Graphics programming Books

82 products


  • 3D Mesh Processing and Character Animation: With

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

    15 in stock

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

    15 in stock

    £52.24

  • 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

  • Metaverse: Concept, Content and Context

    Springer International Publishing AG Metaverse: Concept, Content and Context

    1 in stock

    Book SynopsisThe 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. Overall, Metaverse: Concept, Content and Context 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. This book is well-designed and well-written and will appeal to beginners and students as well as professionals, welcome to the metaverse community! Table of ContentsPreface.- About the Author.- Acknowledgments.- List of Figures.- Acronyms.- 1. 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.

    1 in stock

    £49.49

  • Metaverse Concept Content and Context

    Springer International Publishing AG Metaverse Concept Content and Context

    1 in stock

    Book SynopsisThe 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.

    1 in stock

    £49.49

  • Calculus for Computer Graphics

    Springer International Publishing AG Calculus for Computer Graphics

    Out of stock

    Book SynopsisStudents studying different branches of computer graphics need to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces. And as computer graphics software becomes increasingly sophisticated, calculus is also being used to resolve its associated problems.In this 3rd edition, the author extends the scope of the original book to include vector differential operators and differential equations and draws upon his experience in teaching mathematics to undergraduates to make calculus appear no more challenging than any other branch of mathematics. He introduces the subject by examining how functions depend upon their independent variables, and then derives the appropriate mathematical underpinning and definitions. This gives rise to a function’s derivative and its antiderivative, or integral. Using the idea of limits, the reader is introduced to derivatives and integrals of many common functions. Other chapters address higher-order derivatives, partial derivatives, Jacobians, vector-based functions, single, double and triple integrals, with numerous worked examples and almost two hundred colour illustrations. This book complements the author’s other books on mathematics for computer graphics and assumes that the reader is familiar with everyday algebra, trigonometry, vectors and determinants. After studying this book, the reader should understand calculus and its application within the world of computer graphics, games and animation.Table of ContentsIntroduction.- Functions.- Limits and Derivatives.- Derivatives and Antiderivatives.- Higher Derivatives.- Partial Derivatives.- Integral Calculus.- Area Under a Graph.- Are Length and Parameterisation of Curves.- Surface Area.- Volume.- Vector-Valued Functions.- Vector Differential Operators.- Tangent and Normal Vectors.- Continuity.- Curvature.- Solving Differential Equations.- Conclusion. Appendix A.- Appendix B.- Index.

    Out of stock

    £49.49

  • 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

    £30.36

  • Empowering Novel Geometric Algebra for Graphics

    Springer International Publishing AG Empowering Novel Geometric Algebra for Graphics

    1 in stock

    Book SynopsisThis 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. 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.Table of ContentsFoundations of Geometric Algebra.- Transformations, Orientation and Fitting.- Modelling Proteins and Cities.- Signal Processing with Octonions.

    1 in stock

    £42.74

  • Algorithms and Complexity

    Springer International Publishing AG Algorithms and Complexity

    1 in stock

    1 in stock

    £58.49

  • Computer-Assisted and Robotic Endoscopy: Second

    Springer International Publishing AG Computer-Assisted and Robotic Endoscopy: Second

    Out of stock

    Book SynopsisThis book constitutes the thoroughly refereed post-conference proceedings of the Second International Workshop on Computer Assisted and Robotic Endoscopy, CARE 2015, held in conjunction with MICCAI 2015, in Munich, Germany, in October 2015. The 15 revised full papers were carefully selected out of 20 initial submissions and focus on recent technical advances associated with computer vision; graphics; robotics and medical imaging; external tracking systems; medical device control systems; information processing techniques; endoscopy; planning and simulation.Table of ContentsImpact of lossy image compression on CAD support systems for colonoscopy.- Pointing with a One-Eyed Cursor for Supervised Training in Minimally Invasive Robotic Surgery.- Instrument Tracking with Rigid Part Mixtures Model.- A Stereoscopic Motion Magnification in Minimally-Invasive Robotic Prostatectomy.- Tissue Shape Acquisition with a Hybrid Structured Light and Photometric Stereo Endoscopic System.- Using Shading to Register an Intraoperative CT Scan to a Laparoscopic Image.- A Surgical Simulation Robot with Haptics and Friction Compensation.- A Real-Time Target Tracking Algorithm for a Robotic Flexible Endoscopy Platform.- 2D/3D Real-Time Tracking of Surgical Instruments Based on Endoscopic Image Processing.- Tracking accuracy evaluation of electromagnetic sensor-based colonoscope tracking method.- Non Rigid Registration of 3D Images to Laparoscopic Video for Image Guided Surgery.- A novel dual Level Sets competition model for colon region segmentation.- Enhancing Normal-Abnormal Classification Accuracy in Colonoscopy Videos via Consistency.- 3D Stable Spatio-temporal Polyp Localization in Colonoscopy Videos.- Uninformative Frame Detection in Colonoscopy Through Motion, Edge and Color Features.

