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The RenderMan Companion : A Programmer's Guide to Realistic Computer Graphics
by Steve Upstill
Average Customer Review: 4.0 out of 5 stars
Paperback (01 January, 1990)
list price: $44.99 -- our price: $40.04
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Reviews (7)

3-0 out of 5 stars A must for every renderman user but dated.
For a long time this was the one and only reference book available to users and without it I would still be trying to decipher the Renderman documentation from Pixar.

Much of the content in the book describes the C programming API used to write programs to create computer graphics and animation.It's been my experience in this day and age, that most users skip over all the C stuff and dive right into the Shading Language.After all, we have animation programs to take care of setting up a scene and moving objects around, we just want to make them look pretty.

Reading through the entire book will undoubtedly give you a better understanding of how renderman and computer graphics works.And is definitely a must for anyone that wants to program applications to work with renderman, but for most people wanting to use renderman to color and light it's all a bit much to take in.We must remind ourselves and look at the cover to see who the book was written for 'A "Programmer's" Guide to Realistic Computer Graphics'.

Overall an excellent and informative companion that I refer to almost every time I write a shader.If it were brought up to date (and included the RIB specification) it would be deserving of another star or two.

If you are trying to choose between this book and "Advanced Renderman" don't bother... get both of them."The RenderMan Companion" is more of a reference book where "Advanced RenderMan" explores advaced topics with some tutorial components and limited reference, picking up where the Companion left off.Even the authors of "Advanced Renderman" recommend that you keep this book handy.

4-0 out of 5 stars A good technical introduction to RenderMan
For me, a beginner, the book was a little heavy and terse. Although it is written well, some concepts require more explaination. Also, the use of the C binded RenderMan API, is a little old, and makes it annoying when writing a RIB from the examples in the book. Regardless of the level of expertise required beforehand, it is a great reference book, and provides a good reference to all RenderMan users.

4-0 out of 5 stars A must reference for all Renderman users
Altough dated, "The Renderman companion" is a mandatory reference for all Renderman users. This book describes and explain all the aspects of the Renderman interface (in a no specific implementation way)and teach the art of shader programming, illustrating it with high qualitycolor plates. Renderman is a very complex system, but this book make itaffordable. The big missed item: no reference about the RIB file format. ... Read more

Isbn: 0201508680
Sales Rank: 403830
Subjects:  1. Computer Bks - Desktop Publishing    2. Computer Books: Operating Systems    3. Computer Graphics    4. Computer Graphics - General    5. Desktop Publishing - General    6. Computers / Computer Graphics / Design   


Advanced RenderMan: Creating CGI for Motion Pictures (Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
by Anthony A. Apodaca, Larry Gritz
Average Customer Review: 5.0 out of 5 stars
Paperback (08 December, 1999)
list price: $55.95 -- our price: $35.25
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Editorial Review

More powerful and inspiring than the superheroes it moves on the big screen, the RenderMan 3-D graphics engine pushes animation toward the photorealistic as anyone who has seen A Bug's Life, The Iron Giant, or the Toy Story can attest.Advanced RenderMan, written by two long-time employees of Pixar Animation and early participants who helped define the RenderMan standard, is a clear, concise, and technical exploration of this computer graphics and animation rendering tool.

The first section introduces RenderMan, computer graphics concepts, and mathematics, followed by a section on "Scene Description." This includes chapters on "Describing Models and Scenes in RenderMan" and "Handling Complexity in Photorealistic Scenes."

Sections 3 and 4, "Shading," and "Tricks of the Trade" supply the meat of the book and make it worth the cost of admission. These sections include examples and insight from not only a technical perspective but also a cinematic one. The chapter "Storytelling Through Lighting" should be required reading for beginning computer animation artists.

There are numerous color plates, including some rendering tests from Toy Story. These show the same scene (Andy's room) using different lighting and color palettes, each suggesting a different time of day.

Given the difficulty of the book's subject, 3-D artists or animators with limited technical chops, amateurs, or hobbyists might be better served by something more general. This is, however, an outstanding reference for CG technical directors or anyone with experience in graphics and 3-D programming. It is filled with coding examples used to create RenderMan shaders and case studies citing which techniques were used to create a specific look in, for example, Toy Story or A Bug's Life.

