Introduction to Autodesk Land Desktop 2005 and Civil Design 2005
Average customer rating: 1 out of 5 stars
  • Very unhappy with my purchase
Introduction to Autodesk Land Desktop 2005 and Civil Design 2005
Geoffrey J. Coleman
Manufacturer: Schroff Development Corporation
ProductGroup: Book
Binding: Paperback

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ASIN: 1585032115

Product Description

This text introduces the beginning student to Autodesk's Land Desktop software.

Table of Contents

1. Reviewing AutoCAD Basics
2. Land Desktop Impacts on the AutoCAD Environment
3. Setting AEC Points
4. Point Groups and the Land Desktop Project Manager
5. Importing and Exporting AEC Points
6. Rotation, Translation and Datum Adjustment
7. Lines and Curves
8. Line Labeling
9. Line and Curve Tables
10. Point Labeling
11. Parcel Computations
12. Creating a Surface
13. Faults (Breaklines)
14. Creating Contours From Surface Data
15. Contour Labeling and Editing
16. Land Desktop Cross Sections
17. Earthwork Volumes
18. Alignments
19. Project Stationing and Setting Points by Station/Offset
20. Civil Design Profiles
21. Civil Design Cross Sections
22. Civil Design Section Plotting
23. Drawing Civil Design Templates
24. Defining Civil Design Templates
25. Civil Design Control-Templates
26. Civil Design Control-Alignments
27. Civil Design Control-Profiles
28. Volume Computation in Civil Design by Average End Area Method

Customer Reviews:

1 out of 5 stars Very unhappy with my purchase.......2006-08-28

The information on the web site was not very informative and trying to get to the check out was a hassel. What really is pathetic was the shipping. Either pay a ridiculus amount to get the item here or wait 2 weeks and not pay for shipping. Well in no real hurry I choose not to pay for shipping. The item was damaged and not packed very well. It was taped shut to keep the information and item together. I am still missing the cover and parts of the first chapter.
Game Development Essentials: An Introduction
Average customer rating: 4.5 out of 5 stars
  • Excellent book
  • Classroom Warning
  • Gwenn McElwee's Review
  • Interesting side notes, but not worth the effort
  • I enjoyed it
Game Development Essentials: An Introduction
Jeannie Novak
Manufacturer: Thomson Delmar Learning
ProductGroup: Book
Binding: CD-ROM

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ASIN: 1401862713

Book Description

?Get ready for a fascinating ride through the fastest-growing segment of the entertainment industry!? As gaming evolves into a powerhouse industry and a dynamic career opportunity, the need has never been greater for a book that offers a penetrating introduction to the field and a clear explanation of the keys to success. A highly respected industry observer and gaming instructor in Southern California, author Jeannie Novak showcases in this definitive work every important aspect of game development, beginning with a highly informative chapter on the background of the industry that provides the historical context for later chapters. The latest addition to the Game Development Essential series, An Introduction to Game Development examines content creation and the concepts behind the development of story, character, environment, level design, user interface, and sound. Novak also looks to the future of gaming, and in particular, at such promising technologies as online and mobile gaming. An entertaining read and a thoroughly researched and knowledgeable overview of the field, this book is an indispensable gateway to one of the most exciting career opportunities in the country today.

Customer Reviews:

5 out of 5 stars Excellent book.......2007-09-24

It's an excellent book. The fact that she included my incredibly detailed game design document in no way influenced my rating.

4 out of 5 stars Classroom Warning.......2007-09-13

Just wanted to let people know there is a later version if you missed it, and you should check with instructors before buying this book and be sure it is the dated version needed!

5 out of 5 stars Gwenn McElwee's Review.......2007-08-15

I find this book to be well rounded in the history and in the aspect to the gaming and simulation world. It was not what I originally expected to read, but I thoroughly enjoyed it and now can look at the gaming world a lot differently with more respect.

I purchased this book because it was required for the class I am taking at DeVry University Online, but now that I have read it, I am interested in purchasing a few of the other books in this series by Jeannie Novak.

2 out of 5 stars Interesting side notes, but not worth the effort.......2007-07-09

One interesting thing this book contains is little sidebar interviews with people from the game industry. It might serve people who are looking for jobs and want to get names of people in industry.

This book might also be a good read for parents of kids who want to learn more about the gaming industry. It is a very simple introduction (hence the title).

For anyone who has played computer games however, it will be overly simple and offer little value add.

It really is an intro and nothing more.

4 out of 5 stars I enjoyed it.......2007-05-28

I would probably have given it 5 stars if it weren't for the few mistakes made. For example on page 218 there is a screenshot of C&C Generals and the caption says "Praetorians uses terrain as a boundary" with the image credit given to Eidos Interactive! Wow... It's probably just a mistake someone else made and not Novak, but still. I haven't been able to locate an errata list on either the publisher's website nor Novak's, but aside from a few minor typos I haven't found any other mistakes.

For a book published in late 2004, an updated edition seems a long time coming for a book that needed it. I see the second edition is due out August 2007 so that's good. Too bad my class didn't wait until then. I was required to purchase this first edition.

