Design Books
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Used price: $10.27

Organisze Your Office ..In No TimeReview Date: 2008-02-06
A great organizing book Review Date: 2007-10-18
Got great ideas and solved some of my organizing issues.
Highly recommended for the do-it-yourself organizer.
This Book Will Make You More Serene and More ProductiveReview Date: 2006-01-11
Fortunately, I found a solution. I contracted Monica Ricci to spend a half-day in my office, and suggest the steps I should take to gain control of the massive information I had accumulated but not sorted. To my delight, the plan she devised served me well then, and still does.
That's why I was eager to read Organize Your Office. . .In No Time. I knew I would get additional tips that help me manage my office systematically. Already, I have underlined my favorite definitions and ideas. Examples:
"When organizing your life, remember that anything you can take a few extra seconds to do now, to help you remember or eliminate a step later, is always worth doing! It's always better to invest an extra tiny bit of work in the present because it will pay off down the road in time, money, headaches, or effort saved."
"Clutter is a collection of unrelated objects living together."
"Fear-based saving is a major cause of paper clutter for many people."
In addition to these specific gems, the book offers numerous helpful features: It is very well organized, which we expect from an organizational expert. The writing style is clear and often folksy, such as: "Imagine going into a supermarket, finding the canned food aisle, and discovering that none of the cans had labels." The illustrations, including photos, bring to life the products Ricci recommends.
Organize Your Office appeals to small business owners who work from a home office, and to executives with larger work spaces. The chapters on computer organization and how to streamline your travel will benefit even the most seasoned executives.
Readers will welcome the detailed suggestions, with pointers on the best organizing products to acquire and where to get them.
The time you invest in reading this book could revolutionize your work place, once you implement Ricci's action steps. Soon you will get more done more easily. Isn't that worth a few dollars and a few hours?The Complete Communicator: Change Your Communication-change Your Life!
Great Organizing Toolto use to better Organize your OfficeReview Date: 2005-10-18
Ashley the Eagle Motivator
Great Tips!Review Date: 2005-09-27

Used price: $52.05
Collectible price: $88.00

OwlsReview Date: 2008-01-25
Taint No BetterReview Date: 2008-01-18
Stunning!!!Review Date: 2001-10-27
Owls by Floyd ScholzReview Date: 2001-10-31
Beauty of the owlsReview Date: 2001-12-07

Used price: $9.00

Paid to PlayReview Date: 2008-04-28
Good Book...Review Date: 2008-02-08
An honest and entertaining read!Review Date: 2008-01-04
Whether your serious or curious about the games industry, you'll enjoy this entertaining read. I wholeheartedly recommend it!
How to get a real Gamer's job!Review Date: 2007-05-28
This is an essential read for anyone who wants to design electronic games!
A great resourceReview Date: 2007-02-09

Used price: $14.95

Fun for all AgesReview Date: 2007-08-26
WOWReview Date: 2008-03-11
Love this bookReview Date: 2007-07-12
Another plus: Lin's projects are very affordable. Among materials used to edge plantings, the concrete edgers shown in this book are the cheapest, slightly over $1 each at Lowe's, and the paint can be purchased at a crafts store in very small quantities for $2. Watch for Michael's 40% discount coupon (good for any item not on sale) every other Sunday in your newspaper. Hobby Lobby's 40% coupon is generally on alternating weeks. Both stores frequently run 50% off on paint brushes.
Plus another plus: Unlike so many craft books, Lin's are filled with clever, not cutesy, ideas. So much fun.
More ways for fun paintingReview Date: 2007-06-13
A very strongly recommended and thoroughly 'user friendly' instructional reference Review Date: 2007-05-13

Used price: $12.95

Excellent BookReview Date: 2008-05-09
Patricia OReview Date: 2006-07-02
Fun and Skill-Improvement Are Possible!Review Date: 2001-12-25
Indispensable to the serious watercoloristReview Date: 2001-06-27
Watercolour at its BestReview Date: 2005-07-20

Used price: $10.40

PantryReview Date: 2007-10-18
Beautiful BookReview Date: 2007-09-25
What a beautiful book!Review Date: 2007-08-28
The Pantry reviewReview Date: 2007-08-26
Informed and informative readingReview Date: 2007-07-08

