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Surface topography : metrology and properties
Surface topography : metrology and properties
Pubbl/distr/stampa London, : Institute of Physics, 2013-
Descrizione fisica 1 online resource
Disciplina 530.417
Soggetto topico Surfaces (Technology)
Three-dimensional display systems
Computer graphics
Surfaces (Technologie)
Affichage tridimensionnel
Infographie
Surfaces (Physique)
Soggetto genere / forma Periodicals.
Soggetto non controllato Materials Science
ISSN 2051-672X
Formato Materiale a stampa
Livello bibliografico Periodico
Lingua di pubblicazione eng
Altri titoli varianti STMP
Record Nr. UNISA-996200833503316
London, : Institute of Physics, 2013-
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Symposium on Interactive 3D Graphics and Games / / Association for Computing Machinery
Symposium on Interactive 3D Graphics and Games / / Association for Computing Machinery
Pubbl/distr/stampa New York, NY : , : Association for Computing Machinery, , 2020
Descrizione fisica 1 online resource (156 pages) : illustrations
Disciplina 006.6
Collana ACM international conference proceedings series
Soggetto topico Computer graphics
Interactive computer systems
Three-dimensional display systems
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910412291603321
New York, NY : , : Association for Computing Machinery, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Test drive blender : a started manual for new users / / John M. Blain
Test drive blender : a started manual for new users / / John M. Blain
Autore Blain John M. <1942, >
Pubbl/distr/stampa Boca Raton Florida : , : CRC Press, , [2017]
Descrizione fisica 1 online resource (228 pages) : color illustrations
Disciplina 006.696
Soggetto topico Computer graphics
Computer animation
Three-dimensional display systems
ISBN 1-351-72226-3
1-315-18146-0
1-4987-9915-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto chapter 1. Introduction -- chapter 2. Playing with fire -- chapter 3. Quick explode -- chapter 4. Exploding the long way -- chapter 5. Modeling -- chapter 6. Saving your work -- chapter 7. Materials -- chapter 8. Textures -- chapter 9. Downloading and using models -- chapter 10. Spin magic -- chapter 11. Quick fluid -- chapter 12. Animation -- chapter 13. Dynamic paint -- chapter 14. Physics -- chapter 15. Games -- chapter 16. Project -- chapter 17. Installation -- chapter 18. Blender overhaul.
Record Nr. UNINA-9910155241303321
Blain John M. <1942, >  
Boca Raton Florida : , : CRC Press, , [2017]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Three-dimensional sensor common operating picture (3-D Sensor COP) / / by Damon M Conover, John F Dammann, Jr
Three-dimensional sensor common operating picture (3-D Sensor COP) / / by Damon M Conover, John F Dammann, Jr
Autore Conover Damon M.
Pubbl/distr/stampa Adelphi, MD : , : Army Research Laboratory, , Jan 2017
Descrizione fisica 1 online resource (iv, 14 pages) : color illustrations
Collana ARL-TR
Soggetto topico Optical radar
Three-dimensional display systems
Stereoscopic views
Augmented reality
Soggetto genere / forma Technical reports.
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti Three-dimensional sensor common operating picture
Record Nr. UNINA-9910711304403321
Conover Damon M.  
Adelphi, MD : , : Army Research Laboratory, , Jan 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Three-dimensional surface topography [e-book] / K.J. Stout and L. Blunt ; contributors, W.P. Dong ... [et al.]
Three-dimensional surface topography [e-book] / K.J. Stout and L. Blunt ; contributors, W.P. Dong ... [et al.]
Edizione [2nd ed.]
Pubbl/distr/stampa London : Penton Press, c2000
Descrizione fisica xxii, 285 p. : ill. ; 25 cm
Disciplina 620.440287
Altri autori (Persone) Stout, K. J.
