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EBookClubs

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Book Rust wgpu Voxel Terrains

Download or read book Rust wgpu Voxel Terrains written by Jack Xu and published by UniCAD. This book was released on 101-01-01 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rust wgpu Voxel Terrains: Create Volumetric Landscapes Using Compute Shaders Learn how to create stunning voxel terrains for your Rust applications with this concise guide. This book covers the entire process of voxel terrain creation, from the basics of marching cubes to advanced techniques like crafting voxel volcanoes. With practical code examples, you'll have hands-on guidance throughout. Explore real-time voxel terrain creation with wgpu and compute shaders. By reading and practicing with the included examples, you'll gain a deep understanding and the ability to implement these techniques in your own projects. Discover practical projects to solidify your skills in voxel terrain generation. This book is suitable for Rust programmers, game developers, and anyone interested in procedural voxel terrain creation.

Book Learn OpenGL

    Book Details:
  • Author : Joey de Vries
  • Publisher :
  • Release : 2020-06-17
  • ISBN : 9789090332567
  • Pages : 522 pages

Download or read book Learn OpenGL written by Joey de Vries and published by . This book was released on 2020-06-17 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn OpenGL will teach you the basics, the intermediate, and tons of advanced knowledge, using modern (core-profile) OpenGL. The aim of this book is to show you all there is to modern OpenGL in an easy-to-understand fashion, with clear examples and step-by-step instructions, while also providing a useful reference for later studies.

Book Texturing   Modeling

Download or read book Texturing Modeling written by David S. Ebert and published by Morgan Kaufmann. This book was released on 2003 with total page 714 pages. Available in PDF, EPUB and Kindle. Book excerpt: The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format. As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones. New to the third edition are chapters by two well-known contributors: Bill Mark of NVIDIA and John Hart of the University of Illinois at Urbana-Champaign on state-of-the-art topics not covered in former editions. An accompanying Web site (www.texturingandmodeling.com) contains all of the book's sample code in C code segments (all updated to the ANSI C Standard) or in RenderMan shading language, plus files of many magnificent full-color illustrations. No other book on the market contains the breadth of theoretical and practical information necessary for applying procedural methods. More than ever, Texturing & Modeling remains the chosen resource for professionals and advanced students in computer graphics and animation. *New chapters on: procedural real-time shading by Bill Mark, procedural geometric instancing and real-time solid texturing by John Hart, hardware acceleration strategies by David Ebert, cellular texturing by Steven Worley, and procedural planets and virtual universes by Ken Musgrave. *New material on Perlin Noise by Ken Perlin. *Printed in full color throughout. *Companion Web site contains revised sample code and dozens of images.

Book Practical PayPal Integration in ASP NET Core

Download or read book Practical PayPal Integration in ASP NET Core written by Jack Xu and published by UniCAD. This book was released on with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Welcome to "Practical PayPal Integration in ASP.NET Core". This book will provide useful resources on PayPal Checkout and Subscriptions APIs and SDKs, as well as their applications in ASP.NET Core projects. I hope that this book will be useful for .NET programmers, software developers, and students of all skill levels, who are interested in integrating the PayPal REST APIs into their ASP.NET applications. You may often get confused with PayPal because there are so many frameworks and options to do the same thing. In fact, there are over 50 PayPal services, APIs, and SDKs out there – you just do not know which one is suitable for your applications. In this book, I will choose the latest PayPal products, services, APIs, and SDKs, and integrate them into your ASP.NET Core applications. Here are PayPal technologies that I plan to use: •PayPal Smart Payment Buttons – These new buttons, introduced in June 2018, provide a simplified and secure check out experience. They intelligently present the most relevant payment types to your shoppers automatically. •PayPal JavaScript SDK – This SDK integrates Smart Payment Buttons into your web site and renders them to a container DOM element. •PayPal Checkout .NET SDK – To simplify integrations, PayPal provides a .NET SDK for their Version 2 REST Payment API. Using the SDK over a direct integration allows the SDK to handle authentication on the server side for you. •PayPal Subscriptions API – I will implement a Subscriptions .NET SDK based on PayPal Version 1 Subscriptions REST API. This SDK allows you to easily integrate PayPal Subscriptions into .NET applications. In the first part of this book, I will explain how to use the PayPal Checkout .NET SDK to get start with the PayPal Version 2 Payments and Orders REST APIs. I will use various examples to demonstrate the procedures to complete a PayPal checkout transaction, including how to set up the development environment, how to integrate and render Smart Payment Buttons, how to create and manage orders, and how to capture and verify the transaction. In the second part of this book, I will switch to PayPal Subscriptions API. This API has not been ported to Version 2 yet, so we have to use Version 1 API for subscription. To make matters even worse, PayPal has never released a stable Subscriptions .NET SDK, which makes it difficult for .NET developers to integrate PayPal Subscriptions API into .NET and .NET Core applications. Therefore, I decide to implement a simple PayPal Subscriptions .NET SDK, which simply exposes various static methods that can be used to integrate PayPal Subscriptions API into .NET applications. I will use several examples to illustrate how to use this SDK to complete subscription transactions.