I don't know if I'd recommend this to anyone just browsing the shelves for a book on game design, unless you have more money than the typical student. At $64, I would hold this book to higher standards. Thomson Delmar Learning doesn't really target the mass market, so you'd expect to pay a little extra and receive a little extra in return. But price aside, I agree with all the other positive comments. If you are interested in the subject matter then I really would recommend this book. Maybe just wait a few months for the 2nd edition.

The demo CD is lackluster in my opinion. All it had were URLs to demo games and game engine trial versions. They could have saved some money and just had a page at the end of the book list the URLs.

The interviews with and comments by the industry pros are very nice for the beginning student to read. The book is very colorful and has lots of pictures. That makes it sound childish but it really does help with the reading. I'm used to reading technical books on programming and even I found this format to be useful and it fit well with the subject.

In places, the author talks about generic game ideas and then references a specific game, as if this game is a shining example of the topic and it beat out all others. The topics are so generic that any game in the genre discussed could be used as a reference. To me this reeks of product placement.

One other thing that bothers me is the inclusion of "credible" studies and surveys by renowned research organizations like Nielsen. It isn't so much the fault of the author as it is the proliferation of surveys. One study sampled 33 medical professionals, came up with surprising results, and made the following statement: "The next step? Surgery simulations!". I'm sorry, but sampling 33 doctors means absolutely nothing. Get back to me when you sample 33,000. A different survey of 1,000 males in 2003 found 10% watched less television, 33% said in-game ads helped them decide which products to buy, and 50% actually liked the inclusion of real products in games. The next statement makes a conclusion: "Major corporations are now considering product placement in games as a significant form of advertising." How many millions of males in the United States alone play video games regularly? Wow, 1,000 sure is representative. Now the rest of us have to be subjected to in-game ads, which are repulsively annoying, thanks to the wrong set of 1,000 people surveyed. Sigh. Yes, I know it's impossible to survey a representative sample. So don't bother with surveys. I'm going off on a tangent, but the point is this book is pretty good. Just ignore the surveys.
Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library)
Average customer rating: 5 out of 5 stars
  • One of the best technical books I've ever read
  • THE 3D Game Programming Book to Get!
  • You gonna have to work for it!
  • Excellent for anyone wanting to learn Direct X, HLSL and other game concepts
  • Very good book for learning how to use DirectX9
Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library)
Frank Luna
Manufacturer: Wordware Publishing, Inc.
ProductGroup: Book
Binding: Paperback

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ASIN: 1598220160

Book Description

Presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. It teaches the fundamentals of Direct3D and shader programming, after which the reader will be prepared to go on and learn more advanced techniques. The book is divided into three main parts. Part I explains the mathematical tools that will be used throughout this book. Part II shows how to implement elementary 3D techniques, such as defining 3D geometry, lighting, texturing, alpha blending, and stenciling by using shaders and the HLSL. Part III is largely about applying Direct3D to implement a variety of interesting techniques and special effects, such as working with meshes, character animation, terrain rendering, picking, particle systems, environment mapping, normal mapping, and rendering to textures.

Customer Reviews:

5 out of 5 stars One of the best technical books I've ever read.......2007-05-20

I'm a software developer and am going to start working in games development shortly. I needed to get up-to-speed on DirectX 9.0c for games development really fast, and I thought I would have to take an expensive course at the local university to do so. After just completing the first 4 chapters of this book, I've changed my mind. This book has everything you would want to get a solid introduction into 3D games development. If you have any ambition to enter this field, get this book, and if you're a first-time game graphics developer like me, read it from front to back. You won't reget it.

5 out of 5 stars THE 3D Game Programming Book to Get!.......2007-05-14

This book is absolutely amazing! I could gush for pages about what a great book this is, so I will keep it short and tell you simply to buy this book if you want a great intro to 3D Game Programming!

4 out of 5 stars You gonna have to work for it!.......2007-03-09

Execellent Book. There's a few issue's with compiling code you will need visual studio 2005 if you dont want to pull all your hair out.
But I learn somthing new every time I read a Chapter and thats what its all about.

5 out of 5 stars Excellent for anyone wanting to learn Direct X, HLSL and other game concepts.......2007-01-02

Overall this is an exceptionally well written book. The text is easy to read, and concise, though that's not to say you understand everything the first time you read it.

The code framework is also pretty good, the naming conventions are decent and the code is clearly written. The framework is consistent throughout the book, and uses inheritance and minor polymorphism which manages to hide a lot of the Direct3D / Win32 initialization, so once you are past these chapters you needn't concern yourself with this code again, and you can intend focus on the code that Frank is trying to explain.
The design is also very modular, a good example of this is found in Chapter 21: Exercise 4 where it asks you to integrate an Environment Mapped sphere for the sky, and Normal mapped water, into a scene which shows a Castle and trees / grass. This was pretty easy, as it just required shifting a few art / source files and tying some loose ends.

The book contains many exercises, a lot of which I found very helpful in understanding the material presented in the text and code samples, they give a good sense of accomplishment and I recommend them if you want to fully understand the concepts taught, and most are generally doable with a bit of research into the DirectX SDK, and rereading the text.

The text also does an excellent job of explaining key DirectX functions, and is usually a lot more approachable than the SDK. It also explains the use of the DirectX texture tool, and Terragen ( a free terrain generator, which is very easy to use)

For anyone looking to learn DirectX 9, HLSL, and the fundamental concepts behind games, then this book will serve as a solid foundation for those willing to take the time to read and understand it.

