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Archive for the 'Graphics' Category

Visual Complexity and Intelligent Computer Graphics Techniques Enhancements

Visual Complexity and Intelligent Computer Graphics Techniques Enhancements

Product Description

In this book, three main notions will be used in the editors search of improvements in various areas of computer graphics: Artificial Intelligence, Viewpoint Complexity and Human Intelligence. Several Artificial Intelligence techniques are used in presented intelligent scene modelers, mainly declarative ones. Among them, the mostly used techniques are Expert systems, Constraint Satisfaction Problem resolution and Machine-learning.

The notion of viewpoint complexity, that is complexity of a scene seen from a given viewpoint, will be used in improvement proposals for a lot of computer graphics problems like scene understanding, virtual world exploration, image-based modeling and rendering, ray tracing and radiosity. Very often, viewpoint complexity is used in conjunction with Artificial Intelligence techniques like Heuristic search and Problem resolution. The notions of artificial Intelligence and Viewpoint Complexity may help to automatically resolve a big number of computer graphics problems. However, there are special situations where is required to find a particular solution for each situation. In such a case, human intelligence has to replace, or to be combined with, artificial intelligence. Such cases, and proposed solutions are also presented in this book.

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eBooker, September 25, 2009 Comments Off
The Official Guide to 3D GameStudio

The Official Guide to 3D GameStudio

Product Description
If you’re a video game enthusiast, then you’ve probably thought more than once about creating your own games. Now you can develop your own 3D games using 3D GameStudio! The Official Guide to 3D GameStudio will help you develop the skills you need to create a variety of games, including first-person shooter and fantasy role-playing. Learn how to make a game from start to finish using the most readily found tools in the industry. You’ll cover the fundamentals of character animation, level building, and programming various effects.

You’ll even get tips on the game industry as a whole, including how video games are made, what job opportunities exist, and how you can break into the industry. Whether you want to make games for your own enjoyment or to build your career portfolio, this all-in-one guide covers everything you need to know to make amazing 3D games!

About the Author
Michael Duggan is an Oklahoma-born artist and animator with a background in 3D modeling and digital animation. He is currently a freelance game programmer and motion graphics consultant in Harrison, Arkansas. He has taught animation and game design in the visual arts department of North Arkansas College for the last few years. He previously helped start a high-paced private college¿s new Gaming and Robotics program from the ground up. His education includes an Associates of Arts, a certificate of Surgical Technology, and a Bachelors of Fine Arts in Game Art and Design at the Art Institute.

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eBooker, September 24, 2009 Comments Off
 Teach Yourself VISUALLY Photoshop CS4

Teach Yourself VISUALLY Photoshop CS4

Product Description
Are you anxious to get started with the new release of Photoshop?  If you learn best visually, then you’ll love the updated and expanded coverage found in this tutorial.

  • Full-color throughout, this book offers newly revised design features that allow for larger screen shots for better navigation and a more detailed look at each tasks’ step-by-step instructions
  • Packed with additional pages and expanded coverage of cool new tasks for you to accomplish
  • An approachable teaching style makes Photoshop CS4 accessible for beginners and instructs visual learners of how to put this application to work for them
  • Covers the most important features of Photoshop, including importing photos from a digital camera, retouching and repairing damaged photos, enhancing digital images, adding custom 3D effects, and editing images for posting on the Web
  • Walks you through creating a Web photo gallery, incorporating graphics into desktop publishing programs, using palettes and layers, compositing, applying gradients, and setting type and filters

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eBooker, September 24, 2009 Comments Off
A Design Manual

Schools and Kindergartens: A Design Manual

Product Description

The importance of education in a global economy is undisputed, and in the wake of international assessment studies schools and kindergartens have become the focus of considerable public interest. As a new generation of educational environments are designed and built, this Design Manual helps architects to grasp the underlying educational theories and how they can be realized in built form, so that the building fulfils its role as a 3-dimensional curriculum plan.

Over 80 international case studies covering all school types are examined and explained in the context of varying national and cultural education approaches. Among the key themes analyzed are the impact of modern communication technology, acoustic and lighting design, sustainability, internal circulation and outdoor spaces, renovation and adaptation to changing requirements.

About the Author
The author is a practicing architect and a Research Fellow at the School of Architecture, University of Sheffield. He is a consultant to organizations involved in the design of schools and kindergartens, including the UK Government‘ s “Commission for Architecture and the Built Environment”.

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Delivering High-Impact Collaboration

Essential SharePoint® 2007: Delivering High-Impact Collaboration

Product Description

Essential SharePoint® 2007 focuses on utilizing Microsoft Office SharePoint 2007 to improve collaboration and decision-making, streamline processes, and solve real-world business problems. Three leading SharePoint consultants systematically address the crucial success factors, intangibles, and “gotchas” in SharePoint deployment—showing exactly how to maximize business value and reduce project risk.

