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Computer Games, Cazenave


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Цена: 46570.00T
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Склад Америка: 275 шт.  
При оформлении заказа до: 2025-07-28
Ориентировочная дата поставки: Август-начало Сентября
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Автор: Cazenave
Название:  Computer Games
ISBN: 9783319759302
Издательство: Springer
Классификация:


ISBN-10: 3319759302
Обложка/Формат: Paperback
Страницы: 191
Вес: 0.32 кг.
Дата издания: 2018
Серия: Communications in Computer and Information Science
Язык: English
Издание: 1st ed. 2018
Иллюстрации: 52 illustrations, black and white; xii, 191 p. 52 illus.
Размер: 234 x 156 x 11
Читательская аудитория: Professional & vocational
Основная тема: Artificial Intelligence (incl. Robotics)
Подзаголовок: 6th Workshop, CGW 2017, Held in Conjunction with the 26th International Conference on Artificial Intelligence, IJCAI 2017, Melbourne, VIC, Australia, August, 20, 2017, Revised Selected Papers
Ссылка на Издательство: Link
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Поставляется из: Германии
Описание: This book constitutes revised selected papers from the 6th Workshop on Computer Games, CGW 2017, held in conjunction with the 26th International Conference on Artificial Intelligence, IJCAI 2017, in Melbourne, Australia, in August 2017. The 12 full papers presented in this volume were carefully reviewed and selected from 18 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: 52150.00 T
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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.


Multiple View Geometry in Computer Vision

Автор: Hartley, Zisserman
Название: Multiple View Geometry in Computer Vision
ISBN: 0521540518 ISBN-13(EAN): 9780521540513
Издательство: Cambridge Academ
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Цена: 91860.00 T
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Описание: The theory and practice of scene reconstruction are described in detail in a unified framework. The new edition features an extended introduction covering the key ideas in the book (which itself has been updated with additional examples and appendices) and significant new results which have appeared since the first edition.

Science Fiction Video Games

Автор: Tringham
Название: Science Fiction Video Games
ISBN: 148220388X ISBN-13(EAN): 9781482203882
Издательство: Taylor&Francis
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Цена: 47970.00 T
Наличие на складе: Невозможна поставка.
Описание:

Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction.

Delve into a Collection of Science Fiction GamesThe beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).


Computer Vision

Автор: Szeliski
Название: Computer Vision
ISBN: 1848829345 ISBN-13(EAN): 9781848829343
Издательство: Springer
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Цена: 79190.00 T
Наличие на складе: Невозможна поставка.
Описание: Humans perceive the three-dimensional structure of the world with apparent ease. However, despite all of the recent advances in computer vision research, the dream of having a computer interpret an image at the same level as a two-year old remains elusive. Why is computer vision such a challenging problem and what is the current state of the art? Computer Vision: Algorithms and Applications explores the variety of techniques commonly used to analyze and interpret images. It also describes challenging real-world applications where vision is being successfully used, both for specialized applications such as medical imaging, and for fun, consumer-level tasks such as image editing and stitching, which students can apply to their own personal photos and videos. More than just a source of “recipes,” this exceptionally authoritative and comprehensive textbook/reference also takes a scientific approach to basic vision problems, formulating physical models of the imaging process before inverting them to produce descriptions of a scene. These problems are also analyzed using statistical models and solved using rigorous engineering techniques Topics and features: structured to support active curricula and project-oriented courses, with tips in the Introduction for using the book in a variety of customized courses; presents exercises at the end of each chapter with a heavy emphasis on testing algorithms and containing numerous suggestions for small mid-term projects; provides additional material and more detailed mathematical topics in the Appendices, which cover linear algebra, numerical techniques, and Bayesian estimation theory; suggests additional reading at the end of each chapter, including the latest research in each sub-field, in addition to a full Bibliography at the end of the book; supplies supplementary course material for students at the associated website, http://szeliski.org/Book/. Suitable for an upper-level undergraduate or graduate-level course in computer science or engineering, this textbook focuses on basic techniques that work under real-world conditions and encourages students to push their creative boundaries. Its design and exposition also make it eminently suitable as a unique reference to the fundamental techniques and current research literature in computer vision.