    Out of stock

    £36.09

  • 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

    £71.24

  • Fundamental Algorithms for Computer Graphics: NATO Advanced Study Institute directed by J.E. Bresenham, R.A. Earnshaw, M.L.V. Pitteway

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

    15 in stock

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

    15 in stock

    £42.74

  • The NURBS Book

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

    1 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.

    1 in stock

    £67.49

  • Digital Color Management: Principles and

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Digital Color Management: Principles and

    Out of stock

    Book SynopsisThe use of differing input and output equipment (scanners, monitors, printers, etc.) in computer-aided publishing often results in the unsatisfactory reproduction of color originals in print and online media. This is the first book presenting the basics and strategies for color management in the print publishing workflow with focus on producing according ISO 12647-2 and other standards. The user learns what to expect from color management according to the ICC-standard and how to avoid the pitfalls. The terminology is oriented on practicing professionals for print production.Trade ReviewAus den Rezensionen: "... Dieses englischsprachige Buch liefert die richtige Grundlagen und Vorgehensweisen für Farbmanagement. Es richtet sich in erster Linie an klassische Print-Publisher, aber auch Video- und Webdesigner können gut davon lernen und sich die Grundlagen für den wichtigen Bereich aneigen. [sic] " (in: Digital Production, März/April 2009, Issue 2, S. 11)Table of ContentsColor Theory with Ideal Colors.- Color Theory with Realistic Colors.- The Principles of Color Management.- ISO 12647, GRACoL and SWOP for Separation, Proof and Print.- Using ICC Strengths and Avoiding ICC Problems.- PDF/X-1a and DeviceLink Color Servers.- Corner Stones for a Color-Management Strategy.

    Out of stock

    £52.24

  • Curves and Surfaces in Computer Aided Geometric Design

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

    15 in stock

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

    15 in stock

    £42.74

  • Handbuch digitaler Bild- und Filtereffekte: 1500

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Handbuch digitaler Bild- und Filtereffekte: 1500

    15 in stock

    Book SynopsisWerbegrafiker, 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!Trade Review"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)Table of ContentsZum 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.

    15 in stock

    £43.69

  • CAD-Handbuch: Auswahl und Einführung von CAD-Systemen

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG CAD-Handbuch: Auswahl und Einführung von CAD-Systemen

    1 in stock

    Table of Contents1: 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.

    1 in stock

    £40.49

  • GKS in der Praxis

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG GKS in der Praxis

    1 in stock

    Book SynopsisDieses 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.Table of ContentsI : 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.

    1 in stock

    £42.74

  • Screenografie kompakt: Der immersive Bildraum

    Springer Fachmedien Wiesbaden Screenografie kompakt: Der immersive Bildraum

    Out of stock

    Book SynopsisDieses Lehrprogramm zur systematischen Gestaltung eines interaktiv nutzbaren Bildschirms (Screen) erläutert wahrnehmungspsychologische und kommunikationswissenschaftliche Grundlagen, die für das Systemische Design grafischer Benutzeroberflächen (Graphical User Interfaces) relevant sind. Im Kontext interaktiver Raumnutzung wird illustriert, wie die Bildschirmfläche morphologisch in Form eines visuellen Gestaltungsrasters (Visual Design Pattern) zu gliedern ist, das den immersiven Bildraum der grafischen Benutzeroberfläche strukturiert und die interaktive Nutzung erleichtert. Es werden mögliche Farbkombinationen für ein visuelles Ambiente definiert, deren Wirkungsweise auf natürlichen Erfahrungswerten basiert und somit einem speziellen Nutzernaturell entspricht, dessen Charakteristika weltweit identisch sind.Table of Contents

    Out of stock

    £25.19

  • Einführung in die Computeranimation

    Springer Vieweg Einführung in die Computeranimation

    1 in stock

    Book SynopsisAnimationssysteme.- Objektanimation.- Charakteranimation.- Prozedurale Animation.