Drawing on their unsurpassed experience, the authors walk you through

planning and architecting successful SharePoint solutions around the

unique needs of your business. Next, they address the operational support

and end-user functionality needed to make SharePoint 2007 work—with

special attention given to the organizational and political issues that can

make or break your project. Learn how to:

  • Define optimal, workable collaboration strategies
  • Build SharePoint applications people want to use
  • Architect SharePoint infrastructure for superior performance, reliability, and value. Provide your customers with state-of-the-art sites, blogs, and wikis
  • Use SharePoint content management to integrate documents, records, and Web content, and make it all searchable
  • Implement forms-based workflow to optimize virtually any business process
  • Quickly build business intelligence solutions using Web-base dashboards and server-based Excel Services
  • Organize and staff SharePoint support teams
  • Migrate efficiently from SharePoint 2003

Whether you’re a project manager, consultant, analyst, line-of-business executive, or developer, this book helps you align your SharePoint project with your business strategy - and deliver quantifiable results fast.

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eBooker, September 23, 2009 Comments Off
Algorithms and Applications

Computer Vision: Algorithms and Applications

The book emphasizes basic techniques that work under real-world conditions, not the esoteric mathematics that has intrinsic elegance but less practical applicability. The text is suitable for teaching a senior-level undergraduate course in computer vision to students in computer science and electrical engineering.

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-cosmos-, September 23, 2009 Comments Off

Intelligent readers who want to build their own embedded computer systems– installed in everything from cell phones to cars to handheld organizers to refrigerators– will find this book to be the most in-depth, practical, and up-to-date guide on the market. Designing Embedded Hardware carefully steers between the practical and philosophical aspects, so developers can both create their own devices and gadgets and customize and extend off-the-shelf systems. There are hundreds of books to choose from if you need to learn programming, but only a few are available if you want to learn to create hardware. Designing Embedded Hardware provides software and hardware engineers with no prior experience in embedded systems with the necessary conceptual and design building blocks to understand the architectures of embedded systems.

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eBooker, September 20, 2009 Comments Off
The Dome in European Architecture

Visions of Heaven: The Dome in European Architecture

Product Description
There’s an ethereal magic to standing beneath a dome, neck craned, looking up at a vision of the heavens created by some long-ago figure of genius. From the Pantheon to the Hagia Sophia, the power of the dome seems transcendent. Photographer David Stephenson’s magnificently kaleidoscopic images of dome interiors capture this evanescent drama, and make Visions of Heaven one of the most spectacularly beautiful books we’ve ever produced.

Traveling from Italy to Spain, Turkey, England, Germany, and Russia, among other countries, and photographing churches, palaces, mosques, and synagogues from the second to the early twentieth century, Stephenson’s work amounts to a veritable typology of the cupola. His images present complex geometrical structures, rich stucco decorations, and elaborate paintings as they have never been seen before. Brilliantly calibrated exposures reveal details and colors that would otherwise remain hidden in these dimly lit spaces. Visions of Heaven shows more than 120 images, including the Roman Pantheon, the Byzantine churches of Turkey, the great domes of the Renaissance, the decorative cupolas of the Baroque and the Rococo ages, and a nineteenth-century synagogue in Hungary.

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eBooker, September 20, 2009 Comments Off

Game Design, Second Edition

Game Design, Second Edition

Product Description
“Game Design, Second Edition” offers a behind-the-scenes look at how a game gets designed and developed—from the day the idea is born to the day the box hits the shelves. This new edition offers information on the latest techniques and development models, interviews with 12 top game designers, document templates that can be used during product development, and numerous industry resources.

It is a practical guide that covers everything from the fundamentals of game design, to the trade-offs in the development process, to the deals a publisher makes to get a game on the shelves. No matter what your role is in the industry, understanding this entire process will help you do your job better. And if you ’re looking to break in, you ’ll find knowledge here that is usually attained only after years in the trenches.

Updated and expanded with a wealth of expert information and real world case studies, while still maintaining the value that made the first edition so successful.

Written by a well-known industry expert with 18 years of game design experience. Appeals to a broad audience, from students to individuals ready to break into the business to seasoned professionals. Contains practical information that can be put to use by readers in a variety of game development roles.

About the Author
In 1989, Bob co-founded Legend Entertainment and served as its President until the company’s 1998 sale to GT Interactive (now Atari). He continued as Legend’s Studio Head and as an active game designer/producer until the studio closed in January of 2004. Bob is a frequent speaker at industry conferences and events, and he is also the co-founder and organizer of the Game Designer’s Workshop, an annual invitation-only conference attended by many of the top storytelling game designers in the business. Bob is the author of one of the industry’s bestselling books on game development, Game Design: The Art and Business of Creating Games (Premier Press/Course PTR), which is currently being used as a textbook by several colleges and universities. He is also the editor of the Game Developer’s Market Guide (Premier Press/Course PTR).

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-cosmos-, September 20, 2009 Comments Off

Get More Out of Maya in Less Time Work better and faster in Maya with
the quick-hit tips and techniques in this practical book. Designed for
busy Maya users, this guide offers dozens of how-tos, workarounds, and
shortcuts culled from years of experience in a fast-paced,
deadline-driven production pipeline. You’ll discover tricks and
timesavers on texturing particles, customizing Paint Effects brushes,
modeling polygon faces, creating facial rigs with wire deformers, and
much more-while useful, full-color illustrations reinforce the concepts.
From modeling, animating, and rigging to texturing and lighting, this
book will help you streamline workflow and improve your skills.

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