Download Free Computer Ebooks - NET BOOKS

Download Free Computer Ebooks - NET BOOKS


CG Academy Maxscript Fundamentals1: Variables, Macroscripts & Functions

Posted: 06 Dec 2009 06:17 PM PST


In this first DVD in our MAXScript Fundamentals series Laszlo will take you through the first principles of MAXScript, such as Variables, Properties, For Loops, Flow Control, making your code into a MacroScript for easier access on your toolbars, Functions and how to make your own custom Functions from your own MAXScript code.

This DVD is aimed at an intermediate 3dsmax user who wants to harness the power of MAXScript and at those moving over to 3dmax from another platform that need to transfer their scripting skills. MAXScript will allow you to both to make your workflow easier via custom tools, and also to push beyond any limits placed on you by the systems GUI.

Note: No previous programming or scripting experience is needed for this DVD.

Ch 01: What is MAXScript
Laszlo explains what a scripting language is and how MAXScript fits into this picture.

Ch 02:Accessing the MAXScript Listener
Laszlo explains what the MAXScript listener is and how can we access it.

Ch 03: Basic Concepts – Variables
An introduction to some of the basic concepts involved in scripting, starting here with Variables.

Ch 04: Properties
What are object properties?

Ch 05: Functions
What are Functions, what can we do with them?

Ch 06: Evaluation
Laszlo explains how a line of MAXScript is evaluated by 3dsmax and what implications evaluation has on our scripting.

Ch 07: Script Editor & Macro Scripts
An introduction to the Script Editor and Macroscripts.

Ch 08: The Tree Creator Script
Laszlo starts a practical tutorial on how to make a script to populate a plane with fir tree models.

Ch 09: Class Definitions & Property Inheritance
Within the Tree tutorial Laszlo explains what Class Definitions are and how Property Inheritance works.

Ch 10: Function Definitions
We need functions to make our Tree Creator script work, Laszlo runs through how to do so here.

Ch 11: Accessing Data & Simple Matrix Maths
How can we access the vertex data for the tree landscape mesh and then position the trees on those verts using some basic Matrix math.

Ch 12: Controlling Script Flow, For Cycles
We need to repeat the tree placement action for each vertex , so here Laszlo shows how For Cycles can be used to do so.

Ch 13: Fool-Proofing Your Scripts
So now our Tree script works, here Laszlo shows how we can put measures in place to stop errors occurring with it when in practical use.

Ch 14: Scripting Tips and Tricks
Laszlo finishes off by running through a number concepts, tricks and tricks that can help you when writing your own first MAXScripts.
download links:
http://rapidshare.com/files/317339609/Maxscript_fundamentals1.part6.rar
http://rapidshare.com/files/317338872/Maxscript_fundamentals1.part2.rar
http://rapidshare.com/files/317338596/Maxscript_fundamentals1.part4.rar
http://rapidshare.com/files/317338576/Maxscript_fundamentals1.part1.rar
http://rapidshare.com/files/317338538/Maxscript_fundamentals1.part5.rar
http://rapidshare.com/files/317338523/Maxscript_fundamentals1.part3.rar

CG Academy – Advanced Maxscript1: The Matrix Explained

Posted: 06 Dec 2009 05:46 PM PST


In this first of our Advanced MAXScript DVDs, Bobo introduces us to the world of 3D math, or as he puts it "how the 3D world functions under the hood…". This DVD progresses through the theory and practical application of vector, trig, matrix and barycentric coordinate math. It will allow you to manipulate objects transforms, particles speed and motion, to easily align one object to another, and builds on all of these topics to culminate in a fully scripted ray-tracing rendering system!!

This DVD is an ideal introduction or refresher course for any Intermediate or Advanced scripter that wants gain (or re-gain) control of 3D math skills within MAXScript and in doing so push their skills forward and take a firmer control of many areas of 3dsmax.

Ch01: Vectors: The Basics
In the first chapter Bobo gives an introduction to the concept of 1 and 2 dimensional vectors, Vector addition and multiplication.

Ch02: 3 Dimensional Vectors
We move on to 3 Dimensional Vectors and treating RGB colour space as a Vector.

Ch03: Unit Vectors
Bobo explains the importance of Unit Vectors and shows a practical application within a scripted PFlow Operator.

Ch04: Trigonometry & Vector Operations
Moving on from Vectors we look a trigonometry and how the sine and cosine functions relate to angles and vectors. We also look at vector dot and cross products.

Ch05: Barycentric Coordinates
We look at how a position on a triangular face can be specified via barycentric coordinates.

Ch06: Ray Intersections
In this chapter we look at the MAXScript Ray and RayEx. functions and how they can be used to find collisions within 3D space.

Ch07: The Matrix: Explained
The Matrix… here Bobo explains the basics of how a matrix is used within 3D software to store a nodes position in space, its rotation and also its scale and shows how nodes and PFlow particles can be aligned using their Matrices.

Ch08: The Matrix: Continued
Continuing with Matrices we look at how we can determine if two objects face towards each other and how to rotate an object within another objects transform space.

Ch09: Vectors and Matrix3 Values
We look at how we can convert a single vector into a full Matrix, also the same but with an up vector and more.
Ch10: Sub-Object Transformations
We look at controlling Modifier Gizmo’s position and orientation using its matrix and how this can be used to slice many objects with the same plane at the same time.

Ch11: Camera & View Transform Matrix
Bobo explores the fact that any scene camera has its own transform matrix and how this can be used to determine all objects in front or behind the camera.

Ch12: A Basic Rendering Pipeline
We start our end project, constructing a fully functional scripted rendering system. First we implement a basic diffuse shading model and also Z-Depth testing.

Ch13: Implementing Textures
Then we move on to support textures within our shading model and also ambient light.

Ch14: Phong And Blinn Highlights
We look at how Phong and Blinn highlights are calculated and then we implement Blinn highlights.

Ch15: Implementing Shadows/Reflections
And we complete our rendering system by adding ray traced shadows and final ray traced reflections.
download links:
http://rapidshare.com/files/317331902/Advanced_Maxscript1.part1.rar
http://rapidshare.com/files/317331528/Advanced_Maxscript1.part3.rar
http://rapidshare.com/files/317330603/Advanced_Maxscript1.part7.rar
http://rapidshare.com/files/317330461/Advanced_Maxscript1.part5.rar
http://rapidshare.com/files/317330363/Advanced_Maxscript1.part2.rar
http://rapidshare.com/files/317330289/Advanced_Maxscript1.part4.rar
http://rapidshare.com/files/317330237/Advanced_Maxscript1.part6.rar
http://rapidshare.com/files/317329555/Advanced_Maxscript1.part8.rar

Luxology modo Video Training: Cartoon Kid

Posted: 06 Dec 2009 05:26 PM PST


In this brand new video album from Luxology's Andy Brown we explore ways of modelling a cartoon character using modo 302, utilizing techniques that are relevant to the creation of any kind of bipedal character.
The Cartoon Kid character is derived from concept sketches provided by Push Pen Studios, to whom we thank profusely. The training videos cover many organic subdivision surface modelling techniques along with a generous application of sculpting. The album also shows how to use and customize modo's tools and interface to easily pose a character. We explore how to apply UV coordinates and texture the model in order to produce finished still images of the character in action.