The book has no accompanying CD-ROM, but the publisher maintains a Web site from which code snippets and examples can be downloaded. At first, this may seem inconvenient and merely a way to cut production costs, but it's actually an excellent way to keep the examples current. The field of computer graphics and animation is moving at the speed of light, and the examples and tutorials must move with it. But have no fear--RenderMan is here. --Mike Caputo ... Read more

Reviews (6)

4-0 out of 5 stars Intended for shader programmers
Don't buy this book expecting to learn the intricacies of Renderman. This is really geared towards shader programmers and Renderman theorists. Don't get me wrong, it's a good book, it just wasn't what I was looking for.

If you don't care about the above, but would still like to see how Toy Story and the Iron Giant were created, then buy this.

5-0 out of 5 stars Delivers more than the title suggests
The world of computer graphics books is filled with fat, pricy tomes that are frankly little better than rehashes of the manual. "Advanced Renderman" is a completely different sort of book.

While Renderman is the ostensible subject, the authors actually cover the entire graphics workflow-- and explain the "why" of it all. Their section on anti-aliasing, for example, is concise, complete, and makes clear the implications of all those little doo-hickeys in 3DS -- you remember the AR explanation better, because its based around how rendering works, rather than how a particular application works (which may change in the next rev, anyway)

Smart guys, smart book-- highly recommended.

5-0 out of 5 stars Great all-around RenderMan reference
This is a great book, written in clear and understandable English. It proivded me (a novice) great information about the RenderMan interface. Not only did it provide a reference to the various API calls, but it also includes an introduction to the basic maths behind it, as well as chapters that discuss CG in general. A thoroughly well written, useful andinformative book. It is indespensible for any RenderMan user and in fact, for any CG artist. ... Read more

Isbn: 1558606181
Subjects:  1. Animation    2. Cinematography    3. Computer Bks - Desktop Publishing    4. Computer Books: General    5. Computer Graphics - Design    6. Computer Graphics - General    7. Computer animation    8. Computer graphics    9. Computers    10. Film & Video - General    11. Microcomputer Graphics    12. RenderMan    13. Special effects    14. Computers / Computer Graphics / General   


Real-Time Rendering (2nd Edition)
by Tomas Moller, Eric Haines, Tomas Akenine-Moller
Average Customer Review: 4.5 out of 5 stars
Hardcover (July, 2002)
list price: $59.00 -- our price: $59.00
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Editorial Review

One would think that the title of Tomas Moller's and Eric Haines's book, Real-Time Rendering, would be a contradiction in terms. How can such a computationally intensive process as rendering computer graphics ever hope to be done on the fly, in the blink of an eye, without delay--in short, in real time?

The term rendering, as it applies to computer graphics, refers to the mathematically intensive process of creating a picture or sequence of frames based on geometry. The duration of this process is dependent on the complexity of the scene (a forest with many trees and thousands of leaves will take much longer to render than a scene consisting of a white box over a gray background) and the speed of the hardware doing the calculations.

When Pixar's Toy Story was first released, the computer animation community was all abuzz with how it was done, and someone at Pixar mentioned that over 100 SGI workstations were used for rendering the frames over the course of almost two years. Someone else extrapolated this data and figured out that the same movie could have been rendered on one contemporary PC over the course of about 80 years.

The authors deftly answer the question, not only asserting that it can be done, but since this book is a programmer's guide, they list snippets of programming algorithms that help outline how it can be done.

Because the software and hardware is constantly and rapidly evolving due to the insatiable need for more realistic and complex graphics, the book avoids getting too specific. To quote the authors, "The field is rapidly evolving, and so it is a moving target." This lack of specificity doesn't detract from the usefulness of the book, though. Instead, it works at a higher, more abstract level, describing approaches to rendering techniques using generic algorithms. It is up to the programmer to apply these methods to the specific program or system on which it is to be implemented.

Real-Time Rendering describes some very complex methods, and this book is not for the average computer graphics creator. However, if you are working in an industry that depends on real-time rendered animation--like the gaming, medical, or military fields--or you are building the next-generation real-time render engine, this book will offer insight and concepts you can use to build some impressive software. --Mike Caputo ... Read more

Reviews (29)

5-0 out of 5 stars Absolute essential reading for graphics programmers
This is a useful book for anyone writing graphics code regardless of their implementation language and API.It contains a wealth of information on dozens of topics in computer graphics and plenty of sources to find more information.It also reads easy and is organized so it's a breeze to find what you're looking for.