Book Game Physics Engine Development

Download or read book Game Physics Engine Development written by Ian Millington and published by CRC Press. This book was released on 2010-07-23 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne

Book Practical Quantitative Finance with ASP NET Core and Angular

Download or read book Practical Quantitative Finance with ASP NET Core and Angular written by Jack Xu and published by UniCAD. This book was released on 2019-03 with total page 652 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides comprehensive details of developing ultra-modern, responsive single-page applications (SPA) for quantitative finance using ASP.NET Core and Angular. It pays special attention to create distributed web SPA applications and reusable libraries that can be directly used to solve real-world problems in quantitative finance. The book contains: Overview of ASP.NET Core and Angular, which is necessary to create SPA for quantitative finance. Step-by-step approaches to create a variety of Angular compatible real-time stock charts and technical indicators using ECharts and TA-Lib. Introduction to access market data from online data sources using .NET Web API and Angular service, including EOD, intraday, real-time stock quotes, interest rates. Detailed procedures to price equity options and fixed-income instruments using QuantLib, including European/American/Barrier/Bermudan options, bonds, CDS, as well as related topics such as cash flows, term structures, yield curves, discount factors, and zero-coupon bonds. Detailed explanation to linear analysis and machine learning in finance, which covers linear regression, PCA, KNN, SVM, and neural networks. In-depth descriptions of trading strategy development and back-testing for crossover and z-score based trading signals.

Book The Fourth Paradigm

Download or read book The Fourth Paradigm written by Anthony J. G. Hey and published by . This book was released on 2009 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Foreword. A transformed scientific method. Earth and environment. Health and wellbeing. Scientific infrastructure. Scholarly communication.

Book Computer Vision and Robotics

Download or read book Computer Vision and Robotics written by Jagdish Chand Bansal and published by Springer Nature. This book was released on 2022-03-14 with total page 541 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book consists of a collection of the high-quality research articles in the field of computer vision and robotics which are presented in the International Conference on Computer Vision and Robotics (CVR 2021), organized by BBD University Lucknow, India, during 7–8 August 2021. The book discusses applications of computer vision and robotics in the fields like medical science, defence, and smart city planning. The book presents recent works from researchers, academicians, industry, and policy makers.

