Spain, June 21–23, 1999

    Springer Verlag GmbH Rendering Techniques ’99: Proceedings of the Eurographics Workshop in Granada, Spain, June 21–23, 1999

    Out of stock

    Book SynopsisThis book contains the proceedings of the 10th Eurographics Workshop on Rendering, which took place from the 21st to the 23rd of June, 1999, in Granada, Spain. Origi­ nally an outgrowth of the annual Eurographics meeting, the workshop was organized by a dedicated group of researchers who felt there was insufficient opportunity at Eu­ rographics and Siggraph to exchange ideas specifically on rendering. Over the past 9 years, the workshop has become renown as an international watershed for top quality work in this field, attracting between 50 and 100 attendees each year to share their latest research. This year we received a total of 63 submissions. Each paper was carefully reviewed by two of the 25 international programme committee members, as well as two external reviewers, selected by the co-chairs from a pool of 71 individuals. (The programme committee and external reviewers are listed following the contents pages.) In this new review process, all submissions and reviews were handled electronically, with the ex­ ception of videos submitted with a few of the papers. This streamlined the review process considerably, while reducing the costs and confusion associated with courier delivery of hundreds of papers.Table of ContentsDisruptive Technologies in Computer Graphics: Past, Present, and Future.- Perceptually-Informed Accelerated Rendering of High Quality Walkthrough Sequences.- Interactive Rendering using the Render Cache.- Interactive Ray-Traced Scene Editing using Ray Segment Trees.- Decoupling Polygon Rendering from Geometry using Rasterization Hardware.- Hierarchical Image-Based Rendering using Texture Mapping Hardware.- Towards Interactive Photorealistic Rendering of Indoor Scenes: A Hybrid Approach.- Group Accelerated Shooting Methods for Radiosity.- Gathering for Free in Random Walk Radiosity.- Information Theory Tools for Scene Discretization.- Geospecific Rendering of Alpine Terrain.- Multiple Textures Stitching and Blending on 3D Objects.- Image-Based BRDF Measurement Including Human Skin.- Real-Time Rendering of Real World Environments.- Computing Visibility for Triangulated Panoramas.- Efficient Displacement Mapping by Image Warping.- Light Field Techniques for Reflections and Refractions.- Shadow Penumbras for Complex Objects by Depth-Dependent Filtering of Multi-Layer Depth Images.- Approximating the Location of Integrand Discontinuities for Penumbral Illumination with Area Light Sources.- Reducing Memory Requirements for Interactive Radiosity using Movement Prediction.- Space-Time Hierarchical Radiosity.- Interactive Rendering with Arbitrary BRDFs using Separable Approximations.- An Illumination Model for a System of Isotropic Substrate — Isotropic Thin Film with Identical Rough Boundaries.- Rendering of Wet Materials.- Rendering Inhomogeneous Surfaces with Radiosity.- Face Cluster Radiosity.- Effective Compression Techniques for Precomputed Visibility.- Lighting Design: A Goal Based Approach using Optimisation.- Interactive Virtual Relighting and Remodeling of Real Scenes.- Beyond Photorealism.- Appendix: Colour Images.

    Out of stock

    £999.99

  • Rendering Techniques 2000: Proceedings of the Eurographics Workshop in Brno, Czech Republic, June 26–28, 2000

    Springer Verlag GmbH Rendering Techniques 2000: Proceedings of the Eurographics Workshop in Brno, Czech Republic, June 26–28, 2000

