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Talking Back to the Machine
  • Language: en
  • Pages: 205

Talking Back to the Machine

From one of the editors of the renowned book Beyond Calculation, acclaimed by The New York Times for its "astonishing intellectual reach", comes a new collection of equal brilliance. Focusing on the impact of computers on humans, Talking Back to the Machine features essays on how computers will affect the ways we live, learn, teach, communicate, and relate to each other in the coming decades. Outstanding contemporary thinkers describe the myriad ways, both good and bad, in which our lives will be altered by information technology, and what we can do to influence these changes. Talking Back to the Machine is a must-read for anyone who is interested in technology and society.

Software Product Lines
  • Language: en
  • Pages: 346

Software Product Lines

This book constitutes the refereed proceedings of the Third International Software Product Line Conference, SPLC 2004, held in Boston, MA, USA in August/September 2004. The 18 revised full technical papers presented together with a keynote abstract and summaries of panels, tutorials, and workshops were carefully reviewed and selected for inclusion in the book. Organized in sections on business, architecture, and quality assurance, the papers address topics ranging from how to start a software product line in a company, to case studies of mature product lines and the technology used, to test strategies of product lines, to strategies and notations for creating product line architectures, and to the importance of binding times in creating product lines.

A Hands-On Introduction to Data Science
  • Language: en
  • Pages: 459

A Hands-On Introduction to Data Science

An introductory textbook offering a low barrier entry to data science; the hands-on approach will appeal to students from a range of disciplines.

Software Product Lines
  • Language: en
  • Pages: 346

Software Product Lines

  • Type: Book
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  • Published: 2004-07-30
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  • Publisher: Springer

This book constitutes the refereed proceedings of the Third International Software Product Line Conference, SPLC 2004, held in Boston, MA, USA in August/September 2004. The 18 revised full technical papers presented together with a keynote abstract and summaries of panels, tutorials, and workshops were carefully reviewed and selected for inclusion in the book. Organized in sections on business, architecture, and quality assurance, the papers address topics ranging from how to start a software product line in a company, to case studies of mature product lines and the technology used, to test strategies of product lines, to strategies and notations for creating product line architectures, and to the importance of binding times in creating product lines.

Introductory Tiling Theory for Computer Graphics
  • Language: en
  • Pages: 110

Introductory Tiling Theory for Computer Graphics

Tiling theory is an elegant branch of mathematics that has applications in several areas of computer science. The most immediate application area is graphics, where tiling theory has been used in the contexts of texture generation, sampling theory, remeshing, and of course the generation of decorative patterns. The combination of a solid theoretical base (complete with tantalizing open problems), practical algorithmic techniques, and exciting applications make tiling theory a worthwhile area of study for practitioners and students in computer science. This synthesis lecture introduces the mathematical and algorithmic foundations of tiling theory to a computer graphics audience. The goal is primarily to introduce concepts and terminology, clear up common misconceptions, and state and apply important results. The book also describes some of the algorithms and data structures that allow several aspects of tiling theory to be used in practice. Table of Contents: Introduction / Tiling Basics / Symmetry / Tilings by Polygons / Isohedral Tilings / Nonperiodic and Aperiodic Tilings / Survey

Rethinking Quaternions
  • Language: en
  • Pages: 158

Rethinking Quaternions

Quaternion multiplication can be used to rotate vectors in three-dimensions. Therefore, in computer graphics, quaternions have three principal applications: to increase speed and reduce storage for calculations involving rotations, to avoid distortions arising from numerical inaccuracies caused by floating point computations with rotations, and to interpolate between two rotations for key frame animation. Yet while the formal algebra of quaternions is well-known in the graphics community, the derivations of the formulas for this algebra and the geometric principles underlying this algebra are not well understood. The goals of this monograph are to provide a fresh, geometric interpretation fo...

Virtual Crowds
  • Language: en
  • Pages: 181

Virtual Crowds

There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations. Sometimes, these...

Real-time Massive Model Rendering
  • Language: en
  • Pages: 123

Real-time Massive Model Rendering

"Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture technologies." "As computing power increases, users take advantage of the algorithmic advances and generate even more complex models and data sets. Therefore, there are many cases where we are required to visualize massive models that consist of hundreds of m...

Design, Representations, and Processing for Additive Manufacturing
  • Language: en
  • Pages: 142

Design, Representations, and Processing for Additive Manufacturing

The wide diffusion of 3D printing technologies continuously calls for effective solutions for designing and fabricating objects of increasing complexity. The so called "computational fabrication" pipeline comprises all the steps necessary to turn a design idea into a physical object, and this book describes the most recent advancements in the two fundamental phases along this pipeline: design and process planning. We examine recent systems in the computer graphics community that allow us to take a design idea from conception to a digital model, and classify algorithms that are necessary to turn such a digital model into an appropriate sequence of machining instructions.

Geometric Continuity of Curves and Surfaces
  • Language: en
  • Pages: 242

Geometric Continuity of Curves and Surfaces

This book is written for students, CAD system users and software developers who are interested in geometric continuity—a notion needed in everyday practice of Computer-Aided Design and also a hot subject of research. It contains a description of the classical geometric spline curves and a solid theoretical basis for various constructions of smooth surfaces. Textbooks on computer graphics usually cover the most basic and necessary information about spline curves and surfaces in order to explain simple algorithms. In textbooks on geometric design, one can find more details, more algorithms and more theory. This book teaches how various parts of the theory can be gathered together and turned ...