Book Seamless R and C   Integration with Rcpp

Download or read book Seamless R and C Integration with Rcpp written by Dirk Eddelbuettel and published by Springer Science & Business Media. This book was released on 2013-06-04 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rcpp is the glue that binds the power and versatility of R with the speed and efficiency of C++. With Rcpp, the transfer of data between R and C++ is nearly seamless, and high-performance statistical computing is finally accessible to most R users. Rcpp should be part of every statistician's toolbox. -- Michael Braun, MIT Sloan School of Management "Seamless R and C++ integration with Rcpp" is simply a wonderful book. For anyone who uses C/C++ and R, it is an indispensable resource. The writing is outstanding. A huge bonus is the section on applications. This section covers the matrix packages Armadillo and Eigen and the GNU Scientific Library as well as RInside which enables you to use R inside C++. These applications are what most of us need to know to really do scientific programming with R and C++. I love this book. -- Robert McCulloch, University of Chicago Booth School of Business Rcpp is now considered an essential package for anybody doing serious computational research using R. Dirk's book is an excellent companion and takes the reader from a gentle introduction to more advanced applications via numerous examples and efficiency enhancing gems. The book is packed with all you might have ever wanted to know about Rcpp, its cousins (RcppArmadillo, RcppEigen .etc.), modules, package development and sugar. Overall, this book is a must-have on your shelf. -- Sanjog Misra, UCLA Anderson School of Management The Rcpp package represents a major leap forward for scientific computations with R. With very few lines of C++ code, one has R's data structures readily at hand for further computations in C++. Hence, high-level numerical programming can be made in C++ almost as easily as in R, but often with a substantial speed gain. Dirk is a crucial person in these developments, and his book takes the reader from the first fragile steps on to using the full Rcpp machinery. A very recommended book! -- Søren Højsgaard, Department of Mathematical Sciences, Aalborg University, Denmark "Seamless R and C ++ Integration with Rcpp" provides the first comprehensive introduction to Rcpp. Rcpp has become the most widely-used language extension for R, and is deployed by over one-hundred different CRAN and BioConductor packages. Rcpp permits users to pass scalars, vectors, matrices, list or entire R objects back and forth between R and C++ with ease. This brings the depth of the R analysis framework together with the power, speed, and efficiency of C++. Dirk Eddelbuettel has been a contributor to CRAN for over a decade and maintains around twenty packages. He is the Debian/Ubuntu maintainer for R and other quantitative software, edits the CRAN Task Views for Finance and High-Performance Computing, is a co-founder of the annual R/Finance conference, and an editor of the Journal of Statistical Software. He holds a Ph.D. in Mathematical Economics from EHESS (Paris), and works in Chicago as a Senior Quantitative Analyst.

Book Developing Graphics Frameworks with Python and OpenGL

Download or read book Developing Graphics Frameworks with Python and OpenGL written by Lee Stemkoski and published by CRC Press. This book was released on 2021-07-07 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Developing Graphics Frameworks with Python and OpenGL shows you how to create software for rendering complete three-dimensional scenes. The authors explain the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform API for GPU programming, with the accessibility and versatility of the Python programming language. Topics you will explore include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting your scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework you will develop throughout this book, with the foundational knowledge you will gain, you will be able to adapt and extend the framework to achieve even more spectacular graphical results.

Book Real Time Rendering

    Book Details:
  • Author : Tomas Akenine-Möller
  • Publisher : CRC Press
  • Release : 2019-01-18
  • ISBN : 1315362007
  • Pages : 1046 pages

Download or read book Real Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Book Practical WebGPU Graphics

Download or read book Practical WebGPU Graphics written by Jack Xu and published by UniCAD. This book was released on 2021-06-11 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: WebGPU is the next-generation graphics API and future web standard for graphics and compute, aiming to provide modern 3D graphics and computation capabilities with the GPU acceleration. This book provides all the tools you need to help you create advanced 3D graphics and GPU computing on the web with this new WebGPU API. The book starts by taking you through the WebPack-TypeScript template for building the WebGPU apps and then shows you the WebGPU basics, shader program, GPU buffer, and rendering pipeline. Next, you will learn how to create primitives and simple objects in WebGPU. As you progress through the chapters, you will get to grips with advanced WebGPU topics, including 3D transformation, lighting calculation, colormaps, and textures. At the same time, you will learn how to create advanced 3D WebGPU objects, including various 3D wireframes, 3D shapes, simple and parametric 3D surfaces with colormaps and textures, as well as 3D surface plots and fractal graphics described by complex functions. In addition, you will explore new WebGPU features, such as compute shader and storage buffer, and how to use them to simulate large particle systems. By the end of this book, you will have the skill you need to build your own GPU-accelerated graphics and computing on the web with the WebGPU API. The book includes: - Template based on WebPack and TypeScript for developing WebGPU apps. - WebGPU basics, GLSL and WGSL shaders, and rendering pipeline. - Create primitives and simple shapes in WebGPU. - 3D transformations, model, viewing, projection, and various coordinate systems. - GPU buffers, uniform buffer objects, animation, and camera controls. - Normal vectors, lighting model, ambient, diffuse, and specular light calculations. - UV coordinates, texture mapping.- Color model, colormaps, and color interpolation. - Create 3D shapes, wireframes, surfaces, and 3D charts. - Create 3D plots and fractal graphics using complex functions. - Compute shaders, storage buffers, and large particle system simulation.

Book Tricks of the 3D Game Programming Gurus

Download or read book Tricks of the 3D Game Programming Gurus written by André LaMothe and published by Sams Publishing. This book was released on 2003 with total page 1730 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the future.

Book Proceedings of International Conference on Frontiers in Computing and Systems

Download or read book Proceedings of International Conference on Frontiers in Computing and Systems written by Debotosh Bhattacharjee and published by Springer Nature. This book was released on 2020-11-23 with total page 895 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gathers outstanding research papers presented at the International Conference on Frontiers in Computing and Systems (COMSYS 2020), held on January 13–15, 2019 at Jalpaiguri Government Engineering College, West Bengal, India and jointly organized by the Department of Computer Science & Engineering and Department of Electronics & Communication Engineering. The book presents the latest research and results in various fields of machine learning, computational intelligence, VLSI, networks and systems, computational biology, and security, making it a rich source of reference material for academia and industry alike.

Book Vulkan Cookbook

    Book Details:
  • Author : Pawel Lapinski
  • Publisher : Packt Publishing Ltd
  • Release : 2017-04-28
  • ISBN : 1786464705
  • Pages : 692 pages

Download or read book Vulkan Cookbook written by Pawel Lapinski and published by Packt Publishing Ltd. This book was released on 2017-04-28 with total page 692 pages. Available in PDF, EPUB and Kindle. Book excerpt: Work through recipes to unlock the full potential of the next generation graphics API—Vulkan About This Book This book explores a wide range of modern graphics programming techniques and GPU compute methods to make the best use of the Vulkan API Learn techniques that can be applied to a wide range of platforms desktop, smartphones, and embedded devices Get an idea on the graphics engine with multi-platform support and learn exciting imaging processing and post-processing techniques Who This Book Is For This book is ideal for developers who know C/C++ languages, have some basic familiarity with graphics programming, and now want to take advantage of the new Vulkan API in the process of building next generation computer graphics. Some basic familiarity of Vulkan would be useful to follow the recipes. OpenGL developers who want to take advantage of the Vulkan API will also find this book useful. What You Will Learn Work with Swapchain to present images on screen Create, submit, and synchronize operations processed by the hardware Create buffers and images, manage their memory, and upload data to them from CPU Explore descriptor sets and set up an interface between application and shaders Organize drawing operations into a set of render passes and subpasses Prepare graphics pipelines to draw 3D scenes and compute pipelines to perform mathematical calculations Implement geometry projection and tessellation, texturing, lighting, and post-processing techniques Write shaders in GLSL and convert them into SPIR-V assemblies Find out about and implement a collection of popular, advanced rendering techniques found in games and benchmarks In Detail Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster. This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications. By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms. Style and approach This recipe-based guide will empower you to implement modern graphic programming techniques and help gain a solid understanding of the new Vulkan API.