Used price: $8.67

Essential resourceReview Date: 2001-05-22
The book is written with the new and intermediate user in mind, but is also a valuable resource for the power user as well. Stephanie Baker-Thomas shares her astounding familiarity with PhotoImpact 6 in an easy to understand style that is most refreshing for a software book. Her explanations of the tools, controls and their functions are well written and provide much information not offered in the Ulead users manual.
The author provides an impressive collection of practical hands on exercises to teach users important techniques they will use in many many future projects. These exercises were well chosen to easily and logically move the user to higher levels of competency, while managing to keep it fun.
PhotoImpact 6 Wizardry isn't intended to be "area specific". It is not a photo restoration hand book and it doesn't delve into heavy imaging or channel manipulation theory. It does provide the user with a stable platform of knowledge from which to successfully begin and extend their journey into the fascinating world of image creation.
My best recommendation is to simply admit to incorporating many of the tips, tricks, shortcuts and techniques found in this book, into my own daily use of PhotoImpact.
A must have for an PI userReview Date: 2001-05-30
PI 6 Wizardry, a spell only a Sorceress could cast!!Review Date: 2001-05-25
Who is it for? The PhotoImpact novice to intermediate user, though far more experienced users may benefit from the insights the book provides. Bear in mind that Wizardry is not a replacement for hard work and experimentation with the program. However, even a novice will be able to develop fine looking graphics or web pages using the software's inherent capabilities and the sorcery in this book. Readers will learn techniques they can apply to their own ideas, but the process will enhance their digital capabilities, as well as their self confidence. That alone is worth the price, in my opinion.
To summarize, I found PI 6 Wizardry to be an easy to follow, well defined tour of the vast array of tools and tricks hidden within the bits and bytes of this marvelous software. Readers of the book will find themselves working with an ever expanding notion that, "If I can THINK it, I can DO it." That is true of the software and the book. I highly recommend both.
Wizardry at it's very best...Review Date: 2001-06-05
This book is just awesome in terms of content and an absolute must for any owner of this wonderful graphics software. Not only does it contain all the technical information you're ever likely to need, Stephanie has generously provided "Active Learning Exercises", which elevate this book from "manual" status to a wonderful learning tool and a darned good read...something you don't normally find in books of this genre.
I have been using PhotoImpact for about five years now and pretty much know how to make it sing but with "Wizardry" now on my desk, the whole choir has come to town!!!
It is without doubt, her best book to date and the only PI reference book you'll ever need.
As Good As The Program It TeachesReview Date: 2001-07-06
The book takes you "by the hand" so to speak and walks you through how to use most of the frequently used functions in Photo Impact. But the best part of it is that YOU get to apply what you've read about in the exercises at the end of each section.
Photo Impact isn't a difficult program to learn to use in the first place, but this book brings a lot of things together far more quickly that you could probably pick them up on your own unless you've had prior experience with photo Impact programs or photo imaging software in general. I guess what I'm saying here is that even someone fairly new to didgital imaging and Photo Impact could get through this book without becoming totally lost.
My only complaint is that all the pictures, examples, etc. are in black and white. I'm a firm believer that books relating to didgital imaging have at least some to most if not all the pictures, examples, etc. in color.
Other than that, this is a good buy and a good read.