    1 in stock

    £38.24

  • Robotic Process Automation RPA im

    Springer Vieweg Robotic Process Automation RPA im

    1 in stock

    Book SynopsisDesktop Publishing. -Automatisierung.-Automatisierung von Artwork-Prozessen.- Client Server Kommunikation.

    1 in stock

    £31.34

  • Media Innovations AR and VR: Success Factors For

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

    2 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.

    2 in stock

    £33.24

  • Lehmanns Media GmbH The LATEX Graphics Companion: Tools and

    1 in stock

    Book Synopsis

    1 in stock

    £42.01

  • Modern Geometric Computing for Visualization

    Springer Verlag, Japan Modern Geometric Computing for Visualization

    1 in stock

    Book SynopsisThis 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.Table of Contents1: 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.

    1 in stock

    £40.49

  • Triangle Mesh Watermarking and Steganography

    Springer Verlag, Singapore Triangle Mesh Watermarking and Steganography

    Out of stock

    Book SynopsisThis book provides a systematic overview of watermarking and steganography methods for triangle meshes related to computer graphics and security. The significance of this research has been well recognized by the growing body of work on watermarking, steganography and steganalysis of 3D meshes. With the evolution of the CAD industry and real-world end-user applications such as virtual reality (VR) and 3D printing, 3D meshes have attracted world-wide attention. Besides, the flexible data structure of 3D geometry provides enough space to embed secret information, making it ideal for applications such as copyright protection and covert communication. Our goal of the book is to allow readers to systematically understand 3D mesh information hiding technology and its applications as a whole. The book outlines comprehensive techniques, including handcrafted and deep learning-based techniques, digital and physical techniques in the literature and provides standard evaluation metrics for triangle meshes. The up-to-date geometrical deep learning and 3D printing-related algorithms are also covered. Offering a rich blend of ideas and algorithms, the book is up-to-date and self-contained. It is an excellent reference resource for users who are seeking 3D mesh watermarking and steganography algorithms, as well as for graduate students and researchers wanting to grasp the frontiers of triangular mesh processing on data hiding.Table of Contents1. Introduction.- 2. Watermarking, steganography and steganalysis.- 3. 3D mesh watermakring techniques.- 4. 3D mesh steganography and steganalysis techniques.- 5. Conclusion and Future Work.

    Out of stock

    £125.99

  • Mathematics and Applications of Computer Graphics

    Springer Mathematics and Applications of Computer Graphics

    15 in stock

    Book SynopsisShape processing by surface mesh.- Rendering.- Character Animation.- Physics Simulation.

    15 in stock

    £49.49

  • Creating Infographics with Adobe Illustrator: Volume 1: Learn the Basics and Design Your First Infographic

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Creating Infographics with Adobe Illustrator: Volume 1: Learn the Basics and Design Your First Infographic

    10 in stock

    Book SynopsisThis full-color book will teach you how to use Adobe Illustrator's various tools to create infographics, as well as basic page layouts for them. This is the first of three volumes which will cover all the fundamentals of Illustrator, an industry standard application used by graphic designers and marketing and communication teams. How is an infographic different from a logo or any other illustration? What additional thought processes, skills, or software tools should be utilized to create an infographic? In this first volume of Illustrator Basics, you will learn the answers to all these questions. Author Jennifer Harder will walk you through creating basic infographics in Illustrator using Basic Shape tools, Pen Tools, Type Tools, and Symbols. Upon completing this volume, you will have an appreciation for how easy it is to design an infographic and discover how rudimentary shapes and colors can affect readability while conveying meaning to your audience. You will be able to use this knowledge to create your own infographics using Illustrator’s wide array of tools. Who This Book Is For Discover the tools within Illustrator that are ideal for creating basic infographics Develop a logo based upon a scanned sketch Gain an understanding of different infographic layouts and the process of reviewing them with your client Who This Book Is For Beginner-level designers and others who are interested in learning the process of creating infographics for their company, the classroom, for a visual resume, an article in a magazine, or a webpage.Table of ContentsChapter 1: What are Infographics? Chapter 2: Preparation for Creating a Logo and Infographics Chapter 3: Scanner Basics Chapter 4: Setting Up Your Workspace Chapter 5: Working with Artboards and Saving Files Chapter 6: A Basic Review of Illustrator’s Shape Tools Chapter 7: A Basic Review of Illustrator’s Pen Tools Chapter 8: Working with Illustrator’s Layers and additional Drawing and Type Tools Chapter 9: Creating your first Infographic Projects