Blunt, Liamauthor
Soggetto topico Surfaces (Technology) - Analysis
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 9781857180268
1857180267
Formato Risorse elettroniche
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part I: Development of Surface Characterization -- 1. History of the subject 2. Development of surface parameters 3. Progress in filtering 4. Instrumentation 5. Development of integrated 3-D parameter set 6. Future Developments 7. Contents of the proposed standard. Part II: Instruments and Measurement Techniques of Three-dimensional Surface Topography -- 1. Introduction 2. Differences in measurement and analysis methods for 3-D and 3-D surface topography 3. Stylus instruments 4. Optical instruments 5. Non-optical scanning microscopy 6. Characteristics of the different types of available instruments 7. Conclusions. Part III: Filtering Technology for Three-Dimensional Surface Topography Analysis. 1. Nomenclature 2. Introduction 3. History of surface data filters 4. 3-D general filtering techniques 5. Robust filters 6. The problems of frequency domain filters 7. Wavelet digital filters 8. Motif filters 9. Conclusion. Part IV: Visualization Techniques and Parameters for Characterizing Three-Dimensional Surface Topography 1. Nomenclature 2. Introduction 3. Surface topography in three dimensions 4.Visualization techniques 5. Specification of parameters 6. A primary parameter set amplitude, height distribution, spatial, hybrid and functional. Part V: Applications of Three-Dimensional Surface Metrology 1. Introduction 2. Measurement of a gear surface with a stylus lead screw-driven instrument 3. Measurement of an engine bore surface with a stylus linear motor-driven instrument 4. Measurement of thick-film superconductors with a focus detection instrument 5. Measurement of human skin with a focus detection instrument 6. Measurement of the topography of hip prostheses using phase shifting interferometer 7. Measurement of a polished brass surface using a scanning tunnelling microscope 8. Characterization of surface topography of indentations 9. Conclusions. Part VI: Engineered Surfaces - A Philosophy of Manufacture 1. A philosophy of manufacture 2. The complex interrelationships in producing an engineered surface 3. Surface topographical features and their effect on the functional performance of surfaces 4. Surface mechanical features that can effect the functional performance of surfaces (surface integrity) 5. Subsurface features that can effect the functional performance of surfaces 6. Some examples of engineered surfaces 7. Future approach to the engineered surface 8. An example of a comprehensive testing procedure 9. FE simulations 10. Final comments
Record Nr. UNISALENTO-991003242619707536
London : Penton Press, c2000
Risorse elettroniche
Lo trovi qui: Univ. del Salento
Opac: Controlla la disponibilità qui
Unity 3.x game development by example [[electronic resource] ] : Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x / / Ryan Henson Creighton
Unity 3.x game development by example [[electronic resource] ] : Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [2nd ed.]
Pubbl/distr/stampa Birmingham, UK, : Packt Pub., 2011
Descrizione fisica 1 online resource (408 p.)
Disciplina 794.816693
Collana Learn by doing: less theory, more results
Soggetto topico Computer games - Programming
Computer games - Design
Computer graphics
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-283-28388-3
9786613283887
1-84969-185-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - Install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; I bent my Wooglie; Big Fun Racing; Diceworks; Walk before you can run (or double jump); There's no such thing as ""finished""; Stop! Hammer time
Explore Bootcamp The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Heads up?; Layers and layout drop downs; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little light bulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin; That singular piece of joy; One percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games
Toy or story Redefining the sky; Summary; Let's begin; Chapter 3:Game 1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - Creating the ball; A ball by any other name; Time for action - Renaming the ball; Origin story; XYZ/RGB; Time for action - Moving the ball Into the ""sky""; Time for action - Shrinking the ball; Time for action - Saving your scene; Time for action - Adding the paddle; What is a mesh?; Poly wanna crack your game performance?
Keeping yourself in the dark Time for action - Adding a light; Time for action - Moving and rotating the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - Camera mania; Time for action - Test your game; Let's get physical; Time for action - Add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - Make the ball bouncy; Summary; Following the script; Chapter 4:Code Comfort; What is code?; Time for action - Writing your first Unity script; A leap of faith; Lick it and stick it
Disappear Me! It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - Find the Mesh Renderer component; Time for action - Make the ball re-appear; Ding!; Time for action - Journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - Unstick the script; Gone, but not forgotten; Why code?; Equip your baby bird; Time for action - Creating a new MouseFollow script; A capital idea; Animating with code; Time for action - Animating the paddle
Pick a word-(almost) any word
Record Nr. UNINA-9910461846203321
Creighton Ryan Henson  
Birmingham, UK, : Packt Pub., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity 3.x game development by example [[electronic resource] ] : Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x / / Ryan Henson Creighton
Unity 3.x game development by example [[electronic resource] ] : Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [2nd ed.]
Pubbl/distr/stampa Birmingham, UK, : Packt Pub., 2011
Descrizione fisica 1 online resource (408 p.)
Disciplina 794.816693
Collana Learn by doing: less theory, more results
Soggetto topico Video games - Programming
Video games - Design
Computer graphics
Three-dimensional display systems
ISBN 1-283-28388-3
9786613283887
1-84969-185-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - Install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; I bent my Wooglie; Big Fun Racing; Diceworks; Walk before you can run (or double jump); There's no such thing as ""finished""; Stop! Hammer time
Explore Bootcamp The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Heads up?; Layers and layout drop downs; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little light bulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin; That singular piece of joy; One percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games
Toy or story Redefining the sky; Summary; Let's begin; Chapter 3:Game 1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - Creating the ball; A ball by any other name; Time for action - Renaming the ball; Origin story; XYZ/RGB; Time for action - Moving the ball Into the ""sky""; Time for action - Shrinking the ball; Time for action - Saving your scene; Time for action - Adding the paddle; What is a mesh?; Poly wanna crack your game performance?
Keeping yourself in the dark Time for action - Adding a light; Time for action - Moving and rotating the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - Camera mania; Time for action - Test your game; Let's get physical; Time for action - Add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - Make the ball bouncy; Summary; Following the script; Chapter 4:Code Comfort; What is code?; Time for action - Writing your first Unity script; A leap of faith; Lick it and stick it
Disappear Me! It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - Find the Mesh Renderer component; Time for action - Make the ball re-appear; Ding!; Time for action - Journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - Unstick the script; Gone, but not forgotten; Why code?; Equip your baby bird; Time for action - Creating a new MouseFollow script; A capital idea; Animating with code; Time for action - Animating the paddle
Pick a word-(almost) any word
Record Nr. UNINA-9910789713603321
Creighton Ryan Henson  
Birmingham, UK, : Packt Pub., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity 3.x game development by example : Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x / / Ryan Henson Creighton
Unity 3.x game development by example : Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [2nd ed.]
