Materias dentro de su búsqueda.
Materias dentro de su búsqueda.
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5381
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5382
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5383por Brunhoff, Jean de, 1899-1937Materias: “…Animals personificats Narrativa infantil…”
Publicado 1964
Libro -
5384
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5385por Andersen, H. C. 1805-1875Materias: “…Animals personificats Narrativa infantil…”
Publicado 1985
Libro -
5386
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5387
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5388
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5389
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5390
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5391por Zenatti, Valérie, 1970-Materias: “…Animals personificats Narrativa infantil…”
Publicado 2012
Libro -
5392por Centro italiano di studi sull'alto Medioevo.Materias: “…Home i animals Congressos…”
Publicado 1985
Libro -
5393
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5394Publicado 2016Materias: “…Guinea pigs as laboratory animals Handbooks, manuals, etc…”
Libro electrónico -
5395Publicado 1980Materias: “…Primates as laboratory animals Periodicals…”
Revista digital -
5396
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5397Publicado 2019Tabla de Contenidos: “…4.6.3 Hierarchical Pathfinding on Exclusions -- 4.6.4 Strange Effects of Hierarchies on Pathfinding -- 4.6.5 Instanced Geometry -- 4.7 Other Ideas in Pathfinding -- 4.7.1 Open Goal Pathfinding -- 4.7.2 Dynamic Pathfinding -- 4.7.3 Other Kinds of Information Reuse -- 4.7.4 Low Memory Algorithms -- 4.7.5 Interruptible Pathfinding -- 4.7.6 Pooling Planners -- 4.8 Continuous Time Pathfinding -- 4.8.1 The Problem -- 4.8.2 The Algorithm -- 4.8.3 Implementation Notes -- 4.8.4 Performance -- 4.8.5 Weaknesses -- 4.9 Movement Planning -- 4.9.1 Animations -- 4.9.2 Movement Planning -- 4.9.3 Example -- 4.9.4 Footfalls -- CHAPTER 5: DECISION MAKING -- 5.1 Overview of Decision Making -- 5.2 Decision Trees -- 5.2.1 The Problem -- 5.2.2 The Algorithm -- 5.2.3 Pseudo-Code -- 5.2.4 Knowledge Representation -- 5.2.5 Implementation Notes -- 5.2.6 Performance of Decision Trees -- 5.2.7 Balancing the Tree -- 5.2.8 Beyond the Tree -- 5.2.9 Random Decision Trees -- 5.3 State Machines -- 5.3.1 The Problem -- 5.3.2 The Algorithm -- 5.3.3 Pseudo-Code -- 5.3.4 Data Structures and Interfaces -- 5.3.5 Performance -- 5.3.6 Implementation Notes -- 5.3.7 Hard-Coded FSM -- 5.3.8 Hierarchical State Machines -- 5.3.9 Combining Decision Trees and State Machines -- 5.4 Behavior Trees -- 5.4.1 Implementing Behavior Trees -- 5.4.2 Pseudo-Code -- 5.4.3 Decorators -- 5.4.4 Concurrency and Timing -- 5.4.5 Adding Data to Behavior Trees -- 5.4.6 Reusing Trees -- 5.4.7 Limitations of Behavior Trees -- 5.5 Fuzzy Logic -- 5.5.1 A Warning -- 5.5.2 Introduction to Fuzzy Logic -- 5.5.3 Fuzzy Logic Decision Making -- 5.5.4 Fuzzy State Machines -- 5.6 Markov Systems -- 5.6.1 Markov Processes -- 5.6.2 Markov State Machine -- 5.7 Goal-Oriented Behavior -- 5.7.1 Goal-Oriented Behavior -- 5.7.2 Simple Selection -- 5.7.3 Overall Utility -- 5.7.4 Timing -- 5.7.5 Overall Utility GOAP -- 5.7.6 GOAP with IDA*…”
Libro electrónico -
5398Publicado 2021Tabla de Contenidos: “…Chapter 1: Introduction to Visual Effects (VFX) -- Chapter 2: History of Visual Effects -- Chapter 3: Industrial Applications of VFX -- Chapter 4: Introduction to FX in Maya -- Chapter 5: Working with n-Particle FX -- Chapter 6: Creating Effects with Particle Emission, Fields/Solvers -- Chapter 7: Maya Rigid and Soft Body Systems -- Chapter 8: Working with Maya Fluids -- Chapter 9: Magical FX Using Maya -- Chapter 10: Playing with Maya nCloth -- Chapter 11: Maya Hair FX Simulation -- Chapter 12: Bifrost Simulation -- Chapter 13: Procedural Animation FX and Live Action Integration…”
Libro electrónico -
5399
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5400