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1. Variational methods in image processing [2015]
- Vese, Luminita A. (Aura), author.
- First edition. - Boca Raton, FL : Chapman and Hall/CRC, an imprint of Taylor and Francis, 2015.
- Description
- Book — 1 online resource (410 pages) : 142 illustrations.
- Summary
-
- Introduction and Book Overview. Mathematical Background. IMAGE RESTORATION: Variational Image Restoration Models. Nonlocal Variational Methods in Image Restoration. Image Decomposition into Cartoon and Texture. IMAGE SEGMENTATION AND BOUNDARY DETECTION: The Mumford and Shah Functional for Image Segmentation. Phase-Field Approximations to the Mumford and Shah Problem. Region-Based Variational Active Contours. Edge-Based Variational Snakes and Active Contours. APPLICATIONS: Nonlocal Mumford-Shah and Ambrosio-Tortorelli Variational Models. A Combined Segmentation and Registration Variational Model. Variational Image Registration Models. A Piecewise-Constant Binary Model for Electrical Impedance Tomography. Additive and Multiplicative Piecewise-Smooth Segmentation Models. Numerical Methods for p harmonic Flows.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Bielefeld : Transcript, 2018
- Description
- Book — 1 online resource (1 volume)
- Summary
-
Why do we play games and why do we play them on computers? The contributors of Games and Rules take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle, " whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by authors with backgrounds in game design and game studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world.
(source: Nielsen Book Data)
- Gaboury, Jacob, author.
- Cambridge, Massachusetts : The MIT Press, [2021]
- Description
- Book — 1 online resource.
- Summary
-
"Though an analysis of five objects that have shaped the history of computer graphics, this book explores what historical technologies shaped and limited the development of simulated images"-- Provided by publisher.
4. AI for behavioural science [2022]
- Mills, Stuart (Economist), author.
- Boca Raton : CRC Press, 2022.
- Description
- Book — 1 online resource (1 volume)
- Summary
-
This book is a concise introduction to emerging concepts and ideas found at the intersection of contemporary behavioural science and artificial intelligence. The book explores how these disciplines interact, change, and adapt to one another and what the implications of such an interaction are for practice and society. AI for Behavioural Science book begins by exploring the field of machine behaviour, which advocates using behavioural science to investigate artificial intelligence. This perspective is built upon to develop a framework of terminology that treats humans and machines as comparable entities possessing their own motive power. From here, the notion of artificial intelligence systems becoming choice architects is explored through a series of reconceptualisations. The architecting of choices is reconceptualised as a process of selection from a set of choice architectural designs, while human behaviour is reconceptualised in terms of probabilistic outcomes. The material difference between the so-called "manual nudging" and "automatic nudging" (or hypernudging) is then explored. The book concludes with a discussion of who is responsible for autonomous choice architects.
- BOCA RATON : CHAPMAN & HALL CRC, 2021
- Description
- Book — 1 online resource
- Summary
-
- Preface. Acknowledgements. Editors. Contributors.
- Chapter 1 Another Set of Eyes in Anesthesiology.
- Chapter 2 Dermatological Machine Learning Clinical Decision Support System.
- Chapter 3 Vision and AI.
- Chapter 4 Thermal Dose Modeling for Thermal Ablative Cancer Treatments by Cellular Neural Networks.
- Chapter 5 Ensembles of Convolutional Neural Networks with Different Activation Functions for Small to Medium-Sized Biomedical Datasets.
- Chapter 6 Analysis of Structural MRI Data for Epilepsy Diagnosis Using Machine Learning Techniques.
- Chapter 7 Artificial Intelligence-Powered Ultrasound for Diagnosis and Improving Clinical Workflow.
- Chapter 8 Machine Learning for E/MEG-Based Identification of Alzheimer's Disease.
- Chapter 9 Some Practical Challenges with Possible Solutions for Machine Learning in Medical Imaging.
- Chapter 10 Detection of Abnormal Activities Stemming from Cognitive Decline Using Deep Learning.
- Chapter 11 Classification of Left Ventricular Hypertrophy and NAFLD through Decision Tree Algorithm.