Pubbl/distr/stampa Birmingham, UK, : Packt Pub., 2011
Descrizione fisica 1 online resource (408 p.)
Disciplina 794.816693
Collana Learn by doing: less theory, more results
Soggetto topico Video games - Programming
Video games - Design
Computer graphics
Three-dimensional display systems
ISBN 1-283-28388-3
9786613283887
1-84969-185-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - Install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; I bent my Wooglie; Big Fun Racing; Diceworks; Walk before you can run (or double jump); There's no such thing as ""finished""; Stop! Hammer time
Explore Bootcamp The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Heads up?; Layers and layout drop downs; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little light bulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin; That singular piece of joy; One percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games
Toy or story Redefining the sky; Summary; Let's begin; Chapter 3:Game 1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - Creating the ball; A ball by any other name; Time for action - Renaming the ball; Origin story; XYZ/RGB; Time for action - Moving the ball Into the ""sky""; Time for action - Shrinking the ball; Time for action - Saving your scene; Time for action - Adding the paddle; What is a mesh?; Poly wanna crack your game performance?
Keeping yourself in the dark Time for action - Adding a light; Time for action - Moving and rotating the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - Camera mania; Time for action - Test your game; Let's get physical; Time for action - Add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - Make the ball bouncy; Summary; Following the script; Chapter 4:Code Comfort; What is code?; Time for action - Writing your first Unity script; A leap of faith; Lick it and stick it
Disappear Me! It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - Find the Mesh Renderer component; Time for action - Make the ball re-appear; Ding!; Time for action - Journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - Unstick the script; Gone, but not forgotten; Why code?; Equip your baby bird; Time for action - Creating a new MouseFollow script; A capital idea; Animating with code; Time for action - Animating the paddle
Pick a word-(almost) any word
Record Nr. UNINA-9910814253603321
Creighton Ryan Henson  
Birmingham, UK, : Packt Pub., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity 3D and PlayMaker essentials : game development from concept to publishing / / Jere Miles
Unity 3D and PlayMaker essentials : game development from concept to publishing / / Jere Miles
Autore Miles Jere
Pubbl/distr/stampa Boca Raton : , : Taylor & Francis, CRC Press, , 2016
Descrizione fisica 1 online resource (507 pages) : color illustrations, tables
Disciplina 794.8/1536
Soggetto topico Computer games - Programming
Video games - Design
Three-dimensional display systems
ISBN 1-315-68616-3
1-317-41432-2
1-317-41431-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto section 1. Background -- section 2. Building blocks -- section 3. Bringing it together.
Record Nr. UNINA-9910153183003321
Miles Jere  
Boca Raton : , : Taylor & Francis, CRC Press, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity 3D game development by example [[electronic resource] ] : beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly / / Ryan Henson Creighton
Unity 3D game development by example [[electronic resource] ] : beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [1st edition]
Pubbl/distr/stampa Birmingham [U.K.], : Packt Pub., 2010
Descrizione fisica 1 online resource (384 p.)
Disciplina 006.6
794.8
Soggetto topico Computer games - Programming
Three-dimensional display systems
Real-time programming
Computer graphics
Soggetto genere / forma Electronic books.
ISBN 1-282-81934-8
9786612819346
1-84969-055-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; Fewer features, more promise; Maybe we should build Off-Road Velociraptor Safari?; I bent my Wooglie; Big Fun Racing; Diceworks
Walk before you can run (or double jump)There's no such thing as ""finished""; Stop! Hammer time; Explore Demo island; The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Invade Island Demo as a paratrooper; Layers and layout dropdowns; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little lightbulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin
That singular piece of joyOne percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games; Toy or story; Redefining the sky; Summary; Let's begin; Chapter 3:Game #1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - create the ball; A ball by any other name; Time for action - rename the ball; Origin story; XYZ/RGB; Time for action - move the ball into the ""sky""
Time for action - shrink the ballTime for action - save your Scene; Time for action - add the paddle; What's a Mesh?; Poly wanna crack your game performance?; Keeping yourself in the dark; Time for action - add a light; Time for action - move and rotate the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - test your game; Let's get physical; Time for action - add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - make the ball bouncy; Summary; Following the script
Chapter 4:Code ComfortWhat is code?; Time for action - write your first Unity Script; A leap of faith; Lick it and stick it; Disappear Me!; It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - find the Mesh Renderer component; Time for action - make the ball reappear; Ding!; Time for action - journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - unstick the Script; Gone, but not forgotten; Why code?; Equip your baby bird
Time for action - create a new MouseFollow Script
Record Nr. UNINA-9910459220503321
Creighton Ryan Henson  
Birmingham [U.K.], : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui