Covers Graphics
Covers Graphics
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Creating Effective Ebook Cover Art in Minutes
Ebook cover art is an important aspect to consider if you want to sell your book. Eye-catching covers do not only support your sales point but they as well make your eBook look real. A good eBook cover box should not only be made out of a flat or 2D graphical representation, it should be characterized by three dimensional graphics.
Though you are marketing an electronic or virtual book, 3D box shots will instill poise and assurance to your potential buyers, thus encouraging more sales. But to instigate trust among potential customers, you should utilize quality cover graphics.
There are several options that you can choose to get a pleasing cover for your eBook. You can opt to get a free software program that can assist you in making 3D likeness of an eBook cover art. Although, you should note that the final output of freebie programs are only slightly acceptable. The great thing about these programs is that you are given an opportunity to at least know how they work.
Another type of software is known as free-based versions that generally produce satisfying results, ranging from so-so to excellent. The costs for these programs vary from one provider to another. Some put forward demo version that you can try before purchasing it.
If you need many eBook cover art, there is no other way to produce such quantity but to use cover software that can help you save money and time. The software can provide you with different sizes, types and orientation of cover images, which will permit you to make your own customized, personalized and high-quality eBook graphics in minutes.
About the Author
Thomas is a direct response marketing graphic designer. You can see the latest eCover Action Script Package at http://www.ecovergo.com as ell as the Online eCover Generator at http://www.ecover-go.com
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Graphics Shaders $79.95 Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples. The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in introductory courses, but are immediately exposed in shader work. It then covers shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them.The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more. Features of the Second Edition: Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language. More examples and more exercises A chapter on tessellation shaders An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the book's examples at www.cgeducation.org |
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Signature Series Graphics Kit $49.99 FX Signature Series Graphics Kit Kit includes: Shroud graphics Trim kit Rim stickers Note: Shown with optional All-Grip or Dual-Grip seat covers Optional matching DX1 numberplate backgrounds available |
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Pilot Steering Wheel Covers - Genuine Leather (Dragon Graphics) [Universal - Fits all Vehicles] $21.27 Pilot Steering Wheel Covers - Genuine Leather (Dragon Graphics) |
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Pilot Steering Wheel Covers - Genuine Leather (Flame Graphics) [Universal - Fits all Vehicles] $21.27 Pilot Steering Wheel Covers - Genuine Leather (Flame Graphics) |
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Pilot Steering Wheel Covers - Genuine Leather (Tribal Skull Graphics) [Universal - Fits all Vehicles] $21.27 Pilot Steering Wheel Covers - Genuine Leather (Tribal Skull Graphics) |
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Graphics $129.99 Joan Miró Graphics - Collectable Print |
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An Introduction to Regression Graphics $156 Covers the use of dynamic and interactive computer graphics in linear regression analysis, focusing on analytical graphics. Features new techniques like plot rotation. The authors have composed their own regression code, using Xlisp-Stat language called R-code, which is a nearly complete system for linear regression analysis and can be utilized as the main computer program in a linear regression course. The accompanying disks, for both Macintosh and Windows computers, contain the R-code and Xlisp-Stat. An Instructor's Manual presenting detailed solutions to all the problems in the book is available upon request from the Wiley editorial department. |
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Level of Detail for 3D Graphics $101 Level of detail (LOD) techniques are increasingly used by professional real-time developers to strike the balance between breathtaking virtual worlds and smooth, flowing animation. Level of Detail for 3D Graphics brings together, for the first time, the mechanisms, principles, practices, and theory needed by every graphics developer seeking to apply LOD methods. Continuing advances in level of detail management have brought this powerful technology to the forefront of 3D graphics optimization research. This book, written by the very researchers and developers who have built LOD technology, is both a state-of-the-art chronicle of LOD advances and a practical sourcebook, which will enable graphics developers from