- Chapter 12 The Cutting Edge of Surgical Practice: Applications of Machine Learning to Neurosurgery.
- Chapter 13 A Novel MRA-Based Framework for the Detection of Cerebrovascular Changes and Correlation to Blood Pressure.
- Chapter 14 Early Classification of Renal Rejection Types: A Deep Learning Approach. Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Steif, Ken, author.
- Boca Raton : CRC Press, 2021.
- Description
- Book — 1 online resource illustrations
- Summary
-
- Preface Introduction Indicators for Transit Oriented Development 1.1 Why Start With Indicators? 1.1.1 Mapping & scale bias in areal aggregate data 1.2 Setup 1.2.1 Downloading & wrangling Census data 1.2.2 Wrangling transit open data 1.2.3 Relating tracts & subway stops in space 1.3 Developing TOD Indicators 1.3.1 TOD indicator maps 1.3.2 TOD indicator tables 1.3.3 TOD indicator plots 1.4 Capturing three submarkets of interest 1.5 Conclusion: Are Philadelphians willing to pay for TOD? 1.6 Assignment - Study TOD in your city
- Expanding the Urban Growth Boundary 2.1 Introduction - Lancaster development 2.1.1 The bid-rent model 2.1.2 Setup Lancaster data 2.2 Identifying areas inside & outside of the Urban Growth Area 2.2.1 Associate each inside/outside buffer with its respective town 2.2.2 Building density by town & by inside/outside the UGA 2.2.3 Visualize buildings inside & outside the UGA 2.3 Return to Lancaster's Bid Rent 2.4 Conclusion - On boundaries 2.5 Assignment - Boundaries in your community Intro to geospatial machine learning, Part 1 3.1 Machine learning as a Planning tool 3.1.1 Accuracy & generalizability 3.1.2 The machine learning process 3.1.3 The hedonic model 3.2 Data wrangling - Home price & crime data 3.2.1 Feature Engineering - Measuring exposure to crime 3.2.2 Exploratory analysis: Correlation 3.3 Introduction to Ordinary Least Squares Regression 3.3.1 Our first regression model 3.3.2 More feature engineering & colinearity 3.4 Cross-validation & return to goodness of fit 3.4.1 Accuracy - Mean Absolute Error 3.4.2 Generalizability - Cross-validation 3.5 Conclusion - Our first model 3.6 Assignment - Predict house prices Intro to geospatial machine learning, Part 2 4.1 On the spatial process of home prices 4.1.1 Setup & Data Wrangling 4.2 Do prices & errors cluster? The Spatial Lag 4.2.1 Do model errors cluster? - Moran's I 4.3 Accounting for neighborhood 4.3.1 Accuracy of the neighborhood model 4.3.2 Spatial autocorrelation in the neighborhood model 4.3.3 Generalizability of the neighborhood model 4.4 Conclusion - Features at multiple scales Geospatial risk modeling - Predictive Policing 5.1 New predictive policing tools 5.1.1 Generalizability in geospatial risk models 5.1.2 From Broken Windows Theory to Broken Windows Policing 5.1.3 Setup 5.2 Data wrangling: Creating the fishnet 5.2.1 Data wrangling: Joining burglaries to the fishnet 5.2.2 Wrangling risk factors 5.3 Feature engineering - Count of risk factors by grid cell 5.3.1 Feature engineering - Nearest neighbor features 5.3.2 Feature Engineering - Measure distance to one point 5.3.3 Feature Engineering - Create the final_net 5.4 Exploring the spatial process of burglary 5.4.1 Correlation tests 5.5 Poisson Regression 5.5.1 Cross-validated Poisson Regression 5.5.2 Accuracy & Generalzability 5.5.3 Generalizability by neighborhood context 5.5.4 Does this model allocate better than traditional crime hotspots? 