Crimes and Mathdemeanors A collection of short detective stories for young adults who are interested in applying high school level mathematics and physics to solving mysteries. The main character is Ravi a 14-year-old math genius who helps the local police solve cases. Each chapter is a detective story with a mathematical puzzle at its core that Ravi is able to solve. The author invites the reader to solve the case on his or her own and then explains the mathematics used to find the solution to the puzzle. Illustrated by Karl H. Hofmann | Crimes and Mathdemeanors GBP 175.00 1
Graphics and Visualization Principles & Algorithms This book is a comprehensive introduction to visual computing dealing with the modeling and synthesis of visual data by means of computers. What sets this book apart from other computer graphics texts is the integrated coverage of computer graphics and visualization topics including important techniques such as subdivision and multi-resolution modeling scene graphs shadow generation ambient occlusion and scalar and vector data visualization. Students and practitioners will benefit from the comprehensive coverage of the principles that are the basic tools of their trade from fundamental computer graphics and classic visualization techniques to advanced topics. | Graphics and Visualization Principles & Algorithms GBP 84.99 1
Level Design Processes and Experiences In this book veteran game developers academics journalists and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels designing levels constructing levels and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds chilling horror environments computer-generated levels evocative soundscapes and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans | Level Design Processes and Experiences GBP 48.99 1
Tessellations Mathematics Art and Recreation Tessellations: Mathematics Art and Recreation aims to present a comprehensive introduction to tessellations (tiling) at a level accessible to non-specialists. Additionally it covers techniques tips and templates to facilitate the creation of mathematical art based on tessellations. Inclusion of special topics like spiral tilings and tessellation metamorphoses allows the reader to explore beautiful and entertaining math and art. The book has a particular focus on ‘Escheresque’ designs in which the individual tiles are recognizable real-world motifs. These are extremely popular with students and math hobbyists but are typically very challenging to execute. Techniques demonstrated in the book are aimed at making these designs more achievable. Going beyond planar designs the book contains numerous nets of polyhedra and templates for applying Escheresque designs to them. Activities and worksheets are spread throughout the book and examples of real-world tessellations are also provided. Key features Introduces the mathematics of tessellations including symmetry Covers polygonal aperiodic and non-Euclidean tilings Contains tutorial content on designing and drawing Escheresque tessellations Highlights numerous examples of tessellations in the real world Activities for individuals or classes Filled with templates to aid in creating Escheresque tessellations Treats special topics like tiling rosettes fractal tessellations and decoration of tiles | Tessellations Mathematics Art and Recreation GBP 48.99 1
Algebra Groups Rings and Fields This text presents the concepts of higher algebra in a comprehensive and modern way for self-study and as a basis for a high-level undergraduate course. The author is one of the preeminent researchers in this field and brings the reader up to the recent frontiers of research including never-before-published material. From the table of contents: - Groups: Monoids and Groups - Cauchyís Theorem - Normal Subgroups - Classifying Groups - Finite Abelian Groups - Generators and Relations - When Is a Group a Group? (Cayley's Theorem) - Sylow Subgroups - Solvable Groups - Rings and Polynomials: An Introduction to Rings - The Structure Theory of Rings - The Field of Fractions - Polynomials and Euclidean Domains - Principal Ideal Domains - Famous Results from Number Theory - I Fields: Field Extensions - Finite Fields - The Galois Correspondence - Applications of the Galois Correspondence - Solving Equations by Radicals - Transcendental Numbers: e and p - Skew Field Theory - Each chapter includes a set of exercises | Algebra Groups Rings and Fields GBP 59.99 1
Ordinary and Partial Differential Equations Covers ODEs and PDEs—in One TextbookUntil now a comprehensive textbook covering both ordinary differential equations (ODEs) and partial differential equations (PDEs) didn’t exist. Fulfilling this need Ordinary and Partial Differential Equations provides a complete and accessible course on ODEs and PDEs using many examples and exercises as well as intuitive easy-to-use software. Teaches the Key Topics in Differential Equations The text includes all the topics that form the core of a modern undergraduate or beginning graduate course in differential equations. It also discusses other optional but important topics such as integral equations Fourier series and special functions. Numerous carefully chosen examples offer practical guidance on the concepts and techniques. Guides Students through the Problem-Solving Process Requiring no user programming the accompanying computer software allows students to fully investigate problems thus enabling a deeper study into the role of boundary and initial conditions the dependence of the solution on the parameters the accuracy of the solution the speed of a series convergence and related questions. The ODE module compares students’ analytical solutions to the results of computations while the PDE module demonstrates the sequence of all necessary analytical solution steps. GBP 59.99 1
