Smart Graphics: 5th International Symposium, SG 2005, Frauenwörth Cloister, Germany, August 22-24, 2005, Proceedings (Lecture Notes in Computer ... Vision, Pattern Recognition, and Graphics)

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Smart Graphics: 5th International Symposium, SG 2005, Frauenwörth Cloister, Germany, August 22-24, 2005, Proceedings (Lecture Notes in Computer ... Vision, Pattern Recognition, and Graphics) Overview


This book constitutes the refereed proceedings of the 5th International Symposium on Smart Graphics, SG 2005, held in Frauenwörth Cloister, Germany in August 2005.

The 26 revised full papers presented were carefully reviewed and selected for presentation. The papers address smart graphics issues from the points of view of computer graphics, artificial intelligence, cognitive science, graphic design, and fine art; they are organized in topical sections on synthetic characters and virtual worlds, generating visual displays, text and graphics, 3D interaction and modeling, novel interaction paradigms, and poster presentations and demos.




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WATERLINE WARSHIPS: An Illustrated Masterclass

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WATERLINE WARSHIPS: An Illustrated Masterclass Overview


Philip Reed, best known for his superb models of ships from the age of sail, here turns his attention to the other highly popular subject for ship modelers - the warships of the Second World War.

The book is a step-by-step manual for building a scratch waterline model of the Ca Class destroyer HMS Caesar, the sistership of Cavalier now on display in drydock at Chatham Historical Dockyard. These emergency built ships were launched between 1943 and 1945 and Caesar herself was to see action in 1944 on the Russian convoys and then in defense of the Western Approaches.

The model presented in the book is built to the scale of 16ft to the inch and is designed to be displayed as a waterline model in a diorama. Every aspect is covered from the construction of a bread and butter hull through to the the details of camouflage, bridge, funnel, mast, the 4.5in, Hazemeyer and Oerlikon guns, boats, davits, depth charge gear, torpedo tubes, searchlights, vents and lockers,and the sea itself.

Ship's plans and a picture gallery at the end of the book devoted to a whole array of the author's WWII model warships complete the book. More than fifty years of modeling experience is passed on through wise and practical advice and thus each page will be of the utmost value to scratch builders and to any kit builders who may be setting out to construct a model of a WWII warship.


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Advances in Biometrics: International Conference, ICB 2006, Hong Kong, China, January 5-7, 2006, Proceedings (Lecture Notes in Computer Science / ... Vision, Pattern Recognition, and Graphics)

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Advances in Biometrics: International Conference, ICB 2006, Hong Kong, China, January 5-7, 2006, Proceedings (Lecture Notes in Computer Science / ... Vision, Pattern Recognition, and Graphics) Feature


  • ISBN13: 9783540311119
  • Condition: USED - Like New
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Advances in Biometrics: International Conference, ICB 2006, Hong Kong, China, January 5-7, 2006, Proceedings (Lecture Notes in Computer Science / ... Vision, Pattern Recognition, and Graphics) Overview


This book constitutes the refereed proceedings of the International Conference on Biometrics, ICB 2006, held in Hong Kong, China in January 2006. The book includes 104 revised full papers covering such areas of biometrics as the face, fingerprint, iris, speech and signature, biometric fusion and performance evaluation, gait, keystrokes, and more. In addition the results of the Face Authentication Competition (FAC 2006) are also announced in this volume.




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Computational Chemistry Using the PC

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Computational Chemistry Using the PC Overview


Computational Chemistry Using the PC, Third Edition takes the reader from a basic mathematical foundation to beginning research-level calculations, avoiding expensive or elaborate software in favor of PC applications. Geared towards an advanced undergraduate or introductory graduate course, this Third Edition has revised and expanded coverage of molecular mechanics, molecular orbital theory, molecular quantum chemistry, and semi-empirical and ab initio molecular orbital approaches.
With significant changes made to adjust for improved technology and increased computer literacy, Computational Chemistry Using the PC, Third Edition gives its readers the tools they need to translate theoretical principles into real computational problems, then proceed to a computed solution. Students of computational chemistry, as well as professionals interested in updating their skills in this fast-moving field, will find this book to be an invaluable resource.


