Showing posts with label Techniques. Show all posts
Showing posts with label Techniques. Show all posts

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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Essential CG Lighting Techniques with 3ds Max, Third Edition (Autodesk Media and Entertainment Techniques)

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Essential CG Lighting Techniques with 3ds Max, Third Edition (Autodesk Media and Entertainment Techniques) Feature


  • ISBN13: 9780240521176
  • Condition: New
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Essential CG Lighting Techniques with 3ds Max, Third Edition (Autodesk Media and Entertainment Techniques) Overview


Certified by Autodesk, Darren Brooker's new edition teaches the production techniques behind real-world work. The tutorials take you from the fundamentals of lighting, right through to advanced techniques.

* Everything you need to learn the art of CG lighting in one easy-to-use volume
* Free trial software and detailed tutorials take you through every step of the CG lighting process
* Learn the art and science of lighting CG environments the Autodesk-certified way


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Mathematical and Computer Programming Techniques for Computer Graphics

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Mathematical and Computer Programming Techniques for Computer Graphics Overview


Provides a comprehensive and detailed coverage of the fundamentals of programming techniques for computer graphics

Uses lots of code examples, encouraging the reader to explore and experiment with data and computer programs (in the C programming language)




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*** Product Information and Prices Stored: Nov 27, 2010 08:40:09

Landscape Modeling: Digital Techniques for Landscape Visualization

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Ive only had has this book a short time but I like it. There are lots of color images and text book like explanations.

However, the examples are somewhat dated as the book was published in 2001. Most of the sample images are showing some low poly objects, or discussing ways of representing trees which are frankly out of date. No mention that I saw so far of Vue D'esprit, which is far superior to some of the software discussed, such as VistaPro.

The authors need to update it with newer images and discuss some of the newer software, a lot of changes in 3d rendering have emerged in the last 4 years.

I doubt somebody who has been using WCS, Vue, Terragen, Maya, or any advanced 3D landscape artist would find a whole lot of use for this book, but it would be good to give an overview and explain some terminology for a beginner.




Landscape Modeling: Digital Techniques for Landscape Visualization Overview


Design, plan, and simulate landscapes with computer modeling tools

If you want to model how waterflows will be affected by an upstream dam, or how vegetation growth will respond to irrigation, state-of-the-art Landscape Modeling is for you! Developed by pre-eminent Harvard landscape architects Stephen Ervin and Hope Hasbrouck, it's the first-ever guide to integrating the two-dimensional capabilities of geographic information systems (GIS) and three-dimensional CAD systems in landscape planning. This resource brings together all the technical tools you need to analyze and manipulate landforms digitally, together with the contextual information needed to apply these tools for small- and large-scale land uses, from gardens to regional plans.

You get:
Techniques for analyzing, evaluating, designing, planning, and simulating specific landscape types and elements such as water, terrain, and vegetation
A CD loaded with interactive modeling formulas and algorithms, plus demo versions of key GIS and CAD softwares for land elements, together with how-to instructions
Full color international case studies with site plans, photographs, simulations, sound and other landscape effects, and virtual environments


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*** Product Information and Prices Stored: Sep 25, 2010 21:00:06

3D Image Processing: Techniques and Clinical Applications (Medical Radiology / Diagnostic Imaging)

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3D Image Processing: Techniques and Clinical Applications (Medical Radiology / Diagnostic Imaging) Overview


Few fields have witnessed such impressive advances as the application of computer technology to radiology. The progress achieved has revolutionized diagnosis and greatly facilitated treatment selection and accurate planning of procedures. This book, written by leading experts from many different countries, provides a comprehensive and up-to-date overview of the role of 3D image processing. The first section covers a wide range of technical aspects in an informative way. This is followed by the main section, in which the principal clinical applications are described and discussed in depth. To complete the picture, the final section focuses on recent developments in functional imaging and computer-aided surgery. This book will prove invaluable to all who have an interest in this complex but vitally important field.


