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

6/24/2012

Handbook of Mathematical Models in Computer Vision Review

Handbook of Mathematical Models in Computer Vision
Average Reviews:

(More customer reviews)
When attending a general computer vision conference like xCCV, did you ever feel lost at certain sessions? Well, don't always blame the presenters! The field covered by Computer Vision has become so broad that it is almost impossible to understand what is going on and to keep track of the latest developments. To (partially) overcome this problem, the editors of the Handbook of Mathematical Models in Computer Vision have done a great job.
One can become a bit skeptical reading such a title. How complete can such a handbook be? However, going through the 33 chapters, indeed a wide breadth is treated. The focus of the book is on mathematical methods that both model and reproduce human visual abilities. This is the field of biological vision in which the editors have a strong background.
The editors chose three distinct categories of mathematical models, namely variational techniques (those attending Prof. Faugeras' talk at ICPR 2006 may remember his statement that they give the fundamental equations in computer vision!), statistical methods, and combinatorial approaches. The chapters are grouped in six sections that circle around these three categories. Although going through the book chapters by mentioning keyword may yield a rather boring list, it shows the wide variety of topics that are being dealt with.
The book starts with a section on low-level vision: Image Reconstruction. Here one can find information on diffusion filters and wavelets, total variation methods, and PDE based inpainting.
The second section is concerned with Boundary Extraction, Segmentation and Grouping. Here subjects like levelings, graph cuts, minimal paths and fast marching methods, deformable models, variational segmentation with shape priors, curve propagation, level set methods, and a stochastic model of geometric snakes are discussed.
Section three switches to high level vision. It deals with Shape Modeling & Registration, divided into topics concerning invariant processing and occlusion resistant recognition, image-based inferences, point matching and uncertainty-driven, point-based image registration.
In the fourth section, Motion Analysis, Optical Flow & Tracking, the concept of time is added and one encounters the topics of optical flow estimation, image warping, alignment and stitching, visual tracking, image and video segmentation, human motion capture, and dynamic textures.
Section five deals with 3D from Images, Projective Geometry & Stereo Reconstruction, treated by boundary detection, stereo, texture and color, shape from shading, calibration, motion and shape recovery, multi-view reconstruction, binocular stereo with occlusions, and modeling non-rigid dynamic scenes.
The last section may seem a bit odd: Applications: Medical Image Analysis. However, this is one of the most prominent areas in computer vision. Although here certain vision aspects do not occur, compared to natural images (just think of the influence of the sun), for many tasks the performance of the mathematical methods can be evaluated since a ground truth is often available - provided by humans whom the models are supposed to mimic. In this section, applications of interactive graph-based segmentation methods, 3D active shape and appearance models, characterization of diffusion anisotropy, segmentation, variational approaches, and statistical methods of registration are given.
The danger of publishing an edited volume is the difference in style and treatment of the topics among the various contributions. This is not the case here. Each chapter gives a general introduction to the topic, introduces the mathematical model, discusses the underlying ideas globally, and shows some results. For the full details the readers are referred to the extensive bibliography with 929 entries.
This book is a must-have for those interested in the full breadth of research done in the biological & computer vision community. As a bonus, the chapters can also be used in a seminar-based, advanced undergraduate course in mathematical based computer vision.


Click Here to see more reviews about: Handbook of Mathematical Models in Computer Vision

This comprehensive volume is an essential reference tool for professional and academic researchers in the filed of computer vision, image processing, and applied mathematics. Continuing rapid advances in image processing have been enhanced by the theoretical efforts of mathematicians and engineers. This marriage of mathematics and computer vision - computational vision - has resulted in a discrete approach to image processing that is more reliable when leveraging in practical tasks. This comprehensive volume provides a detailed discourse on the mathematical models used in computational vision from leading educators and active research experts in this field. Topical areas include: image reconstruction, segmentation and object extraction, shape modeling and registration, motion analysis and tracking, and 3D from images, geometry and reconstruction. The book also includes a study of applications in medical image analysis.Handbook of Mathematical Models in Computer Vision provides a graduate-level treatment of this subject as well as serving as a complete reference work for professionals.

Buy NowGet 21% OFF

Click here for more information about Handbook of Mathematical Models in Computer Vision

Read More...

6/12/2012

R Through Excel: A Spreadsheet Interface for Statistics, Data Analysis, and Graphics (Use R) Review

R Through Excel: A Spreadsheet Interface for Statistics, Data Analysis, and Graphics (Use R)
Average Reviews:

(More customer reviews)
Skip this paragraph if you know about R and Excel.... R is a powerful programming language that is useful for generating scientific graphics (both simple and extremely complex) and for statistical work. Unfortunately it has a steep learning curve and many say the help files are not particularly helpful for novices. Excel has a user friendly system for entering data and doing basic graphics but has relatively very limited tools for statistics or complex scientific graphics. Combining the strengths of the two is the goal of this book and the free software that goes with it.
With the tools described in this book the user can point and click their way to common analyses and graphics inside of Excel without having to learn to write code in the R programming language. Both the software and book are good but not great because they do not add much to the existing tools for R.
Years ago, John Fox wrote a point-and-click code-generating add-on package for R called R Commander that revolutionized the usability of R. Inside of the R programming environment you can download the Rcmdr package and type library(Rcmdr) and get practically all the same functionality as the tools provided here. What the authors of this book do is bring the functionality of Rcmdr into a Excel as an add-on to the Excel 2003 menus or 2007 ribbon. The implementation is surprisingly smooth (including adding nice right-click menu items) and bug free.
The book itself is mostly nicely rendered color pictures. Think of it as a very well annotated PowerPoint presentation. You will be able to quickly page through it and it is well indexed. The less than 10 page appendix which explains how to install the R packages and required services (or how to install from scratch) is probably the most useful part of the book. The authors do not focus much on the "behind the scenes" strengths of their work which allow you to recalculate and pass information into and out of R "on the fly." However, they do include a few worksheets that demonstrate the ability to pass information into R and return graphics effortlessly. Think of this as the ability to add sliders and push buttons to Excel and have instantly updated high quality graphics. Unfortunately, they only give one example where they use there new RApply function to return a calculated value from R into Excel. There clearly is a lot of functionality but the book does not explain it.
If you are just starting with R this book will probably be a HUGE help to you because it saves you from memorizing a lot of code and it will help you learn how to write code by showing you the commands that were used to generate analyses and graphics. However, if you have experience with R and Rcmdr you probably want to save your money.

