Dipartimento di Tecnologie dell Informazione Università di MIlano. Physics Engines LOGO

Size: px
Start display at page:

Download "Dipartimento di Tecnologie dell Informazione Università di MIlano. Physics Engines LOGO"

Transcription

1 Dipartimento di Tecnologie dell Informazione Università di MIlano Physics Engines LOGO

2 Computer game physics Computer animation physics or game physics involves the introduction of the laws of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer. There are several elements that form components of simulation physics: Physics engine is program code that is used to simulate Newtonian physics within the environment. Collision detection is used to solve the problem of determining when any two or more physical objects in the environment cross each other's path.

3 Definition A physics engine is a computer program that simulates Newtonian physics models, using variables such as mass, velocity, friction and wind resistance. It can simulate and predict effects under different conditions that would approximate what happens in real life or in a fantasy world.

4 There are generally two types of physics engines, real-time and high precision.

5 High precision vs. Real-Time High precision physics engines require more processing power to calculate very precise physics and are usually used by scientists and computer animated movies. In video games, or other forms of interactive computing, the physics engine will have to simplify its calculations and lower their accuracy so that they can be performed in time for the game to respond at an appropriate rate for gameplay. This is referred to as real-time physics.

6 Rigid body vs soft body and fluids Physics based character animation in the past only used rigid body dynamics because they are faster and easier to calculate, but modern games and movies are starting to use soft body physics now that it is possible. Soft body physics are also used for particle effects, liquids and cloth. Some form of limited Fluid dynamics simulation is sometimes provided to simulate water and other liquids as well as the flow of fire and explosions through the air.

7 Physics Processing Unit (PPU) February 2006 saw the release of the first physics processing unit from Ageia, which functions like a graphics card, taking the weight of physics processing off the CPU. The unit was most effective in accelerating particle systems however the performance improvement for rigid bodies was noticeable.

8 General Purpose processing on Graphics Processing Unit (GPGPU) GPGPU is another promising approach for real time physics engines, including rigid body dynamics. ATI and Nvidia provide rigid body dynamics on their latest graphics card. ATI claims X1900 XT should deliver 9 X the performance of an Ageia PhysX card

9 Particle systems The term particle system refers to a computer graphics technique to simulate certain fuzzy phenomena, which are otherwise very hard to reproduce with conventional rendering techniques. Examples of such phenomena which are commonly done with particle systems include fire, explosions, smoke, flowing water, sparks, falling leaves, clouds, fog, snow, dust, meteor tails, or abstract visual effects like glowy trails, etc.

10 A Fire particle system

11 A galaxy particle system

12 An abstract trail of particles

13 Rigid Body In physics, a rigid body is an idealization of a solid body of finite size in which deformation is neglected. In other words, the distance between any two given points of a rigid body remains constant in time regardless of external forces exerted on it. In classical mechanics a rigid body is usually considered as a continuous mass distribution

14 Soft body dynamics is an area of physics simulation software that focuses on accurate simulation of a flexible object. That is, the object is deformable, meaning that the relative positions of points of the objects can change. There are many dynamic forces that have direct influence on an objects behavior (friction, gravity, collisions, springs, wind, etc..), and using soft body dynamics creates a believable illusion of the object. Soft bodies include: clothes, hair, sand, and water.

15 Typical implementation Typically the particle system's position in 3D space or motion therein is controlled by what is called the emitter. The emitter is mainly characterized by a set of particle behavior parameters and a position in 3D space. The particle behavior parameters might include spawning rate (how many particles are generated per unit of time), particle initial velocity vector (i.e. which way will it go when it is emitted), particle life (how much time does each individual particle live before being extinguished), particle color and variations throughout its life, and many more.

16 A typical particle system update loop (which is performed for each frame of animation) can be separated into two distinct stages, the parameter update/simulation stage and the rendering stage.

17 Simulation stage During the simulation stage, the amount of new particles that must be created is calculated based on spawning rates and interval between updates, and each of them is spawned in a specific position in 3D space based on emitter position and spawning area specified. Also each of the particle's parameters, like velocity, color, life, etc, are initialized based on the emitter's parameters. Then all the existing particles are checked to see if they have exceeded their lifetime, in which case they are removed from the simulation. Otherwise their position and other characteristics are modified based on some sort of physical simulation, which can be as simple as adding the velocity to the current position, and maybe accounting for friction by modulating the velocity, or as complicated as performing physically-accurate trajectory calculations taking into account external forces.

18 Also it is common to perform some sort of collision checking with specified 3D objects in order to make the particles bounce off obstacles in the environment. However particle-particle collisions are rarely used, as they are computationally expensive and not really useful for most of the simulations.

19 Particle system references Particle Systems: A Technique for Modeling a Class of Fuzzy Objects William T. Reeves (ACM Transactions on Graphics, April 1983) The ocean spray in your face. Jeff Lander (Game Developer, July 1998) Building an Advanced Particle System John van der Burg (Gamasutra, June 2000) Particle Engine Using Triangle Strips Jeff Molofee (NeHe) Building a Million-Particle System Lutz Latta (Gamasutra, July 2004)

20 Ragdoll Physics Early video games, going as far back as computer graphics themselves, used hand-created death sequences for characters. This had the advantage of low CPU usage, as all that was needed to animate a "dying character" was choose from a set number of pre-drawn animations. As computers increased in power, it became possible to do limited real-time physical simulations. A ragdoll is therefore a collection of multiple rigid bodies (each of which is ordinarily tied to a bone in the graphics engine's skeletal animation system) tied together by a system of constraints that restrict how the bones may move relative to each other.

