Mobile 3D Graphics SoC: From Algorithm to Chip

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Mobile 3D Graphics SoC: From Algorithm to Chip Overview


The first book to explain the principals behind mobile 3D hardware implementation, helping readers understand advanced algorithms, produce low-cost, low-power SoCs, or become familiar with embedded systems

As mobile broadcasting and entertainment applications evolve, there is increasing interest in 3D graphics within the field of mobile electronics, particularly for handheld devices. In Mobile 3D Graphics SoC, Yoo provides a comprehensive understanding of the algorithms of mobile 3D graphics and their real chip implementation methods. 3D graphics SoC (System on a Chip) architecture and its interaction with embedded system software are explained with numerous examples. Yoo divides the book into three sections: general methodology of low power SoC, design of low power 3D graphics SoC, and silicon implementation of 3D graphics SoCs and their application to mobile electronics. Full examples are presented at various levels such as system level design and circuit level optimization along with design technology. Yoo incorporates many real chip examples, including many commercial 3D graphics chips, and provides cross-comparisons of various architectures and their performance. Furthermore, while advanced 3D graphics techniques are well understood and supported by industry standards, this is less true in the emerging mobile applications and games market. This book redresses this imbalance, providing an in-depth look at the new OpenGL ES (The Standard for Embedded Accelerated 3D Graphics), and shows what these new embedded systems graphics libraries can provide for 3D graphics and games developers.


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Computer Simulations of Surfaces and Interfaces (NATO Science Series II: Mathematics, Physics and Chemistry)

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Computer Simulations of Surfaces and Interfaces (NATO Science Series II: Mathematics, Physics and Chemistry) Overview


Studies of surfaces and interactions between dissimilar materials or phases are vital for modern technological applications. Computer simulation methods are indispensable in such studies and this book contains a substantial body of knowledge about simulation methods as well as the theoretical background for performing computer experiments and analyzing the data. The book is self-contained, covering a range of topics from classical statistical mechanics to a variety of simulation techniques, including molecular dynamics, Langevin dynamics and Monte Carlo methods. A number of physical systems are considered, including fluids, magnets, polymers, granular media, and driven diffusive systems. The computer simulation methods considered include both standard and accelerated versions. The simulation methods are clearly related to the fundamental principles of thermodynamics and statistical mechanics.


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3D Studio Max R2.5 f/x

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3D Studio Max R2.5 f/x Overview


ProvidesEND


3D Studio Max R2.5 f/x Specifications


This guide for intermediate and advanced users shows you how to produce eye-catching effects in the 3-D modeling and animation tool, 3D Studio MAX R2. You use files on the included CD-ROM (which also offers models, scene files, materials, texture maps, and additional insight on how the package works) to work along with the book's projects.

The authors help you create convincing lighting effects and build realistic industrial and animated materials, such as dirt and metal. You also learn how to create optical effects and work with the Dynamics utility. Additional sections of the book teach more advanced modeling techniques, including those involving lightning, bones, landscapes, and Non-Uniform Rational B-Spline (NURBS) modeling; Space Warps and particle systems; and plug-ins. A section dedicated to technical material covers expressions and MAXScript.

Appendices list resources for more information on 3D Studio MAX, special effects, and filmmaking. A full-color section shows you the results of the projects in the book's tutorials, as well as the work of various 3D Studio MAX artists. --Kathleen Caster

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Advances in Visual Computing: Second International Symposium, ISVC 2006, Lake Tahoe, NV, USA, November 6-8, 2006, Proceedings, Part I (Lecture Notes in ... Vision, Pattern Recognition, and Graphics)

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Advances in Visual Computing: Second International Symposium, ISVC 2006, Lake Tahoe, NV, USA, November 6-8, 2006, Proceedings, Part I (Lecture Notes in ... Vision, Pattern Recognition, and Graphics) Overview


The two volume set LNCS 4291 and LNCS 4292 constitutes the refereed proceedings of the Second International Symposium on Visual Computing, ISVC 2006, held in Lake Tahoe, NV, USA in November 2006.