Click Here to see more reviews about: R Through Excel: A Spreadsheet Interface for Statistics, Data Analysis, and Graphics (Use R)

In this book, the authors build on RExcel, a free add-in for Excel that can be downloaded from the R distribution network. RExcel seamlessly integrates the entire set of R's statistical and graphical methods into Excel, allowing students to focus on statistical methods and concepts and minimizing the distraction of learning a new programming language.

Buy NowGet 21% OFF

Click here for more information about R Through Excel: A Spreadsheet Interface for Statistics, Data Analysis, and Graphics (Use R)

Read More...

6/09/2012

R Cookbook (O'Reilly Cookbooks) Review

R Cookbook (O'Reilly Cookbooks)
Average Reviews:

(More customer reviews)
I'd give this book ten stars if I could. I bought one copy for the office and one for my house. This guy has the ability to write simply and with the mind set of people who are busy and want to get results right away. Of course we'd all love to be leisurely scholars and plow through theory and practice but most of us just need to get things done. A good example is the way he treats ARIMA. He warns you about using auto.arima but does not hide it from you because it is "dangerous." The book is full of tips, well organized and is oriented towards beginners, though it gets into depth. So many of the R books I've read absolutely pound you with up front details, some of which relate to obscure concerns, rather than starting with a task. For example, on page 199 he writes "Problem -- you want to count the relative frequency of certain observations in your sample" Next is "Solution" -- and he explains just the minimum needed to do that job. Some of the tips are just simple time savers, such as the function head(dataframe) to show a few of the dataframe rows at the start and tail(dataframe) to show a few at the end. Finally .... I don't know this writer personally, but I hope he keeps on writing because it is a craft he has thoroughly absorbed somewhere along the line.Bill Yarberry, Houston, TX


Click Here to see more reviews about: R Cookbook (O'Reilly Cookbooks)


With more than 200 practical recipes, this book helps you perform data analysis with R quickly and efficiently. The R language provides everything you need to do statistical work, but its structure can be difficult to master. This collection of concise, task-oriented recipes makes you productive with R immediately, with solutions ranging from basic tasks to input and output, general statistics, graphics, and linear regression.

Each recipe addresses a specific problem, with a discussion that explains the solution and offers insight into how it works. If you're a beginner, R Cookbook will help get you started. If you're an experienced data programmer, it will jog your memory and expand your horizons. You'll get the job done faster and learn more about R in the process.

Create vectors, handle variables, and perform other basic functions
Input and output data
Tackle data structures such as matrices, lists, factors, and data frames
Work with probability, probability distributions, and random variables
Calculate statistics and confidence intervals, and perform statistical tests
Create a variety of graphic displays
Build statistical models with linear regressions and analysis of variance (ANOVA)
Explore advanced statistical techniques, such as finding clusters in your data

"Wonderfully readable, R Cookbook serves not only as a solutions manual of sorts, but as a truly enjoyable way to explore the R language—one practical example at a time." —Jeffrey Ryan, software consultant and R package author


Buy NowGet 22% OFF

Click here for more information about R Cookbook (O'Reilly Cookbooks)

Read More...

6/06/2012

Data-Driven 3D Facial Animation Review

Data-Driven 3D Facial Animation
Average Reviews:

(More customer reviews)
The book sits squarely at the intersection of two fields. Text to speech (TTS). And 3d animation, specifically of human faces. Both fields are still of course actively worked on, since neither is perfect. The difficulty here is to integrate the two. The papers in the book describe the many challenges facing researchers.
One of which is simply to do this in real time, or as close to real time as possible. A key motivation here is the rise of 3d worlds, like Second Life. Currently, all those have crude renderings of faces; and voice output from characters tends to be minimal and poorly done.
Going thru the book shows that implementing the subtle facial movements is tough. Because ultimately, evolution has hardwired us to be very perceptive of facial expressions. There are nuances that people can easily detect in actual faces, that are currently hard to express in code and generated images. The concept of blendshapes appears in many places in the text. Referring to building faces out of a rich eigen set of fundamental face images.

Click Here to see more reviews about: Data-Driven 3D Facial Animation

Data-Driven 3D Facial Animation systematically describes the important techniques developed over the last ten years or so. Although 3D facial animation is used more and more in the entertainment industries, to date there have been very few books that address the techniques involved. Comprehensive in scope, the book covers not only traditional lip-sync (speech animation), but also expressive facial motion, facial gestures, facial modeling, editing and sketching, and facial animation transferring. It provides an up-to-date reference source for academic research and for professionals working in the facial animation field.