5 out of 5 stars Very good book for learning how to use DirectX9.......2006-12-24

This is a great book. Mr. Luna provides an incredible amount of information all with good detail and clear wording. He doesn't waste time by teaching you irrelevant or outdated topics that aren't used anymore like other books. The more difficult topics are explained well and example code is abundant. This book is recommended for any aspiring game programmer.
Introduction to Computer Graphics
Average customer rating: 4.5 out of 5 stars
  • A must have book for every 3d programmer out there!
  • The Bible which ALL 3D Programmers NEED
  • Outstanding intro to both 2D and 3D graphics
  • Very good book for a beginner 3d coder!
  • Excellent content spoiled by printing errors
Introduction to Computer Graphics
James D. Foley , Andries van Dam , Steven K. Feiner , John F. Hughes , and Richard L. Phillips
Manufacturer: Addison-Wesley Professional
ProductGroup: Book
Binding: Hardcover

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ASIN: 0201609215

Customer Reviews:

5 out of 5 stars A must have book for every 3d programmer out there!.......2000-01-10

Are you tired of spending hours of your time searching for 3d documentation on the net? Are you tired of searching for books? Are you tired of spending $50 on a book only to find out that it doesn't cover any of the subjects you were hoping for? Introduction to Computer Graphics covers every aspect of 3d theory to get any beginner started. It is true that some of the math requires more than high school education, but that didn't stop me when I read it in 9th grade. And if I can understand it, pretty much anybody can. If a person reads this book straight through, he not only will learn nothing but will have wasted his time too. Why? Well, half the book is full of mathematical equations and formulas. The author basically thinks like this: I supply you with the formulas and why they work, you figure out how to put it in your program. Although I'm not trying to attack the way the author wrote the book and a lot of his formulas come with C++ code, there's some stuff he doesn't explain like: HOW TO PUT IT ALL TOGETHER! A book like this could be classified as an excellent source of reference. The reason that this book stands out from all the rest is that information isn't hidden in the words. It's all straightforward explanations and formulas with a lot of graphics to reinforce the reader's knowledge. Also at the end of each chapter the author gives you a number of exercises to do for those people out there that got too much time on their hands. All together I loved it and I learned a LOT of valuable information.

5 out of 5 stars The Bible which ALL 3D Programmers NEED.......1999-02-24

This is the 3D programmers bible for 3D graphics. It is far from a breeze to read as the nature of the beast is not an easy subject.

One of the most wonderful things about this book is that it supplies an extensive bibliography about each subject covered.

It isn't a "how to" for DirectX or OpenGL it's more of a "here are the equations" for 3D in pretty much every aspect.

You have to have it.

You don't? Buy it!

Expect to brush up on your maths tho! (unless yur a math head :) )

Regards,

Ian

4 out of 5 stars Outstanding intro to both 2D and 3D graphics.......1998-06-19

There are plenty of equations and theory for the mathematician, but even better for folks like me (hackers), there is a nice sprinkling of C code and example images. If you need the most comprehensive reference, go with the unabridged version ("Computer Graphics: Principles and Practicies", all 1175 pages of it!), but if you are looking for an introduction, I would recommend this book.

5 out of 5 stars Very good book for a beginner 3d coder!.......1997-07-26

This new introductory text to computer graphics is an adaptation of Computer Graphics: Principles and Practice,Second Edition, which remains the most comprehensive and authoritative work in the field. While retaining the currency and accuracy of the larger book, this abbreviated version focuses on topics essential for all beginners in computer graphics and provides expanded explanations for readers with little or no technical background. Worked examples have been added to illustrate important concepts and techniques, and program code has been written in the C language to enhance the book's usefulness. In addition, the book contains an extensive illustration program, with more than 50 full-color images.


This book authored by James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes, and Richard L. Phillips and is an adaptation of the "Computer graphics : principles and practice".


I give this book a rating of 10 for obvious reasons. Take a look at the FULL table of contents at this link:

http://heg-school.aw.com/cseng/authors/foley/intr grafix/intrografix.toc.html
This is the trimed down Table of Contents
(Note: At the end of each chapter the book gives you extra exercises as well as a summary)
1. Introducing: Computer Graphics
2. Programming in the Simple Raster Graphics Package (SRGP)
3. Basic Raster Graphics Algorithms for Drawing 2D Primitives
4. Graphics Hardware
5. Geometrical Transformations
6. Viewing in 3D
7. Object Hierarchy and Simple PHIGS (SPHIGS)
8. Input Devices, Interaction Techniques, and Interaction Tasks
9. Representation of Curves and Surfaces
10. Solid Modeling
11. Achromatic and Colored Light
12. The Quest for Visual Realism
13. Visible-Surface Determination
14. Illumination and Shading
Bibliography
Index
This book features :

Adaptation of the definitive computer graphics book in the field--half the length. Presents key concepts geared toward students with minimal technical background. Provides worked examples in C. Retains the high level of teaching standards of the parent graphics text.