The 65 revised full papers and 56 poster papers presented together with 57 papers of ten special tracks were carefully reviewed and selected from more than 280 submissions. The papers cover the four main areas of visual computing.




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Object-Oriented Simulation: Reusability, Adaptability, Maintainability

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Object-Oriented Simulation: Reusability, Adaptability, Maintainability Overview


The second part of a yearly series on simulation technology, OBJECT-ORIENTED SIMULATION presents an outstanding variety of the very latest advances in simulation techniques. This leading-edge volume contains a cohesive selection of presentations written by the world-renowned experts in a broad range of topics. OBJECT-ORIENTED SIMULATION is a key resource for anyone involved in computer simulator research and design as well as developers, producers, scholars, and managers. It is an excellent tool for preparing proposals for simulation in commercial and military fields.


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Managing Software Quality

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Managing Software Quality Overview


What should be every software organization's primary goal? Managing Software Quality. Producing and sustaining the high quality of products and processes in evolutionary systems are at the core of software engineering, and it is only through a comprehensive measurement program that a successful outcome can be assured. Cost and budget limitations, schedule due dates, all represent systems engineering constraints which impinge on the degree to which software development and maintenance professional can achieve maximum quality. Richard Nance and James Arthur's guide to managing software quality goes beyond the usual answers to the "why" and "what" questions generally provided in the standards documents. They not only look at the "how to" in their focus of the measurement of software quality, but also come up with specific suggestions to the pressing needs of practising software engineers, quality assurance engineers and software and project managers. "This is one of the few books in this area that addresses the 'quality' aspect based upon the important aspect of documentation. In addition, the book provides a basis for not only the software manager concerned with measurement implementation, but also the researcher in identifying the current state of the art and practice. This will be a key reference guide for anyone that is concerned with developing quality software." (William H Farr, PhD, Naval Surface Warfare Center Dahlgren Division) About the Authors: Research motivated by problems arising in large, complex software systems is what stimulates Richard Nance. His collaboration with the U.S. Navy on major software-intensive programs spans over 30 years. James Arthur is an Associate Professor of Computer Science at Virginia Tech.


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Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning

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Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning Overview


Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.


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Robot Vision: Second International Workshop, RobVis 2008, Auckland, New Zealand, February 18-20, 2008, Proceedings (Lecture Notes in Computer Science / ... Vision, Pattern Recognition, and Graphics)

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Robot Vision: Second International Workshop, RobVis 2008, Auckland, New Zealand, February 18-20, 2008, Proceedings (Lecture Notes in Computer Science / ... Vision, Pattern Recognition, and Graphics) Overview


This book constitutes the refereed proceedings of the Second International Workshop on Robot Vision, RobVis 2008, held in Auckland, New Zealand, in February 2008.

The 21 revised full papers presented together with 15 posters papers were carefully reviewed and selected from 59 submissions. The papers and posters are organized in topical sections on motion analysis, stereo vision, robot vision, computer vision, visual inspection, urban vision, and the poster section.




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LightWave 3D 8 for Windows & Macintosh

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LightWave 3D 8 for Windows & Macintosh Overview


When simple 3D models aren¿t enough¿when you want to put hair on your character¿s chest, add soft-body dynamics, include particle effects, and more¿NewTek¿s 3D powerhouse LightWave 8 is the software you need. Instead of lengthy tutorials, you¿ll find task-based, step-by-step instruction and concise explanations that lets you get down to the serious business of creating 3D graphics and animation with a minimum amount of fuss and a maximum amount of enjoyment. If you¿re an advanced user, you¿ll be able to go straight to the new features that interest you most: workflow and user interface enhancements, improved character-animation tools, tighter integration with other production tools and third-party add-ons, and more. And if you¿re new to LightWave, you¿ll be able to get your feet wet without being intimidated. With plenty of visual aids and tips to ease the way, you¿ll soon find yourself creating animations, working with vertex maps, editing geometry, rendering projects, and more.