Topics Covered:
* Create character using artist concept sketch as guide
* Create model using organic subdivision surface techniques
* Application of UV coordinates and texture maps
* Techniques to pose and render character in action
download links:
http://rapidshare.com/files/317323752/LuxologyCartoonKid.part3.rar
http://rapidshare.com/files/317323500/LuxologyCartoonKid.part4.rar
http://rapidshare.com/files/317322443/LuxologyCartoonKid.part1.rar
http://rapidshare.com/files/317322426/LuxologyCartoonKid.part5.rar
http://rapidshare.com/files/317322412/LuxologyCartoonKid.part2.rar
http://rapidshare.com/files/317322277/LuxologyCartoonKid.part6.rar

Environment Learning for Indoor Mobile Robots

Posted: 06 Dec 2009 03:43 PM PST

Environment Learning for Indoor Mobile Robots

Environment Learning for Indoor Mobile Robots

Product Description

This monograph covers theoretical aspects of simultaneous localization and map building for mobile robots, such as estimation stability, nonlinear models for the propagation of uncertainties, temporal landmark compatibility, as well as issues pertaining the coupling of control and SLAM. One of the most relevant topics covered in this monograph is the theoretical formalism of partial observability in SLAM. The authors show that the typical approach to SLAM using a Kalman filter results in marginal filter stability, making the final reconstruction estimates dependant on the initial vehicle estimates. However, by anchoring the map to a fixed landmark in the scene, they are able to attain full observability in SLAM, with reduced covariance estimates. This result earned the first author the EURON Georges Giralt Best PhD Award in its fourth edition, and has prompted the SLAM community to think in new ways to approach the mapping problem. For example, by creating local maps anchored on a landmark, or on the robot initial estimate itself, and then using geometric relations to fuse local maps globally. This monograph is appropriate as a text for an introductory estimation-theoretic approach to the SLAM problem, and as a reference book for people who work in mobile robotics research in general.

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Practical Palm Pre WebOS Projects

Posted: 06 Dec 2009 08:20 AM PST

Practical Palm Pre WebOS Projects

Practical Palm Pre WebOS Projects

Product Description

The Palm Pre is the hottest new device on the block. It's the cell phone—nay, personal digital everything—that all the cool kids want to get their hands on . . . but no one wants to use it more than developers!

The Palm Pre is more than just a way-cool device, though: it is built on Palm's brand-spanking-new webOS, an operating system that changes the game for developers. Building on standards-based web technologies, webOS allows us to create applications more quickly and easily than any other platform out there using the same technologies we know and love already. It turns out to be quite fun, too!

In this book, you'll learn all about the Palm Pre and webOS, their capabilities, and how to develop for them. You'll learn to write applications that function entirely on the Pre itself, and you'll also learn to write applications that "live in the cloud" (i.e., keep you connected to the digital world around you). You'll spend most of your time looking at Mojo, the framework API through which your code interfaces with the operating system. All of this will be presented within the context of six fully functional real-world applications that you can use on your own Pre!

Once you're done, you'll be ready to write your own webOS applications for the Pre, get them into the app catalog (the online store where Pre applications are made available to Pre owners), and make tons of cash.

  • Learn to program the Palm Pre by sticking to JavaScript.
  • Write useful apps as well as games.
  • Become productive using Mojo and upload new applications within a day.

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Beginning CouchDB

Posted: 06 Dec 2009 08:19 AM PST

Beginning CouchDB

Beginning CouchDB

Product Description

The new world of cloud computing needs data storage. CouchDB is the scalable, portable, simple database engine that is helping open source cloud architects put their data stores onto a firm foundation. Beginning CouchDB provides the tools to begin using this very powerful database engine without having to pay license fees for the software, or worry about administrator's certifications or vast hardware requirements.This book teaches the fundamentals of one of the most powerful database engines ever created for the price of a good lunch. After reading this book and working through the examples, you'll be able to write your own applications for CouchDB quickly and easily.

  • In-depth, non-intimidating guide to CouchDB and how it differs from similar offerings such as SimpleDB and BigTable, and also how it differs from traditional relational and object-oriented databases such as Oracle, SQL Server, and MySQL.
  • Detailed explanation of how CouchDB works, its suitability for use in distributed environments, the role of Erlang, and other technical topics in a manner that does not obfuscate methods or results. JavaScript is extremely popular as a development language for CouchDB. No Erlang is required, but a little bit can't hurt either.
  • A tutorial-oriented approach to teaching readers how to use CouchDB, featuring many code examples and listings, as well as screenshots where relevant.