    10 in stock

    £35.99

  • Creating Infographics with Adobe Illustrator: Volume 3: Interactive Infographics and the Creative Cloud

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Creating Infographics with Adobe Illustrator: Volume 3: Interactive Infographics and the Creative Cloud

    10 in stock

    Book SynopsisThis full-color book, the third of three volumes, focuses on Adobe Illustrator’s SVG interactivity tools. How can an infographic be made more interactive for an audience? What additional Illustrator tools and Adobe applications can be used to enhance your infographic layout? In this final volume of Creating Infographics with Adobe Illustrator, you will learn the answers to all these questions. Author Jennifer Harder will walk you through creating basic infographics in Illustrator using Illustrator tools for creating SVG files, known as Scalable Vector Graphics, for basic Interactivity on a web page. Then you will review layouts in other Adobe Applications in relation to their connectivity with Illustrator. Upon completing this volume, you will have a thorough understanding of how to design an infographic with basic interactivity for a web page, and how this can improve visualization and convey meaning to your audience. Moreover, you will be able to use this knowledge to create your own infographics using Illustrator’s wide array of tools. What You Will Learn Discover how to apply interactivity to an infographic Gain insight into different infographic layouts and how to finalize your project with your client Explore other Adobe Creative Cloud applications that may assist you in the future as you create your infographics Who This Book Is For Beginner-level designers and others who are interested in learning the process of creating infographics for their company, the classroom, for, an article in a magazine, or adding interactivity to webpage.Table of ContentsChapter 1: Interactive Infographics with SVG.- Chapter 2: Ideas: Various 2D and 3D Graphic Layouts, Client Review.- Chapter 3: Next Steps with Infographics Using Adobe Creative Cloud.

    10 in stock

    £37.49

  • Creating Infographics with Adobe Illustrator: Volume 2: 2D and 3D Graphics

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Creating Infographics with Adobe Illustrator: Volume 2: 2D and 3D Graphics

    10 in stock

    Book SynopsisThis full-color book will teach you how to use Adobe Illustrator's various tools to create infographics, as well as basic page layouts for them. It focuses on Illustrator’s powerful graphing tools and 2D and 3D effects. How can an infographic or graph be altered and adapted to appear more engaging and still display your data accurately? What additional effects can be used on your infographic to produce the results you envision? In this second volume of Creating Infographics with Adobe Illustrator, you will learn the answers to all these questions. Author Jennifer Harder will walk you through creating basic infographics in Illustrator using Illustrator tools such as Graphing Tools as well as how to create 2D effects and 3D shapes with their related materials, including Symbols. Upon completing this volume, you will have an appreciation for how easy it is to design an infographic or graph to display your data and discover how rudimentary shapes and colors can be altered using patterns, as well as 2D and 3D effects, to enhance readability while conveying meaning to your audience. You will be able to use this knowledge to create your own infographics using Illustrator’s wide array of tools. What You Will Learn Use Illustrator’s Graphing Tools to create and modify basic charts or graphs Work with popular 2D effects to enhance your design in Illustrator Create 3D Shapes using Materials and Symbols and modify your 3D Graphs Explore basic Image Trace and Perspective options in Illustrator Who This Book Is For Beginner-level designers and others who are interested in learning the process of creating infographics for their company, the classroom, for data visualization, an article in a magazine, or a webpage.Table of ContentsChapter 1: Illustrator’s Graphing Tools: Creating a 2D infographic Part 1.- Chapter 2: Illustrator’s Graphing Tools: Creating a 2D infographic Part 2.- Chapter 3: Altering Graphics using the Image Trace Panel and Project Ideas.- Chapter 4: Illustrator’s 2D Effects for Creating Infographics.- Chapter 5: Illustrator’s 3D Effects for Creating Infographics.- Chapter 6: Creating 3D Infographic Projects and Perspective Basics.