Buy Now

Click here for more information about Data-Driven 3D Facial Animation

Read More...

6/03/2012

Introducing Maya 2011 Review

Introducing Maya 2011
Average Reviews:

(More customer reviews)
The book starts of in a very good manner it introduces the layout, the way things are done and the production process very well. As the book progresses it explains the various use of the tools and helps you build a lot of things. Dariush Derakhshani did a very good job explaining the steps to creating the projects but at certain complex points of the projects ex: modeling a cabin for the train project etc.. the book does not give enough information for a beginner to understand it. Although this happens rarely throughout the book it can get you frustrated enough to give up on it even if you think it is to encourage you to learn it yourself. Its also good to NOTE THAT THIS DOESN'T HAPPEN A LOT THROUGHOUT THE BOOK. Overall if you are willing to learn Maya from the scratch this book is a must have as it will introduce you to most of the basic and advanced concepts.

Click Here to see more reviews about: Introducing Maya 2011

A practical, step-by-step guide to Maya 2011
Four previous editions can't be wrong: this book is the perfect introduction to 3D and Maya. Learn to build and animate your own digital models and scenes with step-by-step instruction and fun and practical examples, while you draw inspiration from the striking examples included from talented Maya users. You'll create a simple animation of the planets in the solar system, learn to model a human hand and a decorative box—among other projects—and master all essential tools.

Provides a thorough, step-by-step introduction to Maya 2011
Explains the core concepts of CG and working in 3D
Covers modeling, rigging, HDRI lighting, mental ray rendering, and more
Provides project files on CD and walks you through the creation of several projects; the CD also includes images, movies, and scene files
Includes a color insert with pages of striking examples from talented Maya beginners

Build your Maya and animation skills from the ground up with this practical, thorough guide.

Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

For Instructors: Teaching supplements are available for this title.


Buy NowGet 40% OFF

Click here for more information about Introducing Maya 2011

Read More...

5/21/2012

Designing Virtual Reality Systems: The Structured Approach Review

Designing Virtual Reality Systems: The Structured Approach
Average Reviews:

(More customer reviews)
This text does not pertain to any new research in the field of virtual reality or virtual environments. Instead, it is meant to be a modern introduction (post VRML) to students new to VR on what building blocks are required to produce a virtual reality system. I review the book in the context of its table of contents:
Chapter 1 "Introduction: Virtual Reality in a Nutshell" is just a broad overview of the field and of this book. It discusses the goals and applications of VR, and also discusses what it considers to be the two pillars of VR: presence and 3D multimodal interaction.
Chapter 2 "Requirements Engineering and Storyboarding" discusses VR from the standpoint of a concrete example: a ship simulator design.
Chapter 3 "Object and Scene Modeling" discusses object modeling, scene construction, object placement, multiple frames of reference, re-expressing coordinate systems, and both functional and behavioral modeling. All of this is done from the standpoint of the ship simulator design that was introduced in chapter two. There is quite a bit about graphics concepts in this chapter.
Chapter 4 "Putting it All Together" pulls together the concepts from chapters 2 and 3 into a system design philosophy, again from the standpoint of the concrete example of the ship simulator design.
Chapter 5 "Performance Estimation and System Tuning" is somewhat mislabeled in my opinion. This chapter discusses some advanced graphics concepts such as tuning with level-of-detail models, presence and special effects, and use of images and texturing.
Chapter 6 "Output Display" is about human optical perception as well as available display hardware. First the human visual system is briefly discussed along with human depth perception and stereoscopy. Next visual display systems are discussed along with haptics - the science of applying touch sensation and control to interaction with computer applications.
Chapter 7 "Sensors and Input Processing" discusses trackers, event generators, and sensor errors and calibration.
Chapter 8 "3D Multimodal Interaction Design" is about fusing symbolic and statistical information from a set of 3D gesture, spoken language, and referential agents. In particular, a structured approach is presented, along with ideas on interfacing, and finally some case studies. Among the case studies are the previously mentioned ship simulator along with immersive authoring, tabletop computing, menu selection and invocation, and whole-body interaction.
Next, there are two short chapters on simulation.
Chapter 9 discusses the basics of collision detection, starting with collision detection of line segments, then moving on to collision among polygonal models, building a bounding volume, and finally collision among bounding volumes.
Chapter 10 introduces physics based motion and collision response. Among the topics mentioned are center of gravity, moment of inertia, linear and rotational kinematics, laws of motion, dynamics, collision response, and deformation. There are quite a few equations shown in this chapter, and although this is just meant as an introduction the material is quite useful.
Chapter 11 "Virtual Characters" is the final chapter and touches on a rather advanced subject. The form of such a character, motion control, and inverse and forward kinematics of such a character are discussed.
Although this is a short book - roughly 230 pages total - it is very useful in that it does not wander through its topics in an academic way, but takes a systems engineering and mathematical approach to building virtual worlds. The use of the ship simulator is very enlightening and binds the book together into a very cohesive and useful volume. The block diagrams and pseudocode are also very helpful. You are going to need other books to build a complete virtual world, but this is an outstanding modern outline of everything that you need to consider. I highly recommend this book as an introductory text to any student wishing to learn the practical issues behind building a virtual reality system.

Click Here to see more reviews about: Designing Virtual Reality Systems: The Structured Approach

Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting.This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided.Part 1 covers the very basics in building a VR systemand explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic object simulation. Primarily written for first level graduates, advanced undergraduates and IT professionals will also find this a valuable guide.

