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Eulerian Codes for the Numerical Solution of the Kinetic Equations of Plasmas

Eulerian Codes for the Numerical Solution of the Kinetic Equations of Plasmas
Free Download Magdi Shoucri, "Eulerian Codes for the Numerical Solution of the Kinetic Equations of Plasmas "
English | ISBN: 1616684135 | 2010 | 364 pages | PDF | 11 MB
There have been important developments in the application of Eulerian codes for the numerical solution of the kinetic equations of plasmas. This book reviews the various developments of the application of Eulerian codes to the kinetic equations of plasmas.

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Ethanol Biofuel Production

Ethanol Biofuel Production
Free Download Bratt P. Haas, "Ethanol Biofuel Production "
English | ISBN: 1608760863 | 2011 | 189 pages | PDF | 8 MB
This text examines the use of ethanol as fuel, as well as its other applications in different parts of the world. It also addresses a policy initiative by the Federal Administration to apply United States Department of Energy (DOE) research to broadening the country's domestic production of economic and flexible energy fuels.

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Essential RenderMan ®

Essential RenderMan ®
Free Download Essential RenderMan ® By Ian Stephenson Dphil (auth.)
2007 | 268 Pages | ISBN: 1846283442 | PDF | 7 MB
RenderMan has long been associated with top-end film production and is an essential tool for creating many of the effects and images in recent animated films (such as Monsters, Inc., Finding Nemo and The Incredibles). RenderMan is widely available and, with the demand for higher quality images, is now used by computer-based artists at all levels of the graphics industry. Intended to provide a straightforward and easy introduction to the basic techniques involved, this book provides an excellent grounding, enabling readers to confidently move to more advanced texts. This second edition includes a new chapter on global illumination, and, with plenty of illustrations and hands-on examples, Ian Stephenson: * gives an overview of RenderMan* explains how scenes are described* illustrates (among other things) how to create surfaces; colour; lighting; shadows; and depth of field, using RIB and the C API* introduces the techniques involved in creating shaders, applying textures and using global illumination