5.6 Conclusion - Bias but useful? 5.7 Assignment - Predict risk People-based ML models 6.1 Bounce to work 6.2 Exploratory analysis 6.3 Logistic regression 6.3.1 Training/Testing sets 6.3.2 Estimate a churn model 6.4 Goodness of Fit 6.4.1 Roc Curves 6.5 Cross-validation 6.6 Generating costs and benefits 6.6.1 Optimizing the cost/benefit relationship 6.7 Conclusion - churn 6.8 Assignment - Target a subsidy People-Based ML Models: Algorithmic Fairness 7.1 Introduction 7.1.1 The spectre of disparate impact 7.1.2 Modeling judicial outcomes 7.1.3 Accuracy and generalizability in recidivism algorithms 7.2 Data and exploratory analysis 7.3 Estimate two recidivism models 7.3.1 Accuracy & Generalizability 7.4 What about the threshold? 7.5 Optimizing 'equitable' thresholds 7.6 Assignment - Memo to the Mayor Predicting rideshare demand 8.1 Introduction - ride share 8.2 Data Wrangling - ride share 8.2.1 Lubridate 8.2.2 Weather data 8.2.3 Subset a study area using neighborhoods 8.2.4 Create the final space/time panel 8.2.5 Split training and test 8.2.6 What about distance features? 8.3 Exploratory Analysis - ride share 8.3.1 Trip_Count serial autocorrelation 8.3.2 Trip_Count spatial autocorrelation 8.3.3 Space/time correlation? 8.3.4 Weather 8.4 Modeling and validation using purrr::map 8.4.1 A short primer on nested tibbles 8.4.2 Estimate a ride share forecast 8.4.3 Validate test set by time 8.4.4 Validate test set by space 8.5 Conclusion - Dispatch 8.6 Assignment - Predict bike share trips Conclusion - Algorithmic Governance Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- First edition. - Boca Raton, FL : A K Peters/CRC Press, an imprint of Taylor and Francis, 2016.
- Description
- Book — 1 online resource (320 pages) : 226 illustrations
- Summary
-
- part I Geometry Manipulation / Carsten Dachsbacher
- chapter 1 Deferred Snow Deformation in Rise of the Tomb Raider / Anton Kai Michels
- chapter 2 Catmull-Clark Subdivision Surfaces / Wade Brainerd
- part II Lighting
- chapter 1 Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 / Kevin O¨rtegren and Emil Persson
- chapter 2 Fine Pruned Tiled Light Lists / Morten S. Mikkelsen
- chapter 3 Deferred Attribute Interpolation Shading / Christoph Schied
- chapter 4 Real-Time Volumetric Cloudscapes / Andrew Schneider
- part III Rendering / Christopher Oat
- chapter 1 Adaptive Virtual Textures / Ka Chen
- chapter 2 Deferred Coarse Pixel Shading / Rahul P. Sathe
- chapter 3 Progressive Rendering Using Multi-frame Sampling / Daniel Limberger, Karsten Tausche, Johannes Linke, and Ju¨rgen Do¨llner
- part IV Mobile Devices / Marius Bjørge
- chapter 1 Efficient Soft Shadows Based on Static Local Cubemap / Sylwester Bala
- chapter 2 Physically Based Deferred Shading on Mobile / Ashley Vaughan Smith
- part V 3D Engine Design / Wessam Bahnassi
- chapter 1 Interactive Cinematic Particles / Homam Bahnassi
- chapter 2 Real-Time BC6H Compression on GPU / Krzysztof Narkowicz
- chapter 3 A 3D Visualization Tool Used for Test Automation in the Forza Series / Gustavo Bastos Nunes
- chapter 4 Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs / Takahiro Harada
- part VI Compute / Wolfgang Engel
- chapter 1 Octree Mapping from a Depth Camera / Dave Kotfis
- chapter 2 Interactive Sparse Eulerian Fluid / Alex Dunn.
(source: Nielsen Book Data)
- Schlichting, Mark.
- Milton : CRC Press LLC, 2019.
- Description
- Book — 1 online resource (411 p.)