Buy NowGet 20% OFF

Click here for more information about Designing Virtual Reality Systems: The Structured Approach

Read More...

3/26/2012

Introducing ZBrush Review

Introducing ZBrush
Average Reviews:

(More customer reviews)
As a fellow author, I have bookshelf upon bookshelf of 3D books. Most of these don't get much use. "Introducing ZBrush," however, will get a good workout. Although I've always been impressed by the work produced by ZBrush, I've never been a fan of the interface or workflow and thus have used it relatively little to date. Eric Keller's book makes it all less intimidating. His book covers all the basics, plus includes ample step-by-step guides. The illustrations and example models are a step above many 3D books. I'm also happy to see instructions for importing from and exporting to Maya (ZBrush displacement maps look fantastic in Maya). The DVD includes models, materials, textures, movies, tools, and macros, plus a trial of ZBrush 3. Admittedly, there is a wealth of ZBrush information on the web. However, if you prefer to have a book at your fingertips and would rather not slog through forums for quick answers, this book is a good investment. (If I had a wish, it would be that more of the illustrations were in color, and not black-and-white.)

Click Here to see more reviews about: Introducing ZBrush

If you want to take advantage of one of the hottest CG tools available, Introducing ZBrush is the perfect place to start.
Introducing ZBrush helps you jump into this exciting drawing and sculpting software without fear. Learn ZBrush 3.1 basics inside and out and get comfortable sculpting in a digital environment with this relaxed, friendly, and thorough guide. Master these practical techniques and soon you'll be creating realistic, cartoon, and organic models with flair.
Introduces you to ZBrush 3.1, the sculpting software that lets you create digital art with a fine-art feel, which you can transfer into Maya or other 3D applicationsCovers painting, meshes, organic sculpting, hard surface sculpting, textures, lighting, rendering, working with other 3D applications, and scriptingWalks you through a series of fun and engaging tutorials where you can start creating your own work, including human, cartoon, and organic models

Learn to create lush, beautiful digital art with ZBrush and this detailed guide.

Buy Now

Click here for more information about Introducing ZBrush

Read More...

3/11/2012

Mixed Effects Models and Extensions in Ecology with R Review

Mixed Effects Models and Extensions in Ecology with R
Average Reviews:

(More customer reviews)
Many applications in ecology clearly are not amenable to use of the general linear model due to violations of its assumptions. In fact, in most projects I work on, things like correlation among the errors, nonconstant error variance, etc., are the rule, rather than the exception. If you are looking for an applied text dealing with these types of situations with lots of examples, and demonstrations on analysis in R, then you should get this book. It does not delve into theory; there are plenty of other textbooks where you can fill in those details if you are interested. Rather, this book would be ideally suited for quantitative ecologists, biometricians, and statistical consultants who work in life sciences. Another nice thing is that the book does not assume you are an "R expert". Well done.

Click Here to see more reviews about: Mixed Effects Models and Extensions in Ecology with R

This book discusses advanced statistical methods that can be used to analyse ecological data. Most environmental collected data are measured repeatedly over time, or space and this requires the use of GLMM or GAMM methods. The book starts by revising regression, additive modelling, GAM and GLM, and then discusses dealing with spatial or temporal dependencies and nested data.

Buy NowGet 20% OFF

Click here for more information about Mixed Effects Models and Extensions in Ecology with R

Read More...

2/25/2012

Introducing ZBrush 4 Review

Introducing ZBrush 4
Average Reviews:

(More customer reviews)
So I'm currently enrolled at Gnomon School of VFX. and I can not put enough emphasis on how important zbrush is to the pipeline in much of visual / video games today. This book is exactly what you need to get up and get going on the latest version of zbrush. With all the upgrades bells and whistles this program has now, this should easily be an important book in you library. If you are interested and intimidated by computer graphics programs and such, you couldn't pick up a better intro book to one of the most important programs in visual graphics today. Eric Keller has a way of introducing a very complex program in the most understandable way. Can't tell you how awesome it is to have a guide to zbrush 4 on my desk and not scouring the internet for answers. A must buy for anyone interested in learning this program a must have for anyone who is zbrush user.

Click Here to see more reviews about: Introducing ZBrush 4

Design remarkably realistic creatures, people, and objects using ZBrush and the new edition of this top-selling book. Professional Hollywood animator and ZBrush artist Eric Keller combines his firsthand experience with detailed, step-by-step explanations to make you feel right at home with the interface and tools. The book reinforces the core concepts of ZBrush through fun, hands-on tutorials that will help you achieve amazing results.
Understand ZBrush's unique sculpting and painting technology

Buy NowGet 37% OFF

Click here for more information about Introducing ZBrush 4

Read More...

1/07/2012

Continuum Mechanics using Mathematica®: Fundamentals, Applications and Scientific Computing (Modeling and Simulation in Science, Engineering and Technology) Review

Continuum Mechanics using Mathematica®: Fundamentals, Applications and Scientific Computing (Modeling and Simulation in Science, Engineering and Technology)
Average Reviews:

(More customer reviews)
The mathematics discussed here is quite involved. Including tensor analysis, stress-strain relations and the non-linear Navier Stokes equation. Much of the work involves numerical analysis, as there are no analytic solutions to many problems.
You can treat the book as a standard, advanced text on the subject. But the added filip here is how it shows Mathematica can be used. Most general purpose texts on Mathematica involve simpler maths; high school or undergraduate level. Yet the program is quite powerful.
The book seems aimed at those scientists and engineers who are not primarily programmers. The idea is to let Mathematica offload much of the programming burden. The tradeoff might be that a loss of efficiency vis a vis custom code. But that might be acceptable to you.

