1.

Record Nr.

UNISA996389267303316

Autore

Marshall Stephen <1594?-1655.>

Titolo

Threnōdia [[electronic resource] ] : The churches lamentation for the good man's losse: delivered in a sermon to the right honorable the two Houses of Parliament and the Reverend Assembly of Divines at the funerall [sic] of that excellent man John Pym Esquire, late a member of the Honorable House of Commons. / / Preached in the Abbey-church of Westminster by Stephen Marshall, B.D. Minister of Gods word at Finching-field in Essex

Pubbl/distr/stampa

Printed at London, : For Stephen Bowtell and are to bee [sic] sold at his shop at the Sign of the Bible in Popes-head-alley, 1644

Descrizione fisica

[5], 30 p. : port

Soggetti

Funeral sermons - England

Sermons, English

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

"Published by order of the House of Commons."

Portrait of John Pym on frontispiece.

Title within ornamental border, headpieces, tailpiece, initials, marginal notes.

Reproduction of original in: Corpus Christi College (University of Oxford). Library.

Sommario/riassunto

eebo-0030



2.

Record Nr.

UNINA9910785402803321

Autore

Wang Rui (Software engineer)

Titolo

OpenSceneGraph 3.0 [[electronic resource] ] : beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines / / Rui Wang, Xuelei Qian

Pubbl/distr/stampa

Birmingham, U.K., : Packt Open Source, 2010

ISBN

1-282-94775-3

9786612947759

1-84951-283-3

Edizione

[1st edition]

Descrizione fisica

1 online resource (412 p.)

Altri autori (Persone)

QianXuelei

Disciplina

005.3

006.6

006.6869

Soggetti

Application program interfaces (Computer software)

Virtual reality - Computer programs

Three-dimensional display systems

Computer graphics

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Includes index.

Nota di contenuto

Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard

Time for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary;



Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node

Time for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects

Storing array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes

Time for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures

Time for action - analyzing the Cessna structure

Sommario/riassunto

Create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines.



3.

Record Nr.

UNINA9910482915303321

Titolo

Artificial intelligence in the life sciences

Pubbl/distr/stampa

[Amsterdam] : , : Elsevier B.V., , [2021]-

ISSN

2667-3185

Descrizione fisica

1 online resource

Soggetti

Artificial intelligence - Medical applications

Life sciences

Bioinformatics

Artificial intelligence

Artificial Intelligence

Biological Science Disciplines

Intelligence artificielle - Applications en médecine

Sciences de la vie

Bio-informatique

Intelligence artificielle

artificial intelligence

biological sciences

Periodical

Periodicals.

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Periodico

Note generali

Refereed/Peer-reviewed