Consumer Depth Cameras for Computer Vision

Автор: Fossati
Название: Consumer Depth Cameras for Computer Vision
ISBN: 1447146395 ISBN-13(EAN): 9781447146391
Издательство: Springer
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Цена: 102480.00 T
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Описание: This up-to-date and authoritative book surveys the most promising Kinect-based research activities, discussing current challenges to the adaptation of consumer depth cameras, and showcasing exciting applications that extend far beyond entertainment and gaming.

Real-Time Embedded Systems

Автор: Bertolotti
Название: Real-Time Embedded Systems
ISBN: 1439841543 ISBN-13(EAN): 9781439841549
Издательство: Taylor&Francis
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Цена: 224570.00 T
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Описание: From the Foreword: "…the presentation of real-time scheduling is probably the best in terms of clarity I have ever read in the professional literature. Easy to understand, which is important for busy professionals keen to acquire (or refresh) new knowledge without being bogged down in a convoluted narrative and an excessive detail overload. The authors managed to largely avoid theoretical-only presentation of the subject, which frequently affects books on operating systems. … an indispensable [resource] to gain a thorough understanding of the real-time systems from the operating systems perspective, and to stay up to date with the recent trends and actual developments of the open-source real-time operating systems." —Richard Zurawski, ISA Group, San Francisco, California, USA Real-time embedded systems are integral to the global technological and social space, but references still rarely offer professionals the sufficient mix of theory and practical examples required to meet intensive economic, safety, and other demands on system development. Similarly, instructors have lacked a resource to help students fully understand the field. The information was out there, though often at the abstract level, fragmented and scattered throughout literature from different engineering disciplines and computing sciences. Accounting for readers’ varying practical needs and experience levels, Real Time Embedded Systems: Open-Source Operating Systems Perspective offers a holistic overview from the operating-systems perspective. It provides a long-awaited reference on real-time operating systems and their almost boundless application potential in the embedded system domain. Balancing the already abundant coverage of operating systems with the largely ignored real-time aspects, or "physicality," the authors analyze several realistic case studies to introduce vital theoretical material. They also discuss popular open-source operating systems—Linux and FreRTOS, in particular—to help embedded-system designers identify the benefits and weaknesses in deciding whether or not to adopt more traditional, less powerful, techniques for a project.

Computer Age Statistical Inference

Автор: Bradley Efron and Trevor Hastie
Название: Computer Age Statistical Inference
ISBN: 1107149894 ISBN-13(EAN): 9781107149892
Издательство: Cambridge Academ
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Цена: 60190.00 T
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Описание: The twenty-first century has seen a breathtaking expansion of statistical methodology, both in scope and in influence. 'Big data', 'data science', and 'machine learning' have become familiar terms in the news, as statistical methods are brought to bear upon the enormous data sets of modern science and commerce. How did we get here? And where are we going? This book takes us on an exhilarating journey through the revolution in data analysis following the introduction of electronic computation in the 1950s. Beginning with classical inferential theories - Bayesian, frequentist, Fisherian - individual chapters take up a series of influential topics: survival analysis, logistic regression, empirical Bayes, the jackknife and bootstrap, random forests, neural networks, Markov chain Monte Carlo, inference after model selection, and dozens more. The distinctly modern approach integrates methodology and algorithms with statistical inference. The book ends with speculation on the future direction of statistics and data science.

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

Автор: Pearce, Celia
Название: Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
ISBN: 026251673X ISBN-13(EAN): 9780262516730
Издательство: MIT Press
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Цена: 18480.00 T
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Описание:

The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.

Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself.

In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora -- a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.


Algorithms for Image Processing and Computer Vision

Автор: Parker J J
Название: Algorithms for Image Processing and Computer Vision
ISBN: 0470643854 ISBN-13(EAN): 9780470643853
Издательство: Wiley
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Цена: 83430.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Programmers, scientists, and engineers are always in need of newer techniques and algorithms to manipulate and interpret images. Algorithms for Image Processing and Computer Vision is an accessible collection of algorithms for common image processing applications that simplifies complicated mathematical calculations.

Improving Computer Science Education

Автор: Kadijevich
Название: Improving Computer Science Education
ISBN: 0415645379 ISBN-13(EAN): 9780415645379
Издательство: Taylor&Francis
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Цена: 37760.00 T
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Описание: Improving Computer Science Education examines suitable theoretical frameworks for conceptualizing teaching and learning computer science.


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