- Summary
-
- Foreword Introduction
- Part1: Sparking Interactive Magic Chapter 1: The Power of Play Chapter 2: Creating Invitations to Play Chapter 3: Maintaining Engagement
- Part 2: Engaging the Senses Chapter 4: Old Brains in a Modern World Chapter 5: Seeing is Believing: Visual Perception Chapter 6: Seeing is Believing: Art and Animation Chapter 7: The Magic of Audio: How We Hear Chapter 8: The Magic of Audio: Designing Soundscapes for Kids
- Part 3: Knowing Your Audience Chapter 9: How Kids Learn Chapter 10: Ages and Stages: Why Kids Do What They Do Chapter 11: Gender: Understanding the Play Patterns of Girls and Boys
- Part 4: Creating Digital Playgrounds Chapter 12: Interface Chapter 13: The User Relationship Chapter 14: Characters, Avatars, and Agents Chapter 15: Supporting Play Patterns Chapter 16: Community and Virtual Worlds
- Part 5: Enhancing the Design Process Chapter 17: Predesign Considerations Chapter 18: The Design Process Chapter 19: The Production Process Chapter 20: Testing with Kids
- Part 6: Case Studies Chapter 21: Case Study: Club Penguin Chapter 22: Case Study: Noodle Words
- Conclusion Afterword Acknowledgments Credits Endnotes Bibliography Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Epstein, George, 1934- author.
- [Abingdon] : [Routledge], [2017?]
- Description
- Book — 1 online resource : illustrations
- Summary
-
Multiple-Valued Logic Design: An Introduction explains the theory and applications of this increasingly important subject. Written in a clear and understandable style, the author develops the material in a skillful way. Without using a huge mathematical apparatus, he introduces the subject in a general form that includes the well-known binary logic as a special case. The book is further enhanced by more 200 explanatory diagrams and circuits, hardware and software applications with supporting PASCAL programming, and comprehensive exercises with even-numbered answers for every chapter. Requiring introductory knowledge in Boolean algebra, 2-valued logic, or 2-valued switching theory, Multiple-Valued Logic Design: An Introduction is an ideal book for courses not only in logic design, but also in switching theory, nonclassical logic, and computer arithmetic. Computer scientists, mathematicians, and electronic engineers can also use the book as a basis for research into multiple-valued logic design.
(source: Nielsen Book Data)
- Boca Raton : CRC Press, 2018.
- Description
- Book — 1 online resource (xxiii, 217 pages) : illustrations.
- Summary
-
- Embrittlement of Stainless Steel Coated Electrodes Diego Henrique A. Nascimento, Rogerio Martins Gomes, Elizabeth Fialho Wanner, and Mariana Presoti Introduction Manufacturing Process Process Modeling Process Optimization Final Remarks
- Learning Fuzzy Rules from Imbalanced Datasets using Multi-objective Evolutionary Algorithms Edward Hinojosa C., Heloisa A. Camargo, and Yvan Tupac V. Introduction Imbalanced Dataset Problem Fuzzy Rule-Based Systems Genetic Fuzzy Systems Proposed Method: IRL-ID-MOEA Experimental Analysis Final Remarks
- Hybrid Multi-Objective Evolutionary Algorithms with Collective Intelligence Daniel Cinalli, Luis Marti, Nayat Sanchez-Pi, and Ana Cristina Bicharra Garcia Introduction Foundations Preferences and Interactive Methods Collective Intelligence for MOEAs Algorithms Experimental Results Final Remarks
- Multiobjective Particle Swarm Optimization Fuzzy Gain Scheduling Control Edson B. M. Costa and Ginalber L. O. Serra Introduction Takagi-Sugeno fuzzy modelling Fuzzy gain scheduling control Experimental results Glossary