3 out of 5 stars Excellent content spoiled by printing errors.......1997-07-14

This would be an excellent book if it weren't for the annoying printing errors in the highly useful 'Geometrical Transformations' chapter. Especially considering that the book is aimed at students this is a real shame. Anyone interested in this field - including students - should consider forking out another $20 and get the more comprehensive "Computer Graphics: Principles and Practice" which contains the same chapter on geometry but without the printing errors
Introduction to Digital Image Processing with MATLAB
Average customer rating: Not rated
    Introduction to Digital Image Processing with MATLAB
    Alasdair McAndrew
    Manufacturer: Course Technology
    ProductGroup: Book
    Binding: Hardcover

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    ASIN: 0534400116

    Book Description

    This book is an introduction to digital image processing from an elementary perspective. Providing a broad introduction to the discipline, the book covers topics that can be introduced with simple mathematics so students can learn the concepts without getting overwhelmed by mathematical detail. The first three chapters set the scene for the rest of the book by exploring the nature and use of digital images and how they can be obtained, stored, and displayed. By using MATLAB and its Image Processing Toolbox, students will be able to apply the theory they have learned into practice.
    Adobe Photoshop Elements 5.0: A visual introduction to digital photography
    Average customer rating: 3.5 out of 5 stars
    • dont waste your time...
    • Adobe Photoshop Elements 5.0: A visual introduction to digital photography
    • Photo-Shop Elements
    • Definitely NOT a tutorial
    • My first Elements Book
    Adobe Photoshop Elements 5.0: A visual introduction to digital photography
    Philip Andrews
    Manufacturer: Focal Press
    ProductGroup: Book
    Binding: Paperback

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    ASIN: 0240520491

    Book Description

    If you are just starting to work with digital images and want great results fast, this complete, easy-to-follow guide is the one for you. As you take your first steps into the magical world of digital imaging, you'll rapidly gain mastery. Everything you need to make your once-in-a-lifetime photos look like a pro shot them is herewith real-life examples and hands-on projects from author and professional photographer Philip Andrews. Become skilled at how to capture superb images from the start as Philip guides you in plain-English through real-life examples.

    Then get the most out of your digital camera with this thoroughly updated book on Elements 5.0. Its a snap to prepare your photos for email, your website, or top-quality printoutswhether your shots are from a digital or traditional camera. Packed with tips, hints, hundreds of visual examples, and step-by-step tutorials, this book shows you exactly how to:

    Color-correct skin tones, isolate foreground subjects, extract people and objects from their backgrounds, create slide shows, fix red-eye, share images online, and more
    * Create Album pages quickly and easily with new Elements 5.0 only features
    * Create, customise and upload your own professionally produce web gallery in under 5 minutes
    Create stunning effects with easy, step-by-step techniques to get results fast
    Compose amazing panoramas, create slide shows, or design fun greeting cards
    Print, back up, and organize your pictures for best results.
    Achieve proficiency with techniques like selections and layers, text, and painting and drawing tools
    Demystify all the new features in Elements 5.0 to fine-tune your photography, including Photo Creations and the Artwork and Effects palette, with essential new information on using Raw files

    And much, much more.

    If youre looking for a book written by a computer pro from a computer book company, this book isnt it. Written by a photographer for photographers, this book is for those who want to know the techniques that get results and can be put into practice immediately.

    Full color, step-by-step projects walk you through how to transform your shots into professional images for everything from your family photo album, scrapbook pages to CD slide shows to business presentations and literature, restaurant menus, and more. You can even create posters for holidays and birthday parties.


    Avid amateurs, family photographers, and small to medium-sized businesses or organizations that need to customize a message in collateral or websites rely on this essential book to learn how to transform photos into breathtaking results.

    Hone your skills for professional-quality images with the associated website (www.guide2elements.com) that allows you to put each technique into practice with free images to edit and enhance as you follow step-by-step book projects. And theres more. printable lesson plans, useful links, video tutorials, and updates give you everything at your fingertips to get the best out of your digital camera and Elements 5.0. No more searching for an accompanying CD, as long as you are web connected, the resources and video tutorials are always available via the website no matter where you are.


    * Save valuable time with this successful introduction to digital imaging written in Philips trademark no-nonsense style
    * Fully updated to cover all the new Elements 5.0 features
    * See how to put each technique into practice with real-life examples
    * Be inspired with hundreds of full color, high-quality illustrations


    Praise for previous editions of this title:

    "With Philip providing you with such a good street index to our Photoshop Elements 3.0 software you will be creating fantastic digital images in next to no time at all."
    Judith Salonga, Adobe Systems

    "If you need to manipulate digital images this is the book that will not only show you what can be achieved but inspire you to develop your skills even further."
    Computer Arts Special

    "Whether you are into manipulating photographs, wishing to build better websites or produce better looking prints, this book will help you to master all the necessary tools contained in the program. The learning curve just got shallower!"
    Martin Evening

    "Philip Andrews' knowledge and enthusiasm shines through."
    Royal Photographic Society Journal

    * Save valuable time with this successful introduction to digital imaging written in Philip's trademark no-nonsense style
    * Fully updated to cover all the new Elements 5.0 features
    * See how to put each technique into practice with real-life examples
    * Be inspired with hundreds of full color, high-quality illustrations

    Customer Reviews:

    1 out of 5 stars dont waste your time..........2007-09-19

    I am new to elements and I needed a guide to learn all the ins and outs of the software. This book is not it. I cant tell you who the target audience is but it is not the novice user. There are NO clear instructions in this book, just a lot of verbage from a guy who wanted to fill pages.