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Railroad Vehicle Dynamics: A Computational Approach

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Railroad Vehicle Dynamics: A Computational Approach Overview


The methods of computational mechanics have been used extensively in modeling many physical systems. The use of multibody-system techniques, in particular, has been applied successfully in the study of various, fundamentally different applications.

Railroad Vehicle Dynamics: A Computational Approach presents a computational multibody-system approach that can be used to develop complex models of railroad vehicle systems. The book examines several computational multibody-system formulations and discusses their computer implementation. The computational algorithms based on these general formulations can be used to develop general- and special-purpose railroad vehicle computer programs for use in the analysis of railroad vehicle systems, including the study of derailment and accident scenarios, design issues, and performance evaluation.

The authors focus on the development of fully nonlinear formulations, supported by an explanation of the limitations of the linearized formulations that are frequently used in the analysis of railroad vehicle systems. The chapters of the book are organized to guide readers from basic concepts and definitions through a final understanding of the utility of fully nonlinear multibody- system formulations in the analysis of railroad vehicle systems.

Railroad Vehicle Dynamics: A Computational Approach is a valuable reference for researchers and practicing engineers who commonly use general-purpose, multibody-system computer programs in the analysis, design, and performance evaluation of railroad vehicle systems.


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Genetic Algorithms in Optimisation, Simulation and Modelling, (Frontiers in Artificial Intelligence and Applications , Vol 23)

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Genetic Algorithms in Optimisation, Simulation and Modelling, (Frontiers in Artificial Intelligence and Applications , Vol 23) Overview


This book examines the implementation and applications of genetic algorithms (GA) to the domain of AI.In recent years the trend towards, real world applications is fgaining ground especially in GA. The general purpose nature of GA is examined from an interdiciplinary point of view. Despite the differences that may exist in between representations across domain problems the commonality of in the design of GA is upheld. This work provides an overview of the current developments in Europe a section is devoted to the progrmamming of Parallel Genetic Algorithms (including GAME) and a section on Optimisation and Complex Modelling. Readers: researchers in AI, mathematics and computing.


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Physically Based Rendering, Second Edition: From Theory To Implementation

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Physically Based Rendering, Second Edition: From Theory To Implementation Overview


Physically Based Rendering, 2nd Edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method - known as 'literate programming'- combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.



    • New sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more.
    • Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux. Please visit, www.pbrt.org.
    • Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described.




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    Modeling and Planning for Sensor Based Intelligent Robot Systems (Series in Machine Perception and Artificial Intelligence)

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    Modeling and Planning for Sensor Based Intelligent Robot Systems (Series in Machine Perception and Artificial Intelligence) Overview


    This edited and reviewed volume consists of papers that were originally presented at a workshop in the Scientific Center at Schloss Dagstuhl, Germany. It gives an overview of the field and presents the latest developments in the areas of modeling and planning for sensor based robots. The particular topics addressed include active vision, sensor fusion, environment modeling, motion planning, robot navigation, distributed control architectures, reactive behavior, and others.


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    Morphing & Animation: Release 3 and 4 (3d Studio Tips & Tricks Series/Book and Disk)

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    Morphing & Animation: Release 3 and 4 (3d Studio Tips & Tricks Series/Book and Disk) Overview


    3D Studio software is a comprehensive environment for creating professional-quality aminations and high-resolution still images. Virtually anything you and your client can envision can be modeled and photorealistically rendered.


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    Mastering Mechanical Desktop(r): Parametric Design

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    Mastering Mechanical Desktop(r): Parametric Design Overview


    This concise guide to parametric design teaches student and professional users of AutoCAD(r) and MECHANICAL DESKTOP(r) how to use AutoCAD(r) Designer's(r) parametric solid modeling features to produce dimension-driven 3D solid models, virtual assemblies, and engineering documents. The book explains how AutoCAD(r) native solids, AutoCAD(r) Designer(r) solids, and AutoSurf(r) NURBS surfaces can be combined, converted, and modified in a powerful, unified and interoperative design environment. Users of this book learn how to create a dimension-driven parametric solid by extruding; generate solid features by sweeping and revolving; and create virtual assemblies of solid parts. The book concludes with a step-by-step explanation of how native solids, AutoSurf(r) surfaces, and Designer(r)'s parametric objects interoperate with one another, and a summary of all Designer(r) commands and variables used - making this book a useful, hands-on working reference for engineering design professionals and students. This tutorial-style companion book by Ron Cheng offers additional skills and support to his main book, MASTERING AUTOCAD(r) RELEASE 14. Adopters wishing to combine two or more of any Thomson Learning titles and save their students money can call our Custom Bundling Solutions Center at 800-245-6724.


