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Books : Study Books : Professional : Engineering : Civil Engineering : Structural Engineering General
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This text provides students with brief summaries of key facts topic-by-topic and then a series of carefully paced and sequenced worked examples using real exam questions, with additional explanatory notes. The text will reinforce knowledge learnt in lectures and through companion textbooks, complete understanding, and help in preparing for exams.
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New, ship fast, delivered in 5-7 days in UK, No PO BOX.
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A guide to the components of efficient real-time collision detection systems. It provides the tools and know-how needed to implement industrial-strength collision detection for the detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators.
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A highly illustrated text explaining the fundamentals of structural analysis, materials and design in one integrated volume. It focuses on the process of design using real data and avoiding a mathematical approach to encourage a feel and awareness for the physical behaviour of structures. Updated for the Eurocode.
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Digital compositing, defined here as "the digitally manipulated combination of at least two source images to produce an integrated result", is a huge field incorporating 2-D and 3-D still and animated artwork. The Art and Science of Digital Compositing homes in on a specific area--visual effects in film, multimedia and commercials--and expands on it in a highly precise and technical fashion. The author, Ron Brinkman, has applied his expertise to many projects, including such feature films as James and the Giant Peach and Die Hard.
Here he teaches aspiring film, video and multimedia artists how to create mattes; manipulate time; track, view, and analyse images; work with various film and video formats and understand the issues of quality versus efficiency. Brinkman concentrates on improving what you've put together by manipulating colour, brightness, perspective, lighting, cameras and more. You can apply much of the introductory information-- resolution, bit depth, compression, colour and geometric manipulations--to simple image-compositing projects. But then you're off into Hollywood territory, though the tone is one of serious insight, not whimsical observation. This is essentially a textbook for people who are looking for an in-depth discussion of technology for advanced animation production. As such, it does an excellent job. --Kathleen Caster, ama
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The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format.As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones. New to the third edition are chapters by two well-known contributors: Bill Mark of NVIDIA and John Hart of the University of Illinois at Urbana-Champaign on state-of-the-art topics not covered in former editions.More than ever, Texturing & Modeling remains the chosen resource for professionals and advanced students in computer graphics and animation.*New chapters on: procedural real-time shading by Bill Mark, procedural geometric instancing and real-time solid texturing by John Hart, hardware acceleratio
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Serves as a guide to the methods of usability engineering. This book provides the tools needed to avoid usability surprises and improve product quality. It includes information on which method to use at various stages during the development lifecycle, along with information on how to run a usability test.
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