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Blender 3D 2.49 Incredible Machines

Posted: 06 Dec 2009 08:18 AM PST

Blender 3D 2.49 Incredible Machines

Blender 3D 2.49 Incredible Machines

Product Description

Modeling, rendering, and animating realistic machines with Blender 3D

  • Walk through the complete process of building amazing machines
  • Model and create mechanical models and vehicles with detailed designs
  • Add advanced global illumination options to the renders created in Blender 3D using YafaRay and LuxRender
  • Create machines such as a handgun, a steam punk spacecraft, and a transforming robot

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C++ for Computer Science and Engineering, 4th Edition

Posted: 06 Dec 2009 08:17 AM PST

C++ for Computer Science and Engineering, 4th Edition

C++ for Computer Science and Engineering, 4th Edition

For CS1 and other courses covering beginning programming in C++. It is aimed at readers with little or no programming experience. It can be used both in Computer Science and Engineering programs as a first course in programming. It is in use at Illinois Central College in the Cmpsc 125 Introduction to C++ and Engr 230 Engineering Applications in C++ courses. The Fourth Edition has been updated to use Microsoft’s Visual Studio .NET 2005 compiler.

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Human Memory Modeled with Standard Analog and Digital Circuits: Inspiration for Man-made Computers

Posted: 06 Dec 2009 08:16 AM PST

Human Memory Modeled with Standard Analog and Digital Circuits: Inspiration for Man-made Computers

Human Memory Modeled with Standard Analog and Digital Circuits: Inspiration for Man-made Computers

Product Description

Gain a new perspective on how the brain works and inspires new avenues for design in computer science and engineering

This unique book is the first of its kind to introduce human memory and basic cognition in terms of physical circuits, beginning with the possibilities of ferroelectric behavior of neural membranes, moving to the logical properties of neural pulses recognized as solitons, and finally exploring the architecture of cognition itself. It encourages invention via the methodical study of brain theory, including electrically reversible neurons, neural networks, associative memory systems within the brain, neural state machines within associative memory, and reversible computers in general. These models use standard analog and digital circuits that, in contrast to models that include non-physical components, may be applied directly toward the goal of constructing a machine with artificial intelligence based on patterns of the brain.

Writing from the circuits and systems perspective, the author reaches across specialized disciplines including neuroscience, psychology, and physics to achieve uncommon coverage of:

  • Neural membranes
  • Neural pulses and neural memory
  • Circuits and systems for memorizing and recalling
  • Dendritic processing and human learning
  • Artificial learning in artificial neural networks
  • The asset of reversibility in man and machine
  • Electrically reversible nanoprocessors
  • Reversible arithmetic
  • Hamiltonian circuit finders
  • Quantum versus classical

Each chapter introduces and develops new material and ends with exercises for readers to put their skills into practice. Appendices are provided for non-experts who want a quick overview of brain anatomy, brain psychology, and brain scanning. The nature of this book, with its summaries of major bodies of knowledge, makes it a most valuable reference for professionals, researchers, and students with career goals in artificial intelligence, intelligent systems, neural networks, computer architecture, and neuroscience.

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Lynda.com – Adobe Air For Flash Developers

Posted: 06 Dec 2009 04:29 AM PST


Lynda.com – Adobe Air For Flash Developers | 600 MB

Rich internet applications become more popular and powerful every year, but they have been limited to what can be done from within a web browser. Adobe AIR allows web developers to leverage their Flash, Flex, HTML, and AJAX skills to create multi-platform desktop applications. In AIR for Flash Developers, David Tucker uses Flash CS3 Professional to create several AIR applications, exploring the workflow and features of the AIR extension and runtime along the way. He discusses how to integrate with an operating system; how to incorporate HTML and PDFs; how to use the local SQLite database for information; how to package, distribute, and update AIR applications; and much more. Example files accompany the course.
D0wn1oad
http://hotfile.com/dl/19705479/305f8a4/LC_AirFlash.part01.rar.html
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