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[null,"1.","Record Nr.",null,"UNINA9910831060903321"]
[null,null,"Autore",null,"Abrahams Clark R. <1951->"]
[null,null,"Titolo",null,"Credit risk assessment [[electronic resource] ] : the new lending system for borrowers, lenders, and investors / / Clark Abrahams, Mingyuan Zhang"]
[null,null,"Pubbl/distr/stampa",null,"Hoboken, N.J., : Wiley, c2009"]
[null,null,"ISBN",null,"0-470-50035-2"]
[{"$nulls":4},"1-119-20276-0"]
[{"$nulls":4},"1-282-68427-2"]
[{"$nulls":4},"9786612684272"]
[{"$nulls":4},"0-470-50033-6"]
[null,null,"Descrizione fisica",null,"1 online resource (323 p.)"]
[null,null,"Collana",null,"Wiley & SAS business series"]
[null,null,"Classificazione",null,"85.33"]
[null,null,"Disciplina",null,"332.7"]
[null,null,"Soggetti",null,"Credit - Management"]
[{"$nulls":4},"Consumer credit - Management"]
[{"$nulls":4},"Bank loans - Management"]
[{"$nulls":4},"Risk management"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Description based upon print version of record."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Unpacking the financial crisis -- The case for a comprehensive credit assessment framework -- The lender and the underwriting gap -- The borrower and loan affordability -- The investor and financial innovation -- Crisis intervention and prevention."]
[null,null,null,"Sommario/riassunto","\"\"Clark and Mingyuan start with an insightful and comprehensive description of how market participants contributed to the current crisis in the residential mortgage markets and the root causes of the crisis. They then proceed to develop a new residential mortgage lending system that can fix our broken markets because it addresses the root causes. The most impressive attributes of their new system is its commonsense return to the basics of traditional underwriting, combined with factors based on expert judgment and statistics and forward-looking attributes, all of which can be updated as mar"]
[null,"2.","Record Nr.",null,"UNINA9910409996503321"]
[null,null,"Autore",null,"Kumar Abhishek"]
[null,null,"Titolo",null,"Beginning PBR Texturing : Learn Physically Based Rendering with Allegorithmic’s Substance Painter / / by Abhishek Kumar"]
[null,null,"Pubbl/distr/stampa",null,"Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020"]
[null,null,"Edizione",null,"[1st ed. 2020.]"]
[null,null,"Descrizione fisica",null,"1 online resource (270 pages) : illustrations"]
[null,null,"Disciplina",null,"794.815"]
[null,null,"Soggetti",null,"Computer games - Programming"]
[{"$nulls":4},"Computer graphics"]
[{"$nulls":4},"Game Development"]
[{"$nulls":4},"Computer Graphics"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Includes index."]
[null,null,"Nota di contenuto",null,"Chapter 1: What Is Our Goal in This Book? -- Chapter 2: Graphics in the Game Industry -- Chapter 3: The Workflow of Texturing -- Chapter 4: Texturing Games vs Texturing Movies -- Chapter 5: PBR Texturing vs Traditional Texturing -- Chapter 6: Substance Suite and Substance Painter -- Chapter 7: Hardware Specifications for Your Computer -- Chapter 8: Painter's Graphical User Interface -- Chapter 9: Viewport Navigation in Painter -- Chapter 10: Project Setup: Importing a 3D Model into Painter -- Chapter 11: Baking and the Importance of Mesh Maps -- Chapter 12: Working with Materials, Layers, and Masks -- Chapter 13: Working with Procedural Maps -- Chapter 14: Substance Anchors -- Chapter 15: Rendering with Iray -- Chapter 16: Integration with Marmoset, Maya, and Blender -- Chapter 17: Rendering a Portfolio -- Chapter 18: Integration with Unreal Engine (UE4) -- Chapter 19: Tips and Tricks of Substance Painter."]
[null,null,null,"Sommario/riassunto","Delve into the concepts of physically based rendering (PBR) using Allegorithmic’s Substance Painter. This book covers the integration of PBR textures with various 3D modeling and rendering packages as well as with the Unreal Engine 4 game engine. Beginning PBR Texturing covers all aspects of the software and guides you in implementing its incredible possibilities, including using materials, masks, and baking. Integration with both internal and popular external rendering engines is covered. This book teaches you the skills you need to use the texturing tool that is recognized by studios worldwide. You will know tips and "]
[{"$nulls":4},"tricks to implement the pipeline and speed up your workflow. You will: Know the fundamentals of PBR-based texturing from the ground up Create production-ready textured models from scratch Integrate PBR textures with standard 3D modeling and rendering applications Create portfolio-ready renders using offline renderers."]