Complex Dynamics Families and Friends Complex Dynamics: Families and Friends features contributions by many of the leading mathematicians in the field such as Mikhail Lyubich John Milnor Mitsuhiro Shishikura and William Thurston. Some of the chapters including an introduction by Thurston to the general subject of complex dynamics are classic manuscripts that were never published before but have influenced the field for more than two decades. Other chapters contain fresh original work and bring readers to the current frontier of research. The title reflects the fruitful interplay between diverse mathematical fields bound together by the common theme of complex dynamics including hyperbolic geometry number theory group theory combinatorics general dynamics and many more. At the same time the title alludes to the spirit of mathematical friendship among the researchers in this area. This book is a tribute to John Hubbard one of the most inspiring pioneers in the field of complex dynamics. | Complex Dynamics Families and Friends GBP 59.99 1
Production Volume Rendering Design and Implementation Due to limited publicly available software and lack of documentation those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The book offers two paths toward understanding production volume rendering. It describes:Modern production volume rendering techniques in a generic context explaining how the techniques fit together and how the modules are used to achieve real-world goalsImplementation of the techniques showing how to translate abstract concepts into concrete working code and how the ideas work together to create a complete systemAs an introduction to the field and an overview of current techniques and algorithms this book is a valuable source of information for programmers technical directors artists and anyone else interested in how production volume rendering works. Web ResourceThe scripts data and source code for the book’s renderer are freely available at https://github. com/pvrbook/pvr. Readers can see how the code is implemented and acquire a practical understanding of how various design considerations impact scalability extensibility generality and performance. | Production Volume Rendering Design and Implementation GBP 46.99 1
Foundations of Physically Based Modeling and Animation Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films visual effects and computer games. By describing the underlying physical principles and then creating simulations based on these principles these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques enabling them to master what they need to know in order to understand and create their own animationsEmphasizes the underlying concepts of the field and is not tied to any particular software package language or API. Develops concepts in mathematics physics numerical methods and software design in a highly integrated way enhancing both motivation and understanding. Progressively develops the material over the book starting from very basic techniques and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation. | Foundations of Physically Based Modeling and Animation GBP 46.99 1
The Geometry Toolbox for Graphics and Modeling The Geometry Toolbox takes a novel and particularly visual approach to teaching the basic concepts of two- and three-dimensional geometry. It explains the geometry essential for today's computer modeling computer graphics and animation systems. While the basic theory is completely covered the emphasis of the book is not on abstract proofs but rather on examples and algorithms. The Geometry Toolbox is the ideal text for professionals who want to get acquainted with the latest geometric tools. The chapters on basic curves and surfaces form an ideal stepping stone into the world of graphics and modeling. It is also a unique textbook for a modern introduction to linear algebra and matrix theory. | The Geometry Toolbox for Graphics and Modeling GBP 56.99 1
C# and Game Programming A Beginner's Guide The second edition of C# and Game Programming offers the same practical hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit Asteroid Miner and Battle Tennis included on the CD-ROM demonstrates programming strategies and complements the comprehensive treatment of C# in the text. From the basics of adding graphics and sound to games to advanced concepts such as the . Net framework and object-oriented programming this book provides the foundations for a beginner to become a full-fledged programmer. New in this edition: - Supports DirectX 9. 0 - Revised programs and examples - Improved frame rate for game examples | C# and Game Programming A Beginner's Guide GBP 170.00 1
Game Audio Programming 2 Principles and Practices Welcome to the second volume of Game Audio Programming: Principles and Practices – the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history. Both audio programming beginners and seasoned veterans will find content in this book that is valuable with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped and there is a plethora of code samples and diagrams. There are chapters on threading DSP implementation advanced middleware techniques in FMOD Studio and Audiokinetic Wwise ambiences mixing music and more. This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming experienced audio programmers and those souls who just got assigned the audio code. This book is for you! | Game Audio Programming 2 Principles and Practices GBP 44.99 1