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Blender 3D 2.49 Architecture, Buildings, and Scenery

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Blender 3D 2.49 Architecture, Buildings, and Scenery Overview


Create realistic models of building exteriors and interiors, the surrounding environment, and scenery.
  • Study modeling, materials, textures, and light basics in Blender
  • Learn special tricks and techniques to create walls, floors, roofs, and other specific architectural elements
  • Create realistic virtual tours of buildings and scenes
  • Develop a library of textures, materials, and objects that you can use over and over again

In Detail

Every type of construction - such as building a house, a movie set, or a virtual set - needs a project. These projects are made of a lot of documents and technical drawings, which help in the construction of those buildings. These technical drawings and documents are just fine, but when you need to make a presentation of these projects for people who can't read technical drawings, things can get a little difficult.

To make presentations for people who can't read technical drawings, we use tools like Blender. With Blender we can create, texture, and generate photo-real images of a project. These images are helpful to architects or companies to explain their projects in a better way. This book will show you how to generate real-looking architectural models quickly using Blender. You can also create natural scenery, landscapes, plants, various weather conditions, environmental factors, building materials such as wood, metal, brick, and more using Blender.

As you walk through the chapters you will see that Blender is a tool, designed to give you high productivity and fast access to tools and menus helping you to create 3D models quickly for 3D visualization. You will learn how to add people to different scenes as well as other objects to an already existing photograph or a video making it easier to increase its realism.

The process begins by learning how Blender user interface works then moves on and starts to deal with 3D modeling. In the 3D modeling chapters you will learn how to work with polygon-based modeling for architecture, creating walls and other architectural elements. But, a project is not only made of large scale models and this is the reason why you also learn to create 3D furniture.

In the section about advanced lighting for architecture, you learn how to work with YafaRay to use global illumination techniques such as Photon Mapping and Path Tracing, and create photo-real renderings.

In the last section of the book, dedicated to animation, we will create linear animation based on keyframes and interactive 3D applications.

Create realistic models of building exteriors and interiors, the surrounding environment, and scenery.

What you will learn from this book

  • Ease the workflow of architectural visualization by using Blender
  • Get the dimensions of models into the right proportions by learning how to use precision modeling
  • Use the tools and techniques of Blender to create more details for your models, like windows and doors
  • Create interior views of rooms and offices and exterior views of buildings, landscapes, and courtyards
  • Produce video tours of the buildings and environments you create
  • Set up an interactive camera to walk into a virtual 3D representation of the project
  • Export simple versions of your models for use in games and interactive environments
  • Apply textures to building surfaces to produce more detailed and realistic scenes
  • Use the YafaRay raytracer to create astonishingly realistic, photo-quality images
  • Create interactive animations

Approach

The book consists of a lot of exciting examples, which are shaped using the various features of Blender. It provides step-by-step instructions leading you to realistic models of buildings, landscapes, and more. A collection of amazing screenshots will add excitement to your learning experience. You can build realistic 3D models that can be used while creating different animation projects. The printed version of the book is in black and white, but a full color version of the images is available for download here. The eBook version, available from Packt, is in full color.

Who this book is written for

This book is for architects, game designers, artists, or movie makers who want to create realistic buildings, interiors, and scenery using Blender 3D, a free, open-source graphics tool. This book is not a general introduction to Blender, but focuses on developing expertise on the architectural aspects of the tool. You need not have prior knowledge of Blender.


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Computer Graphics and Geometric Modelling: Implementation & Algorithms (v. 1)

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Computer Graphics and Geometric Modelling: Implementation & Algorithms (v. 1) Overview


Possibly the most comprehensive overview of computer graphics as seen in the context of geometric modelling, this two volume work covers implementation and theory in a thorough and systematic fashion. Computer Graphics and Geometric Modelling: Implementation and Algorithms, covers the computer graphics part of the field of geometric modelling and includes all the standard computer graphics topics. The first part deals with basic concepts and algorithms and the main steps involved in displaying photorealistic images on a computer. The second part covers curves and surfaces and a number of more advanced geometric modelling topics including intersection algorithms, distance algorithms, polygonizing curves and surfaces, trimmed surfaces, implicit curves and surfaces, offset curves and surfaces, curvature, geodesics, blending etc. The third part touches on some aspects of computational geometry and a few special topics such as interval analysis and finite element methods. The volume includes two companion programs.


