Showing posts with label graphics. Show all posts
Showing posts with label graphics. Show all posts

Graphics Gems V (IBM Version) (The Morgan Kaufmann Series in Computer Graphics) (No. 5) Review

Graphics Gems V (IBM Version) (The Morgan Kaufmann Series in Computer Graphics) (No. 5)
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Graphics Gems V (IBM Version) (The Morgan Kaufmann Series in Computer Graphics) (No. 5) ReviewI'm the archivist for the free Graphics Gems code base on the web. I do it for free, because this code is so valuable. Others think so, too: there is an average of 100 hits a day on the site. Go look at the online list of what's in this volume to see if it's for you.
Highlights (for me) include polygon/cube intersection testing, a good polygon triangulator, and an entire z-buffering library.Graphics Gems V (IBM Version) (The Morgan Kaufmann Series in Computer Graphics) (No. 5) OverviewGraphics Gems V is the newest volume in The Graphics Gems Series.It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems.These tools are written by a wide variety of graphics programmers from industry, academia, and research.The books in the series have become essential, time-saving tools for many programmers.Key Features* Latest collection of graphics tips in The Graphics Gems Series written by the leading programmers in the field* Contains over 50 new gems displaying some of the most recent and innovative techniques in graphics programming* Includes gems covering ellipses, splines, Bezier curves, and ray tracing* Disk included containing source code from the gems available in both IBM and Macintosh versions

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Programming the Cell Processor: For Games, Graphics, and Computation Review

Programming the Cell Processor: For Games, Graphics, and Computation
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Programming the Cell Processor: For Games, Graphics, and Computation ReviewFirst and foremost, this is NOT a book for beginners. It's for experienced programmers who want to start working with the Cell processor. If that describes you, then you should buy this book immediately.
Every imaginable detail about the Cell is covered here. You'll learn how to write code, yes, but you'll also learn how that code works in terms of the Cell's physical architecture. This is crucial to understanding how best to harness the Cell's power. There are numerous diagrams and clear writing throughout, succinctly explaining what your code does and why it does it.
The book opens with a few chapters on setting up your work environment. This goes into great detail, walking you through installing Linux on a Windows PC or a Playstation 3 system, using gcc/make, acquiring and configuring the Cell SDK, debugging and simulating Cell applications, and setting up Eclipse and the Cell IDE. If you already know your way around Linux you'll be able to skip most of this, but if you're a Windows user (like me) this section will prove invaluable.
This is followed by in-depth technical discussions of the PPU (the Cell's primary processor) and the SPUs (the smaller, distributed processors at the heart of the Cell's power), how these communicate with each other, and how to optimize these communications. Sprinkled throughout are use cases for various functions in the Cell standard libraries; by the end of this section you should be able to program the Cell processor reasonably effectively.
While this book is focused on the Cell processor in general, it does recognize that perhaps the most ubiquitous application of the processor at present is the Playstation 3 system; to that end, the third and final section of the book is targeted at using the Cell processor for specifically game-related tasks: programming the frame buffer, using OpenGL, running the popular Ogre3D engine on the Cell, and using the COLLADA shared graphics file format and libraries. Depending on your focus, this section may or may not be useful, but either way its quality remains up to par with the rest of the book.
My only complaint is that the book's structure is not particularly conducive to use as a reference guide. That is, while it covers a significant portion of the Cell libraries and features, you can't just quickly look something up. The book's design seems to suggest a deep, initial read-through and then only occasional re-references thereafter. But perhaps supplementing it with the SDK's own documentation is sufficient. This is the only reason the book falls short of 5 stars for me, and of course your mileage may vary.
Overall, highly recommended for experienced programmers who want to start working with the Cell processor.Programming the Cell Processor: For Games, Graphics, and Computation OverviewMake the Most of IBM's Breakthrough Cell Processor in Any Gaming, Graphics, or Scientific ApplicationIBM's Cell processor delivers truly stunning computational power: enough to satisfy even the most demanding gamers and graphics developers. That's why Sony chose the Cell to drive its breakthrough PlayStation 3 and why Cell processors are at the heart of today's most powerful supercomputers. But many developers have struggled to create high-performance Cell applications: the practical, coherent information they need simply hasn't existed. Programming the Cell Processor solves that problem once and for all. Whether you're a game developer, graphics programmer, or engineer, Matthew Scarpino shows you how to create applications that leverage all the Cell's extraordinary power. Scarpino covers everything from the Cell's advanced architecture to its powerful tools and libraries, presenting realistic code examples that help you gain an increasingly deep and intuitive understanding of Cell development. Scarpino illuminates each of the Cell's most important technical innovations, introduces the commands needed to access its power, and walks you through the entire development process, including compiling, linking, debugging, and simulating code. He also offers start-to-finish case studies for three especially important Cell applications: games, graphics, and scientific computing. The Cell platform offers unprecedented potential, and this book will help you make the most of it. Mastering the Cell SDK, including the GCC-based buildchain, ppu-gdb/spu-gdb debuggers, IBM Full System Simulator, and Cell IDE