The chapter on acceleration algorithms is worth the price of this book alone.They do a great job motivating the need for culling and presenting several algorithms.I found their quad tree material particularly useful while working on one of my own.

The chapter on intersection test methods provides a handy reference.I find myself referring to it quite often.I also really liked the chapter on graphics hardware as it's hard to find a good source for this type of information at a high level.

This is probably the best computer graphics book out there right now and anyone working in the field or aspiring too should have a copy of it.

5-0 out of 5 stars excellent 2nd edition of a classic
I recently came across a copy of this book that my friend bought.I own a copy of the 1st edition, which was in itself a classic and definately recommended reading.

I was so surprised to find this 2nd addition such a worthy purchase to someone already familiar with the first.The topic updates are fabulous and very essential.

This book covers everything, introducing real-time rendering very well in an easy to read manner.I very much enjoy the numerous algorithms described in simple terms or even psuedo code.

This book is great for budding game graphics programmers.A must buy!

5-0 out of 5 stars Excellent Book
This is a great book.It features in depth coverage of all areas of graphics programming of interest to game programmers, ... Read more

Isbn: 1568811829
Subjects:  1. Computer Animation    2. Computer Bks - Desktop Publishing    3. Computer Books: General    4. Computer Graphics - Game Programming    5. Computer Graphics - General    6. Computer graphics    7. Computers    8. Programming - General    9. Real-time data processing   


A Mathematical Introduction to Robotic Manipulation
by Richard M. Murray, Zexiang Li, S. Shankar Sastry
Average Customer Review: 4.0 out of 5 stars
Hardcover (22 March, 1994)
list price: $159.95 -- our price: $136.78
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Reviews (1)

4-0 out of 5 stars a branch of applied maths
For decades, physics and engineering undergraduates have used texts on classical mechanics that often contained what some students might consider to be abstruse ideas, with little everyday usage. But this book on robotics is a worthy rejoinder. It can be regarded as an advanced text in classical mechanics.

It shows how mathematical treatments of rigid and non-rigid body rotations and displacements are necessary to correctly model robot manipulators. Plus how holonomic constraints can be used to determine system behaviour. Engineering students also get exposure to the use of Lagrange's equation in robotics. Typically nowadays, Lagrange's equation is taught in pure physics courses, with engineering undergrads having little need for it.

One implication is that some students might need to upgrade their maths background before turning to this book. (Maybe you should have paid more attention in some classes!) ... Read more

Isbn: 0849379814
Sales Rank: 151091
Subjects:  1. Engineering - Mechanical    2. Industrial Robotics    3. Robotics    4. Science/Mathematics    5. Technology & Industrial Arts   


Numerical Linear Algebra and Optimization (Numerical Linear Algebra and Optimization)
by Philip E. Gill, Walter Murray, Margaret H. Wright
Hardcover (01 September, 1990)
list price: $51.00
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Isbn: 0201126494
Sales Rank: 1759947
Subjects:  1. Algebra - Linear    2. Algebras, Linear    3. Linear Algebra    4. Mathematical optimization    5. Mathematics    6. Numerical calculations    7. Science/Mathematics   

Computational Geometry in C (Cambridge Tracts in Theoretical Computer Science)
by Joseph O'Rourke
Average Customer Review: 4.0 out of 5 stars
Paperback (15 February, 2001)
list price: $37.99 -- our price: $28.51
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Reviews (5)

4-0 out of 5 stars Nice balance of theory with code
This book was pleasantly surprising:I had expected to see code presented with minimal motivation or discussion of the underlying ideas -- something of a "Computational Geometry for Dummies" sort of book.That's not the case at all.This is a bona fide textbook on the subject, suitable for an undergraduate course.
It covers all of the the "classical" topics: convex hulls, line segment intersection, polygon triangulation, Voronoi diagrams, motion planning.

The mode of presentation -- supporting a discussion of the theories with implementable code -- is actually a bit refreshing.For comparison:Other books, when discussing the line segment intersection problem (ie: Given a set of line segments, find all of their intersection points) simply assume that computing the intersection of a pair of segments can be done in constant time.This is not an especially difficult problem, but the discussion seems more complete with a brief description of how this might be done.The same can be said about other primitive tests and operations in other algorithms.

Overall, this book can stand alone as an excellent introduction to computational geometry, but a serious student in the subject will want more: perhaps Preparata and Shamos or de Berg et. al.

4-0 out of 5 stars Very hepful
Anyone who is involved in areas such as computer graphics, computational radiology, robot vision, or visualization software should have a copy of this book. The author has done a fine job of introducing the most important algorithms in computational geometry, choosing the C language for their implementation. The choice of C might be somewhat dated now, since C++ is now beginning to dominate computational geometry, but readers who are actually programming these algorithms using C++ can easily extend the ones in the book to C++. Not all of the algorithms in the book are implemented into C, unfortunately, but the clarity of presentation is done well enough to make this implementation a fairly straightforward task. My interest in the book came from a need to design and implement algorithms for polyhedra in VRML and toric varieties in algebraic geometry. This book, along with others, was a great help in that regard. The running time of these algorithms was not really an issue with me, so the detail the author spends on discussing the complexity of the algorithms was not a concern. Readers who need to pay attention to running-time issues will appreciate his discussion of them for the algorithms that are presented.

The ability to visualize objects in an abstract subject like algebraic geometry boils down to, in the case of toric varieties, to a consideration of how to manipulate polytopes geometrically. A major portion of the book, if not all of it, is devoted to the computational geometry of polyhedra. Because it is an introductory book, some more advanced topics, such as Bayesian methods to find similarities between polyhedra, and neural network approaches to classifying polyhedral objects are not treated. Readers who need to do such things will be well-prepared for them after a study of this book. In addition, there are good exercises assigned at the end of each chapter, so the book could be used in the classroom. Some readers will however choose to use it as a reference source, and it would be a good one, for the author gives references to topics that he only touched upon in the book.

Some particular areas that were treated especially well were: 1. The discussion on data structures for surfaces of polyhedra. Although not very general, since he choose to deal with only triangulated polytopes, readers who need to be more general will have a good start in this discussion. 2. The discussion on volume overflow and how to deal with it using robust computation. 3. The discussion, albeit short, of the randomized incremental algorithm. 4. The treatment on the minimum spanning tree and Kruskal's algorithm. Communication network performance optimization is now a major application of this algorithm and others in graph theory, including the author's later discussion of Dijkstra's algorithm.

5-0 out of 5 stars my rewiew
i think that these website is very.it has everything that i need. all of my books are from amazan. ... Read more

Isbn: 0521649765
Sales Rank: 143688
Subjects:  1. C (Computer program language)    2. Data processing    3. Geometry    4. Geometry - General    5. Mathematics    6. Programming Languages - C    7. Science/Mathematics    8. Algorithms & procedures    9. C & Visual C    10. Computers / General   


Geometric Modeling with Splines: An Introduction
by Elaine Cohen, Richard F. Riesenfeld, Gershon Elber
Average Customer Review: 3.0 out of 5 stars
Hardcover (July, 2001)
list price: $59.00 -- our price: $59.00
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Reviews (1)

3-0 out of 5 stars A good reference, nothing more
This book is quite helpful in understanding the theory behind splines as well as algorithms that can be easily coded up.Multiple variants of spline algorithms are discussed and analyzed quite thoroughly.The book is, however, racked with many errors making it unsuitible for teaching yourself the material.Also the authors seemed to create the own notations that are quite different than those presented by others such as Gallier and deBoor.They also assume that you have a firm understanding in vector calculus and linear algebra.All in all, not a bad book assuming descent mathematical background and the extensive erratta sheet that I'm sure someone has compiled. ... Read more

Isbn: 1568811373
Sales Rank: 692349
Subjects:  1. CAD-CAM - General    2. Computer Bks - Desktop Publishing    3. Computer Books: General    4. Computer Graphics - General    5. Computer-aided design    6. Computers    7. Curves on surfaces    8. Geometry - Algebraic    9. Mathematical models    10. Spline theory    11. Surfaces   


Subdivision Methods for Geometric Design: A Constructive Approach (Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
by Joe Warren, Henrik Weimer
Hardcover (22 October, 2001)
list price: $60.95 -- our price: $60.95
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Editorial Review

Although computer graphics applications have grown remarkably easy to use, there is absolutely nothing simple about how they work. One of the most difficult aspects is the creation of smooth or organic shapes using the inherently flat polygon approach to modeling. Subdivision Methods for Geometric Design describes the contemporary approach to solving this problem.