all disciplines to apply these formidable techniques to their own work. * Is a complete, practical resource for programmers wishing to incorporate LOD technology into their own systems. * Is an important reference for professionals in game development, computer animation, information visualization, real-time graphics and simulation, data capture and preview, CAD display, and virtual worlds. * Is accessible to anyone familiar with the essentials of computer science and interactive computer graphics. * Covers the full range of LOD methods from mesh simplification to error metrics, as well as advanced issues of human perception, temporal detail, and visual fidelity measurement. * Includes an accompanying Web site rich in supplementary material including source code, tools, 3D models, public domain software, documentation, LOD updates, and more. Visit http://LODBook.com. |
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Geometric Tools for Computer Graphics $106 Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more. If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices. * Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors. * Covers problems relevant for both 2D and 3D graphics programming. * Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you. * Provides the math and geometry background you need to understand the solutions and put them to work. * Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode. * Resources associated with the book are available at the companion Web site www.mkp.com/gtcg. |
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Engineering Graphics Essentials with AutoCAD Instruction $69.95 Covers both engineering graphics and AutoCAD 2012 -Each book includes videos, audio lectures, interactive quizzes and more -Numerous exercises are used throughout the book to reinforce key concepts -Includes hand sketching exercises  |
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Mobile 3D Graphics $65.95 Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject. - Tomas Akenine-Mller, bestselling author and Professor of Computer Science at Lund University "This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field." - Sean Ellis, Consultant Graphics Engineer, ARM Ltd The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline. Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players. The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G. C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book. The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing. Along the way, readers will benefit from the hundreds of included tips, tricks and caveats. *Written by key industry experts who helped develop the standards of the field *Hands-on code examples are presented throughout the book, and are also offered on the companion website *Provides examples in the two most popular programing interfaces, OpenGL ES and M3G |
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Las Vegas Vintage Graphics $14.29 VEGAS, BABY, VEGASITS AMERICAS NAUGHTIEST TOWN, THE PLACE WHERE VICES ARE MEANT TO BE INDULGED, MONEY FLOWS AND FLUTTERS LIKE RAIN, AND GLITTERY DECADENCE REIGNS LIKE A PROUD QUEEN; ITS WHERE THE WORLD GOES TO EXPERIENCE AMERICA AND WHERE AMERICA GOES TO EXPERIENCE THE WORLD. IN THE SPACE OF A CENTURY, LAS VEGAS WENT FROM A DUSTY FRONTIER TOWN TO A BOOMING MECCA FOR PLEASURESEEKERS. THIS BOOK COVERS THE WILD RIDE WITH VINTAGE GRAPHICS, A HISTORICAL INTRODUCTION, AND A LAS VEGAS TIMELINE. Author: Heimann, Jim/ Wilkerson, Willy R. Binding Type: Paperback Publication Date: 2003/11/01 Language: English Dimensions: 7.90 x 6.04 x 0.52 inches |
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Advances in Computer Graphics Hardware I $157.72 The material presented in this book originates from the first Eurographics Workshop on Graphics Hardware, held in Lisbon, Portugal, in August 1986. Leading experts in the field present the state of their ongoing graphics hardware projects and give their individual views of future developments. The final versions of the contributions are written in the light of indepth discussions at the workshop. The book starts a series of EurographicSeminars volumes on the stateoftheart of graphics hardware. This volume presents a unique collection of material which covers the following topics: workstation architectures, traffic simulators, hardware support for geometric modeling, raytracing. It therefore will be of interest to all computer graphics professionals wishing to gain a deeper knowledge of graphics hardware. Author: Straer, Wolfgang/ Stra, Wolfgang/ Straaer, Wolfgang Series Title: Focus on Computer Graphics Binding Type: Hardcover Number of Pages: 157 Publication Date: 1987/10/05 Language: English Dimensions: 9.21 x 6.14 x 0.44 inches |
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Computer Vision and Graphics $325 Covers a wide scope, including Computer Vision, Computational Geometry, Geometrical Models of Objects and Sciences, Motion Analysis, Visual Navigation and Active Vision. This book also covers Image and Video Coding, Color and Multispectral Image Processing, Image Filtering and Enhancement, Virtual Reality and Multimedia Applications, and more. |