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Spatial Evolutionary Modeling (Spatial Information Systems)

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Spatial Evolutionary Modeling (Spatial Information Systems) Overview


Evolutionary models (e.g., genetic algorithms, artificial life), explored in other fields for the past two decades, are now emerging as an important new tool in GIS for a number of reasons. First, they are highly appropriate for modeling geographic phenomena. Secondly, geographical problems are often spatially separate (broken down into local or regional problems) and evolutionary algorithms can exploit this structure. Finally, the ability to store, manipulate, and visualize spatial data has increased to the point that space-time-attribute databases can be easily handled.


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An Introduction to Copulas (Springer Series in Statistics)

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An Introduction to Copulas (Springer Series in Statistics) Overview


The study of copulas and their role in statistics is a new but vigorously growing field. In this book the student or practitioner of statistics and probability will find discussions of the fundamental properties of copulas and some of their primary applications. The applications include the study of dependence and measures of association, and the construction of families of bivariate distributions. This book is suitable as a text or for self-study.




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Advances in Geocomputing (Lecture Notes in Earth Sciences)

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Advances in Geocomputing (Lecture Notes in Earth Sciences) Overview


This book provides a concise overview of the recent development in geocomputing, which covers the model construction and result visualisation, advanced computational theory and high performance software development on supercomputers and their applications in simulating geodynamics, crustal dynamics, earthquakes, tsunami and rock physics spanning different scales. A DVD-ROM is attached together with this book for the image and animation files of the amazing simulation results.




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3D Studio Tips and Tricks Series: Shaping and Lofting (3d Studio Tips & Tricks)

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3D Studio Tips and Tricks Series: Shaping and Lofting (3d Studio Tips & Tricks) 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. 3D Studio is ideal for producing animations for product design, creating multimedia and educational presentations, reconstructing accident scenes for courtroom use, preparing high-resolution still images and creating advanced architectural or engineering visualizations.


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Computational Models For Life Sciences - CMLS '07: 2007 International Symposium on Computational Models of Life Sciences (AIP Conference Proceedings / ... / Mathematical and Statistical Physics)

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Computational Models For Life Sciences - CMLS '07: 2007 International Symposium on Computational Models of Life Sciences (AIP Conference Proceedings / ... / Mathematical and Statistical Physics) Overview


All papers have been peer-reviewed. This conference aims to bring biologists, medical and health-science researchers together with computational scientists to focus on problems at the frontier of computational life sciences. The conference proceedings consists of research papers addressing novel applications of computer, physical, engineering and mathematical models for solving modern challenging problems in life sciences. Topics include image analysis, computer vision, pattern analysis and classification, information visualization, signal processing, control theory, information theory, statistical analysis, numerical analysis, fractals and chaos, optimization, simulation and modeling, computational intelligence methods, machine learning, data mining, decision support systems, database integration and management.




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Graph-Theoretic Concepts in Computer Science: 31st International Workshop, WG 2005, Metz, France, June 23-25, 2005, Revised Selected Papers (Lecture ... Computer Science and General Issues)

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Graph-Theoretic Concepts in Computer Science: 31st International Workshop, WG 2005, Metz, France, June 23-25, 2005, Revised Selected Papers (Lecture ... Computer Science and General Issues) Overview


This book constitutes the thoroughly refereed post-proceedings of the 31st International Workshop on Graph-Theoretic Concepts in Computer Science, WG 2005, held in Metz, France in June 2005.

The 38 revised full papers presented together with 2 invited papers were carefully selected from 125 submissions. The papers provide a wealth of new results for various classes of graphs, graph computations, graph algorithms, and graph-theoretical applications in various fields. The workshop aims at uniting theory and practice by demonstrating how graph-theoretic concepts can be applied to various areas in Computer Science, or by extracting new problems from applications. The goal is to present recent research results and to identify and explore directions of future research.




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Multimedia Content Representation, Classification and Security: International Workshop, MRCS 2006, Istanbul, Turkey, September 11-13, 2006, ... Applications, incl. Internet/Web, and HCI)

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Multimedia Content Representation, Classification and Security: International Workshop, MRCS 2006, Istanbul, Turkey, September 11-13, 2006, ... Applications, incl. Internet/Web, and HCI) Overview


This book constitutes the refereed proceedings of the International Workshop on Multimedia Content Representation, Classification and Security, MRCS 2006, held in Istanbul, Turkey in September 2006.