Click Here to see more reviews about: Continuum Mechanics using Mathematica®: Fundamentals, Applications and Scientific Computing (Modeling and Simulation in Science, Engineering and Technology)

This book's methodological approach familiarizes readers with themathematical tools required to correctly define and solve problems incontinuum mechanics. The book covers essential principles andfundamental applications, and provides a solid basis for a deeperstudy of more challenging and specialized problems related toelasticity, fluid mechanics, plasticity, materials with memory,piezoelectricity, ferroelectricity, magneto-fluid mechanics, and state changes.Key topics and features: * Concise presentation strikes a balance between fundamentals andapplications* Requisite mathematical background carefully collected in two introductory chapters and two appendices* CD-ROM containing Mathematica-based exercises, examples, andprograms related to the text; this user-friendly software is unique inthe literature and allows readers to quickly solve complex,time-consuming problems related to the application areas covered* Recent developments highlighted through coverage of more significant applications to areas such as porous media, electromagnetic fields,and phase transitionsContinuum Mechanics using Mathematica is aimed at advancedundergraduates, graduate students, and researchers in appliedmathematics, mathematical physics, and engineering. It may serve as acourse textbook or self-study reference for anyone seeking a solidfoundation in the field.

Buy NowGet 20% OFF

Click here for more information about Continuum Mechanics using Mathematica®: Fundamentals, Applications and Scientific Computing (Modeling and Simulation in Science, Engineering and Technology)

Read More...

1/04/2012

Digital Modeling of Material Appearance (The Morgan Kaufmann Series in Computer Graphics) Review

Digital Modeling of Material Appearance (The Morgan Kaufmann Series in Computer Graphics)
Average Reviews:

(More customer reviews)
This is the future of Computer Graphics. The book begins with a solid, foundational overview of light properties and their current forms of implementation. The book then gracefully develops the more advanced concepts and smoothly transitions into digital modeling of material appearance. In this subject of light there is no better compendium of knowledge, especially one that can educate due to its salient command of technical language that never obscures the concept underneath.

Click Here to see more reviews about: Digital Modeling of Material Appearance (The Morgan Kaufmann Series in Computer Graphics)

Computer graphics systems are capable of generating stunningly realistic images of objects that have never physically existed. In order for computers to create these accurately detailed images, digital models of appearance must include robust data to give viewers a credible visual impression of the depicted materials. In particular, digital models demonstrating the nuances of how materials interact with light are essential to this capability. This is the first comprehensive work on the digital modeling of material appearance: it explains how models from physics and engineering are combined with keen observation skills for use in computer graphics rendering.Written by the foremost experts in appearance modeling and rendering, this book is for practitioners who want a general framework for understanding material modeling tools, and also for researchers pursuing the development of new modeling techniques. The text is not a "how to" guide for a particular software system. Instead, it provides a thorough discussion of foundations and detailed coverage of key advances.Practitioners and researchers in applications such as architecture, theater, product development, cultural heritage documentation, visual simulation and training, as well as traditional digital application areas such as feature film, television, and computer games, will benefit from this much needed resource.ABOUT THE AUTHORSJulie Dorsey and Holly Rushmeier are professors in the Computer Science Department at Yale University and co-directors of the Yale Computer Graphics Group. François Sillion is a senior researcher with INRIA (Institut National de Recherche en Informatique et Automatique), and director of its Grenoble RhÃne-Alpes research center. * First comprehensive treatment of the digital modeling of material appearance;* Provides a foundation for modeling appearance, based on the physics of how light interacts with materials, how people perceive appearance, and the implications of rendering appearance on a digital computer;* An invaluable, one-stop resource for practitioners and researchers in a variety of fields dealing with the digital modeling of material appearance.

Buy Now

Click here for more information about Digital Modeling of Material Appearance (The Morgan Kaufmann Series in Computer Graphics)

Read More...

12/28/2011

Animation and 3d Modeling on the Mac Review

Animation and 3d Modeling on the Mac
Average Reviews:

(More customer reviews)
For the complete dummy to concepts in 3D, the full-color illustrations and explanations are top notch. If you're looking to get your feet wet on how 3D is handled by computers this IS the book for you. PC owners can benefit from it also (just disregard the Mac specific concepts located near the end of the book). It covers most of the big concepts found in virtually all 3D applications such as modeling, textures, shadows, lighting, and animation.Seasoned animators will want to look elsewhere unless unless you're in need of filling "holes" in your knowledge of the basics.

Click Here to see more reviews about: Animation and 3d Modeling on the Mac

This visual, instructional tool will guide novice and experienced animators through the exhilarating but often complex challenge of designing in 3D. More than 1,000 striking color illustrations show how the world's best modelers and animators create their work. The book also reveals how to use the best tools available in the leading software packages.

Buy Now

Click here for more information about Animation and 3d Modeling on the Mac

Read More...