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    Parallel and Distributed Simulation Systems (Wiley Series on Parallel and Distributed Computing)

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    Parallel and Distributed Simulation Systems (Wiley Series on Parallel and Distributed Computing) Overview


    A state-of-the-art guide for the implementation of distributed simulation technology.

    The rapid expansion of the Internet and commodity parallel computers has made parallel and distributed simulation (PADS) a hot technology indeed. Applications abound not only in the analysis of complex systems such as transportation or the next-generation Internet, but also in computer-generated virtual worlds for military and professional training, interactive computer games, and the entertainment industry.

    In this book, PADS expert Richard M. Fujimoto provides software developers with cutting-edge techniques for speeding up the execution of simulations across multiple processors and dealing with data distribution over wide area networks ,including the Internet. With an emphasis on parallel and distributed discrete event simulation technologies, Dr. Fujimoto compiles and consolidates research results in the field spanning the last twenty years, discussing the use of parallel and distributed computers in both the modeling and analysis of system behavior and the creation of distributed virtual environments.

    While other books on PADS concentrate on applications, Parallel and Distributed Simulation Systems clearly shows how to implement the technology. It explains in detail the synchronization algorithms needed to properly realize the simulations, including an in-depth discussion of time warp and advanced optimistic techniques. Finally, the book is richly supplemented with references, tables and illustrations, and examples of contemporary systems such as the Department of Defense's High Level Architecture (HLA), which has become the standard architecture for defense programs in the United States.


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    3D Structure from Multiple Images of Large-Scale Environments: European Workshop, SMILE'98, Freiburg, Germany, June 6-7, 1998, Proceedings (Lecture Notes in Computer Science)

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    3D Structure from Multiple Images of Large-Scale Environments: European Workshop, SMILE'98, Freiburg, Germany, June 6-7, 1998, Proceedings (Lecture Notes in Computer Science) Overview


    This book constitutes the strictly refereed post-workshop proceedings of the European Workshop on 3D Structure from Multiple Images of Large-Scale Environments, SMILE'98, held in conjunction with ECCV'98 in Freiburg, Germany, in June 1998. The 21 revised full papers presented went through two cycles of reviewing and were carefully selected for inclusion in the book. The papers are organized in sections on multiview relations and correspondence search, 3D structure from multiple images, callibration and reconstruction using scene constraints, range integration and augmented reality application.


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    Introduction to Simulation Modeling Using Gpss/PC (Book and 2 Disks)

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    Introduction to Simulation Modeling Using Gpss/PC (Book and 2 Disks) Overview


    A practical introduction to simulation theory and the GPSS/PC simulation language, this package is designed to help readers start modelling real-world manufacturing and service industry problems quickly. It aims to serve both as a tutorial and reference resource.


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    Many-Agent Simulation and Artificial Life (Frontiers in Artificial Intelligence and Applications)

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    Many-Agent Simulation and Artificial Life (Frontiers in Artificial Intelligence and Applications) Overview


    This work provides an overview of the theoretical, as well as the practical, aspects involved in the study and implementation of many-agent simulation models. The model presented here is based on the idea that programs exhibit behaviours entirely described by their internal mechanisms, namely the program instructions. By relating an individual to a program, it is possible to achieve an artificial world inhabited by interacting processes. It is possible, then, to achieve simulation by transposing the population of a real system to this artificial counterpart in which particular hypotheses can be explored by repeating experiments the same way as in a real laboratory, but more easily. Each member of a population is then represented as an agent whose behaviour is programmed with all the required details. Many-agent simulations therefore primarily help to model situations in which individuals have complex and different behaviours, while taking into account both quantitative (numerical parameters) and qualitative (individual behaviours) properties of the system.