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*** Product Information and Prices Stored: Sep 21, 2010 12:00:07

Texturing: Concepts and Techniques (Graphics Series)

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If you are a freelance professional or a student of 3D you are going to find this book very useful. Every year I have to review several books to try to find a teaching tool that is clear and concise. This book hit the spot.

The book fills two vital needs. Not only will you learn to use the color and lighting tools in your program, but if you need to get up to speed on the other software packages that are covered, this book is the answer. The book covers Maya, 3D Studio Max and Lightwave!

If you work for various clients you will find this is a great reference to help get going regardless of software used in most of the production studios you would encounter. If you are a student or have just graduated, this is a wonderful tool to keep handy and help convert from one package to another, fast. There is just enough background or theory to let you understand what you are doing with the tools, as well as actual useful examples that reinforce the instructions in the book. But, wait, that is not enough, what I really appreciate, is that Mr. Summers actually talks about the "Gotchas" and traps that seem to be inherent in all 3D packages. These are the little undocumented software "features" that usually take hours or days of experimentation, e-mails to colleagues, or digging through the underbelly of the internet, to uncover or understand.

Now two things that bother me about the book, and hence the four stars instead of five, are the name of the book and the errors found in it. Now, the errors are all minor and I never found an error that was so bad as to make a lesson unusable (like I have found in so many other books and online tutorials), but I would believe that by now publishers should be able to find good technical editors. Which leads me to the title.

The title just does not do justice to the material. There is so much more in the book then just texturing. I find the book more of a good instructional manual or reference for color and lighting in general. For example, in one lesson Mr. Summers covers not only how to use and make layered textures, but also how to create and control displacement maps and backgrounds, without being overwhelming, dryly technical, or worse, confusingly abbreviated, like so many online tutorials.

The book is not a guide on how to paint textures, there are plenty of... well I call them "efforts" to cover that arena. I suggest you find a way to carefully review those books if that is what you are after. Instead, Mr. Summers has provided a way to form that mental map of the software that will allow you to use it or learn it effectively. In today's fast paced job market and in the everchanging academic environment, this could be the edge you need to succeed.




Texturing: Concepts and Techniques (Graphics Series) Overview


The Texturing Rosetta Stone!

Texturing: Concepts and Techniques is a detailed guide to the aesthetics and design issues of creating interesting textures for digital art and 3D animation. This beautifully-illustrated, four color book teaches artists how to create stunning and convincing textures, and helps them understand the limitations that 3D animation places on creating quality imagery. It details the artistic techniques behind creating convincing textures, not just realistic or photorealistic ones, by explaining how to make viewers believe your images’ message.

The book is written for digital 3D artists who want to hone their texturing skills, and learn the "why" behind the techniques and tools. By understanding how and why surface textures are created, you’ll be able to create better work, and you’ll be prepared to solve an array of potential challenges. Each chapter provides a theoretical look at an issue and includes in-depth tutorials as needed. The tutorials and techniques don’t just show you how to recreate a texture, they take you deep into the tools of the programs so you really understand how and why they work. Although each tutorial is done using 3ds max™, LightWave 3D®, and Maya®, the concepts apply generally to almost any application. These three programs were chosen because they cover three different approaches to interface design, and they are used by a majority of 3D users.

Each product specific tutorial is highlighted with a different color, so you can quickly find your application. And the tutorials are written similarly, so that you can easily pick out the differences between the applications and get up to speed quickly on those new to you. Even if you always use your favorite program, it doesn’t hurt to see how the other programs do it. Most studios use multiple tools, so it can only help you to know how they all work! You will be far more powerful when you can assess a given project and determine which software will be the easiest, fastest, or give you the best results. By mastering the concepts and techniques presented here, you’ll learn to create convincing textures that will make your photorealistic and fantasy designs believable!