- Multiobjective evolutionary algorithms for smart placement Renzo Massobrio, Jamal Toutouh, and Sergio Nesmachnow Introduction Vehicular Communication Networks Materials and methods: metaheuristics, evolutionary computation and multiobjective optimization RSU deployment for VANETs Multiobjective Evolutionary Algorithms for the RSU-DP Experimental Analysis Final Remarks
- Solving Multi-Objective Problems with MOEA/D and Quasi-Simplex Local Search Lucas Prestes, Carolina Almeida, and Richard Goncalves Introduction Multi-objective Optimization Problems Multi-Objective Evolutionary Algorithm based on DecompositionDi_erential Evolution Quasi-Simplex Local Search Proposed Algorithm - MOEA/DQS Experiments and Results Final Remarks
- Multi-objective Evolutionary Design of Robust Substitution Boxes Nadia Nedjah and Luiza de Macedo Mourelle Introduction Preliminaries for Substitution Boxes Evolutionary Algorithms: Nash Strategy and Evolvable Hardware Evolutionary Coding of Resilient S-Boxes Evolvable Hardware Implementation of S-Boxes Performance Results Final Remarks
- Multi-objective approach to the Protein Structure Prediction Problem Ricardo H. R. Lima, Vidal Fontoura, Aurora Pozo, and Roberto Santana Introduction Protein Structure Prediction The HP Model Multi-objective Optimization A bi-objective optimization approach to HP protein folding Experiments Final Remarks
- Multi-objective IP Assignment for E_cient NoC-based System Design Maamar Bougherara, Rym Rahmoun, Amel Sadok, Nadia Nedjah, Mouloud Koudil, and Luiza de Macedo Mourelle Introduction Related Work NoC Internal Structure Application and IP Repository Models The IP Assignment Problem Assignment with MOPSO Algorithm Objective Functions Results Conclusions.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
11. GPU pro 7 : advanced rendering techniques [2016]
- First edition - Boca Raton, FL : A K Peters/CRC Press, an imprint of Taylor and Francis, 2016
- Description
- Book — 1 online resource (320 pages) : 226 illustrations
- Summary
-
- Part I Geometry Manipulation / Carsten Dachsbacher
- chapter 1 Deferred Snow Deformation in Rise of the Tomb Raider / Anton Kai Michels
- chapter 2 Catmull-Clark Subdivision Surfaces / Wade Brainerd
- part II Lighting
- chapter 1 Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12 / Kevin O¨rtegren and Emil Persson
- chapter 2 Fine Pruned Tiled Light Lists / Morten S. Mikkelsen
- chapter 3 Deferred Attribute Interpolation Shading / Christoph Schied
- chapter 4 Real-Time Volumetric Cloudscapes / Andrew Schneider
- part III Rendering / Christopher Oat
- chapter 1 Adaptive Virtual Textures / Ka Chen
- chapter 2 Deferred Coarse Pixel Shading / Rahul P. Sathe
- chapter 3 Progressive Rendering Using Multi-frame Sampling / Daniel Limberger, Karsten Tausche, Johannes Linke, and Ju¨rgen Do¨llner
- part IV Mobile Devices / Marius Bjørge
- chapter 1 Efficient Soft Shadows Based on Static Local Cubemap / Sylwester Bala
- chapter 2 Physically Based Deferred Shading on Mobile / Ashley Vaughan Smith
- part V 3D Engine Design / Wessam Bahnassi
- chapter 1 Interactive Cinematic Particles / Homam Bahnassi
- chapter 2 Real-Time BC6H Compression on GPU / Krzysztof Narkowicz
- chapter 3 A 3D Visualization Tool Used for Test Automation in the Forza Series / Gustavo Bastos Nunes
- chapter 4 Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs / Takahiro Harada
- part VI Compute / Wolfgang Engel
- chapter 1 Octree Mapping from a Depth Camera / Dave Kotfis
- chapter 2 Interactive Sparse Eulerian Fluid / Alex Dunn
- Mallach, Efrem, 1942- author.
- Boca Raton, FL : CRC Press, [2016]
- Description
- Book — 1 online resource (xxii, 458 pages .)