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    Advances in Multimedia Information Processing - PCM 2008: 9th Pacific Rim Conference on Multimedia, Tainan, Taiwan, December 9-13, 2008, Proceedings (Lecture ... Applications, incl. Internet/Web, and HCI)

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    Advances in Multimedia Information Processing - PCM 2008: 9th Pacific Rim Conference on Multimedia, Tainan, Taiwan, December 9-13, 2008, Proceedings (Lecture ... Applications, incl. Internet/Web, and HCI) Overview


    This book constitutes the refereed proceedings of the 9th Pacific Rim Conference on Multimedia, PCM 2008, held in Tainan, Taiwan, in December 2008.

    The 79 revised full papers and 39 revised poster presented were carefully reviewed and selected from 210 submissions. The papers are organized in topical sections on next generation video coding techniques, audio processing and classification, interactive multimedia systems, advances in H.264/AVC, multimedia networking techniques, advanced image processing techniques, video analysis and its applications, image detection and classification, visual and spatial analyses, multimedia human computer interfaces, multimedia security and DRM, advanced image and video processing, multimedia database and retrieval, multimedia management and authoring, multimedia personalization, multimedia for e-learning, multimedia networking techniques, multimedia systems and applications, advanced multimedia techniques, as well as multimedia processing and analyses.




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    Concept-Level Analytical Procedures for Loading Nonprocessing Communication Satellites with Nonantijam Signals

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    Concept-Level Analytical Procedures for Loading Nonprocessing Communication Satellites with Nonantijam Signals Overview


    This report presents the analytical procedures and mathematical formulations required to construct a computer model of a military communication satellite system, load it efficiently with the radio signals required to support an operational scenario, and assess its vulnerability to jamming.


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    3D Game Textures: Create Professional Game Art Using Photoshop

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    3D Game Textures: Create Professional Game Art Using Photoshop Overview


    Finally the eagerly-awaited next edition of Luke Ahearn's cornerstone game art book: 3D Game Textures is on its way. The book will be refreshed per the latest revision of Photoshop and the latest game industry trends and developments. 3D Game Textures allows next-gen game artists to learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99% of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention. Unlike anything on the market, this book concentrates soley on texturing, and provides an in-depth guide to game texturing with hundreds of high-quality examples. Game artists learn all they need to know on the topic, including basic artistic principles, tools and techniques, and specific step-by-step tutorials that explain how to create textures for myriad environments.

    New Coverage of the latest version of Photoshop, including adding multiple edge tiling; adding Photoshop Bridge coverage;  an updated metal tutorial and adding coverage of urban exteriors. Included in the second edition is a new chapter and an advanced project, featureing a large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains, signs, and more.  The DVD includes: demo versions of relevant software as well as resource images.

    * Learn everything you need to create stunning, professional textures from one easy to follow guide which features tutorials and over 500 high-quality images
    * Follow the step-by-step tutorials to learn how to create suitable images which you can add to your portfolio and WOW prospective employers
    * Companion CD includes sample textures, Photoshop actions and brushes, and electronic versions of images you saw in the book - all the tools you need in one place!
    * Hit the ground running or get a leg up on the competition with the tips, tricks, and real world examples featured in this comprehensive guide


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    Creating a 3D Animated CGI Short: The Making of the Autiton Archives Fault Effect - Pilot Webisode

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    • ISBN13: 9780763782641
    • Condition: New
    • Notes: BRAND NEW FROM PUBLISHER! BUY WITH CONFIDENCE, Over one million books sold! 98% Positive feedback. Compare our books, prices and service to the competition. 100% Satisfaction Guaranteed



    Creating a 3D Animated CGI Short: The Making of the Autiton Archives Fault Effect - Pilot Webisode Overview