    1 in stock

    Book SynopsisThis book contains the proceedings of the 11th Eurographics Workshop on Rendering, which took place from the 26th to the 28th of June, 2000, in Brno, Czech Republic. Over the past 10 years, the Workshop has become the premier forum dedicated to research in rendering. Much of the work in rendering now appearing in other conferences and journals builds on ideas originally presented at the Workshop. This year we received a total of 84 submissions. Bachpaper was carefully reviewed by two of the 25 international programme committee members, as weil as external reviewers, selected by the co-chairs from a pool of 121 individuals (The programme committee and external reviewers are listed following the contents pages). In this review process, all submissions and reviews were handled electronically, with the exception of videos submitted with a few of the papers (however, some mpeg movies were also sent electronically). The overall quality of the submissions was exceptionally high. Space and time constraints forced the committee to make some difficult decisions. In the end, 33 papers were accepted, and they appear here. Almost all papers are accompanied by color images, which appear at the end of the book. The papers treat the following varied topics: radiosity, ray tracing, methods for global illumination, visibility, reftectance, filtering, perception, hardware assisted methods, real time rendering, modeling for effi­ cient rendering and new image representations.Table of ContentsMeasuring Visual Shape using Computer Graphics Psychophysics (M. S. Langer, H. H. Bülthoff).- Metropolis Light Transport for Participating Media (Mark Pauly, Thomas Kollig, Alexander Keller).- Density Control for Photon Maps (Frank Suykens, Yves D. Willems).- Weighted Importance Sampling Techniques for Monte Carlo Radiosity (Philippe Bekaert , Mateu Sbert, Yves D. Willems).- Fast Global Illumination Including Specular Effects (Xavier Granier, George Drettakis, Bruce Walter).- Virtual Occluders: An efficient Intermediate PVS representation (Vladlen Koltun, Yiorgos Chrysanthou, Daniel Cohen-Or).- Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs (Peter Wonka, Michael Wimmer, Dieter Schmalstieg).- Real-Time Rendering of Densely Populated Urban Environments (Franco Tecchia, Yiorgos Chrysanthou).- Guaranteed Occlusion and Visibility in Cluster Hierarchical Radiosity (Luc Leblanc, Pierre Poulin).- Parameterized Animation Compression (Ziyad S. Hakura, Jerome E. Lengyel, John M. Snyder).- Wavelet Warping (Iddo Drori, Dani Lischinski).- Artistic Multiprojection Rendering (Maneesh Agrawala, Denis Zorin, Tamara Munzner).- A Closed-Form Solution for the Irradiance due to Linearly-Varying Luminaires (Min Chen, James Arvo).- Exact Illumination in Polygonal Environments using Vertex Tracing (Michael M. Stark, Richard F. Reisenfield).- Wavelet Radiosity on Arbitrary Planar Surfaces (Nicolas Holzschuch, Francois Cuny , Laurent Alonso).- Hierarchical Instantiation for Radiosity (Cyril Soler, Francois Sillion).- Unified Approach to Prefiltered Environment Maps (Jan Kautz, Pere-Pau Vázquez, Wolfgang Heidrich, Hans-Peter Seidel).- Antialiasing with Line Samples (Thouis R. Jones, Ronald N. Perry).- Comparing Real & Synthetic Scenes using Human Judgements of Lightness (Ann McNamara, Alan Chalmers, Tom Troscianko, Iain Gilchrist).- Interactive Tone Mapping (Frédo Durand, Julie Dorsey).- Modeling and Rendering for Realistic Facial Animation (Stephen R. Marschner,Brian Guenter, Sashi Raghupathy).- Real-Time Hair (Jerome Lengyel).- Feature-based Displacement Mapping (Xiaohuan Corina Wang, Jérôme Maillot, Eugene Fiume, Victor Ng-Thow-Hing, Andrew Woo, Sanjay Bakshi).- Soft Shadow Maps for Linear Lights (Wolfgang Heidrich, Stefan Brabec, Hans-Peter Seidel).- Hardware Accelerated Horizon Mapping (Peter-Pike J. Sloan, Michael F. Cohen).- General calculations using graphics hardware with applications to interactive caustics (Chris Trendall, A. James Stewart).- Dynamic Acceleration Structures for Interactive Ray Tracing (Erik Reinhard, Brian Smits, Chuck Hansen).- Direct Ray Tracing of Displacement Mapped Triangles (Brian Smits, Peter Shirley, Michael M. Stark).- Ray Tracing Point Sampled Geometry (Gernot Schaufler, Henrik Wann Jensen).- Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering (Maryann Simmons, Carlo H. Séquin).- Rendering Iridescent Colors of Optical Disks (Yinlong Sun, F. David Fracchia, Mark S. Drew, Thomas W. Calvert).- A Physically-Based BRDF Model for Multilayer Systems with Uncorrelated Rough Boundaries (Isabelle Icart, Didier Arquès).- Interactive Rendering with Real-World Illumination (Simon Gibson, Alan Murta).- Walkthroughs with Corrective Texturing (Marc Stamminger, Jorg Haber, Hartmut Schirmacher, Hans-Peter Seidel)

    1 in stock

    £40.49

  • Mixed Reality and Gamification for Cultural

    Springer International Publishing AG Mixed Reality and Gamification for Cultural

    1 in stock

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

    1 in stock

    £67.49

  • Springer-Verlag Berlin and Heidelberg GmbH & Co. KG The NURBS Book

    15 in stock

    Book SynopsisUntil 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.Table of ContentsOne 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.