    5 out of 5 stars Adobe Photoshop Elements 5.0: A visual introduction to digital photography.......2007-07-07

    This is the latest of Philip Andrew's series of books covering Photoshop Elements, now at Version 5, and fully updated, is aimed at those who are new to digital imaging and the software. One of the many strengths of the book is its "backward compatibility"; that is to say, you can use this book, even if you have a previous version of the software. This is achieved by stating clearly at the start of each section what the commands are for versions 1 through to 5. The book is divided into15 Chapters, covering everything from an overview of digital imaging and the software to creating a web photo gallery. In between each of the following topics and more is covered: Getting your pictures into Elements, tonal control, retouching techniques, making and using selections, organising your photos with tags, understanding and using layers, working with text, using painting tools, creating panoramas, preparing images for the web and printing, making creations. A further Chapter contains 12 "real world" projects that can be followed step-by-step to further hone your skills. There is also a useful companion website where there are further downloadable resources and all the photos used in the book are available to download and practice on. In summary, this is an excellent book that I commend to anyone interested in getting the most from the software. Philip Andrews has a clear, concise and easy style, and manages to explain complex terms in an easy to understand way. This, combined with great full colour screen shots and clear step-by-step instructions makes this a must for any Photoshop Elements user.

    4 out of 5 stars Photo-Shop Elements.......2007-04-12

    I started wioth Photoshop Element version onme and have updated ever since tom the newest version.

    I have found Photoshop CS too expensive and too much info for what I need as a photograopher.

    Therefore Photoshop Elements is just the right product for me.

    1 out of 5 stars Definitely NOT a tutorial.......2007-01-27

    If you learn by doing, this book is not for you. I have recently gone from PSE 2.0 to PSE 5.0 and really needed to learn the new features. When I bought PSE 2.0, I also bought "50 Fast Digital Photo Techniques". It was a wonderful book. It included a CD of photos used by the book, so the reader could start with the original photo and follow the book step-by-step to end up with the final image. The book showed the "before" and "after" and all of the steps in between. That is what I had in mind when I purchased this book. What a letdown. Some of the sample pictures that this book uses are available at their website, but the book does not indicate when to use their picture and specifically which sliders to manipulate and to what value to obtain the final result. So it does little more than explain what each of the features do. You can sit on your couch and read it. No `real-world' applications. Don't waste your money on this one.

    5 out of 5 stars My first Elements Book.......2007-01-20

    Having jumped directly from Elememts 2.0 to Elements 5, I decided to seek professional help on getting maximum usage from the program. My purpose is scanning 35mm slides and enhancing them along with digital images. I shopped and read many portions of various Elements 5 books and decided that Philip Andrews was talking to me so I bought this edition from Amazon.com. I now have better results and a better workflow for digital capture and editing. Mr. Andrew's explanations and particularly the advise on 16 bit vs 8 bit images has helped the quality of my images and my hobby enjoyment as well.
    Computational Geometry: An Introduction (Monographs in Computer Science)
    Average customer rating: 4.5 out of 5 stars
    • Christians fundimentalists have the King James Version, Computational geometrists have...
    • This book is history
    • Very useful for code development. Very clear and readable.
    • Useful but thick
    • Still interesting after so many years ...
    Computational Geometry: An Introduction (Monographs in Computer Science)
    Franco P. Preparata , and Michael Ian Shamos
    Manufacturer: Springer
    ProductGroup: Book
    Binding: Hardcover

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    1. Computational Geometry: Algorithms and Applications, Second Edition Computational Geometry: Algorithms and Applications, Second Edition
    2. Computational Geometry in C (Cambridge Tracts in Theoretical Computer Science) Computational Geometry in C (Cambridge Tracts in Theoretical Computer Science)
    3. Algorithmic Geometry Algorithmic Geometry
    4. Geometry and Topology for Mesh Generation (Cambridge Monographs on Applied and Computational Mathematics) Geometry and Topology for Mesh Generation (Cambridge Monographs on Applied and Computational Mathematics)
    5. Handbook of Discrete and Computational Geometry (CRC PRESS SERIES DISCRETE MATHEMATICS/ ITS APPLICATIONS) Handbook of Discrete and Computational Geometry (CRC PRESS SERIES DISCRETE MATHEMATICS/ ITS APPLICATIONS)

    ASIN: 0387961313

    Book Description

    From the reviews: "This book offers a coherent treatment, at the graduate textbook level, of the field that has come to be known in the last decade or so as computational geometry. ... ... The book is well organized and lucidly written; a timely contribution by two founders of the field. It clearly demonstrates that computational geometry in the plane is now a fairly well-understood branch of computer science and mathematics. It also points the way to the solution of the more challenging problems in dimensions higher than two." #Mathematical Reviews#1 "... This remarkable book is a comprehensive and systematic study on research results obtained especially in the last ten years. The very clear presentation concentrates on basic ideas, fundamental combinatorial structures, and crucial algorithmic techniques. The plenty of results is clever organized following these guidelines and within the framework of some detailed case studies. A large number of figures and examples also aid the understanding of the material. Therefore, it can be highly recommended as an early graduate text but it should prove also to be essential to researchers and professionals in applied fields of computer-aided design, computer graphics, and robotics." #Biometrical Journal#2

    Customer Reviews:

    5 out of 5 stars Christians fundimentalists have the King James Version, Computational geometrists have..........2005-10-17

    This book is to computational geometrists what the King James Version of the Bible is to christian fundimenalists. Even though newer translations of the Bible are easier to read, somehow nothing sounds quite so authentically like the voice of God than those Elisibethen cadences, written in an almost archaic language....