Used price: $54.93

A Graphics Must HaveReview Date: 2004-11-03
advanced features like photon mapping, volume scattering, path tracing,
etc. The scope of the material it covers is stunning. It starts from the
basics of topics like 3D geometry and ray/object intersections and then
builds up to explain reflection models, advanced texturing techniques, and
then light transport algorithms.
It has excellent discussions of the theory and underlying math of physical
rendering blended (rather well) with very very useful practical
implementations of the theory. The leap from theory to implementation is
often difficult to do, and to do well or efficiently even more difficult.
(The ray acceleration code alone is worth it's weight in gold.) This is an
indispensable book for anyone who wants to write their own ray tracer or
learn more about the latest techniques used in photorealistic rendering.
Simply the best on modern rendering algorithms and codeReview Date: 2005-11-23
CHAPTER 01. INTRODUCTION
This chapter talks briefly about all kinds of topics related to ray tracing. It also talks about how to understand the code in the book and the book website.
CHAPTER 02. GEOMETRY AND TRANSFORMATIONS
This chapter is pretty basic computer graphics stuff. It talks about coordinate systems, vectors, arithmetic, scaling, dot and cross products,etc. Applying transformations via matrices is also discussed as well as the representation of points, vectors, normals, rays, and bounding boxes.
CHAPTER 03. SHAPES
More basic computer graphics continues with discussions on spheres, differential geometry, cylinders, and disks, paraboloids, triangles and meshes, and the representation and bounding of all of these shapes.
CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION
This chapter is about accelerating the speed of your graphics through grid acceleration, tree construction and representation, and object instantiation.
CHAPTER 05. COLOR AND RADIOMETRY
XYZ color system is discussed along with radiometric integrals including integrals over projected solid angles, integrals over spherical coordinates, and integrals over area. Beginning in this chapter the math becomes more advanced.
CHAPTER 06. CAMERA MODELS
Projective camera models are discussed along with orthographic, perspective, and environment camera models. This information will already be familiar to students of computer vision.
CHAPTER 07. SAMPLING AND RECONSTRUCTION
Frequency domain techniques are discussed starting with the Fourier transform and ideal sampling and reconstruction. Also, antialiasing techniques are explained.
CHAPTER 08. FILM AND THE IMAGING PIPELINE
This chapter talks about topics such as luminance, photometry, bloom, and imaging pipeline stages.
CHAPTER 09. REFLECTION MODELS
The various reflection models are discussed including specular, Fresnel, Lambertian, Oren-Nayer disfuse reflection, and the Lafortune model.
CHAPTER 10. MATERIALS
Matte, plastic, bump mapping, and other material effects are explained very well.
CHAPTER 11. TEXTURE
We return to frequency models some in this chapter. The texture sampling rate, filtering functions, and mapping in spherical, cylindrical, and planar form are explained. Procedural textures are also discussed including the famous Perlin noise, marble, and windy waves.
CHAPTER 12. VOLUME SCATTERING
This chapter is considered more advanced material, and discusses volume scattering processes, absorption, emission, in and out scattering, phase functions, exponential density, and volume aggregates.
CHAPTER 13. LIGHT SOURCES
All kinds of light sources are described including point lights, spotlights, texture projection lights, distant lights, area lights, and infinite area lights.
CHAPTERS 14 and 15 both discuss Monte Carlo integration techniques including improving efficiency.
CHAPTERS 16 and 17 are about light transport. The first chapter is about surface reflection and the second is about volume rendering.
CHAPTER 18. SUMMARY AND CONCLUSION includes a design retrospective, a discussion of abstraction versus reality, and design alternatives including triangles only and streaming computation.
APPENDIXES- These include sections on utilities, scene description interface, input file formats, an index of code fragments, an index of classes and their members, and finally an index of identifiers.
indispensibleReview Date: 2007-05-12
It's strong point is a complete running GI engine. However the literate programming style used in the book meant a lot of time I cannot read a subject by itself. The use of abstract interfaces sort of force you to use the class browser to follow the logic. You pretty much have to read it from the beginning. The quality of the code contained goes beyond the usual standard of code published as examples. It contains a rather sophiscated random number generator. Its treatment of LDS plus sampling and recontruction in general is excellent. It is the only source that shows how to implement Li's algorithm to generate random rays to sample a sphere. Same goes for Malley's. Shirley and Chui's concentric sampling method is hidden in the appendix of a old Siggraph paper.
The book also has code to sample and model most of the common light sources. Which is surprisingly non-trivial.
I highly recommend this book but it does require a certain level of commitment to get the most out of this book. The chapters on sampling, ray differential, texture filtering, light transport I consider must reads for all graphics programmer even though you might not be working on ray tracing.
Excellent resource - thorough and well-writtenReview Date: 2006-08-08
It's written in the context of their particular implementation of a working raytracer, using the fweb programming/documentation system, where basically the program source and the documentation are written as one document. I've always thought this was academic nonsense as far as writing real code in a production environment, but it turns out to be an EXCELLENT way to write a book or code intended for a learning environment.