    15 in stock

    £71.24

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

    1 in stock

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

    1 in stock

    £116.99

  • Adobe Photoshop Classroom in a Book 2023 release

    Pearson Education (US) Adobe Photoshop Classroom in a Book 2023 release

    1 in stock

    Book SynopsisTable of ContentsGetting Started 1 Getting to Know the Work Area 2 Basic Photo Corrections 3 Working with Selections 4 Layer Basics 5 Quick Fixes 6 Masks and Channels 7 Typographic Design 8 Vector Drawing Techniques 9 Advanced Compositing 10 Painting with the Mixer Brush 11 Editing Video 12 Working with Camera Raw 13 Preparing Files for The Web 14 Producing and Printing Consistent Color 15 Exploring Neural Filters Appendixes

    1 in stock

    £41.64

  • R Graphics Cookbook

    O'Reilly Media R Graphics Cookbook

    1 in stock

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

    1 in stock

    £47.99

  • Adobe Illustrator Classroom in a Book 2023

    Pearson Education (US) Adobe Illustrator Classroom in a Book 2023

    1 in stock

    Book SynopsisTable of ContentsGetting Started What's New in Adobe Illustrator (2023 Release) A Quick Tour of Adobe Illustrator (2023 Release) 1 Getting to Know the Work Area 2 Techniques for Selecting Artwork 3 Make a Logo with Shapes 4 Editing and Combining Shapes and Paths 5 Transforming Artwork 6 Using the Basic Drawing Tools 7 Drawing with the Pen Tool 8 Using Color to Enhance Artwork 9 Adding Type to a Project 10 Organizing Your Artwork with Layers 11 Gradients, Blends, and Patterns 12 Using Brushes to Create an Ad 13 Exploring Creative Uses of Effects and Graphic Styles 14 Creating Artwork for a T-Shirt 15 Placing and Working with Images 16 Sharing Projects

    1 in stock

    £44.09

  • Perspective Warps and Distorts with Adobe Tools

    APress Perspective Warps and Distorts with Adobe Tools

    1 in stock

    Book SynopsisChapter 1:  Introduction to Warps.- Chapter 2:  Basic Warping Tools.- Chapter 3:  Warping with Patterns.- Chapter 4: Transform Your Layers in a Non-Destructive Way with Smart Objects.- Chapter 5: Warping Text.- Chapter 6: Working with Puppet Warp.- Chapter 7: Perspective Warp & Content-Aware Scale.- Chapter 8: Basic Filters & Smart Filters.- Chapter 9: Advance Filters working Smart Filters.Table of ContentsChapter 1: Introduction to WarpsChapter 2: Basic Warping ToolsSub – Topics:• Blur Tool• Sharpen Tool• Smudge Tool• A review of the Perspective Crop Tool• Brief discussion on other tools you may use to enhance or correct your distort (Example, Stamp Tool or other healing brushes)Chapter 3: Warping with PatternsSub - Topics:• Basic Pattern Creation• Drawing and Erasing with a custom Symmetry Paint and paths panel and create a custom pattern layer in Photoshop• Filter Other > Offset filter• Defining a Pattern (where are they stored)• Live shapes pathfinder properties using Pen and Shapes tools• Edit > Fill pattern built-in scripts• The Layers panel working with adjustment layers and patterns• Working with Patterns in Layer Styles• Library Panel: Adobe sensei Capture Create from Image a pattern • Pattern preview Chapter 4: Transform Your Layers in a Non-Destructive Way with Smart ObjectsSub - Topics: • Free Transform• Scale• Rotate• Skew• Distort• Perspective• Warp • Warping with Normal or Smart Object Layers• Applying this knowledge to further warping of patterns, brushes, shapes, and stylesChapter 5: Warping TextSub - Topics: • Create Warp Text• Covert Text to Path, Shape Layer or a Frame.• Warping text while the FX Styles are appliedChapter 6: Working with Puppet WarpSub - Topics: • Edit > Puppet Warp (Tool)Chapter 7: Perspective Warp & Content-Aware ScaleSub - Topics: • Edit > Perspective Warp• Edit > Content Aware Scale• Edit > Sky ReplacementChapter 8: Basic Filters & Smart FiltersSub - Topics: Basic Filters:• Filter Gallery > Distort (Diffuse Glow, Glass and Ocean ripple,) Texture > Stained glass • Filter > Blur (Radial Blur, Shape Blur)• Filter > Blur Gallery (Spin Blur)• Filter > Distort (Displace, Pinch, Polar Coordinates, Ripple, Sheer, Spherize, Twirl, Wave, Zigzag)• Filter > Pixelate (Crystalize, Mosaic, Pointillize)• Stylize > Oil paint• Combining Smart Filters and using Masks• Project: Creating a simple GIF animation from some of the distorts created after using the filters• Tips on the Filter > Render Tree, Flame and Picture Frame Chapter 9: Advance Filters working Smart FiltersSub - Topics: • Advanced filters: o Lens Correction (Correcting Distortion) o Adaptive Wide Angle (Correcting Distortion) o Camera Raw Filter > geometry (Correcting Distortion) o Filter > Vanishing Point o Filter > Liquify (workspace related tools) o Filter > Neural Filters Workspace (Smart Portrait, Landscape Mixer)

