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How to Win More Strategies for Increasing a Lottery Win

Data Visualization in Excel A Guide for Beginners Intermediates and Wonks

Winning Ways for Your Mathematical Plays Volume 1

Displays Fundamentals & Applications Second Edition

Displays Fundamentals & Applications Second Edition

In the extensive fields of optics holography and virtual reality technology continues to evolve. Displays: Fundamentals and Applications Second Edition addresses these updates and discusses how real-time computer graphics and vision enable the application and displays of graphical 2D and 3D content. This book explores in detail these technological developments as well as the shifting techniques behind projection displays projector-camera systems stereoscopic and autostereoscopic displays. This new edition contains many updates and additions reflecting the changes in fast developing areas such as holography and near-eye displays for Augmented and Virtual reality applications. Perfect for the student looking to sharpen their developing skill or the master refining their technique Rolf Hainich and Oliver Bimber help the reader understand the basics of optics light modulation visual perception display technologies and computer-generated holography. With almost 500 illustrations Displays will help the reader see the field of augmentation and virtual reality display with new eyes. Features:• Covers physics technology and techniques behind flat-panel as well as projection displays projector-camera systems stereoscopic and autostereoscopic displays computer-generated holography and near-eye displays• Discusses how real-time computer graphics and computer vision enable the visualization of graphical 2D and 3D content • Augmented by close to 500 rich illustrations which give readers a clear understanding of existing and emerging display technology | Displays Fundamentals & Applications Second Edition

GBP 38.99
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Digital Design in Action Creative Solutions for Designers

The Art of Fluid Animation

Blender for Animation and Film-Based Production

The Art of Game Design A Book of Lenses Third Edition

Joyful Infographics A Friendly Human Approach to Data

Mathematical Conundrums

Mathematical Conundrums

Want to sharpen your mathematical wits? If so then Mathematical Conundrums is for you. Daily Telegraph enigmatologist Barry R. Clarke presents over 120 fiendish problems that will test both your ingenuity and persistence. Between these covers are puzzles in geometry arithmetic and algebra (there is even a section for computer programmers). And for the smartest readers who wish to stretch their mind to its limits a selection of engaging logic and visual lateral puzzles is included. Although no puzzle requires a greater knowledge of mathematics than the high school curriculum this collection will take you to the edge. But are you equal to the challenge? Features High-school level of mathematics is the only pre-requisite Variety of algebraic route-drawing and geometrical conundrums Hints section for the lateral puzzles Warm-up excercises to sharpen the wits Full solutions to every problem Barry R. Clarke has published over 1 500 puzzles in The Daily Telegraph and has contributed enigmas to New Scientist The Sunday Times Reader’s Digest The Sunday Telegraph and Prospect magazine. His book Challenging Logic Puzzles Mensa has sold over 100 000 copies. As well as a PhD in Shakespeare Studies Barry has a master’s degree and academic publications in quantum physics. He is now working on a revised theory of the hydrogen atom. Other skills include mathematics tutor filmmaker comedy-sketch writer cartoonist computer programmer and blues guitarist! For more information please visit http://barryispuzzled. com.

GBP 22.99
1

Game Engine Architecture Third Edition

Game Engine Architecture Third Edition

In this new and improved third edition of the highly popular Game Engine Architecture Jason Gregory draws on his nearly two decades of experience at Midway Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book the broad range of technologies and techniques used by AAA game studios are each explained in detail and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions along with updated coverage of: computer and CPU hardware and memory caches compiler optimizations C++ language standardization the IEEE-754 floating-point representation 2D user interfaces plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always copious references and citations are provided in this edition making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers. | Game Engine Architecture Third Edition

GBP 82.99
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