- Summary
-
- PART I: ABOUT INFORMATION SYSTEMS Why Information Systems Matter in Business: And to You Chapter Outline Why This Chapter Matters Chapter Take-Aways Value of Information Systems and Information Systems What Is Information, Really? Legal and Ethical Information Use Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Case
- 1: Trusting A Spreadsheet Too Much Questions Case
- 2: Swissquote Questions References Role of Information Systems in Business Chapter Outline Why This Chapter Matters Chapter Take-Aways A Perspective On Information Systems Competitive Strategies Five Basic Competitive Forces Value Chain Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Case Questions Case
- 1: Using Social Media to Compete Questions Case
- 2: Pharmacy Processes Questions References PART II: TECHNOLOGY FUNDAMENTALS Information Systems Hardware Chapter Outline Why This Chapter Matters Chapter Take-Aways Computer Structure Switches: The Basic Hardware Building Blocks Computer System Components Computer Categories Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: The Green Grid Measures Energy Efficiency Questions Case
- 2: Meltin'Pot Deploys Blade Servers Questions References Information Systems Software Chapter Outline Why This Chapter Matters Chapter Take-Aways Software Concepts System Software Application Software Software Licensing Embedded Software Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 2: Rescuing Food Questions References Data, Databases, and Database Management Chapter Outline Why This Chapter Matters Chapter Take-Aways The Database Concept Operational Databases Databases for Decision Making Database Management Systems Database Security Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: Netflix Moves to Cassandra Questions Case
- 2: Mapping Aleppo Questions References Information Networks Chapter Outline Why This Chapter Matters Chapter Take-Aways Communication Links And Networks Communication Links And Devices Local Area Networks Wide Area Networks And The Internet Internet Applications Network Security Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: Connecting Remote Areas in Michigan Questions Case
- 2: Helping Mothers Have Healthy Babies in Ghana Questions References PART III: INFORMATION SYSTEMS AT WORK Integrating the Organization Chapter Outline Why This Chapter Matters Chapter Take-Aways History: Information Silos Functional Information Systems Transaction Processing Enterprise Resource Planning Systems Enterprise Application Integration Intranets Integrating Society Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: City Of Edinburgh Modernizes Questions Case
- 2: Serenic Accounting Software Questions References Connecting with Customers and Suppliers Chapter Outline Why This Chapter Matters Chapter Take-Aways E-Business And E-Commerce Customer Relationship Management Connecting Through Social Networks Supply Chain Management Extranets Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: AliMed EDI Questions Case
- 2: The Risky Supply Chain Questions References Making Better Decisions Chapter Outline Why This Chapter Matters Chapter Take-Aways Decision-Making Concepts Model-Driven Decisions Data-Driven Decisions Group Decisions Dashboards Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: Predictive Analytics And Yogurt Questions Case
- 2: Data Warehousing At Volvo Questions References PART IV: MANAGING INFORMATION SYSTEMS Planning and Selecting Information Systems Chapter Outline Why This Chapter Matters Chapter Take-Aways The Information Systems Steering Committee Setting Priorities Make Or Buy? Selecting Software After the Contract Is Signed Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: Muddle Through or Replace? Questions Case
- 2: Planning for Data Growth Questions References Developing Information Systems Chapter Outline Why This Chapter Matters Chapter Take-Aways Overview Of Software Development The System Development Life Cycle Approach Other System Development Approaches Managing The Development Process Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions Case
- 1: The Gendarmes Move to Linux Questions Case
- 2: Moody's And Aaron's Go Agile Questions References Managing Information Systems Chapter Outline Why This Chapter Matters Chapter Take-Aways Linking Strategy Information Systems Department Information Systems Jobs And Careers Managing Information Systems Security Key Point Recap Key Terms Review Questions Discussion Questions Springfield Metro Medical Associates Questions CASE
- 1: Underwater Data Centers: Should You Worry? Questions CASE
- 2: Snoops on The Inside Questions References Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Ferguson, R. Stuart (Robin Stuart), 1953-
- Second edition. - Boca Raton : CRC Press, [2014]
- Description