KEY FEATURES
* Provides practical coverage of lighting, post-production, and rendering, and shows how they work so intricately with texturing
* Details the differences between 3ds max, Maya, and LightWave, and helps you get up to speed quickly when switching programs
* Provides in-depth coverage of the concepts and software needed to create textures
* Exposes you to broader issues of creating "convincing" visual environments
* Includes a companion CD-ROM with all of the files necessary to complete the tutorials in the book

ON THE CD!
* Learn about the aesthetics and design issues of creating interesting 3D textures from an art history perspective
* Explore and work with texturing techniques using the popular 3ds max™, Maya®, and LightWave 3D® programs
* Discover the artistic techniques needed for creating convincing textures, not just photorealistic ones
* Use the files from the companion CD-ROM to practice as you learn

SYSTEM REQUIREMENTS
You should have one of the 3 software tools covered in the book, 3ds max 6, Lightwave 7.5, or Maya. Please check your software for specific requirements. Some minimum requirements to run these tools include: PC: Intel® Pentium® II or higher, AMD Athlon® processor, 512MB RAM, CD-ROM Drive, Hardware- Accelerated OpenGL® graphics card, 3-button mouse with mouse driver software, 450MB of hard disk space, Windows 2000, Windows NT 4 (Service Pack 6a), Windows XP Home/Professional, TCP/IP Network Protocol installed, 128MB of available RAM, 32MB Available hard drive space, CDROM drive for installation, and a minimum screen resolution of 800 x 600 pixels. MACINTOSH: (LightWave and Maya only) Power Macintosh processor (G3 or higher recommended), Mac OS X recommended, 128 MB of available RAM for OS X, 32MB available hard drive space, CD-ROM drive for installation, and a minimum screen resolution of 800 x 600 pixels. Please note that there is limited support for Lightwave and Maya on the Macintosh, so we cannot guarantee 100% compatibility with the tutorial files if they are used on a Macintosh.


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*** Product Information and Prices Stored: Jul 15, 2010 22:30:08

Contemporary Techniques in Architecture (Architectural Design)

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Contemporary Techniques in Architecture (Architectural Design) Overview


This publication addresses the most far-reaching and innovative developments in digital practice to have taken place in the last five years. It demonstrates how experimental architects are being challenged at a new rigorous intellectual level and are going beyond the strictures of the conceptual into the realm of the material. As digital techniques are starting to be successfully assimilated and translated into design methodology, they are also, for the first time being seen through to architectural realisation. This is illustrated here at the scale of space, material programme and construction.

The title includes the work of high-profile philosophers, architects and engineers, such as Manuel Delanda who wrote 1000 Years of Non-Linear History; Greg Lynn; Foreign Office Architects; and Cecil Balmond of Ove Arup, who has worked with Daniel Libeskind on his proposal for the Spiral Building, London, as well as with Philip Johnson and Studio Baad on the Chavasse Park Project featured here. Cintemorary Techniques in Archtiecture takes architectural publishing's treatment of the digital to a new level, looking at its potential in a realised form as well as a creative medium.

Johan Bettum
Scott Cohen
Foreign Office Architects
Kolatan MacDonald Studio
Greg Lynn
Objectile
OCEAN North
Ali Rahim
Servo




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Computer Performance Evaluation Modelling Techniques and Tools: 9th International Conference, St. Malo, France, June 3-6, 1997 Proceedings (Lecture Notes in Computer Science)

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Computer Performance Evaluation Modelling Techniques and Tools: 9th International Conference, St. Malo, France, June 3-6, 1997 Proceedings (Lecture Notes in Computer Science) Overview


This book constitutes the refereed proceedings of the 9th International Conference on Modeling Techniques and Tools for Computer Performance Evaluation, held in St. Malo, France, in June 1997. The volume presents 17 revised full papers carefully selected by the program committee for the proceedings; also included is an extended abstract of an invited talk. The collection of papers presented represents state-of-the-art work in computer performance evaluation. Among the issues addressed are fully distributed systems, statistical multiplexing for high-speed networks, and implications of the concept of dependability.


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