The 100 revised papers presented together with 4 invited lectures were carefully reviewed and selected from more than 190 submissions. The papers are organized in topical sections on biometric recognition, multimedia content security, steganography, watermarking, authentication, classification for biometric recognition, digital watermarking, content analysis and representation, 3D object retrieval and classification, representation, analysis and retrieval in cultural heritage, content representation, indexing and retrieval, content analysis and classification, feature extraction and classification, multimodal signal processing, 3D video and free viewpoint video, multimedia content transmission and classification, video and image processing, as well as video analysis and representation.




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The LightWave 7.5 Primer (Graphics Series)

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The LightWave 7.5 Primer (Graphics Series) Overview


LightWave is a versatile program that has been used for years in television, film, and games. It is also used to create graphics for print, web, industrial design, architecture, medical imaging, and a variety of other areas. The LightWave 7.5 Primer, is a complete, structured guide to the ins and outs of LightWave. Whether you are just getting started with LightWave, or are an intermediate user needing to hone your skills, this "course in a book" provides all the instruction you need to become proficient. You can work at your own pace through a variety of lessons, tasks, and self-tests that will improve your skills and help you master this powerful program.


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Away3D 3.6 Cookbook

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Away3D 3.6 Cookbook Overview


Over 130 practical recipes for creating stunning graphics and effects with the fascinating Away3D engine
  • Invaluable tips and techniques to take your Away 3D applications to the top
  • Reveals the secrets of cleaning your scene from z-sorting artifacts without killing your CPU
  • Get 2D objects into the 3D world by learning to work with TextField3D and extracting graphics from vector graphics
  • Learn essential topics like collision detection, elevation reading, terrain generation, skyboxes, and much more
  • Part of Packt's Cookbook series: each recipe is a carefully organized sequence of instructions to complete the task as efficiently as possible

In Detail

Three dimensions are better than two--and it's not a secret anymore that 3D is here to stay. Gone are the days when Flash was just used for 2D animations. In the last few years online Flash content has undergone a revolution with the introduction of real-time 3D engines for Flash. Away3D is the big daddy of them all--which makes it the ultimate resource for top-rated 3D content development and for powering today's coolest games and Flash sites. Away 3D 3.6 Cookbook is your answer to learning all you need to take your Flash or Away3D skills to the next level-- and having fun doing it.

This book is your practical companion that will teach you more than just the essentials of Away3D, and will provide you with all the tools and techniques you need to create a stunning 3D experience. You will find recipes targeting every possible field related to Away3D, 3D development pipelines, and best practices in general. You will find practically relevant content exploring advanced topics, which will clear your way to developing cutting edge applications--not to mention saving hours of searching for help on the internet.

The recipes in this book will teach you diverse aspects of 3D application development with Away3D. They will guide you through essential aspects like creation of assets in external programs and their integration into Away3D, working with material, animation, interactivity, special effects, and much more. Each topic is packed with recipes targeting different levels of complexity so that even experienced Away3D developers will find a lot of useful and unique information.

By the time you are done with this book, you'll be creating your own awesome Away 3D applications and games in less time than you can say "design"..

What you will learn from this book

  • Learn how to prepare and get into Away3D external models of diverse formats (DAE, MD2, 3DS, Obj)
  • Manage your assets by loading 3D models right from the database via AMF binary stream or compressing them into SWF resource containers
  • Have fun with special effects such as geometry explosions, 3D clouds, and sound visualization
  • Rig characters in 3DsMax and learn how to control it in Away3D
  • Animate with Tween engines and Away3D generic tools
  • Dive into 3D math by learning advanced interactivity concepts like virtual trackball, moving objects in 3D space based on mouse input, and how to create a fully interactive vehicle
  • Transform 2D objects into the 3D world by learning to work with TextField3D and extracting graphics from vector graphics
  • Optimize your application implementing such techniques as depth of rendering, selective rendering, LOD Objects, and the low poly modeling approach
  • Explore Prefab, and see how it helps to speed up the development process
  • Get to know essential 3D terminology , such as normal maps, light maps, texture baking, and UV Mapping and how to create these assets
  • Discover the secrets of cleaning your scene from z-sorting artifacts without killing you CPU
  • Integrate external libraries like JigLibFlash, FLINT, BOX2DFlash, FLARToolkit, and more
  • Get introduced to Away3DLite- lightest and fastest Away3D junior brother on the market
  • Skin your geometry with PixelBender shaded materials and learn how to set a video from Adobe FMS as a source for Away3D VideoMaterial
  • Manipulate Away3D cameras and learn how to set up first- and third-person controllers, get introduced to advanced camera transformations, and discover the power of Quaternions
  • Learn what BSP trees really are and how to use them for creating complex geometry indoor scenes with a minimal impact on performance