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Wang Tiles in Computer Graphics $35 Many complex signals in computer graphics, such as point distributions and textures, cannot be efficiently synthesized and stored. This book presents tile-based methods based on Wang tiles and corner tiles to solve both these problems. Instead of synthesizing a complex signal when needed, the signal is synthesized beforehand over a small set of Wang tiles or corner tiles. Arbitrary large amounts of that signal can then efficiently be generated when needed by generating a stochastic tiling, and storing only a small set of tiles reduces storage requirements. A tile-based method for generating a complex signal consists of a method for synthesizing the signal over a set of Wang tiles or corner tiles, and a method for generating a stochastic tiling using the set of tiles. The method for generating a stochastic tiling using the set of tiles is independent of the signal. This book covers scanline stochastic tiling algorithms and direct stochastic tiling algorithms for Wang tiles and corner tiles. The method for synthesizing the signal over a set of tiles is dependent on the signal. This book covers tile-based methods for texture synthesis and for generating Poisson disk distributions. This book also explores several applications such as tile-based texture mapping and procedural modeling and texturing. Although the methods for constructing a complex signal over a set of Wang tiles or corner tiles are dependent on the signal, the general idea behind these methods generalizes to other kinds of signals. The methods presented in this book therefore have the potential to make the generation and storage of almost any complex signal efficient. Table of Contents: Introduction / Wang Tiles and Corner Tiles / Tiling Algorithms for Wang Tiles and Corner Tiles / Tile-Based Methods for Texture Synthesis / Tile-Based Methods Generating Poisson Disk Distributions / Applications of Poisson Disk Distributions |
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Advanced Graphics Programming Using OpenGL $86.95 Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques-beyond those learned in introductory computer graphics texts-is not as easy to come by as inexpensive hardware. This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques-those that don't require esoteric hardware or custom graphics libraries-that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs. * Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems. * Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment. * Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others. * Code fragments are used in the book, and full blown example programs for virtually every algorithm are available at www.mkp.com/opengl |
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Engineering Graphics by S, Muthuraman [Paperback] $109.93 Engineering Graphics and its application is met in almost every branch of Design industry, so that practitioners in other fields find that they have to become aware of its principles, uses and limitations. This book aims to introduce students and professionals in other disciplines to the fundamentals of the subject, without involving the reader too deeply in theory. The subject matter is laid out in logical order and covers the main uses and types of Graphics. This issue has also included the First angle Projection and Third angle Projection and applications. The book gives worked examples of many practical applications and shows options that are available for the solution of problems in Engineering Drawing. It is not possible for these pages to contain enough information to design a complete system. The design principles are outlined. Author: S, Muthuraman Binding Type: Paperback Number of Pages: 104 Publication Date: 2011/08/11 Language: English Dimensions: 9.02 x 5.98 x 0.25 inches |
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Web, Graphics & Perl/Tk Programming $31.95 In its first five years of existence, The Perl Journal (TPJ) became the voice of the Perl community. Every serious Perl programmer subscribed to it, and every notable Perl guru jumped at the opportunity to write for it. TPJ explained critical Perl topics and demonstrated Perl's utility for fields as diverse as astronomy, biology, economics, AI, and games. Back issues were hoarded, or swapped like trading cards. No longer in print format, The Perl Journal remains a proud and timeless achievement of Perl during one of its most exciting periods of development. Web, Graphics & Perl/Tk is the second volume of The Best of the Perl Journal , compiled and re-edited by the original editor and publisher of The Perl Journal , Jon Orwant. In this series, we've taken the very best (and still relevant) articles published in TPJ over its five years of publication and immortalized them into three volumes. The forty articles included in this volume are simply some of the best Perl articles ever written on the subjects of graphics, the Web, and Perl/Tk, by some of the best Perl authors and coders. Much of Perl's success is due to its capabilities for developing web sites; the Web section covers popular topics such as CGI programs, mod_perl, spidering, HTML parsing, security, and content management. The Graphics section is a grab bag of techniques, ranging from simple graph generation to ray tracing and real-time video digitizing. The Perl/Tk section shows you how to use the popular Perl/Tk toolkit for developing graphical applications that work on both Unix/Linux and Windows without a single change. Written by twenty-three of the most prominent and prolific members of the closely-knit Perl community, including Lincoln Stein, Mark-Jason Dominus, Alligator Descartes, and Dan Brian, this anthology does what no other book can, giving unique insight into the real-life applications and powerful techniques made possible by Perl. |