It is not an unheard-of practice--large computer animation studios such as Pixar not only use this approach, but some of their researchers helped pioneer it. Learning how subdivisions work, though, and applying them in your application is the tricky part. In this valuable textbook, the authors attempt to explain the approach and usage of this valuable technique.

Spanning eight chapters and 275 pages of text, this hardcover is divided loosely into three parts. The first part is an introduction to subdivision and techniques for creating subdivision schemes. The second part, chapters 4 through 6, focuses on "a new differential method for constructing subdivision schemes." Later sections explore the techniques and practice of applying subdivision to polyhedral meshes, most commonly found in computer modeling systems where smooth forms are desirable.

This is certainly not a book for the common computer programmer. It is specific and detailed, targeted at the narrow band of programmers writing graphics applications whose desired output is smooth and organic shapes. Subdivision Methods for Geometric Design offers valuable insight and explanation, but it is not for the lighthearted enthusiast. --Mike Caputo ... Read more

Isbn: 1558604464
Subjects:  1. CAD-CAM - General    2. Cad/Cam    3. Computer Bks - Desktop Publishing    4. Computer Books: Web Publishing    5. Computer Graphics    6. Computer Graphics - Design    7. Computer Graphics - General    8. Computer animation    9. Computer-aided design    10. Computers    11. Desktop Publishing - General    12. Topology    13. Computers / Computer Graphics / General   


Wavelets for Computer Graphics (Morgan Kaufmann Series in Computer Graphics and Geometric Modeling (Hardcover))
by Eric J. Stollnitz, Anthony D. DeRose, David H. Salesin
Average Customer Review: 4.0 out of 5 stars
Hardcover (15 January, 1996)
list price: $70.95 -- our price: $70.95
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Editorial Review

The term wavelet was coined in 1940 by a scientist observingthe disturbances emanating from seismic events and explosive charges. Today,the term denotes the actual mathematical function that was originally used tomodel these disturbances, and many scientists working in signal processing,physics, and other areas use wavelets to represent and analyze large amounts ofdata. Wavelets for Computer Graphics: Theory and Applications is awell-written, thoroughly researched book that provides a solid introduction towavelet theory and the burgeoning field of its applications in computer graphics.The authors target computer-graphics professionals and researchers, particularlythose who know the rudiments of linear algebra and are relatively new towavelet theory.The authors explain the algebraic formulae for, and methodology behind, usingwavelets to enhance and edit images. They discuss different types of wavelets-- such as Haar wavelets and biorthogonal wavelets for surfaces--and explain howto apply wavelets to image compression, editing, and querying; curves andtiling; surface-area editing and compression; and the physical simulationmethods of variational modeling and global illumination. Each section of thebook combines theory, mathematics, and real-world examples showing how toapply wavelets to specific graphics. Appendices review the basics of linearalgebra and B-spline wavelet matrices. ... Read more

Reviews (3)

3-0 out of 5 stars An Overview of Wavelets for Computer Graphics
I noticed that Tony DeRose, one of the authors of this book,
was a project lead in Pixar's wonderful film "Monsters".
Computer graphics, especially at the cutting edge practiced
by Pixar is deeply mathematical.This is certainly reflected
in this book.

This book covers a number of areas that are not covered outside
of journal articles.For example, there are chapters on
interpolating wavelets (e.g., wavelets built via splines or
polynomials).The coverage of interpolation and splines to
construct wavelet is good, but the authors quickly gloss over
the other critical half of the problem: how to construct a
scaling function for a given interpolating wavelet.I have
read over this material several times and I have not found the
answer.I have come to doubt that the answer is there, at
least in a complete form.

This characterizes much of the book.The authors cover
important material, but if you are not already deeply
familiar wavelet mathematics, it may be difficult or
impossible to implement an algorith from the coverage
provided in this book.Many practical issues are missing.
For example, many wavelets calculated on a finite data set
like an image can have edge effects.There is little
in this book on minimizing edge effects.