    ...similarly for this book. Many times, the descriptions of algorithms presented in this book are made unnecesarily hard by very arcane langauge.

    But this book is authoritative and definitive in a way that no other text on computational geometry is ever likely to achieve. Even though there are any number of books which are newer and easier to read, it seems like this the one book on the shelf of every serious computational geometer I know.

    3 out of 5 stars This book is history.......2003-05-12

    This book is a classic, in fact the author's PhD thesis created this field, but this book is too old for any meaningful graduate work. There are new bounds and algorithms on almost all topics, which makes this a somewhat undesirable book. Also, this book has failed to keep me interested in it, while I am reading it...

    5 out of 5 stars Very useful for code development. Very clear and readable........2001-11-02

    The ideas and algorithms presented in this book are clear enough for straight implementation in code. I have long experience in developing comercial and production software for VLSI layout applications, which made extensive use of the algorithms presented in this book.
    I also use some chapters of this book as a part of a graduate course in VLSI layout algorithms being tought at the Technion, Israel. The contents of this book is well understood by EE and CS students.
    I personally love this book, which introduced me into the area of computational geometry and its applications.

    4 out of 5 stars Useful but thick.......2001-06-19

    Most of the papers that I've read on computational geometry refer to this text -- and for good reason. There's many good algorithms to be found here.

    The book only gets 4 stars because it's hard to read. It took me several tries to pick up the ideas in this text. I think the De Berg text is MUCH easier to read.

    The book is also getting a little dated. Some of the topics have come a long way since the 80's.

    This book seems to be in most University libraries if you have that option.

    5 out of 5 stars Still interesting after so many years ..........2001-03-22

    I have just happened to exhume this book from my library, after it spent some years gathering dust above the shelf. In spite of the long time I have not being reading it, it still retains the full meaning it showed me when I was using in calculations relating radar domain definition. May be the textbook wins by far the comparison to the current vague and inflated computer publications, may be it is not a manager-oriented issue but it is for nearly specialistic use, you find in it clearly stated, and straight, answers to the questions you meet, or at least a definite reference where a more detailed explanation can be find. It presents interesting problems, and explains you how to solve them. I think it is the best you can say about a computer science book.
    An Introduction To Ray Tracing (The Morgan Kaufmann Series in Computer Graphics)
    Average customer rating: 4.5 out of 5 stars
    • An excellent introduction
    • A good high-level overview of ray tracing
    • Great Introduction
    • Not for the Beginner
    • A True Classic
    An Introduction To Ray Tracing (The Morgan Kaufmann Series in Computer Graphics)
    Andrew S. Glassner
    Manufacturer: Academic Press
    ProductGroup: Book
    Binding: Hardcover

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    1. Physically Based Rendering : From Theory to Implementation (The Morgan Kaufmann Series in Interactive 3D Technology) (The Interactive 3d Technology Series) Physically Based Rendering : From Theory to Implementation (The Morgan Kaufmann Series in Interactive 3D Technology) (The Interactive 3d Technology Series)
    2. Realistic Ray Tracing, Second Edition Realistic Ray Tracing, Second Edition
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    ASIN: 0122861604

    Book Description

    The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics.
    An Introduction to Ray Tracing develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design.

    Key Features
    * Provides practical "how-to" information
    * Contains high quality color plates of images created using ray tracing techniques
    * Progresses from a basic understanding to the advanced science and application of ray tracing

    Customer Reviews:

    4 out of 5 stars An excellent introduction.......2004-06-13

    It's been a while since I've cracked this book, but it provides an excellent introduction to raytracing. This coupled with "Realistic Image Synthesis Using Photon Mapping" and a good bit of patience, and you can produce truly amazing renderings.

    If you're at all interested in understanding or implementing raytracers, check this book out.

    5 out of 5 stars A good high-level overview of ray tracing.......2003-07-17

    This book covers the high points of the concepts involved with ray-tracing. It spends a fair amount of time talking about ray-object intersections, and also briefly discusses various approaches to accelerate the ray tracing process. This book does not go into a high level of detail on most topics, but does introduce them to the reader and discuss the pros and cons, which would give the reader enough knowledge to seek more detailed references on those subjects.

    This book assumes the user has some amount of programming experience, and is familiar with analytic geometry.

    Overall, it does a good job explaining what ray tracing is, and its various aspects. Definitely a good introductory book in the area.

    5 out of 5 stars Great Introduction.......2001-05-24

    While some books treat ray tracing like a method for geniuses, this one try demystify it. The highlights, in general, go into "why" and "how" to do. Maybe the best parts are the "dictionary" of "ray-intersection" formulas and mainly the practical outline of a real ray tracer. This book don't teach you to do a ray tracer to Holywood, but it's a very good begin.