Practical Rendering and Computation with Direct3D 11 Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D community Practical Rendering and Computation with Direct3D 11 provides a deep understanding of both the high and low level concepts related to using Direct3D 11. The first part of the book presents a conceptual introduction to Direct3D 11 including an overview of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also provides a detailed look at all of the major components of the library covering resources pipeline details and multithreaded rendering. Building upon this material the second part of the text includes detailed examples of how to use Direct3D 11 in common rendering scenarios. The authors describe sample algorithms in-depth and discuss how the features of Direct3D 11 can be used to your advantage. All of the source code from the book is accessible on an actively maintained open source rendering framework. The sample applications and the framework itself can be downloaded from http://hieroglyph3. codeplex. comBy analyzing when to use various tools and the tradeoffs between different implementations this book helps you understand the best way to accomplish a given task and thereby fully leverage the potential capabilities of Direct3D 11. Key FeaturesPresents the high level concepts used to design algorithms Describes the nuts and bolts of how to implement the algorithmsExplains each of the major components of the Direct3D 11 libraryShows how Direct3D 11 can be used in a variety of real-world situationsProvides source code and sample programs on a supplementary website GBP 46.99 1
Blender for Animation and Film-Based Production See Why Blender Is Right for Your Studio‘s Pipeline Blender for Animation and Film-Based Production explores why Blender is ideal for animation films. It demonstrates Blender‘s capability to do the job in each production department. Whether you are a beginner or more advanced user you‘ll see why Blender should be taken into consideration in animation and film production. This Blender reference will help you: Manage your projects from start to finish Understand the different stages in any animation production See how studios work and develop their animation projects Describing the versatility and power of Blender the book shows you why studios should incorporate Blender in their pipeline. It avoids tedious tutorials and incomprehensible examples. Instead the book guides you toward finding efficient solutions for issues with your production files or pipeline. It familiarizes you with the animation industry and explores the risks involved in choosing Blender as a primary tool in animation studios. GBP 175.00 1
Essential Skills for 3D Modeling Rendering and Animation The Key to Fully Understanding the Basics of a 3D World Prominently used in games movies and on television 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind Essential Skills for 3D Modeling Rendering and Animation examines the complexities of 3D computer-generated art and outlines the basics of how things work and are used in 3D. This text describes the three cornerstones of 3D modeling rendering and animation; focuses on common elements; and provides a full understanding of the foundational concepts involved. Detailing the skills and knowledge needed to become an accomplished 3D artist it includes step-by-step instruction with ample examples and allows absolute beginners to move at their own pace. Master Anything You Are Tasked to Model The author incorporates historical information presenting a contextual understanding of the various techniques and methodologies in their historical place. Each chapter builds on the fundamentals of 3D computer graphics and augments skills based on the concepts enabling the student to learn both theory and application simultaneously. The book highlights two basic geometry types polygons and NURBS surfaces showing the student basic modeling techniques with both. While more techniques are available an artist can cover any model by grasping these basic techniques. Supplies examples that are specifically taken from Autodesk Maya Contains exercises that are meant to be used in conjunction with the training videos on the website Includes a documented history of computer graphics Essential Skills for 3D Modeling Rendering and Animation offers a fundamental understanding of the mechanics of 3D graphics to modelers anima GBP 180.00 1
Twists Tilings and Tessellations Mathematical Methods for Geometric Origami Twists Tilings and Tessellation describes the underlying principles and mathematics of the broad and exciting field of abstract and mathematical origami most notably the field of origami tessellations. It contains folding instructions underlying principles mathematical concepts and many beautiful photos of the latest work in this fast-expanding field. | Twists Tilings and Tessellations Mathematical Methods for Geometric Origami GBP 66.99 1