- Book — 1 online resource (xi, 507 pages) : illustrations
- Summary
-
- Basic Principles Introduction A note on mathematics for 3D computer graphics Getting up to speed and following up Assumed knowledge Computer graphics and computer games The full spectrum
- Basic Theory and Mathematical Results Coordinate systems Vectors Homogeneous coordinates The line in vector form The plane Intersection of a line and a plane Closest distance of a point from a line Closest distance of approach between two lines Reflection in a plane Refraction at a plane Intersection of a line with primitive shapes Transformations Parametric curves Interpolation Bezier curves Splines Parametric surfaces Angular interpolation (quaternions)
- Data Structures for 3D Graphics Integer coordinates Vertices and polygons Algorithms for editing arrays of structures Making an edge list from a list of polygonal faces Finding adjacent polygons Finding polygons adjacent to edges
- Basic Visualization The rendering pipeline Hidden surface drawing and rasterization Anti-aliasing Lighting and shading Materials and shaders Image and texture mapping Perlin noise Pseudo shadows Line drawing Tricks and tips
- Realistic Visualization Radiometric lighting and shading Ray tracing Ray tracing optimization Multi-threading and parallel processing
- Computer Animation Keyframes (tweening) Animating rigid motion Character animation Inverse kinematics Physics Animating cloth and hair Particle modeling
- Practical 3D Graphics Real-Time 3D: OpenGL The basics Native programming The GL shading language The P-buffer and framebuffer objects Rendering a particle system using OpenGL Summing up
- Mobile 3D: OpenGLES OpenGLES 3D on iOS 3D on Android Summing up
- The Complete Package: OpenFX Using OpenFX The OpenFX files and folders structure Coordinate system and units User interface implementation The Animation module The Designer module The Renderer module Adding to the software Continuing to dissect OpenFX
- Practical Algorithms for Modeling and Procedural Textures Modeling with Polygonal Datasets Triangulating polygons Triangulating polygons with holes Subdividing polygonal facets Lofting Surfaces of revolution Beveling Orienting surface normals Delaunay triangulation Boolean modeling Metaball modeling and marching cubes Texture coordinate generation Building polygonal primitives
- Algorithms for Procedural Textures A standard interface CPU textures GPU textures Fur and short hair
- Bibliography
- Index.
- (source: Nielsen Book Data)
- BASIC PRINCIPLES: Introduction. Basic Theory and Mathematical Results. Data Structures for 3D Graphics. Basic Visualization. Realistic Visualization. Computer Animation. PRACTICAL 3D GRPAHICS: Real-Time 3D: OpenGL. Mobile 3D: OpenGLES. The Complete Package: OpenFX. PRACTICAL ALGORITHMS FOR MODELING AND PROCEDURAL TEXTURES: Modeling with Polygonal Datasets. Algorithms for Procedural Textures. Bibliography. Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis.Since the publication of the first edit.
(source: Nielsen Book Data)
14. Freax : the art album [2006]
- Winnenden, Germany : CSW Verlag, c2006.
- Description
- Book — 274 p. : col. ill. ; 31 cm.
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks | Request (opens in new tab) |
N7433.8 .F74 2006 F | Available |
- McDermott, Wes.
- Burlington, MA : Focal Press, c2010.
- Description
- Book — 1 online resource (xviii, 329 p.) : ill. (some col.)
- Summary
-
- Real World Modo
- Table of Contents:
- Chapter 1: Trench warfare: Working as a 3D artist
- Chapter 2: Becoming a modo-nauhght The modo interface and modo architecture
- Chapter 3: Modeling
- Chapter 4: UV Mapping: Becoming a Taxidermist
- Chapter 5: Texturing
- Chapter 6: Animation
- Chapter 7: Camera and Staging: Bringing it all in focus
- Chapter 8: Lighting and Rendering: Making the Difference
- Chapter 9: Advanced Rendering: Working in Linear Space
- Chapter 10: Integrating modo into your pipeline
- Chapter 11: Interactive 3D Design
- Chapter 12: Closing.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Andrews, Philip, 1964-
- Oxford : Focal, 2007.
- Description
- Book — 1 online resource (x, 412 pages) : illustrations
- Summary
-
- The Buzz of Digital Photography
- Introducing Photoshop Elements 5.0
- First Steps
- Simple Image Changes
- Hands on Techniques
- Using Selections and Layers
- Combining Text with Your Images
- Using Elements' Painting and Drawing Tools
- Creating Great Panoramas
- Preparing Images for the Web or E-mail
- Preparing Images for Printing
- Photo Creations
- Managing Your Files
- Theory into Practice: Real Life Elements Projects
- Where to go From Here
- Appendixes.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Mallgren, William R. (William Roberts)
- Cambridge, Mass. : MIT Press, c1983.
- Description
- Book — viii, 269 p. : ill. ; 24 cm.