    2 out of 5 stars Not for the Beginner.......2000-02-17

    I'll admit I know nothing about ray tracing and I bought this book in an attempt to learn. However, this book deals with the mathematical concepts of raytracing from an intellectual analysis standpoint. If all you want to do is "make pretty pictures" this book is not for you. If you want to write your own raytracing engine, buy it today.

    5 out of 5 stars A True Classic.......1999-11-22

    This book is a classic - by which I mean that the coverage of the basics is so thorough and clear that even if new techniques are developed (and certainly they will be) this will be a great introductory text even when it's many year out of print.
    Introduction to Data Compression, Second Edition (The Morgan Kaufmann Series in Multimedia and Information Systems)
    Average customer rating: 4.5 out of 5 stars
    • Accessible textbook on compression does not sacrifice rigor
    • A great textbook
    • Very good coverage
    • "The" Definitive Guide
    • Very well-written book, software not so good
    Introduction to Data Compression, Second Edition (The Morgan Kaufmann Series in Multimedia and Information Systems)
    Khalid Sayood
    Manufacturer: Morgan Kaufmann
    ProductGroup: Book
    Binding: Hardcover

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    ASIN: 1558605584

    Amazon.com

    Khalid Sayood's textbook-style Introduction to Data Compression is the definitive guide to all kinds of compression schemes. Early chapters establish the mathematics involved in basic compression techniques, including lossless and lossy compression as well as the fundamentals of information theory that lay the groundwork for common forms of compression. (The book contains all the relevant formulas, although those who don't need such mathematical detail will still be able to understand the book.)

    A good portion of the book examines various compression schemes, their strengths and weaknesses, and what content they work best for. Introduction to Data Compression begins with lossless compression schemes, which lose no information during the compression/decompression process. Huffman Coding, a well-established compression scheme, and arithmetic and dictionary coding also receive excellent treatment. In addition, the author takes on lossless compression for images.

    For lossy compression, Sayood discusses schemes that use quantization, where a range of values is compressed in some way. He also describes scalar, vector, and differential encoding and fractal compression. A final chapter looks at video encryption (which often combines techniques from earlier chapters). Many of the compression schemes include examples from image and sound files, but the book considers a wide variety of video schemes too. This rich and confidently written text collates a lot of research and can serve as both textbook and source for designers who need a readable and mathematically solid introduction to data compression.

    Book Description


    The second edition of Introduction to Data Compression builds on the features that made the first the logical choice-for practitioners who need a comprehensive guide to compression for all types of multimedia and instructors who want to equip their students with solid foundations in these increasingly important and diverse techniques.
    This book provides an extensive introduction to the theory underlying today's compression techniques, with detailed, instruction for their application. All of the coverage has been updated to reflect the state of the art in data compression, including both new algorithms and older methods for which new uses are being found. And the downloadable software gives you the opportunity to see firsthand how various algorithms work, to choose and implement appropriate techniques in your own applications, and to build your own algorithms.

    * Fully updated to cover the most recent lossy and lossless compression techniques, including wavelets, subband coding, predictive lossless techniques, and Huffman coding variants.
    * Explains established and emerging standards in depth: JPEG 2000, JPEG-LS, MPEG 2, Group 3 and 4 Faxes, JBIG 2, ADPCM, LPC, CELP, and MELP.
    * Includes an new chapter providing the mathematical background required for understanding wavelets and subband coding.
    * Via the companion Web site, provides source code that enables you to experiment with a wide range of compression techniques, along with sample data and updates on the latest developments in the compression field.

    Customer Reviews:

    5 out of 5 stars Accessible textbook on compression does not sacrifice rigor .......2007-05-19

    This is one of those books that only gets a new edition when the author has something genuinely new to say, and this third edition of Sayood's excellent introduction to data compression is no exception. This particular edition is different from the second mainly in that there is a new chapter on audio compression that includes a description of the mp3 algorithm. Also there is additional information on the new video coding standards as well as the new facsimile standards.

    As to the target audience for this book, if you are tasked with designing hardware or software implementations of data compression algorithms and you have some background in either electrical engineering or computer science, then this is a good book from which to learn and then to practice what you learn via some very good exercises. Some prior knowledge of information theory and random processes wouldn't hurt either. There is also an abundance of examples that are sprinkled throughout the book to illustrate concepts as they are presented. The author's approach in each chapter is to explain each concept in as an accessible manor as possible, present relevant equations, and then work an example using what has just been presented.

    The book presents the mathematical preliminaries in chapter 2, and chapters 3 and 4 are dedicated to coding algorithms which include Huffman coding, arithmetic coding, Golumb-Rice codes, and Tunstall codes. Chapters 5 and 6 describe many of the popular lossless compression methods and their applications. These methods include LZW, BWT, and DMC. Chapter 7 describes various lossless image compression algorithms such as JBIG as well as their applications. Chapter 8 discusses the mathematical background of lossy compression standards. Chapters 9 and 10 concentrate on quantization since it is the basis of most lossy compression schemes. Chapter 11 discusses differential encoding techniques such as DPCM and delta modulation. Included is a discussion of the CCITT G.726 standard.