    1 in stock

    £41.24

  • Perspective Warps and Distorts with Adobe Tools

    APress Perspective Warps and Distorts with Adobe Tools

    1 in stock

    Book SynopsisChapter 1: Introduction to Warps in Illustrator.- Chapter 2: Pen and Shape Tools Review.- Chapter 3: Working with the Scale, Sheer, Reshape and Free Transform Tools.- Chapter 4: Working with Puppet Warp Tool.- Chapter 5: Working with Shape Warp (Liquify) Tools.- Chapter 6: Working with the Blend Tool.- Chapter 7: Warping Patterns.- Chapter 8: Gradients, Mesh Tool, and Transparency.- Chapter 9: Creating Envelope Distorts.- Chapter 10: Working with Text Paths.- Chapter 11: Working with Effect Filters.- Chapter 12: Working with Symbol Warping Tools.- Chapter 13: Working with 3D and Perspective.- Chapter 14: How can I use my warped designs between other Adobe Apps?Table of ContentsChapter 1: Introduction to Warps in IllustratorSub -Topics• Setting up the Workspace• Illustrator Panel Review• Saving Your FileChapter 2: Pen and Shape Tools ReviewSub - Topics:• Pen Tools & Curvature Tool• Selection & Direct Selection, Group Selection Tool• Shape tools (Rectangle, Rounded Rectangle, Ellipse, etc.)• Align Panel• Pathfinder Panel• ProjectChapter 3: Working with the Scale, Sheer, Reshape and Free Transform ToolsSub - Topics: • Move (Selection Tool)• Rotate Tool• Reflect Tool• Scale Tool• Shear Tool• Transform Each• Reshape Tool • Free Transform Tools• ProjectChapter 4: Working with Puppet Warp ToolSub - Topics: • Puppet Warp Tool• ProjectChapter 5: Working with Shape Warp (Liquify) ToolsSub – Topics: • Width Tool• Warp Tool• Twirl Tool• Pucker Tool• Bloat Tool• Scallop Tool• Crystalize Tool• Wrinkle Tool• ProjectChapter 6: Working with the Blend ToolSub – Topics: • Blend Tool and Options• Symbols and the Blend Tool• ProjectChapter 7: Warping PatternsSub - Topics: • Pattern Introduction• Repeating Patterns with the Object Menu o Radial Repeat o Grid Repeat o Mirror Repeat• Pattern Library and Pattern Options Panel• Customizing your Capture Pattern from the Libraries Panel• Patterns and Brushes• ProjectsChapter 8: Gradients, Mesh Tool, and TransparencySub - Topics: • Working with the Gradient Panel and Gradient Tool o Linear Gradient o Radial Gradient o Freeform Gradient• Mesh Tool• Project• Transparency Panel• Gradients and Transparency in Brush PanelChapter 9: Creating Envelope DistortsSub - Topics: • Envelope Distorts on Objects and Type• Make with Warp• Make with Mesh• Make with Top Object• ProjectChapter 10: Working with Text PathsSub - Topics:• Type Tool• Vertical Type Tool• Area Type Tool and Vertical Area Type Tool o Text Wrap• Type on a Path Tool and Vertical Type on a Path Tool• Touch Type Tool• ProjectChapter 11: Working with Effect Filters Sub - Topics: • Illustrator Effects o 3D and Materials o Convert to Shape o Crop Marks o Distort & Transform o Path o Pathfinder o Raster o Stylize o SVG Filters o Warp• Photoshop Effects o Effect Gallery o Blur, Pixelate and Video Effects o Graphic Styles Panel Review o Graphic Styles and Symbols o Project o Where to Acquire Additional effectsChapter 12: Working with Symbol Warping ToolsSub - Topics: • Symbol Creation (Symbol Review) • Symbol Sprayer Tool• Symbol Shifter Tool• Symbol Scruncher Tool• Symbol Sizer Tool• Symbol Spinner Tool• Symbol Stainer Tool• Symbol Screener Tool• Symbol Styler Tool• Creating Graphic Styles for SymbolsChapter 13: Working with 3D and PerspectiveSub - Topics: • Perspective Grid & Perspective Selection Tools• Effect > 3D and Materials (3D Classic) o Rotate (Classic) o Revolve (Classic) o Extrude & Bevel (Classic) • Effect > 3D and Materials Panel o Project o Rotate o Materials o Revolve o Extrude & Bevel o Inflate• Project• Graph Tools and 3D Effect for creating beginner Infographic IdeaChapter 14: How can I use my warped designs between other Adobe Apps? Sub - Topics: • Workflow of Photoshop and Illustrator Graphics to Other Adobe Applications o InDesign o Animate o Dreamweaver o Saving Exported files or Assets from Photoshop and Illustrator o Other Adobe Applications