12/14/2011

Image-Based Modeling Review

Image-Based Modeling
Average Reviews:

(More customer reviews)
I am very happy to see this book by my colleague now in print. Many of the results have been already familiar to me. It summarizes years' efforts by Prof Long Quan and his students on 3d reconstruction and modeling, a fundamental topic in vision, graphics and visualization.
The book is comprehensive in that it is well structured into three parts:
the first fundamental vision geometry, the computational part, and the final application of vision methods to many of modeling and reconstruction topics.
In particular, I very much appreciated the first geometry part, as a more graphics and non-vision researcher myself, it's hard to read too many publications in the vision geometry area that has been well searched in the past two decades. With about 40 pages in a single chapter, chapter 3, we could have an overview of the vision geometry and quickly grasp the most essential algorithms exposed to a larger audience in a concise manner. The part 3 is mostly a collection of recent publications of the author and his students.
Given the potential of Google earth and Virtual Earth's efforts of turning everything into three-dimensional, the techniques systematically described in this book will likely guide its development in the future. I strongly recommend this book as an excellent text for graduate students and also a very useful resource for researchers in this field.

Click Here to see more reviews about: Image-Based Modeling

'This book guides you in the journey of 3D modeling from the theory with elegant mathematics to applications with beautiful 3D model pictures. Written in a simple, straightforward, and concise manner, readers will learn the state of the art of 3D reconstruction and modeling."-Professor Takeo Kanade, Carnegie Mellon UniversityThe computer vision and graphics communities use different terminologies for the same ideas. This book provides a translation, enabling graphics researchers to apply vision concepts, and vice-versa, independence of chapters allows readers to directly jump into a specific chapter of interest, compared to other texts, gives more succinct treatment overall, and focuses primarily on vision geometry.Image-Based Modeling is for graduate students, researchers, and engineers working in the areas of computer vision, computer graphics, image processing, robotics, virtual reality, and photogrammetry.

Buy NowGet 34% OFF

Click here for more information about Image-Based Modeling

Read More...

11/06/2011

The Official Blender 2.3 Guide: Free 3D Creation Suite for Modeling, Animation, and Rendering Review

The Official Blender 2.3 Guide: Free 3D Creation Suite for Modeling, Animation, and Rendering
Average Reviews:

(More customer reviews)
Blender is the most powerful 3D modeling and design program I've had the fortune of using. NOt being able to afford to spend thousands, the price is fantastic. But it's really hard to get rolling on it without good documentation, since the interface is far from intuitive or easy to grasp--it's unlike anything you've ever seen. A manual is really a basic.
Fortunately, the 2.3 guide provides everything you need to not only get started, but learn how to understand the software and figure out how to do more advanced things on your own. Most astounding about this is that the book was written along the same lines as the software--through an open source, community effort.
Just about every instruction is illustrated and walks you through the maze of control panels, menus and tabs. Instructions are explicit and specific (for the most part), and explain just enough to let you know what you're doing (for the most part) without burying you in details. Yes, it has some weird grammar at points, weird typos in various places, and sentences that seem like they came out of babelfish in a few more. Yes, the tone shifts from basic "make a box. click on the little handle dohickey and drag (click and pull the mouse)" in some chapters to three pages of derivatives and formulas for calculating and understanding light falloff ratios that assume advanced expertise in understanding computer graphics programming. Overall, however, it's a very good read, a very good how-to guide.
Before I had it, it took me three weeks to model a stage and a set I've been designing. After reading it, i started from scratch and built the same scene in 1 hour, fixed all my lighting problems in just a few minutes, and got into applying textures and rendering in just an hour more. Great timesaver--now I don't feel like I should really be looking at Maya.

Click Here to see more reviews about: The Official Blender 2.3 Guide: Free 3D Creation Suite for Modeling, Animation, and Rendering


Blender is the first and only fully-integrated 3D graphics creation suite allowing modeling, animation, rendering, post-production, and realtime interactive 3D with cross-platform compatibility--all for free. Originally developed by Not a Number (NaN) as a commercial product, Blender has since been released as free software, with the sources available under GNU GPL. The Official Blender 2.3 Guide is an introduction to the sometimes complicated Blender interface and a complete guide to everything that Blender can do. Written by the designers who created and currently maintain Blender, the book covers methods of designing models, materials, and light; rendering 3D scenes; creating 3D animations; as well as advanced topics such as using Blender as a video editor. Includes a 4-color insert and a CD-ROM containing Blender for all platforms.


Buy Now

Click here for more information about The Official Blender 2.3 Guide: Free 3D Creation Suite for Modeling, Animation, and Rendering

Read More...

10/27/2011

Modeling with Data: Tools and Techniques for Scientific Computing Review

Modeling with Data: Tools and Techniques for Scientific Computing
Average Reviews:

(More customer reviews)
Klemens 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!

Click Here to see more reviews about: Modeling with Data: Tools and Techniques for Scientific Computing


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.


Buy NowGet 27% OFF

Click here for more information about Modeling with Data: Tools and Techniques for Scientific Computing

Read More...

10/21/2011

Virtual Vixens: 3D Character Modeling and Scene Placement Review

Virtual Vixens: 3D Character Modeling and Scene Placement
Average Reviews:

(More customer reviews)
Actually right after buying this, I thought to myself, "why bother?" well,to my surprise, the book actually has some pretty decent insights into the creativity of different artist, and some of their processes are brought to light, it gives a basic rundown of how to map and model an image, but all in all it's not a bad read, it's well written, not swamped with technical terms, and though it's not the best of learning tools, it does inspire...
so all I can say that it's a good read, quick, inspiring, and DOES give the basic concepts of how to meet your goals, but it's up to the reader to understand his/her program of choice to apply the techniques used in the book (i.e. understanding the individual tools in different programs whether it be Blender, Maya, XSI, Cinema 4d, Zbrush, etc etc)

Click Here to see more reviews about: Virtual Vixens: 3D Character Modeling and Scene Placement

