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1
Posted: February 7th, 2008, 11:33am CET
This book treats the Mathematics of many important areas in digital information processing.
It covers, in a unified presentation, five topics: Data Compression, Cryptography, Sampling (Signal Theory), Error Control Codes, Data Reduction. The thematic choices are practice-oriented. So, the important final part of the book deals with the Discrete Cosine Transform and the Discrete Wavelet Transform, acting in image compression. The presentation is dense, the examples and numerous exercises are concrete. The pedagogic architecture follows increasing mathematical complexity. A read-and-learn book on Concrete Mathematics, for teachers, students and practitioners in Electronic Engineering, Computer Science and Mathematics.
Contents
1 Data Compaction
1.1 Entropy Coding
1.1.1 Discrete Sources and Their Entropy
1.1.2 Towards Huffman Coding
1.1.3 Arithmetic Coding
1.2 Universal Codes: The Example LZW
1.2.1 LZW Coding
1.2.2 The LZW Decoder
2 Cryptography
2.1 The Data Encryption Standard
2.1.1 The DES Scheme
2.1.2 The Cipher DES in Detail
2.2 The Advanced Encryption Standard: The Cipher Rijndael
2.2.1 Some Elementary Arithmetic
2.2.2 Specification of Rijndael
2.2.3 The Key Schedule
2.2.4 Decryption with Rijndael
2.3 The Public Key Paradigm and the Cryptosystem RSA
2.3.1 Encryption and Decryption via Exponentiation
2.3.2 The Cryptosystem RSA
2.4 Digital Signatures
2.4.1 Message Digests via SHA-1
2.4.2 DSA: Digital Signature Algorithm
2.4.3 Auxiliary Algori Read more...

Posted: February 7th, 2008, 11:33am CET
This book treats the Mathematics of many important areas in digital information processing.
It covers, in a unified presentation, five topics: Data Compression, Cryptography, Sampling (Signal Theory), Error Control Codes, Data Reduction. The thematic choices are practice-oriented. So, the important final part of the book deals with the Discrete Cosine Transform and the Discrete Wavelet Transform, acting in image compression. The presentation is dense, the examples and numerous exercises are concrete. The pedagogic architecture follows increasing mathematical complexity. A read-and-learn book on Concrete Mathematics, for teachers, students and practitioners in Electronic Engineering, Computer Science and Mathematics.
Contents
1 Data Compaction
1.1 Entropy Coding
1.1.1 Discrete Sources and Their Entropy
1.1.2 Towards Huffman Coding
1.1.3 Arithmetic Coding
1.2 Universal Codes: The Example LZW
1.2.1 LZW Coding
1.2.2 The LZW Decoder
2 Cryptography
2.1 The Data Encryption Standard
2.1.1 The DES Scheme
2.1.2 The Cipher DES in Detail
2.2 The Advanced Encryption Standard: The Cipher Rijndael
2.2.1 Some Elementary Arithmetic
2.2.2 Specification of Rijndael
2.2.3 The Key Schedule
2.2.4 Decryption with Rijndael
2.3 The Public Key Paradigm and the Cryptosystem RSA
2.3.1 Encryption and Decryption via Exponentiation
2.3.2 The Cryptosystem RSA
2.4 Digital Signatures
2.4.1 Message Digests via SHA-1
2.4.2 DSA: Digital Signature Algorithm
2.4.3 Auxiliary Algori Read more...

Posted: February 10th, 2008, 5:46pm CET by frapadm

Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya
296 pages | May 6, 2005 | PDF | 19 Mb
Although computer graphics games and animations have been popular for more than a decade, recently personal computers evolved to support real-time, realistic-looking interactive games. OpenGL, a technology standard to develop CG applications, has had incredible momentum in both the professional and consumer markets. Once only the domain of production houses, OpenGL has grown to be the standard for graphics programming on all platforms, personal computers, and workstations. Now more than ever, people are eager to learn about what it takes to make such productions, and how they can be a part of them. Current literature on how to make movies/games focus more on the technology (OpenGL, DirectX, etc) and their APIs rather than on the principles of computer graphics.

Posted: February 9th, 2008, 6:05am CET by admin

Although computer graphics games and animations have been popular for more than a decade, recently personal computers evolved to support real-time, realistic-looking interactive games. OpenGL, a technology standard to develop CG applications, has had incredible momentum in both the professional and consumer markets. Once only the domain of production houses, OpenGL has grown to be the standard for graphics programming on all platforms, personal computers, and workstations. Now more than ever, people are eager to learn about what it takes to make such productions, and how they can be a part of them. Current literature on how to make movies/games focus more on the technology (OpenGL, DirectX, etc) and their APIs rather than on the principles of computer graphics. However, understanding these principles is the key to dealing with any technology API. The aim of “Principles of Computer Graphics and OpenGL” is to teach readers the principles of computer graphics. Hands-on examples developed in OpenGL illustrate the key concepts, and readers develop a professional animation, following traditional processes used in production houses. By the end of the book, readers will be experts in the principles of computer graphics and OpenGL. They will be able to develop their own professional quality games via the same approach used in production houses.
http://rapidshare.com/files/88275612/presse6.rar
http://mihd.net/79n23x

