Monday, July 29, 2013

Ebook Download The Mathematics of Signal Processing (Cambridge Texts in Applied Mathematics)By Steven B. Damelin, Willard Miller Jr

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The Mathematics of Signal Processing (Cambridge Texts in Applied Mathematics)By Steven B. Damelin, Willard Miller  Jr

The Mathematics of Signal Processing (Cambridge Texts in Applied Mathematics)By Steven B. Damelin, Willard Miller Jr


The Mathematics of Signal Processing (Cambridge Texts in Applied Mathematics)By Steven B. Damelin, Willard Miller  Jr


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Arising from courses taught by the authors, this largely self-contained treatment is ideal for mathematicians who are interested in applications or for students from applied fields who want to understand the mathematics behind their subject. Early chapters cover Fourier analysis, functional analysis, probability and linear algebra, all of which have been chosen to prepare the reader for the applications to come. The book includes rigorous proofs of core results in compressive sensing and wavelet convergence. Fundamental is the treatment of the linear system y=Φx in both finite and infinite dimensions. There are three possibilities: the system is determined, overdetermined or underdetermined, each with different aspects. The authors assume only basic familiarity with advanced calculus, linear algebra and matrix theory and modest familiarity with signal processing, so the book is accessible to students from the advanced undergraduate level. Many exercises are also included.

  • Sales Rank: #516679 in Books
  • Published on: 2012-01-16
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.72" h x .91" w x 6.85" l, 1.49 pounds
  • Binding: Paperback
  • 462 pages

Review
"Damelin and Miller provide a very detailed and thorough treatment of all the important mathematics related to signal processing. This includes the required background information found in elementary mathematics courses, so their book is really self-contained. The style of writing is suitable not only for mathematicians, but also for practitioners from other areas. Indeed, Damelin and Miller managed to write their text in a form that is accessible to nonspecialists, without giving up mathematical rigor."
Kai Diethelm, Computing Reviews

"The authors' aim is to use ideas from signal processing to motivate the mathematics behind the applications, and heir target readers are mathematics students who are interested in potential applications of wavelets and Fourier analysis, and engineering students who want to understand the mathematical foundation of their subject."
Ahmed I. Zayed, Mathematical Reviews

About the Author
Steven B. Damelin is currently Full Professor at Georgia Southern University and Visiting Full Professor at the University of the Witwatersrand in Johannesburg.

Willard Miller, Jr is Professor Emeritus in the School of Mathematics at the University of Minnesota.

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Thursday, July 11, 2013

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  • Sales Rank: #1182132 in Books
  • Published on: 2011-06-01
  • Released on: 2011-06-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.25" h x .78" w x 5.60" l, .57 pounds
  • Binding: Paperback
  • 320 pages

About the Author
NIOBIA BRYANT is the author of more than twenty books in three different genres. She also writes as Meesha Mink and Simone Bryant. The Newark, New Jersey, native currently lives in South Carolina.

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Friday, July 5, 2013

Download Building a 3D Game Engine in C++By Brian Hook

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Building a 3D Game Engine in C++By Brian Hook

Everything you need to create your own 3D game engine

Most game programming books hand you a finished game engine and then tell you how to add on a few features, so you're locked into someone else's design from the beginning. But why compromise? This book shows you how to build your own custom engine from scratch using AST3D, a powerful 3D graphics library that's included on the disk. Now you can build the game you want, and you'll never have to pay a licensing fee again.

This book/disk set, written by professional game programmer Brian Hook, gives all the technical details, shortcuts, and tricks of the trade he had to learn the hard way. Find out how to:

  • Design and develop games like the professionals
  • Create real-time 3D graphics games
  • Implement collision and boundary detection
  • Create "intelligent" entities using AI algorithms

Disk includes:

  • AST3D, a C++ library specifically designed for 3D game programming
  • Source code for Borland and Watcom C++ compilers
  • An original 3D game engine you can use to create your own games

  • Sales Rank: #1389275 in Books
  • Published on: 1995-07-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.21" h x 1.00" w x 7.48" l,
  • Binding: Paperback
  • 448 pages

From the Publisher
Written for experienced C/C++ programmers who want to understand all the issues that go into creating a game engine so they can build one that meets their unique requirements. The book contains complete technical information and programming codes needed to create 3D games from scratch. Topics range from developing 2D/3D graphics to programming specific input devices, collision detection, and using artificial intelligence algorithms to make "intelligent'' monsters for the game. The accompanying disk includes a C++ Library of programming commands, source code for Borland and WATCOM C++ compilers, and a working game engine built with methods described in the text.

About the Author
BRIAN HOOK is a software engineer who specializes in creating 3D games that run under DOS. Brian has been programming professionally for six years, and has worked as a contractor for several game companies, including Rocket Science. He has also published articles in Dr. Dobb's Journal and PC Techniques. from scratch!

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