    Chapter 12 is the third and final chapter dedicated to mathematical foundations. It is meant to prepare the reader for the chapters on transform, subband, and wavelet based methods that encompass the following three chapters. The JPEG standard is covered in chapter 13, the CCITT G.722 standard in chapter 14, and the EZW, SPIHT, and JPEG2000 standards are covered in chapter 15. Chapter 16 focuses on audio compression and includes descriptions of the various MPEG audio compression schemes including mp3. Chapter 17 switches gears somewhat and covers techniques in which the data to be compressed is analyzed and a model is produced. This model is then used to synthesize the data and is quite useful in speech compression. Chapter 18 deals with video compression and diverges from the book's central theme of dealing with techniques rather than applications. The chapter discusses the H.261 standard as well as MPEG-1, MPEG-2, and MPEG-4 standards.

    The website for the book, found at the publisher's site, contains a large number of C programs dealing with compression. I haven't tried to use any of these yet, so I can't speak to their validity.

    5 out of 5 stars A great textbook.......2006-02-11

    This book has all the ingredients for a great textbook. It provides good theoratical background without going into unnecessary details, gives lot of discussion about applications, provides great exercise problems, and above all it has outstanding examples that makes some of the difficult concepts easy to understand.

    Data compression needs a lot of background in information theory and other areas specific to speech, image processing etc. It is impossible to give a rigourous theoratical treatment of all of those in one volume. A strong point of this book is that it gives you just enough background on a variety of topics - without making the whole book obscure. In that respect, it is very application and implementation oriented. It is in fact what it says it is: A very good "INTRODUCTION to Data Compression"

    4 out of 5 stars Very good coverage.......2004-12-27

    The best thing about this book is the coverage and organization of the material. Sayood covers a wide variety of compression topics without getting into the nitty gritty details of them all. Thats why its an "Introductory" book. This book is a valuable resource for those who want to know the basics of various compression techniques and can be used as a starting point for further details. Some topics like arithmetic coding are covered in more detail than others. The book is also organized nicely with mathematical foundations provided as and when necessary.

    4 out of 5 stars "The" Definitive Guide.......2004-02-16

    Amazon claims that this is "the definitive guide". I have to agree with them because this book is the only broad grey pages introduction to data compression that I have been able to find, and it is very well written.

    If you are only casually interested in data compression this book is not for you.

    If you are interested in adding compression to your application and your data falls into a common category, sound, video, text ect this book is probably not for you. You should look to the open source community or buy an off the shelf product.

    But if your data is odd or unique like say telemtry data (I'm sure there are other examples I just can't think of any) and you need to design a compression scheme for your data this book is "the only" book for you.

    If you want to begin research into data compression and you are a newbie this book is a must have.

    4 out of 5 stars Very well-written book, software not so good.......2003-04-25

    The book is one of the clearest I have read as a text book. Why cant everybody write like this?? There is very good flow throughout the text.

    Only complaint is the software. It looks the software has not kept pace with the book itself. Some additional software has to be added (for Transform coding, for instance), and some references in the text book to the software are incorrect. If the accompanying software is upgraded, as it should be, I will rate this book a clear 5-star.
    3D Computer Graphics: A Mathematical Introduction with OpenGL
    Average customer rating: 5 out of 5 stars
    • So good
    • Good coverage, clean and clear language
    3D Computer Graphics: A Mathematical Introduction with OpenGL
    Samuel R. Buss
    Manufacturer: Cambridge University Press
    ProductGroup: Book
    Binding: Hardcover

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    1. OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2 (5th Edition) (OpenGL) OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2 (5th Edition) (OpenGL)
    2. OpenGL(R) Shading Language (2nd Edition) (OpenGL) OpenGL(R) Shading Language (2nd Edition) (OpenGL)
    3. 3D Computer Graphics (3rd Edition) 3D Computer Graphics (3rd Edition)
    4. Fundamentals of Computer Graphics, Second Ed. Fundamentals of Computer Graphics, Second Ed.
    5. OpenGL(R) Distilled (OpenGL) OpenGL(R) Distilled (OpenGL)

    ASIN: 0521821037

    Book Description

    This introduction to 3D computer graphics emphasizes fundamentals and the mathematics underlying computer graphics, while also covering programming techniques using OpenGL, a platform-independent graphics programming environment. The minimal prerequisites make it suitable for self-study or for use as an advanced undergraduate or introductory graduate text as the author leads step-by-step from the basics of transformations to advanced topics such as animations and kinematics. Accompanying software, including source code for a ray tracing software package, is available freely from the book's web site.

    Customer Reviews:

    5 out of 5 stars So good.......2007-02-03

    Great service!!The book is new and the deliver has been so fast!(3 days more or less) :)

    5 out of 5 stars Good coverage, clean and clear language.......2004-11-01

    I have several graphics books and I find two are indespensible: The OpenGL Programming Guide and Dr. Buss' book. Dr. Buss' book has clear, elucidating language and good coverage for both the classroom and the practicing graphics software developer. Though the OpenGL Programming Guide covers many of the same topics, its coverage of the mathematics is thin. Hence, this text perfectly dovetails with it. Particularly well-written is the chapter covering the Phong and the Cook-Torrance lighting models.

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    8. MTIV: Process, Inspiration and Practice for the New Media Designer
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