Features software workshops for 3ds Max, Maya, CINEMA 4D, Lightwave, and Softimage XSI.Hot, hotter, hottest. See how today's leading modeling artists create 3D characters that sizzle and get the techniques you'll need to create your own virtual vixens.Steven Stahlberg, Liam Kemp, Marco Patrito, and Sze Jones from Blur Studio are just a few of the 3D artists who share their secrets for making the fantasy females you wish were real. You'll get their personal stories, insights into the profession, and new ways to conceive and construct your own 3D characters.Then, seven hands-on workshops demonstrate the complete work cycle of modeling 3D characters to bring your own fantasies to life-from making the first sketch and preparing the template to modeling and texturing characters and lighting and rendering. You can use the techniques with any of the major software tools including 3ds Max, Lightwave, Softimage XSI, Maya, or Cinema 4D. Since the workshops don't use any previously made objects, you'll get to start from scratch with your imagination as the only limit.Participants:Andrea BertacciniMax Edwin WahyudiSze JonesLiam KempArndt von KoenigsmarckK. C. LeeDaniel Moreno DiazMarco PatritoSteven StahlbergFrancois de Swardt * Tutorials suitable for 3ds Max, Lightwave, Softimage XSI, Maya, and CINEMA 4D* An artists' gallery of top-flight 3D artists* Interviews revealing artists' techniques and inspirations

Buy NowGet 27% OFF

Click here for more information about Virtual Vixens: 3D Character Modeling and Scene Placement

Read More...

10/18/2011

Beginning Blender: Open Source 3D Modeling, Animation, and Game Design Review

Beginning Blender: Open Source 3D Modeling, Animation, and Game Design
Average Reviews:

(More customer reviews)
Lance Flavell and Apress have been busy writing another Blender 2.5 based book. Lance Flavell (known as Lancer in the Blender community) is a very knowledgeable Blender user. So I was very interested to find out about this book when Apress announced its availability.
So off I went and ordered the Ebook version of the book.
This is a book aimed at Blender beginners who are using the Blender 2.5x series. It takes the approach of introducing a subject and then giving examples and exercises for the reader to try and carryout and as a result learn how some of Blenders features work.
The pictures in the Ebook version are full color and apparently the paper book version also has full color pictures, which is useful. The pictures in the ebook version, unfortunately often had compression artifacts making them look very pixelated. Luckily most of the time the quality of the pictures was just good enough to get the point across, it's a shame the pictures were slightly below par but the rest of the content of the book is a much better standard.
Chapter 1 - This chapter deals with explaining what Blender is, how it came about and what makes it special when compared with other software. Instructions on how to obtain and install Blender are gone over, not in massive detail but in enough to be usable. Especially interesting was the good description of what opensource is and why it is so important.
Chapter 2 - Covers various beginner topics on using Blender, from interacting with the user interface in various ways to manipulating the 3D Cursor and explaining how it works and what it is used for. Once the basic interface features have been described the chapter moves on to explaining Blenders different types of primitive shapes and how to use them to construct simple models. A very good explanation of how to manipulate various parts of meshes and the interface using both the keyboard shortcuts and the mouse manipulations is explained. Usefully notes on possible issues with shortcut key conflicts with various different operating system platforms are highlighted, which I think would be extremely useful for a beginning Blender user to be aware of, as this can often be a problem users encounter and it's not often obvious how to fix it or that anything is wrong when it happens. At the end of this chapter the reader is given an exercise to make a simple robot model. I found this a good way to re-enforce committing to memory the subjects described previously in the chapter. Another thing I liked was the way that keyboard shortcut keys were almost always used and described, even some of the less well known shortcuts were mentioned.
Chapter 3 - Covers the fundamental topics of modeling in Blender, covering the differences between Object Mode and Edit Mode. There is a very clear explanation of what mesh topology is and how it impacts on the overall quality of a finally produced model. Simple modifiers such as Blenders Mirror Modifier and Subsurface Modifier are demonstrated and their uses enumerated. I was surprised the Sculpting and the use of Multi-Resolution Modifier was covered at this point in the book, I was expecting it later on, none the less it was well laid out and easy to understand and guided the user to sculpt a simple cat model. Another very useful feature of Blender covered in this chapter was Blenders Retopology feature. A lot of new Blender users and even some not so new users tend to not know about the Retopology feature (or only find out what it is much later) and I found it very useful that it was covered so early on within the texts. Another example of providing information that is often left out of beginners books is the description of how to use proxy objects when linking objects from a file in Blender. How to create proxy objects is often overlooked as a feature that is advanced and therefore not normally covered, this is not a mistake this book makes.
Chapter 4 - Covers the topics of Lighting and Procedural Texturing. It also covers setting up the camera for doing renderings and its various settings that affect render sizes. A topic I found helpful was how to setup the Blender camera to track objects and lights. After camera setup is covered the various lighting techniques and types supported by Blender are described, not in massive detail but more that enough for a beginning Blender user. Although to my mind the description of how Hemi lights worked was a little inaccurate, but not in a way that is likely to affect new Blender users. The important lighting parameter Dist: was explained very well as were the Spot Light parameters and their uses. How to setup simple lighting rigs and simple explanations of lighting theory were explained but don't expect advanced coverage of the theory side of lighting rigs, but there is a enough there to start with. Good explanations of what Key, Fill and Rim lights are and how they can be combined and positioned for effective lighting of a scene within Blender is described.
Ambient Occlusion and Environment Lighting is very briefly covered. I would liked to have seen more information on how to use environment lighting features and how useful it can be, but in a book of this size, space is limited and you get enough information to get you started.
Having covered the basic lighting features the chapter moves on to describing procedural texturing. It does this by taking a Text object and converting it and applying textures to it, in the form of bump maps and color textures. Applying multiple textures to a material is described and demonstrated on the text object. It was easy to follow and showed just how powerful Blender material and texture system can be.
Chapter 5 - Covers texturing using UV Mapping techniques and the steps involved in preparing textures for modification in external applications such as The GIMP. The description of how to use the Uv Image Editor to unwrap mesh objects is clear and useful. Surprisingly Projection Painting is described, as are texture brushes and how to use them. Another highlight of this chapter was the description of the difference between Bump and Normal Mapping, very informative, as often the distinction is not clear. Also very educational was the description of how Normal maps can be made manually. For those that want to use Blenders ability to create Normal Maps automatically this is also covered. I also really appreciated the section on ways to fix common normal map problems when they are baked, lots of people may benefit from this information not just beginners.
Chapter 6 - Covers Curves, Nurbs and MetaBalls. While curve are often documented in Blender books and tutorials, Nurbs and MetaBalls are much less frequently documented. This is a shame as Nurbs and MetaBalls have features that when used in the right situations can be very useful. The description of how MetaBalls and Nurbs work was not the clearest and it took me a couple of re-reads to get to grips with the information, even so still a useful section. Another small problem with this section is that the text refers to fields and parameter names that have been changed in recent version of Blender, so the names the book gave for parameters do not match, which may be slightly confusing to new users. The coverage of 3D Curves, Bevel Objects and Taper Objects were very clear and I think will be very informative for new user, even not so new users. It's a shame this book was not released a month later as it would have been able to cover RotoBeziers addon which allows for keyframed animated curves, but as it was still a very useful chapter.
Chapter 7 - Goes over basic animation and rigging techniques as well as covering the standard terminology and methodology involved in rigging and animation. The explanation of keyframing both what it is and how to do it within Blender were clear and to the point. Time saving features such as auto-keyframing were noted and their use demonstrated. A simple animation is constructed using a monkey model. The uses for the Graph Editor and Dopesheet are documented, here though I do wish more information had been given as to the differences between what the graph editor is used for and what the Dopesheet is used for. The various bone types and weighting methods are described and each is demonstrated in various ways. Though strangely Blender Auto/Heat Weighting method did not appear to be described, I could have just missed it but if not I do find that very strange.
Chapter 8 - Carries on where things left off in Chapter 7, but this time covering more advanced rigging topics such as what FK and IK is, what Control Bones and Bone Layers are and how and why they are used and the differences between them. A demonstration of how to rig a finger and a leg are gone over as are custom bone shapes. Slightly more exotic features such as Pole Targets are used and a good description of why they are useful is also done. Various ways to create both simple and more advanced foot rig designs were gone over. Once the rigging explanations were completed the chapter moves on to the subject of animation and a basic animated walk cycle is created. The section on shapekeys is very useful as shapekey are often a feature that can be difficult to get to grips with. They are used to demonstrate how to do lip syncing on a speaking character. Overall this chapter was better than most other beginners books in showing some of Blender more useful features, very good chapter.
Chapter 9 - Covers how to use Blender in your Movie Making pipeline. Once you get to this point in your Blender education it becomes useful to use the Video Sequence Editor and Compositing Nodes. So this chapter covers the use of the Video Sequence Editor and Node Compositor to make and do the post processing tasks needed to make movies in...Read more›