Book Hands on Rust

    Book Details:
  • Author : Herbert Wolverson
  • Publisher : Pragmatic Bookshelf
  • Release : 2021-06-30
  • ISBN : 1680508806
  • Pages : 446 pages

Download or read book Hands on Rust written by Herbert Wolverson and published by Pragmatic Bookshelf. This book was released on 2021-06-30 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rust is an exciting new programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters - and what better way to learn than by making games. Each chapter in this book presents hands-on, practical projects ranging from "Hello, World" to building a full dungeon crawler game. With this book, you'll learn game development skills applicable to other engines, including Unity and Unreal. Rust is an exciting programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters. With Rust, you have a shiny new playground where your game ideas can flourish. Each chapter in this book presents hands-on, practical projects that take you on a journey from "Hello, World" to building a full dungeon crawler game. Start by setting up Rust and getting comfortable with your development environment. Learn the language basics with practical examples as you make your own version of Flappy Bird. Discover what it takes to randomly generate dungeons and populate them with monsters as you build a complete dungeon crawl game. Run game systems concurrently for high-performance and fast game-play, while retaining the ability to debug your program. Unleash your creativity with magical items, tougher monsters, and intricate dungeon design. Add layered graphics and polish your game with style. What You Need: A computer running Windows 10, Linux, or Mac OS X.A text editor, such as Visual Studio Code.A video card and drivers capable of running OpenGL 3.2.

Book Parallel and High Performance Computing

Download or read book Parallel and High Performance Computing written by Robert Robey and published by Simon and Schuster. This book was released on 2021-08-24 with total page 702 pages. Available in PDF, EPUB and Kindle. Book excerpt: Parallel and High Performance Computing offers techniques guaranteed to boost your code’s effectiveness. Summary Complex calculations, like training deep learning models or running large-scale simulations, can take an extremely long time. Efficient parallel programming can save hours—or even days—of computing time. Parallel and High Performance Computing shows you how to deliver faster run-times, greater scalability, and increased energy efficiency to your programs by mastering parallel techniques for multicore processor and GPU hardware. About the technology Write fast, powerful, energy efficient programs that scale to tackle huge volumes of data. Using parallel programming, your code spreads data processing tasks across multiple CPUs for radically better performance. With a little help, you can create software that maximizes both speed and efficiency. About the book Parallel and High Performance Computing offers techniques guaranteed to boost your code’s effectiveness. You’ll learn to evaluate hardware architectures and work with industry standard tools such as OpenMP and MPI. You’ll master the data structures and algorithms best suited for high performance computing and learn techniques that save energy on handheld devices. You’ll even run a massive tsunami simulation across a bank of GPUs. What's inside Planning a new parallel project Understanding differences in CPU and GPU architecture Addressing underperforming kernels and loops Managing applications with batch scheduling About the reader For experienced programmers proficient with a high-performance computing language like C, C++, or Fortran. About the author Robert Robey works at Los Alamos National Laboratory and has been active in the field of parallel computing for over 30 years. Yuliana Zamora is currently a PhD student and Siebel Scholar at the University of Chicago, and has lectured on programming modern hardware at numerous national conferences. Table of Contents PART 1 INTRODUCTION TO PARALLEL COMPUTING 1 Why parallel computing? 2 Planning for parallelization 3 Performance limits and profiling 4 Data design and performance models 5 Parallel algorithms and patterns PART 2 CPU: THE PARALLEL WORKHORSE 6 Vectorization: FLOPs for free 7 OpenMP that performs 8 MPI: The parallel backbone PART 3 GPUS: BUILT TO ACCELERATE 9 GPU architectures and concepts 10 GPU programming model 11 Directive-based GPU programming 12 GPU languages: Getting down to basics 13 GPU profiling and tools PART 4 HIGH PERFORMANCE COMPUTING ECOSYSTEMS 14 Affinity: Truce with the kernel 15 Batch schedulers: Bringing order to chaos 16 File operations for a parallel world 17 Tools and resources for better code