    10 in stock

    £39.99

  • Advanced Styles and Insights with Midjourney

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Advanced Styles and Insights with Midjourney

    10 in stock

    Book SynopsisExplore advanced techniques in AI image generation with a focus on enhancing creativity and producing unique styles using the Midjourney platform, an AI image-generating (text-to-image) program unparalleled in the aesthetics of images it can produce. This book is for anyone ready to push their AI art further, with guidance straight from a seasoned AI artist and user of Midjourney. Unlike a basic tutorial, this book focuses on advanced prompt crafting strategies, understanding Midjourney's evolving algorithms, and harnessing these tools to produce art that resonates on personal and communal levels. Author Irina Shamaeva shares insights gained from creating and sharing art that has captivated over 8,000 followers on social media in a year. You'll see how to think out of the box with AI art creation and gain practical tips and techniques for drawing. Expect practical tips on making the most of Midjourney for your art, insights from the author's experience, and stories from the AI art world. This book is not just about how to use Midjourney; it's about creating art that matters to you and others. Advanced Styles and Insights with Midjourney will allow you to channel your creativity with more sophisticated drawing techniques, concepts, and new complementary tools. What You Will LearnCombine the features of two recent Midjourney versions, getting the best qualities of each. Explore a hidden unofficial version of Midjourney that has a wild imagination. Use the Vary(Subtle), Vary(Strong), and Vary(Region) functions to manipulate your images. Work with multimedia - images along with text - as image prompts and style references. Who This Book Is ForGraphic designers, architects, book illustrators, product photographers, game developers, fashion and interior designers, educators, AI researchers using text-to-image software, and any Midjourney user wanting to enhance their prompting skills.

    10 in stock

    £37.49

  • A Beginners Guide to Digital Image Repair in Photoshop Volume 2

    Apress A Beginners Guide to Digital Image Repair in Photoshop Volume 2

    10 in stock

    Book SynopsisChapter 1: Adjustment Layers, Blending Modes with Masks for Photo Restoration: Part 1.- Chapter 2: Adjustment Layers, Blending Modes with Masks for Photo Restoration: Part 2.- Chapter 3: Basic Filters for Photo Restoration.- Chapter 4: Advanced Filters for Photo Restoration: Part 1 .-Chapter 5: Advanced Filters for Photo Restoration: Part 2.- Chapter 6: Creating a Parallax: Bringing Your Vintage or Historical Photos to Life.- Chapter 7: Next Steps in Your Photo Restoration Project.

    10 in stock

    £43.99

  • Master Photo and Video Editing with Metal

    Apress Master Photo and Video Editing with Metal

    10 in stock

    Book SynopsisPart 1: Rasterization.- Chapter 1: Getting Started with Apple Metal.- Chapter 2: Metal Fundamentals Overview. Rendering and Displaying Content.- Chapter 3: Understanding the Rendering Pipeline.- Chapter 4: Vertex Shader Function, Primitive Assembly.- Chapter 5: Transformations.- Chapter 6: Perspective Transformations.- Chapter 7: Working with Textures and Images.- Part 2: Image Editing with Metal.- Chapter 8: Basic color adjustments.- Chapter 9: Vignette.- Chapter 10: Blur.- Chapter 11: Lookup Table.- Chapter 12: Twirl.- Part 3: Multilayer rendering.- Chapter 13: Introduction to layer composition.- Chapter 14: Blend Modes.- Chapter 15: Layer Effects.-Part 4: Video Editing with Metal.- Chapter 16 - Video Editing with Metal.- Chapter 17 - Video Layers.- Appendix: Common Metal functions.

    10 in stock

    £39.99

  • Blender Scripting with Python

    Apress Blender Scripting with Python

    10 in stock

    10 in stock

    £43.99

  • Beginners Guide to Adobe Fresco

    Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Beginners Guide to Adobe Fresco

    10 in stock

    10 in stock

    £43.99

  • Recreating Built Heritage for Cities

    Apress Recreating Built Heritage for Cities

    10 in stock

    Book SynopsisChapter  1: What is HBIM?.- Chapter  2: History and Benefits of HBIM.- Chapter  3: Creating an HBIM 3D Model for a City Across Different Eras.- Chapter  4: Step One: Data Collection.- Chapter  5: Step Two: Pre-Processing.- Chapter  6: Step Three: Building the 3D Model.- Chapter  7: Step Four: Adding Context.- Chapter  8: Step Five: Post-Processing and Analysis.- Chapter  9: Conclusion.

    10 in stock

    £43.99

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