Click Here to see more reviews about: Beginning Blender: Open Source 3D Modeling, Animation, and Game Design


A new world of creative possibilities is opened by Blender, the most popular and powerful open source 3D and animation tool. Blender is not just free software; it is alsoan important professional tool used in animated shorts, television commercials, and shows, as well as inproduction for films like Spiderman 2.Lance Flavell's Beginning Blender will give you the skills to start shaping newworlds and virtual characters, and perhaps lead you down a new professional path.

Beginning Blender covers the Blender 2.5 release in-depth. The book starts withthe creation of simple figures using basic modeling and sculpting. It thenteachesyou how to bridge from modeling to animation, and from scene setup to texture creation and rendering, lighting, rigging, and ultimately, full animation. You will create and mix your own movie scenes, andyou willeven learn the basics of games logic and how to deal with games physics. Whether you are new to modeling, animation, and game design, or whether you are simply new to Blender, this book will show you everything you need to know to get your 3D projects underway.

What you'll learn
How to create models using sculpt mode, extrusion modeling, and more
Go beyond playing with color to learn procedural texturing and UV mapping
How to use light and depth of focus to make are realistic-looking model
Adding rigging and realistic animation
Using the compositor for movie mixing andlip-syncing animations
How to put the games engine and physics to work to create full-featured games

Who this book is for
This book appeals to all who are starting out in 3D, animation, and games design. It also appeals to those who know about 2D design and photography and would like to expand their skill set.

Table of Contents
History and Installation
The Interface
Modeling
Lighting and Procedural Textures
UV Mapping
Curves and NURBS
Basic Rigging and Animation
Advanced Rigging
Making Movies
Particles and Physics
The Game Engine
Going Further
Companies That Use Blender
Blender and GPL Terms of Use
GNU Public License
OpenContent License


Buy Now

Click here for more information about Beginning Blender: Open Source 3D Modeling, Animation, and Game Design

Read More...