If you are already familiar with wavelet algorithms and their
implementation, this book may be a great reference for wavelet
applications in computer graphics.But it is by no means
an introduction for the novice.

5-0 out of 5 stars Excellent Introductory Book
I shall be brief and skip saucy words and go tothe main point: Why you should acquire this book? 2 Reasons. 1)Michael Lounsbery, Tony D. DeRose and Joe Warren, "Multiresolution analysis for surfaces of arbitrarytopological type" 2)"Multiresolution curves", AdamFinkelstein and David H. Salesin.

The authors offer their knowledge in anearly stage and this honour them in the largest extent! This book providesan expleantion for these two papers and their branches(papers originatingfrom these theories).

4-0 out of 5 stars Excellent intro
This is a fine introduction to wavelets for computer scientists, with many fun applications in computer graphics. Easier than other introductions I've seen, in part because it avoids the frequency domain. I'm using it in agraduate course, but it would be easy to use by yourself or in a specialseminar for undergraduates in CS or math. ... Read more

Isbn: 1558603751
Subjects:  1. Computer Bks - Desktop Publishing    2. Computer Graphics    3. Computer Graphics - Design    4. Computer Graphics - General    5. Computers    6. Harmonic Analysis    7. Wavelets (Mathematics)    8. Computers / Computer Graphics / General   


Level Set Methods and Dynamic Implicit Surfaces
by Stanley J. Osher, Ronald P. Fedkiw
Average Customer Review: 4.5 out of 5 stars
Hardcover (01 November, 2002)
list price: $84.95 -- our price: $60.74
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Reviews (6)

5-0 out of 5 stars excellent
This book is ABSOLUTELY among the best in the area of computational mathematics.It covers from the basics to the trendy applications, which is the biggest satisfaction I got from spending money on it.It is more than a collection of papers (no kidding!), since the contents have a good interior coherence if you read it carefully rather than browsing it like a novel.And for the those fancy pictures in the book, all I can say is that 'a picture is worth than thousands of words' - it is especially true in the area of graphics.You guys who care about SIGGRAPH should know better.More than that, this book does give you the numerical recipe for you to DIY these simulations on your own computer, besides the mathematics behind all those sexy results.Anyway, this book is worth every penny you spent!

2-0 out of 5 stars Disappointing
The book is merely a collection of (way too shortened) papers from the same authors and others. Most of the time there is no coherent link between the different parts. Worst, there are many examples but very little details for each of them, when I start reading a chapter, I always end up getting the related papers from the internet which are in most cases clearer and more complete, and also there are free.

I really respect the achievement made in cg, image processing, and computational physics made by the authors (so I will give it 2 stars), but once you are done looking at the fancy pictures, you won't get much from this book apart from its bibliographic references.

I would rather recommend the book "Level set methods and fast marching methods" from J.A. Sethian, the mathematical aspects are better covered and it manages to take things into perspective while still remaining very practical.

5-0 out of 5 stars Good Level Set Book For Animation
I bought this book to better understand the level set methods Fedkiw et al use in their computer animation work in fluids. Their papers often gloss over what level set methods are and how to use them (likely due to page limits in conference proceedings). This book does a very good job of getting you up to speed. ... Read more

Isbn: 0387954821
Sales Rank: 259288
Subjects:  1. Advanced    2. Analytic Mechanics (Mathematical Aspects)    3. Calculus    4. Functional Analysis    5. General    6. Implicit functions    7. Level set methods    8. Mathematical Physics    9. Mathematics    10. Number Systems    11. Science/Mathematics   


Numerical Optimization
by Jorge Nocedal, Stephen J. Wright
Average Customer Review: 4.5 out of 5 stars
Hardcover (27 August, 1999)
list price: $84.95 -- our price: $55.97
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Reviews (2)

5-0 out of 5 stars Teaches good mathematical programming techniques
The book does a very good job in teaching non-discrete mathematical programming techniques. But, it is not an introductory book. The reader is supposed to know linear algebra and numerical analysis to a certain extent. Most of the modern techniques are presented, but the layout is a little chaotic- the sequence of subjects could be made better. So, I would have preferred to give it 4.5 stars (which is impossible). However, that does not take away the fact that the book is excellent. I have used it primarily for modelling financial portfolios, and I am sure it can be used as a guide for other applications.

