Focusing on the manipulation and representation of geometrical objects, this book explores the application of geometry to computer graphics and computer-aided design (CAD). Over 300 exercises are included, some new to this edition, and many of which encourage the reader to implement the techniques and algorithms discussed through the use of a computer package with graphing and computer algebra capabilities. A dedicated website also offers further resources and useful links.
Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book´s companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
Most designers know that yellow text presented against a blue background reads clearly and easily, but how many can explain why, and what really are the best ways to help others and ourselves clearly see key patterns in a bunch of data? When we use software, access a website, or view business or scientific graphics, our understanding is greatly enhanced or impeded by the way the information is presented. This book explores the art and science of why we see objects the way we do. Based on the science of perception and vision, the author presents the key principles at work for a wide range of applications--resulting in visualization of improved clarity, utility, and persuasiveness. The book offers practical guidelines that can be applied by anyone: interaction designers, graphic designers of all kinds (including web designers), data miners, and financial analysts. Complete update of the recognized source in industry, research, and academic for applicable guidance on information visualizing Includes the latest research and state of the art information on multimedia presentation More than 160 explicit design guidelines based on vision science A new final chapter that explains the process of visual thinking and how visualizations help us to think about problems Packed with over 400 informative full color illustrations, which are key to understanding of the subject
Create and display interactive graphics, build scenes and animated transitions, make cross-platform, responsive games and applications for multiple screen resolutions, and use Pixi.js´s spectacular WebGL rendering effects. Learn how to create applications for desktop and touch-screen devices, and how to use the best open-source plugins to extend Pixi.js´s capabilities in a myriad of exciting ways. If you´ve ever wondered what you need to know to start making games, or what technology you need to build high-performance mobile apps, this book will show you the way. Learn Pixi.js is your one-stop shop for everything you need to know to quickly start making spectacular cross-platform interactive games and animations. Take a step-by-step tour of Pixi.js´s features by building fun game projects. Learn how to use Pixi.js to make richly interactive graphics and all kind of cross-platform applications. Learn Pixi.js is a fun and practical brief introduction to using the powerful Pixi.js graphics-rendering engine for making websites, games and mobile apps.
The Complete Do-It-Yourself Kit for Creating Powerful, Interactive Presentations Master presenter Gene Zelazny has shown thousands of professionals around the world how to design and deliver successful presentations. Now, he combines his bestselling Say It With Charts with his Say It With Charts Workbook into one comprehensive volume-complete with an all-new CD that lets you download and implement Zelazny´s potent PowerPoint charts, graphs, and visuals! This first-of-its-kind Toolkit reveals time-tested tips for putting your message in visual form and translating data into eye-catching, persuasive charts and multimedia presentations. Zelazny offers step-by-step advice on selecting and preparing the right charts, emphasizing key points, and encouraging your audience become active participants. He also shows you how to use today´s digital technologies to create easy-to-follow, attention-grabbing visuals. Nowhere else will you find such comprehensive, authoritative information on: * The different types of charts for any presentation * Audience-tested techniques for communicating information * Hands-on recommendations for lettering size, color, appropriate chart types, and more * Techniques for dramatic eVisuals using animation, scanned images, sound video, and links to pertinent websites * Tactics for customizing graphics to specific audiences
A good screen layout addresses not only the pivotal relationship between fonts, colors, form and graphics for visual effects, but also the balance between the flow of information and the user´s experience. Screen Layout Design explores in depth how these essentials produce functional and elegant websites and mobile applications, from the point of view of designers. Subjects include: Colour Schemes, Frames & Tables, Icon Application, and Text & Typography.
Provides reader with working knowledge of Mathematica and key aspects of Mathematica symbolic capabilities, the real heart of Mathematica and the ingredient of the Mathematica software system that makes it so unique and powerful Clear organization, complete topic coverage, and an accessible writing style for both novices and experts Website for book with additional materials: DVD containing all materials as an electronic book with complete, executable Mathematica 5.1 compatible code and programs, rendered color graphics, and animations
Diese Broschüre zeigt anhand von modernen Illustrationen die 10 Gebote in der heutigen Zeit. Die Zählweise der Gebote ist nach der von Martin Luther dargestellt. Die Broschüre ist ein offizieller Beitrag zum Luther Jubiläum 2017. Sie eignet sich ideal für den Einsatz im Schulunterricht, da die modernen Illustrationen besonders junge Menschen ansprechen. Die Kurztexte zu den Geboten sind auf deutsch und englisch verfasst. In der Broschüre ist ein Lernspiel in Form eines Bilderrätsels zu den Illustrationen der 10 Gebote enthalten. Weitere Informationen zur Broschüre und einen Web-Shop finden Sie auf www.zentrum-zehn.de Der Mülheimer Grafik-Designer Sascha Dörger hat den biblischen Dekalog in verblüffenden Plakaten verarbeitet. Mit seinen frischen, modernen Illustrationen baut er eine Brücke zwischen biblischem Text und modernem Alltag. Neben zahlreichen Ausstellungen werden seine Grafiken auch gerne im Schulunterricht eingesetzt. Auf seiner Website www.zentrum-zehn.de zeigt er auch andere kreative Arbeiten rund um die Zehn Gebote und bietet sein Lehrmaterial an. Über die Zehn Gebote von Sascha Dörger wurde schon im ZDF, ERF, BR und zahlreichen anderen Medien berichtet und einige Motive wurden jetzt sogar in ein Schulbuch aufgenommen. ENG The German graphic-designer Sascha Dörger has processed the biblical Ten Commandments in amazing posters. With his fresh, contemporary illustrations he builds a bridge between the biblical text and contemporary life. In addition to numerous exhibitions his graphics are also often used in the classroom. On his website www.zentrum-zehn.de he also shows other creations around the Ten Commandments and offers his educational material. About the Ten Commandments by Sascha Dörger, has already been shown on ZDF, ERF, BR and numerous other media reports. Some of his designs were even added into a school book.
This book gives senior undergraduate and beginning graduate students and researchers in computer vision, applied mathematics, computer graphics, and robotics a self-contained introduction to the geometry of 3D vision; that is the reconstruction of 3D models of objects from a collection of 2D images. Following a brief introduction, Part I provides background materials for the rest of the book. The two fundamental transformations, namely rigid body motion and perspective projection are introduced and image formation and feature extraction discussed. Part II covers the classic theory of two view geometry based on the so-called epipolar constraint. Part III shows that a more proper tool for studying the geometry of multiple views is the so- called rank considtion on the multiple view matrix. Part IV develops practical reconstruction algorithms step by step as well as discusses possible extensions of the theory. Exercises are provided at the end of each chapter. Software for examples and algorithms are available on the author´s website.