    Creating a 3D Animated CGI Short presents an insightful behind-the-scenes tour of the entire production process for 3D artists, animators, and independent filmmakers who are interested in creating their own CGI shorts as well as for those who are simply fans and enthusiasts of CGI films in general. This book presents detailed examples of every step of the production process; from initial concept through character design, set design, modeling, texturing, lighting, camera animation, character animation, lip sync, rendering, post-production, compositing, and all the way to film festival submissions and online web distribution. It truly has something for everyone interested in CGI films. Using readily available off-the-shelf hardware and software such as modo, LightWave 3D, FPrime, HD Instance, Peak, Shake, iMovie, iDVD, GarageBand and more, Creating a 3D Animated CGI Short shows how to produce a complete 3D animated CGI Short, including how to fund the production by taking on paid freelance projects along the way. Where other filmmaking books typically describe industry standard methodologies that are most effective for larger productions, this book shows how to drastically simplify and condense those processes and focus only on the essential elements that will enable a single artist or filmmaker to complete a CGI short on their own.


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    Introduction to Rare Event Simulation (Springer Series in Statistics)

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    Introduction to Rare Event Simulation (Springer Series in Statistics) Overview


    This book presents a unified theory of rare event simulation and the variance reduction technique known as importance sampling from the point of view of the probabilistic theory of large deviations. It allows us to view a vast assortment of simulation problems from a unified single perspective.




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    Social Science Microsimulation

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    This book gives an overview of the state of the art in five different approaches to social science simulation on the individual level. The volume contains microanalytical simulation models designed for policy implementation and evaluation, multilevel simulation methods designed for detecting emergent phenomena, dynamical game theory applications, the use of cellular automata to explain the emergence of structure in social systems, and multi-agent models using the experience from distributed artificial intelligence applied to special phenomena. The book collects the results of an international conference which brought together social scientists and computer scientists both engaged in a wide range of simulation approaches for the first time.


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    Advances in High Performance Computing and Computational Sciences: The 1st Kazakh-German Advanced Research Workshop, Almaty, Kazakhstan, September 25 to ... Mechanics and Multidisciplinary Design)

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    This volume contains contributions to the First Kazakh-German Advanced Research Workshop on Computational Science and High Performance Computing presented in September 2005 at Almaty, Kazakhstan. The workshop was organized by the High Performance Computing Center Stuttgart (Stuttgart, Germany), al-Farabi Kazakh National University (Almaty, Kazakhstan) and the Institute of Computational Technologies SB RAS (Novosibirsk, Russia) in the framework of activities of the German-Russian Center for Computational Technologies and High Performance




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    Automated Modeling of Physical Systems (Lecture Notes in Computer Science / Lecture Notes in Artificial Intelligence)

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    This book is based on the author's PhD thesis which was selected during the 1993 ACM Doctoral Dissertation Competition as one of the three best submissions. This monograph investigates the problem of selecting adequate models for reasoning about physical systems and applications to engineering problem solving. An elegant treatment of both the theoretical and practical sides are presented: the problem is precisely formalized, its computational complexity is analyzed in detail, and an efficient algorithm for finding adequate models is derived; on the practical side, a methodology for building systems that automatically construct adequate models is provided, and implementational aspects and tests are described.


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    3-D Starter Kit for Macintosh/Book and Cd-Rom

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    A complete source for introducing, explaining, and demonstrating computer generated 3-D design. Through step-by-step tutorials, readers can build, render, and animate their first models, while the author provides overviews and suggestions. The CD-ROM enables the user to build, enter, and animate models which compliment the topics in the book.


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    Real-Time Object-Oriented Modeling

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    Are you looking for a more effective approach to real-time systems development? Real-Time Object-Oriented Modeling The development of real-time distributed systems is one of the most difficult engineering problems ever faced, taxing the capabilities of traditional real-time software development approaches. Real-Time Object-Oriented Modeling is the first book that brings together, in a single harmonious approach, the power of object-oriented concepts tailored specifically for real-time systems, with an iterative and incremental process based on the use of executable models. Developed by practitioners, the proven methodology described here is becoming a leader in the industry. Using a learn-by-example approach, this book offers:
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