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Visualization for Computer Security, John R. Goodall; Gregory Conti; Kwan-Liu Ma


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Цена: 9781.00р.
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При оформлении заказа до: 2025-07-28
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Автор: John R. Goodall; Gregory Conti; Kwan-Liu Ma
Название:  Visualization for Computer Security
ISBN: 9783540859314
Издательство: Springer
Классификация:





ISBN-10: 3540859314
Обложка/Формат: Paperback
Страницы: 205
Вес: 0.33 кг.
Дата издания: 2008
Серия: Lecture Notes in Computer Science
Язык: English
Иллюстрации: Illustrations (chiefly col.)
Размер: 231 x 155 x 10
Читательская аудитория: Professional & vocational
Подзаголовок: 5th international workshop, vizsec 2008, cambridge, ma, usa, september 15, 2008 ; proceedings
Ссылка на Издательство: Link
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Поставляется из: Германии
Описание: Constitutes the refereed proceedings of the 5th International Workshop on Visualization for Cyber Security held on September 15, 2008, in Cambridge, Massachusetts, USA, in conjunction with the 11th International Symposium on Recent Advances in Intrusion Detection (RAID). This book presents 18 reviewed and selected papers from 27 submissions.


Multithreading for Visual Effects

Автор: Watt
Название: Multithreading for Visual Effects
ISBN: 1482243563 ISBN-13(EAN): 9781482243567
Издательство: Taylor&Francis
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Цена: 7823.00 р. 11176.00 -30%
Наличие на складе: Есть (1 шт.)
Описание:

Tackle the Challenges of Parallel Programming in the Visual Effects Industry

In Multithreading for Visual Effects, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and visual effects used in popular visual effects libraries (such as Bullet, OpenVDB, and OpenSubdiv), one of the industry's leading visual effects packages (Houdini), and proprietary animation systems. This information is valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code.

Diverse Solutions to Solve Performance Problems

After an introductory chapter, each subsequent chapter presents a case study that illustrates how the authors used multithreading techniques to achieve better performance. The authors discuss the problems that occurred and explain how they solved them. The case studies encompass solutions for shaving milliseconds, solutions for optimizing longer running tasks, multithreading techniques for modern CPU architectures, and massive parallelism using GPUs. Some of the case studies include open source projects so you can try out these techniques for yourself and see how well they work.

Essential Skills in Organic Modeling

Автор: Zeman
Название: Essential Skills in Organic Modeling
ISBN: 149875449X ISBN-13(EAN): 9781498754491
Издательство: Taylor&Francis
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Цена: 9033.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book gives an aspiring modeler all the tools that they need to know in order to begin creating great models that are efficient and laid out properly for rigging and texturing.

Maple Animation

Автор: Putz
Название: Maple Animation
ISBN: 1584883782 ISBN-13(EAN): 9781584883784
Издательство: Taylor&Francis
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Цена: 13779.00 р.
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Описание: The capability of computer algebra systems for creating animations has given mathematics instructors a powerful means of demonstrating mathematical concepts. But learning to make animations generally requires extensive searching for the pertinent functions. This book brings together virtually all of the functions and procedures useful in creating s

Handbook of Graph Drawing and Visualization

Название: Handbook of Graph Drawing and Visualization
ISBN: 113803424X ISBN-13(EAN): 9781138034242
Издательство: Taylor&Francis
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Цена: 8573.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

Get an In-Depth Understanding of Graph Drawing Techniques, Algorithms, Software, and Applications

The Handbook of Graph Drawing and Visualization provides a broad, up-to-date survey of the field of graph drawing. It covers topological and geometric foundations, algorithms, software systems, and visualization applications in business, education, science, and engineering. Each chapter is self-contained and includes extensive references.

The first several chapters of the book deal with fundamental topological and geometric concepts and techniques used in graph drawing, such as planarity testing and embedding, crossings and planarization, symmetric drawings, and proximity drawings. The following chapters present a large collection of algorithms for constructing drawings of graphs, including tree, planar straight-line, planar orthogonal and polyline, spine and radial, circular, rectangular, hierarchical, and three-dimensional drawings as well as labeling algorithms, simultaneous embeddings, and force-directed methods. The book then introduces the GraphML language for representing graphs and their drawings and describes three software systems for constructing drawings of graphs: OGDF, GDToolkit, and PIGALE. The final chapters illustrate the use of graph drawing methods in visualization applications for biological networks, computer security, data analytics, education, computer networks, and social networks.

Edited by a pioneer in graph drawing and with contributions from leaders in the graph drawing research community, this handbook shows how graph drawing and visualization can be applied in the physical, life, and social sciences. Whether you are a mathematics researcher, IT practitioner, or software developer, the book will help you understand graph drawing methods and graph visualization systems, use graph drawing techniques in your research, and incorporate graph drawing solutions in your products.

Fluid Engine Development

Автор: Kim
Название: Fluid Engine Development
ISBN: 1498719929 ISBN-13(EAN): 9781498719926
Издательство: Taylor&Francis
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Цена: 9645.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

From the splash of breaking waves to turbulent swirling smoke, the mathematical dynamics of fluids are varied and continue to be one of the most challenging aspects in animation. Fluid Engine Development demonstrates how to create a working fluid engine through the use of particles and grids, and even a combination of the two. Core algorithms are explained from a developer's perspective in a practical, approachable way that will not overwhelm readers. The Code Repository offers further opportunity for growth and discussion with continuously changing content and source codes. This book helps to serve as the ultimate guide to navigating complex fluid animation and development.

    • Explains how to create a fluid simulation engine from scratch
    • Offers an approach that is code-oriented rather than math-oriented, allowing readers to learn how fluid dynamics works with code, with downloadable code available
    • Explores various kinds of simulation techniques for fluids using particles and grids
    • Discusses practical issues such as data structure design and optimizations
    • Covers core numerical tools including linear system and level set solvers

Simulating Heterogeneous Crowds with Interactive Behaviors

Название: Simulating Heterogeneous Crowds with Interactive Behaviors
ISBN: 1498730361 ISBN-13(EAN): 9781498730365
Издательство: Taylor&Francis
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Цена: 16843.00 р.
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Описание:

This book provides a deep understanding of state-of-art methods for simulation of heterogeneous crowds in computer graphics. It will cover different aspects that are necessary to achieve plausible crowd behaviors. The book will be a review of the most recent literature in this field that can help professionals and graduate students interested in this field to get up to date with the latest contributions, and open problems for their possible future research. The chapter contributors are well known researchers and practitioners in the field and they include their latest contributions in the different topics required to achieve believable heterogeneous crowd simulation.

    • Provides crowd simulation methodology to populate virtual environments, for video games or any kind of applications that requires believable multi-agent behavior
    • Presents the latest contributions on crowd simulation, animation, planning, rendering and evaluation with detailed algorithms for implementation purposes
    • Includes perspectives of both academic researchers and industrial practitioners with reference to open source solutions and commercial applications, where appropriate


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