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Introduction to Landscape Design, 2nd Edition Review

Introduction to Landscape Design, 2nd Edition
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Introduction to Landscape Design, 2nd Edition ReviewThis book is an excellent introduction to the practical aspects of landscape design. After every chapter, the student can find an extensive bibliography for further study or reference. All concepts are clearly explained, especially spatial perception and projects. If you are looking for a one-in-all book, this is it. However, do not expect it to say much about the history of landscape design. This is a practical book only, but first quality!!!Introduction to Landscape Design, 2nd Edition OverviewOutstanding explorations of design concepts, principles, and processes This Second Edition of Introduction to Landscape Design offers even broader coverage of the environmental, human, technological, and aesthetic issues associated with landscape design than the first edition. Beginning with the way we perceive, manage, and design the landscape, it moves on to explore the forces that influence land design. An overview of landscape management, planning, and design includes a discussion of the roles and integration of the professions involved, modes of professional practice, and site scale design processes. The book explores the ecology of design and the integration of land design decisions into dynamic systems. This fully updated new edition:* Presents landscape design as a synergism of art and science* Addresses the interplay between buildings and sites* Provides insights into the breadth of people-environment relationships* Places special emphasis on our growing understanding of interrelationships between the landscape and human decisionsA superb introduction for students as well as a useful reference for practicing professionals, this book is an excellent guide for anyone who wants to develop a better understanding of landscape design.

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Production Rendering Review

Production Rendering
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Production Rendering ReviewIf you are working in the field there is nowadays a lot of literature on how to write a renderer, and everybody has the silver-bullet to solve at last the rendering porblem.
This book thakes you through current technologies and gives you a very clear base on where to start when designing a modern renderer for high quality imagery.
It is as well really useful for all the people who want to do a really good job when using a renderer, making you understand what's going on, and what *should be going on* in your imageryProduction Rendering OverviewDetails the techniques used by experienced graphics software developers to implement feature film quality rendering engines.Brings together all the skills needed to develop a rendering system.

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Modeling with Data: Tools and Techniques for Scientific Computing Review

Modeling with Data: Tools and Techniques for Scientific Computing
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Modeling with Data: Tools and Techniques for Scientific Computing ReviewKlemens teaches how to tame and understand a dataset the way it should be done: in C. Invest some time in this excellent book full of gentle humor and respect for the reader's intelligence. The payoffs will be immense. The best resource (a full set of programs used in the book) accompanying this book is available for FREE(!) on Klemens's website!Modeling with Data: Tools and Techniques for Scientific Computing Overview
Modeling with Data fully explains how to execute computationally intensive analyses on very large data sets, showing readers how to determine the best methods for solving a variety of different problems, how to create and debug statistical models, and how to run an analysis and evaluate the results.

Ben Klemens introduces a set of open and unlimited tools, and uses them to demonstrate data management, analysis, and simulation techniques essential for dealing with large data sets and computationally intensive procedures. He then demonstrates how to easily apply these tools to the many threads of statistical technique, including classical, Bayesian, maximum likelihood, and Monte Carlo methods. Klemens's accessible survey describes these models in a unified and nontraditional manner, providing alternative ways of looking at statistical concepts that often befuddle students. The book includes nearly one hundred sample programs of all kinds. Links to these programs will be available on this page at a later date.

Modeling with Data will interest anyone looking for a comprehensive guide to these powerful statistical tools, including researchers and graduate students in the social sciences, biology, engineering, economics, and applied mathematics.


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