    1 in stock

    £41.24

  • Programming for Mixed Reality with Windows 10,

    Microsoft Press,U.S. Programming for Mixed Reality with Windows 10,

    2 in stock

    Book Synopsis Develop AI-powered apps and games for HoloLens and mixed reality headsets This is a complete guide to programming AI-powered mixed reality apps with the Windows Mixed Reality platform. Step by step, Dawid Borycki guides you through every type of mixed reality development, from simple 2D to cutting-edge apps for Microsoft HoloLens and immersive headsets. First, you’ll learn to write UWP 2D apps that adapt for any Windows 10 device, transfer camera images to machine learning services, and use mobile sensor readings to control headset content. Then, building on these skills, you’ll master every facet of building cross-platform 3D apps that link augmented reality content to real objects. Advanced Microsoft technology expert Dawid Borycki shows how to: Set up a mixed reality development environment with all the tools you’ll need, including HoloLens and Mixed Reality simulators Write Universal Windows 2D apps for all Windows 10 devices, and adjust their views and capabilities to specific hardware Render media streams, acquire video from world-facing cameras, and detect human faces in those images Generate descriptions of what the user sees, and present them via text or speech Build AI-powered voice-controlled apps with Microsoft Cognitive Services (MCS) Master core concepts and techniques for building 3D mixed reality apps with Unity Format 3D objects with materials to create holograms Add interactions to holograms based on user input Integrate HoloLens capabilities, including air gestures, spatial sound, and mapping Table of ContentsPart I: Fundamentals1. Introduction to Windows Mixed Reality 2. Development Tools3. Configuring the Development Environment, Emulators and Hardware Part II. Developing 2D UWP Apps4. UWP Basics5. Media Controls6. Microsoft Cognitive Services7. Communicating with Devices Part III. Developing 3D Apps8. 3D Graphics Fundamentals9. Unity Basics10. Physics and Scripting11. Animations and Navigation12. Understanding HoloLens-Specific Functionalities13. An AI-Powered 3D App14. Attaching Holograms to Real Objects with Vuforia15. UrhoSharp

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