Approach

The book consists of recipes, each of which delivers a detailed solution to a specific problem scoped inside a broader topic of the chapter. Each recipe contains a detailed guide of what you need to set up for the solution to work, the full example code, rendered images, and step-by-step explanations so that you will be able to fully understand the mechanics of the program. Many recipes don't stop at giving only one solution to the problem but also suggest alternative or more advanced approaches to the same problem giving you much a broader set of options in your development process.

Who this book is written for

The book is written for experienced Flash developers who want to work with the Away3D engine as well as for those who are already acquainted with the engine but wish to take their skills to the next level.

Basic knowledge of Away3D and familiarity with ActionScript 3.0 and OOP concepts is assumed.


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Wiley Pathways Introduction to Google SketchUp

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Wiley Pathways Introduction to Google SketchUp Overview


Considerably easier to use than other 3D software, Google SketchUp has found a niche in architecture, landscape design, real estate development, furniture building, and other design professions. This book provides an accessible approach that assumes no previous 3D modeling experience and explains the basic concepts involved in 3D modeling. Wiley Pathways SketchUp shows you how to build a 3D model, print it, share it, export it to another professional design package, export it to Google Earth, and create a 3D animated tour. The book will also help you harness the power of Google SketchUp so you can populate Google Earth with 3D buildings, monuments, and other sculptures.


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An Introduction to NURBS: With Historical Perspective (The Morgan Kaufmann Series in Computer Graphics)

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An Introduction to NURBS: With Historical Perspective (The Morgan Kaufmann Series in Computer Graphics) Overview



The latest from a computer graphics pioneer, An Introduction to NURBS is the ideal resource for anyone seeking a theoretical and practical understanding of these very important curves and surfaces. Beginning with Bézier curves, the book develops a lucid explanation of NURBS curves, then does the same for surfaces, consistently stressing important shape design properties and the capabilities of each curve and surface type. Throughout, it relies heavily on illustrations and fully worked examples that will help you grasp key NURBS concepts and deftly apply them in your work. Supplementing the lucid, point-by-point instructions are illuminating accounts of the history of NURBS, written by some of its most prominent figures.


Whether you write your own code or simply want deeper insight into how your computer graphics application works, An Introduction to NURBS will enhance and extend your knowledge to a degree unmatched by any other resource.

* Presents vital information with applications in many different areas: CAD, scientific visualization, animation, computer games, and more.
* Facilitates accessiblity to anyone with a knowledge of first-year undergraduate mathematics.
* Details specific NURBS-based techniques, including making cusps with B-spline curves and conic sections with rational B-spline curves.
* Presents all important algorithms in easy-to-read pseudocode-useful for both implementing them and understanding how they work.
* Provides C-code implementations of worked examples at http://www.mkp.com/nurbs.
* Includes complete references to additional NURBS resources.


An Introduction to NURBS: With Historical Perspective (The Morgan Kaufmann Series in Computer Graphics) Specifications


Curve and surface computer modeling is far more complex than what you see on screen. It is quite a feat to convert a data set into a visual image, and a bigger trick to convert it into a recognizable dimensional object that you can turn as if you were holding it in your hand. The mathematical heroes who paved the road to this point are acknowledged eloquently in David Rogers's An Introduction to NURBS with Historical Perspective.

Rogers himself is a figure in computer graphics history, having penned Mathematical Elements for Computer Graphics and Procedural Elements for Computer Graphics. In An Introduction to NURBS, he takes us on a mathematical journey that introduces the concept and details of non-uniform rational B-splines, while simultaneously shedding light on the mathematical wizards that make NURBS possible.