Conclusion: A little difficult, but well worth the time and money involved

4-0 out of 5 stars Nice but could be better!
This book by Nocedal and Wright has several attractive features.For one, it is probably the most "state-of-the-art" of the existing texts in optimization and as such covers most of the modern methods.It also hasa nice section on LP (simplex as well as interior point methods) forsomeone interested in a course on optimization as opposed to NONLINEARoptimization (which is what I was looking for).Another strength is thatit covers many of the algebra-related details very well. My only majorcomplaint is that it seems to not get into any of the methods designedspecifically for convex programs - these while admittedly less general areoften very powerful.For example, there is NO mention even of GeometricProgramming which has wide application in design.The convex simplexmethod also isn't mentioned anywhere.Finally,I wonder why there is nomention of the generalized reduced gradient (GRG) method.

All in all, agood book to own I think... ... Read more

Isbn: 0387987932
Sales Rank: 124968
Subjects:  1. Game Theory    2. Linear Programming    3. Mathematical optimization    4. Mathematics    5. Optimization (Mathematical Theory)    6. Science/Mathematics    7. Mathematics / Linear Programming   


Applied Numerical Linear Algebra
by James W. Demmel
Average Customer Review: 4.5 out of 5 stars
Paperback (01 September, 1997)
list price: $62.50 -- our price: $62.50
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Reviews (4)

3-0 out of 5 stars PhD Student
This book is really just an introduction to NLA and intended for the novice although it assumes some LA background.It is not necessary to read this if you plan PhD studies in the field since the book is only an introduction to the material and is honestly too simple.Read anything by Bjorck or Van Loan if you are a serious PhD student and want to do research in the field of NLA.This book is written for students that really don't plan research in the field of NLA but rather may need some skill level in NLA to perform their job or their own own research which may have some NLA exposure.

5-0 out of 5 stars This book grows on you
I used this text for a two-semester graduate sequence in numerical linear algebra (NLA) while I was a graduate student in the Mathematics Department at The University of Kentucky.If you do not have a substantial background in linear algebra and numerical analysis, which I did not when I first used this book, the material covered and the presentation can seem to be quite daunting.But while the presentation is very thorough, it is not unnecessarily so.After I had used this text for about three months, I grew accustomed to the very detailed nature of the writing and grateful for the sheer level of information contained in a meer 419 pages.

Many introductury numerical analysis books include several chapters covering the commonly used algorithms in NLA but usually not in complete detail.While this format is friendlier to use for an overview of the "basics," in the real world, the standard ways of solving numerical systems such as GEPP, SVD, QR, Cholesky decompostions, Gauss-Siedel iterations, and other methods do not always work in a nice cookbook-like fashion.When one of these standard methods that engineers and research scientists use to solve "standard" problems fails, and it will sometimes, this book will give you a good starting point to figure out what went wrong and what alternate methods can be used to solve a linear system that is not as easy as it first appeared to be.

If you are learning NLA, you are probably doing so because you either want to or have to apply it in your professional life, by which I mean your job or the job that you hope to get.In my current position, I develop and design statistical and deterministic simulators for human genetics research.And when I need to used Cholesky decompostions, SVD's, and other NLA methods, I always consult this book to review how these methods work and, more importantly, what innocent looking data will cause these methods to fail silently - in other words, give results that look reasonable, but are completely wrong.In conclusion, this book is not the easiest to read.But it is one of the best resources available when you need to learn how to handle basic and not-so-basic problems in the field of NLA.

4-0 out of 5 stars good and condense
The book is somewhat clear and condense version of numerical method: linear algebra.
It seems that the book is quiet decent, but it is very difficult. Since I am not a numerical method guy, I found this book was very difficult to read if you don't have strong background of linear algebra and some basic numerical method knowledge. However, overall, the book was well-written and is good for ones who has good background of linear algebra. We used this book for CS class (I am not a CS student)...and it was okay. ... Read more

Isbn: 0898713897
Sales Rank: 142223
Subjects:  1. Algebra - Linear    2. Algebras, Linear    3. Mathematics    4. Numerical calculations    5. Science/Mathematics   


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