Interactive Data Visualization Foundations Techniques and Applications Second Edition An Updated Guide to the Visualization of Data for Designers Users and ResearchersInteractive Data Visualization: Foundations Techniques and Applications Second Edition provides all the theory details and tools necessary to build visualizations and systems involving the visualization of data. In color throughout it explains basic terminology and concepts algorithmic and software engineering issues and commonly used techniques and high-level algorithms. Full source code is provided for completing implementations. New to the Second EditionNew related readings exercises and programming projects Better quality figures and numerous new figuresNew chapter on techniques for time-oriented dataThis popular book continues to explore the fundamental components of the visualization process from the data to the human viewer. For developers the book offers guidance on designing effective visualizations using methods derived from human perception graphical design art and usability analysis. For practitioners it shows how various public and commercial visualization systems are used to solve specific problems in diverse domains. For researchers the text describes emerging technology and hot topics in development at academic and industrial centers today. Each chapter presents several types of exercises including review questions and problems that motivate readers to build on the material covered and design alternate approaches to solving a problem. In addition programming projects encourage readers to perform a range of tasks from the simple implementation of algorithms to the extension of algorithms and programming techniques. Web ResourceA supplementary website includes downloadable software tools and example data sets enabling hands-on experience with the techniques covered in the text. The site also offers links to useful data repositories and data file formats an up-to-date listing of software packages and vendors and instructional tools such as reading lists lecture slides and demonstration programs. | Interactive Data Visualization Foundations Techniques and Applications Second Edition GBP 44.99 1
2D to VR with Unity5 and Google Cardboard The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR. using Google Cardboard. | 2D to VR with Unity5 and Google Cardboard GBP 51.99 1
Luck Logic and White Lies The Mathematics of Games Praise for the First Edition Luck Logic and White Lies teaches readers of all backgrounds about the insight mathematical knowledge can bring and is highly recommended reading among avid game players both to better understand the game itself and to improve one’s skills. – Midwest Book Review The best book I've found for someone new to game math is Luck Logic and White Lies by Jörg Bewersdorff. It introduces the reader to a vast mathematical literature and does so in an enormously clear manner. – Alfred Wallace Musings Ramblings and Things Left Unsaid The aim is to introduce the mathematics that will allow analysis of the problem or game. This is done in gentle stages from chapter to chapter so as to reach as broad an audience as possible . Anyone who likes games and has a taste for analytical thinking will enjoy this book. – Peter Fillmore CMS Notes Luck Logic and White Lies: The Mathematics of Games Second Edition considers a specific problem—generally a game or game fragment and introduces the related mathematical methods. It contains a section on the historical development of the theories of games of chance and combinatorial and strategic games. This new edition features new and much refreshed chapters including an all-new Part IV on the problem of how to measure skill in games. Readers are also introduced to new references and techniques developed since the previous edition. Features Provides a uniquely historical perspective on the mathematical underpinnings of a comprehensive list of games Suitable for a broad audience of differing mathematical levels. Anyone with a passion for games game theory and mathematics will enjoy this book whether they be students academics or game enthusiasts Covers a wide selection of topics at a level that can be appreciated on a historical recreational and mathematical level. Jörg Bewersdorff (1958) studied mathematics from 1975 to 1982 at the University of Bonn and earned his PhD in 1985. In the same year he started his career as game developer and mathematician. He served as the general manager of the subsidiaries of Gauselmann AG for more than two decades where he developed electronic gaming machines automatic payment machines and coin-operated Internet terminals. Dr. Bewersdorff has authored several books on Galois theory (translated in English and Korean) mathematical statistics and object-oriented programming with JavaScript. *Here is the list of Errata for the second edition of Luck Logic and White Lies: The Mathematics of Games: http://bewersdorff-online. de/LLWL-errata. pdf | Luck Logic and White Lies The Mathematics of Games GBP 44.99 1
Surviving Game School...and the Game Industry After That Surviving Game School speaks about what to expect in a top game design or game development college program and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management creativity teamwork and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else. Key Features: What you can expect from a top college Game Design Program from an experienced college professor What to expect while working in the games industry from 25-year veteran game developer. How to find an industry job after gaining a relevant college degree How to build and maintain a satisfying career in the games industry | Surviving Game School…and the Game Industry After That GBP 46.99 1
Numerical Algorithms Methods for Computer Vision Machine Learning and Graphics Numerical Algorithms: Methods for Computer Vision Machine Learning and Graphics presents a new approach to numerical analysis for modern computer scientists. Using examples from a broad base of computational tasks including data processing computational photography and animation the textbook introduces numerical modeling and algorithmic design from a practical standpoint and provides insight into the theoretical tools needed to support these skills. The book covers a wide range of topics—from numerical linear algebra to optimization and differential equations—focusing on real-world motivation and unifying themes. It incorporates cases from computer science research and practice accompanied by highlights from in-depth literature on each subtopic. Comprehensive end-of-chapter exercises encourage critical thinking and build students’ intuition while introducing extensions of the basic material. The text is designed for advanced undergraduate and beginning graduate students in computer science and related fields with experience in calculus and linear algebra. For students with a background in discrete mathematics the book includes some reminders of relevant continuous mathematical background. | Numerical Algorithms Methods for Computer Vision Machine Learning and Graphics GBP 44.99 1
Game Development and Simulation with Unreal Technology Second Edition Dr. Alireza Tavakkoli’s Game Development and Simulation with Unreal Technology covers the latest version of Unreal Technology. Since the 1990s Epic Games Inc. has been leading the revolution of gaming graphics and Artificial Intelligence. Now unreal technology is one of the most potent and prominent engines that is currently used in games. Its influence can be spotted in classic triple A titles like Fortnite Gears of War 2 Borderlands 2 and XCOM: Enemy Unknown. Tavakkoli goes into detail concerning the creation of game level designs blueprint coding shader programing as well as artificial intelligence concepts to help readers in creating their own games. Game Development also includes a number of practice friendly extensions and concept modules to help solidify the reader’s understanding of concepts and techniques. The book is divided into three sections that act as building blocks in order to facilitate the comprehension of the material. Key Features: Provides beginner level through advanced concepts in blueprint programming with the Unreal Engine 4. 18 Hundreds of small/mid-scale projects developed as concept examples throughout the book which can be utilized in more comprehensive entertaining interactive computer simulations and games Chapter exercises will take the readers’ understanding of Unreal Engine to the next level. | Game Development and Simulation with Unreal Technology Second Edition GBP 59.99 1
Combinatorial Maps Efficient Data Structures for Computer Graphics and Image Processing A Versatile Framework for Handling Subdivided Geometric ObjectsCombinatorial Maps: Efficient Data Structures for Computer Graphics and Image Processing gathers important ideas related to combinatorial maps and explains how the maps are applied in geometric modeling and image processing. It focuses on two subclasses of combinatorial maps: n-Gmaps and n-maps. Suitable for researchers and graduate students in geometric modeling computational and discrete geometry computer graphics and image processing and analysis the book presents the data structures operations and algorithms that are useful in handling subdivided geometric objects. It shows how to study data structures for the explicit representation of subdivided geometric objects and describes operations for handling the structures. The book also illustrates results of the design of data structures and operations. | Combinatorial Maps Efficient Data Structures for Computer Graphics and Image Processing GBP 59.99 1
The Mathematics of Ciphers Number Theory and RSA Cryptography This book is an introduction to the algorithmic aspects of number theory and its applications to cryptography with special emphasis on the RSA cryptosys-tem. It covers many of the familiar topics of elementary number theory all with an algorithmic twist. The text also includes many interesting historical notes. | The Mathematics of Ciphers Number Theory and RSA Cryptography GBP 56.99 1
The Cryptoclub Using Mathematics to Make and Break Secret Codes Join the Cryptokids as they apply basic mathematics to make and break secret codes. This book has many hands-on activities that have been tested in both classrooms and informal settings. Classic coding methods are discussed such as Caesar substitution Vigen and multiplicative ciphers as well as the modern RSA. Math topics covered include: - Addition and Subtraction with negative numbers decimals and percentages - Factorization - Modular Arithmetic - Exponentiation - Prime Numbers - Frequency Analysis. The accompanying workbook The Cryptoclub Workbook: Using Mathematics to Make and Break Secret Codes provides students with problems related to each section to help them master the concepts introduced throughout the book. A PDF version of the workbook is available at no charge on the download tab a printed workbook is available for $19. 95 (K00701). The teacher manual can be requested from the publisher by contacting the Academic Sales Manager Susie Carlisle | The Cryptoclub Using Mathematics to Make and Break Secret Codes GBP 180.00 1