In Silico: 3D Animation and Simulation of Cell Biology with Maya and MEL

Sharpe, Jason; Lumsden, Charles John; Woolridge, Nicholas

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Table of contents
  • Contentsv
  • Prefacexiii
  • Who is this book for?xiv
  • Why Maya?xiv
  • What the book offersxv
  • Computer hardware and softwarexxi
  • About the authorsxxii
  • Acknowledgmentsxxiii
  • Part 1 Setting the Stage1
  • Chapter 01 Introduction3
  • The challenge4
  • Wetware for seeing5
  • Visualization in science6
  • Organizational hierarchy: Keys to biology in vivo and in silico8
  • Enter Maya13
  • Endless possibilities19
  • References19
  • Chapter 02 Computers and the Organism21
  • Introduction22
  • Information and process22
  • Language and program23
  • High and low26
  • Interpret or compile?27
  • The Backus watershed28
  • Stored programs30
  • Conditional control33
  • The computed organism35
  • The computational organism36
  • OOPs and agents39
  • Summary41
  • References43
  • Chapter 03 Animating biology45
  • Introduction46
  • Animation and film perception46
  • The animator's workflow49
  • The three-stage workflow51
  • Putting it all together67
  • References67
  • Part 2 A Foundation in Maya69
  • Chapter 04 Maya Basics71
  • Getting started72
  • How Maya works (briefly)78
  • Maya's UI82
  • Summary99
  • Chapter 05 Modeling Geometry101
  • Introduction102
  • NURBS modeling103
  • Polygonal modeling107
  • Tutorial 05.01: NURBS primitive modeling109
  • Tutorial 05.02: Deform the sphere using components117
  • Tutorial 05.03: Make and deform a polygon primitive119
  • Tutorial 05.04: Construction history122
  • Tutorial 05.05: Create a NURBS "fiber"129
  • Summary134
  • References135
  • Chapter 06 Animation137
  • Introduction138
  • Animation138
  • Tutorial 06.01: A keyframe animation145
  • Animation nodes in the Hypergraph and Attribute Editor151
  • Tutorial 06.02: A simple procedural animation151
  • Summary154
  • Chapter 07 Dynamics157
  • Introduction158
  • The Dynamics module160
  • Tutorial 07.01: Rigid body dynamics166
  • Tutorial 07.02: Particles in a container173
  • Tutorial 07.03: Create a playblast184
  • Summary185
  • Chapter 08 Shading187
  • Introduction188
  • The Render menu set190
  • Shading191
  • Tutorial 08.01: Shading203
  • Summary214
  • References214
  • Chapter 09 Cameras215
  • Maya Cameras217
  • Tutorial 09.01: A camera on hemoglobin222
  • Summary230
  • Chapter 10 Lighting231
  • Lighting232
  • Tutorial 10.01: Lighting the hemoglobin scene235
  • Summary241
  • Chapter 11 Action! Maya Rendering243
  • Rendering244
  • Advanced rendering techniques with the mental ray for Maya renderer249
  • Tutorial 11.01: Batch rendering252
  • Tutorial 11.02: Playback using fCheck257
  • Summary259
  • Chapter 12 MEL Scripting261
  • Introduction262
  • The origins of MEL263
  • In a word: Scripting264
  • Getting started266
  • MEL syntax269
  • Values270
  • Variables271
  • Mathematical and logical expressions277
  • The MEL command280
  • Attributes in MEL286
  • Conditional statements288
  • Loops289
  • Procedures291
  • Animation expressions292
  • Putting it all together: The MEL script301
  • Tutorial 12.01: Building a MEL script302
  • Debugging your scripts306
  • Random number generation in Maya308
  • Summary309
  • Chapter 13 Data Input/Output311
  • Introduction312
  • Translators313
  • Reading and writing files with MEL315
  • Tutorial 13.01: Visualizing cell migration322
  • Summary337
  • Part 3 Biology in Silico„Maya in Action339
  • Chapter 14 Building a Protein341
  • Introduction342
  • Problem overview346
  • Methods: Algorithm design354
  • Methods: Encoding the algorithm354
  • Results: Running the script368
  • Results: Rendering your molecule372
  • Summary380
  • References381
  • Chapter 15 Self-assembly383
  • Introduction384
  • Problem overview385
  • Methods: Actin geometry394
  • Methods: Diffusion and reaction events399
  • Methods: Reaction rates and probabilities403
  • Methods: Algorithm design409
  • Methods: Encoding the algorithm412
  • Results: Running your simulation437
  • Summary441
  • References442
  • Chapter 16 Modeling a Mobile Cell443
  • Introduction444
  • Problem overview445
  • Model definition449
  • Methods: Generating pseudopods451
  • Methods: Algorithm design453
  • Methods: A cell locomotion engine454
  • Methods: Encoding the algorithm466
  • Methods: Loading the script475
  • Results: Running the script476
  • Summary477
  • References477
  • Chapter 17 Growing an ECM Scaffold479
  • Introduction480
  • Problem overview481
  • Model definition483
  • Methods: Algorithm design486
  • Methods: Encoding the algorithm494
  • Methods: Grow your scaffold!512
  • Results: Parameter effects516
  • Summary517
  • References517
  • Chapter 18 Scaffold invasions: Modeling 3D Populations of Mobile Cells519
  • Introduction520
  • Problem overview521
  • Model definition525
  • Methods: Model design528
  • Methods: Encoding the algorithm538
  • Methods: Running the simulation565
  • Results: Data output572
  • Summary573
  • References573
  • Chapter 19 Conclusion: A New Kind of Seeing575
  • Explanations, simulations, speculations576
  • Maya's role578
  • The path so far578
  • The future579
  • References582
  • Further reading585
  • Glossary593
  • A594
  • B595
  • C595
  • D597
  • E597
  • F598
  • G598
  • H599
  • I600
  • K600
  • L600
  • M601
  • N601
  • P602
  • R603
  • S604
  • T604
  • V605
  • W605
  • Index607
  • A607
  • B608
  • C608
  • D610
  • E611
  • F612
  • G612
  • H612
  • I613
  • J613
  • K613
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  • M614
  • N615
  • O616
  • P616
  • Q617
  • R618
  • S619
  • T621
  • U621
  • V622
  • W622
  • X622
Book details
  • Vendor Elsevier S & T
  • SKU 9780123736550
  • ISBN-13 9780080879253
  • Author Sharpe, Jason; Lumsden, Charles John; Woolridge, Nicholas
  • Category Computers
  • Subject Computer Graphics

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In Silico introduces Maya programming into one of the most fascinating application areas of 3D graphics: biological visualization. In five building-block tutorials, this book prepares animators to work with visualization problems in cell biology. The book assumes no deep knowledge of cell biology or 3D graphics programming. An accompanying DVD-ROM includes code derived from the tutorials, the working Maya computer files, and sample animated movies.

*Teaches artists and scientists to create realistic digital images of humans and nature with the popular CG program, Maya
*This self-contained study guide includes background, foundations, and practice
*Step-by-step example programs and end-result demonstrations help readers develop their own portfolios
*Gorgeous four-color screen shots throughout