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks | Request (opens in new tab) |
T385 .M34 1983 | Available |
- Blinn, Jim.
- Amsterdam ; Boston : Morgan Kaufman Publishers, ©2003.
- Description
- Book — 1 online resource (viii, 327 pages) : illustrations.
- Summary
-
- Chapter 1 How to Draw a Sphere Part I, Basic Math (January 1995)
- Chapter 2 How to Draw a Sphere Part II, Coordinate Systems (March 1995)
- Chapter 3 How to Draw a Sphere Part III, The Hyperbolic Horizon (September 1995)
- Chapter 4 The Truth about Texture Mapping (March 1990)
- Chapter 5 Consider the Lowly 2x2 Matrix (March 1996)
- Chapter 6 Calculating Screen Coverage (May 1996)
- Chapter 7 Fugue for MMX (March-April 1997)
- Chapter 8 Floating Point Tricks (July-August 1997)
- Chapter 9 A Ghost in a Snowstorm (January-February 1998)
- Chapter 10 W Pleasure, W Fun (May-June 1998)
- Chapter 11 Ten More Unsolved Problems in Computer Graphics (September-October 1998)
- Chapter 12 The Cross Ratio (November-December 1998)
- Chapter 13 Inferring Transforms (May-June1999)
- Chapter 14 How Many Different Rational Parametric Cubic Curves Are There? Part I, Inflection Points (July-August 1999)
- Chapter 15 How Many Different Rational Parametric Cubic Curves Are There? Part II, The "Same" Game (November-December 1999)
- Chapter 16 How Many Different Rational Parametric Cubic Curves Are There? Part III, The Catalog (March-April 2000)
- Chapter 17 A Bright, Shiny Future (January 2000)
- Chapter 18 Optimizing C++ Vector Expressions (July-August 2000)
- Chapter 19 Polynomial Discriminants Part I, Matrix Magic (November-December 2000)
- Chapter 20 Polynomial Discriminants Part II, Tensor Diagrams (January-February 2001)
- Chapter 21 Tensor Contraction in C++ (March-April 2001).
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- ACM Symposium on Graphic Languages (1976 : Miami Beach, Fla.)
- New York : Association for Computing Machinery, c1976.
- Description
- Book — 128 p. : ill. ; 28 cm.
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks | Request (opens in new tab) |
T385 .A25 1976 | Available |
20. GIMP bible [2010]
- Van Gumster, Jason.
- Indianapolis, IN : Wiley, ©2010.
- Description
- Book — 1 online resource (xxxv, 722 pages) : illustrations
- Summary
-
- Introduction. Part I: Meet GIMP.
- Chapter 1: What Is GIMP?
- Chapter 2: Thinking Digitally. Part II: Getting Started.
- Chapter 3: Working with Files.
- Chapter 4: A Brief Overview of GIMP's Tools.
- Chapter 5: Taking Advantage of Paths.
- Chapter 6: Working with Layers and Masks.
- Chapter 7: Using Channels. Part III: Manipulating Images.
- Chapter 8: Transforming Images.
- Chapter 9: Adjusting Colors.
- Chapter 10: Working with Text.
- Chapter 11: Painting in GIMP.
- Chapter 12: Enhancing Photos. Part IV: Exploring Filters and Effects.
- Chapter 13: Implementing Blur, Enhancement, and Distortion Filters.
- Chapter 14: Using Image Creation Filters.
- Chapter 15: Using Compositing Filters.
- Chapter 16: Enhancing Images with Artistic Filters.
- Chapter 17: Working with Specialized Filters.
- Chapter 18: Batch Processing with Automating Filters.
- Chapter 19: Using GIMP Animation Package.
- Chapter 20: Working with Video-Specific Functions in GIMP. Part V: Advanced Topics.
- Chapter 21: Finding and Installing Plug-ins.
- Chapter 22: Creating Custom Effects with Scripting. Part VI: Appendices. Appendix A: Downloading and Installing GIMP. Appendix B: Setting Up External Input Devices. Appendix C: Customizing GIMP. Appendix D: Additional Resources. Appendix E: What's on the Web Site. Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
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