This is a hardcover textbook (not light reading) with enough equations and pseudocode to satisfy even the hungriest of math theorists. With seven chapters, starting with "Curve and Surface Representation" through "B-Spline Curves" to "Bzier Surfaces," the book is a thorough primer for those who are working toward understanding computer graphic modeling.

What really sets this book apart from other texts, however, is the closing portion of each chapter, in which readers get a historical perspective of the current state of the art in curve and surface mathematics, in passages written by such luminaries as Robin Forrest (Bzier curves), Rich Riesenfeld (B-splines), and Lewis Knapp (rational B-splines). --Mike Caputo

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Killer Game Programming in Java

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Killer Game Programming in Java Feature


  • ISBN13: 9780596007300
  • Condition: USED - Good
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Killer Game Programming in Java Overview


Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.

Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.

Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.




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New Algorithms for Macromolecular Simulation (Lecture Notes in Computational Science and Engineering)

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New Algorithms for Macromolecular Simulation (Lecture Notes in Computational Science and Engineering) Overview


Molecular simulation is a widely used tool in biology, chemistry, physics and engineering. This book contains a collection of articles by leading researchers who are developing new methods for molecular modelling and simulation. Topics addressed here include: multiscale formulations for biomolecular modelling, such as quantum-classical methods and advanced solvation techniques; protein folding methods and schemes for sampling complex landscapes; membrane simulations; free energy calculation; and techniques for improving ergodicity. The book is meant to be useful for practitioners in the simulation community and for those new to molecular simulation who require a broad introduction to the state of the art.




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Advances in Computer Graphics: 24th Computer Graphics International Conference, CGI 2006, Hangzhou, China, June 26-28, 2006, Proceedings (Lecture ... Vision, Pattern Recognition, and Graphics)

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Advances in Computer Graphics: 24th Computer Graphics International Conference, CGI 2006, Hangzhou, China, June 26-28, 2006, Proceedings (Lecture ... Vision, Pattern Recognition, and Graphics) Overview


This is the refereed proceedings of the 24th Computer Graphics International Conference, CGI 2006. The 38 revised full papers and 37 revised short papers presented were carefully reviewed. The papers are organized in topical sections on rendering and texture, efficient modeling and deformation, digital geometry processing, shape matching and shape analysis, face, virtual reality, motion and image, as well as CAGD.




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VLSI Fault Modeling and Testing Techniques: (VLSI Design Automation Series)

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VLSI Fault Modeling and Testing Techniques: (VLSI Design Automation Series) Overview


VLSI systems are becoming very complex and difficult to test. Traditional stuck-at fault problems may be inadequate to model possible manufacturing defects in the integrated ciruit. Hierarchial models are needed that are easy to use at the transistor and functional levels. Stuck-open faults present severe testing problems in CMOS circuits, to overcome testing problems testable designs are utilized. Bridging faults are important due to the shrinking geometry of ICs. BIST PLA schemes have common features-controllability and observability - which are enhanced through additional logic and test points. Certain circuit topologies are more easily testable than others. The amount of reconvergent fan-out is a critical factor in determining realistic measures for determining test generation difficulty. Test implementation is usually left until after the VLSI data path has been synthesized into a structural description. This leads to investigation methodologies for performing design synthesis with test incorporation. These topics and more are discussed.


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Introducing Maya 2008

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Introducing Maya 2008 Feature


  • ISBN13: 9780470183564
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Introducing Maya 2008 Overview


The new edition of this perennial bestseller is the ideal initiation to 3D and Maya. Starting with the basics, it builds from the ground up, combining straightforward text with practical examples that make it fun and easy to learn Maya's core tools while introducing the latest Maya 2008 features. Follow clear-cut, step-by-step lessons while you learn by doing using a wealth of hands-on files provided on the CD. You'll also find compelling examples in the full-color insert.


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Advances in Multimedia Information Processing - PCM 2006: 7th Pacific Rim Conference on Multimedia, Hangzhou, China, November 2-4, 2006, Proceedings ... Applications, incl. Internet/Web, and HCI)

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Advances in Multimedia Information Processing - PCM 2006: 7th Pacific Rim Conference on Multimedia, Hangzhou, China, November 2-4, 2006, Proceedings ... Applications, incl. Internet/Web, and HCI) Overview


This book constitutes the refereed proceedings of the 7th Pacific Rim Conference on Multimedia, PCM 2006, held in Hangzhou, China in November 2006. The 116 revised papers presented cover a wide range of topics, including all aspects of multimedia, both technical and artistic perspectives and both theoretical and practical issues.