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Visual Perception from a Computer Graphics Perspective $69.95 This book provides an introduction to human visual perception suitable for readers studying or working in the fields of computer graphics and visualization, cognitive science, and visual neuroscience. It focuses on how computer graphics images are generated, rather than solely on the organization of the visual system itself; therefore, the text provides a more direct tie between image generation and the resulting perceptual phenomena. It covers such topics as the perception of material properties, illumination, the perception of pictorial space, image statistics, perception and action, and spatial cognition. |
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No Covers $10.49 No Covers |
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Covers $11.49 Covers |
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3D Math Primer for Graphics and Game Development $69.95 This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves. |
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Using R for Data Management, Statistical Analysis, and Graphics $59.95 This title offers quick and easy access to key element of documentation. It includes worked examples across a wide variety of applications, tasks, and graphics. "Using R for Data Management, Statistical Analysis, and Graphics" presents an easy way to learn how to perform an analytical task in R, without having to navigate through the extensive, idiosyncratic, and sometimes unwieldy software documentation and vast number of add-on packages. Organized by short, clear descriptive entries, the book covers many common tasks, such as data management, descriptive summaries, inferential procedures, regression analysis, multivariate methods, and the creation of graphics. Through the extensive indexing, cross-referencing, and worked examples in this text, users can directly find and implement the material they need. The text includes convenient indices organized by topic and R syntax. Demonstrating the R code in action and facilitating exploration, the authors present example analyses that employ a single data set from the help study. They also provide several case studies of more complex applications. Data sets and code are available for download on the book's website.Helping to improve your analytical skills, this book lucidly summarizes the aspects of R most often used by statistical analysts. New users of R will find the simple approach easy to understand while more sophisticated users will appreciate the invaluable source of task-oriented information. |
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Using SAS for Data Management, Statistical Analysis, and Graphics $59.95 This title offers quick and easy access to key element of documentation. It includes worked examples across a wide variety of applications, tasks, and graphics. A unique companion for statistical coders, "Using SAS for Data Management, Statistical Analysis, and Graphics" presents an easy way to learn how to perform an analytical task in SAS, without having to navigate through the extensive, idiosyncratic, and sometimes unwieldy software documentation. Organized by short, clear descriptive entries, the book covers many common tasks, such as data management, descriptive summaries, inferential procedures, regression analysis, multivariate methods, and the creation of graphics. Through the extensive indexing, cross-referencing, and worked examples in this text, users can directly find and implement the material they need. The text includes convenient indices organized by topic and SAS syntax. Demonstrating the SAS code in action and facilitating exploration, the authors present example analyses that employ a single data set from the help study. They also provide several case studies of more complex applications. Data sets and code are available for download on the book's website.Helping to improve your analytical skills, this book lucidly summarizes the features of SAS most often used by statistical analysts. New users of SAS will find the simple approach easy to understand while more expert SAS programmers will appreciate the invaluable source of task-oriented information. |
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Paris, Graphics $39.99 Paris, Graphics - Giclee Print |
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Skier, Graphics $39.99 Skier, Graphics - Giclee Print |


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