This strikes the perfect balance between explaining the theory thoroughly and showing how the ideas can be implemented in a real, functional raytracer. They avoid the trap of many other book that focus on a particular implemention, by not getting too bogged down into pecularities of their system.
The source code itself also stands out as a strong point. There are so many books out there with poorly written and unorganized code that you'd never want to read, much less try to work in. The code is well organized, and the coding style easy to read. It's one of the few books I own that contain source code where I actually read the source code and it added something to my experience. I wish everybody who wrote about programming was actually a decent programmer and not just a mathemiticion.
This book has academic rigor and but also well-written explanations. I'm still learning a lot from it. I expect to refer to it frequently over the next years as we (in the video game industry) take more concepts from raytracers and apply them to real-time graphics, as the processors get more and more powerful.
You probably should not be an absolute newbie when it comes to basic 3D math and things like vectors and basic graphics concepts before buying this book. The authors use some calculus, too, if that scares you off.
Six stars out of fiveReview Date: 2004-11-16
It is not a survey-type book, instead of trying to describe every possible method out there, the authors have concentrated on a few selected techniques, that are not only good (modern, fast, easy to implement, etc.), but also have some pedagogical merits and can serve as a gentle introduction to the world of ray tracing and digital image synthesis. Despite focusing on selected areas, the authors managed to squeeze here in an amazing amount of material. Among other topics, this book covers: subdivision surfaces, ray-primitive intersection acceleration techniques (3D DDA and kd-tree), color and radiometry, anti-aliasing, tone mapping, physically based reflection models, texture mapping (including texture anti-aliasing using ray differentials), area lights and HDR Image Based Lighting, volume scattering and much more.
A large part of the book has been devoted to the light transport and Monte Carlo techniques. One can find there an introduction to the theory of Monte Carlo estimation (including selected methods for reducing variance and computation time, like Russian roulette, multiple importance sampling or stratified sampling) and explanation of important light transport equations (rendering and transfer equations).
Finally the authors have described (and implemented) several solutions for the rendering equation: Whitted-style recursive ray tracing, direct illumination estimation, path tracing, irradiance caching and photon mapping.
However, it is not only the vastness of the material covered in this book, that causes this volume should be praised so highly. Perhaps, the style, in which this book has been written, is even more impressive. For each of the topics, the authors start with what is usually known as "dry math and theory", and then show how it is supposed to work as an algorithm (including its dirty details) and finally they explain how to turn this algorithm into C++ code. Each of those transitions concentrates on a small portion of the problem, so it is still easy to understand. Anyone, who had to turn a SIGGRAPH paper into something that works, will immediately recognize what kind of gem this book is - it actually shows how to do it!
This brilliant blend of theory and practice is one of its brightest spots, for learning the theory and math formulas is one thing, but writing a working, robust implementation is completely another.
Those, who prefer studying sources, will get source code of a very good, physically based, extensible ray tracer (called pbrt) with the best documentation one could ever imagine. Documentation that gives the rationale for almost every line of code. It shows not only how they did it, but also why they did it that way.
It is not the only book, that one will ever need - computer graphics is a vast topic - too big to be covered in a single volume, even as huge as this one. However, it is certainly one of the books that everyone interested in photorealistic rendering should buy. The price of this book is really low, if you think about it as of an excellent, first-rate computer graphics course.
Aimed at students, researchers and people interested in computer graphics algorithms, it is an indispensable book for anyone willing to write his own photorealistic (not necessarily physically based!) ray tracer and learn more about computer image synthesis.

Used price: $30.00
Collectible price: $30.00

interesting piecingReview Date: 2004-02-03
However if found that there was just too many pieces going on in some of the quilts for me. I appreciated knowing how she accomplished what she did and was inspired by her work...i think i will work with a few less pieces...
An Expert at WorkReview Date: 2004-08-13
Still an Important BookReview Date: 2007-04-17
I'd give it 6 if I could...Review Date: 2003-07-16
Piecing: Expanding the BasicsReview Date: 2005-10-29


Pop-Up!: A Manual of Paper MechanismsReview Date: 2008-04-11
Best of best POP-UP BOOKReview Date: 2007-08-01
It's good for beginner.
I like it.
I will study very hardly so I will be Pop-up engineer!
Goodluck Everybody~!
Pop up book making instructionalReview Date: 2007-03-12
Practical Guide to Pop-UpsReview Date: 2007-01-09
One of the best!Review Date: 2007-01-11
What I especially like about it is, the many simple sketches of the pieces and how they are applied particularly in the more complex figures, where clarity is needed and often times not as well done in other books on the subject. I have bought more than one to give to friends that work in this area as well.
One of the best books on the subject.
Related Subjects: Industrial Fashion Furniture Interior Design
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