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The Student Edition of Simulink : Dynamic System Simulation Software for Technical Education (Windows Disk) (Matlab Curriculum Series)

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The Student Edition of Simulink : Dynamic System Simulation Software for Technical Education (Windows Disk) (Matlab Curriculum Series) Overview


Aiming to give students exposure to the techniques of modelling and simulation, this work shows how to build and test virtual prototypes to explore and study dynamical systems concepts at any level.


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Computational Science and Its Applications - ICCSA 2010: International Conference, Fukuoka, Japan, March 23-26, Proceedings, Part I (Lecture Notes in ... Computer Science and General Issues)

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Computational Science and Its Applications - ICCSA 2010: International Conference, Fukuoka, Japan, March 23-26, Proceedings, Part I (Lecture Notes in ... Computer Science and General Issues) Overview


The four-volume set LNCS 6016 - 6019 constitutes the refereed proceedings of the International Conference on Computational Science and Its Applications, ICCSA 2010, held in Fukuoka, Japan, in March 2010. The four volumes contain papers presenting a wealth of original research results in the field of computational science, from foundational issues in computer science and mathematics to advanced applications in virtually all sciences making use of computational techniques. The topics of the fully refereed papers are structured according to the five major conference themes: computational methods, algorithms and scientific application, high performance computing and networks, geometric modelling, graphics and visualization, advanced and emerging applications, and information systems and technologies. Moreover, submissions from more than 30 special sessions and workshops contribute to this publication. These cover These cover topics such as geographical analysis, urban modeling, spatial statistics, wireless and ad hoc networking, logical, scientific and computational aspects of pulse phenomena in transitions, high-performance computing and information visualization, sensor network and its applications, molecular simulations structures and processes, collective evolutionary systems, software engineering processes and applications, molecular simulations structures and processes, internet communication security, security and privacy in pervasive computing environments, and mobile communications.


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Computer Simulation of Polymers (Polymer Science and Technology)

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Computer Simulation of Polymers (Polymer Science and Technology) Overview


The "Polymer Science and Technology Series" systematically covers a wide range of key areas in polymer technology. Each volume in the series focuses on an individual area of importance in the polymer industry and is edited by acknowledged experts in the field. It takes a detailed look at the complex problems of time and size scaling in molecular modelling and simulation and includes not only atomistic modelling, but also coarse-grained modelling which allows longer time-scales and therefore, larger systems to be studied. Coverage includes applications of: molecular modelling; molecular dynamics and Monte Carlo methods (statistical methods of modelling using random sampling). The book assumes a background knowledge of synthetic polymer properties and simulation.


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The Computer Font Book

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The Computer Font Book Overview


Designed to be useful to graphic designers, desktop publishers, CAD/CAM draftpersons, and hardware/software systems managers, this font primer discusses basic styles, standareds, formats, compression methods, and much more.


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Mastering SIMULINK 2

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Mastering SIMULINK 2 Overview


Covers all the important capabilities of Simulink, including subsystems, masking, callbacks, and SFunctions. Intended to serve both as a tutorial for new users of Simulink and as a reference for experienced users. Paper. DLC: Computer simulation.


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Image Analysis and Recognition: Second International Conference, ICIAR 2005, Toronto, Canada, September 28-30, 2005, Proceedings (Lecture Notes in ... Vision, Pattern Recognition, and Graphics)

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Image Analysis and Recognition: Second International Conference, ICIAR 2005, Toronto, Canada, September 28-30, 2005, Proceedings (Lecture Notes in ... Vision, Pattern Recognition, and Graphics) Overview


This book constitutes the refereed proceedings of the Second International Conference on Image Analysis and Recognition, ICIAR 2005, held in Toronto, Canada, in September 2005.

The 153 revised full papers presented together with 2 invited papers were carefully reviewed and selected from 295 submissions. The papers are organized in topical sections on image segmentation, image and video processing and analysis, image and video coding, shape and matching, image description and recognition, image retrieval and indexing, 3D imaging, morphology, colour analysis, texture analysis, motion analysis, tracking, biomedical applications, face recognition and biometrics, image secret sharing, single-sensor imaging, and real-time imaging.




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