21 The term ragdoll comes from the fact that the articulated systems, due to the limits of the solvers used, tend to have little or zero joint/skeletal muscle stiffness, leading to a character collapsing much like a toy rag doll, often into an improbable and comedic position. Its modern use goes beyond death sequences. There are games about fighting where the player controls one part of the body of the fighter and the rest moves along.

22 Due to the computationally expensive nature of performing simulations, most games using ragdolls use very simple approximations of characters: Extremity bones such as fingers often go unsimulated. Simple joints are used instead of actual constraints imposed by a true skeleton. (For example, human knee joints are often modelled as a rigid hinge even though an actual human knee allows some rotation.) Simplified collision hulls are used to detect contact with other rigid bodies rather than detecting collision with the mesh.

23 The chief advantage ragdolls offer over traditional animations is that they allow much more correct interaction with the surrounding environment. Where it would be absurd to try and hand-craft custom animations for all conceivable circumstances, ragdolls fill in and generate a mostly-correct interpretation of events on the fly.

24 Examples Toribash Ragdoll Masters, a fighting game with ragdolls (shareware download) Ski stunt simulator (java) Falling woman (flash) President Bush as a ragdoll (flash) Thomas Jakobsen's article about the integration of Verlet Physics Stair Dismount and Truck Dismount Ragdoll-Throw-Around (created with the Flade physics engine for flash) Ragdoll (deviantart.com)

25 Reference to Real-time physics engines Open source: Open Dynamics Engine Bullet OPAL Closed source/limited free distribution: Newton Game Dynamics Tokamak physics engine Commercial: Havok PhysX (formerly NovodeX and incorporaring Meqon) nv Physics SDK Endorphin, an animation tool that combines physics and AI with genetic algorithms

26 Reference to High precision physics engines Mechanica from Parametric Technologies Corporation. Working Model, from Design Simulation Technologies. (2D only). Falling Bodies, from Animats. (Ragdoll physics).

C O M P U C O M P T U T E R G R A E R G R P A H I C P S Computer Animation Guoying Zhao 1 / 66 /

C O M P U C O M P T U T E R G R A E R G R P A H I C P S Computer Animation Guoying Zhao 1 / 66 / Computer Animation Guoying Zhao 1 / 66 Basic Elements of Computer Graphics Modeling construct the 3D model of the scene Rendering Render the 3D model, compute the color of each pixel. The color is related

More information

Today. Keyframing. Procedural Animation. Physically-Based Animation. Articulated Models. Computer Animation & Particle Systems

Today. Keyframing. Procedural Animation. Physically-Based Animation. Articulated Models. Computer Animation & Particle Systems Today Computer Animation & Particle Systems Some slides courtesy of Jovan Popovic & Ronen Barzel How do we specify or generate motion? Keyframing Procedural Animation Physically-Based Animation Forward

More information

Kinematics & Dynamics

Kinematics & Dynamics Overview Kinematics & Dynamics Adam Finkelstein Princeton University COS 46, Spring 005 Kinematics Considers only motion Determined by positions, velocities, accelerations Dynamics Considers underlying

More information

2.5 Physically-based Animation

2.5 Physically-based Animation 2.5 Physically-based Animation 320491: Advanced Graphics - Chapter 2 74 Physically-based animation Morphing allowed us to animate between two known states. Typically, only one state of an object is known.

More information

The 3D rendering pipeline (our version for this class)

The 3D rendering pipeline (our version for this class) The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in camera coordinates Pixels in image coordinates Scene graph Camera Rasterization

More information

Computer Animation and Visualisation. Lecture 1. Introduction

Computer Animation and Visualisation. Lecture 1. Introduction Computer Animation and Visualisation Lecture 1 Introduction 1 Today s topics Overview of the lecture Introduction to Computer Animation Introduction to Visualisation 2 Introduction (PhD in Tokyo, 2000,

More information

Particles, Flocks, Herds, Schools

Particles, Flocks, Herds, Schools CS 4732: Computer Animation Particles, Flocks, Herds, Schools Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu Control vs. Automation Director's

More information

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine Blender Notes Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine The Blender Game Engine This week we will have an introduction to the Game Engine build

More information

Republic Polytechnic School of Information and Communications Technology C391 Animation and Visual Effect Automation.

Republic Polytechnic School of Information and Communications Technology C391 Animation and Visual Effect Automation. Republic Polytechnic School of Information and Communications Technology C391 Animation and Visual Effect Automation Module Curriculum This document addresses the content related abilities, with reference

More information

CS 4204 Computer Graphics

CS 4204 Computer Graphics CS 4204 Computer Graphics Computer Animation Adapted from notes by Yong Cao Virginia Tech 1 Outline Principles of Animation Keyframe Animation Additional challenges in animation 2 Classic animation Luxo

More information

DD1354. Christopher Peters. Sweden. http://www.csc.kth.se/~chpeters/

DD1354. Christopher Peters. Sweden. http://www.csc.kth.se/~chpeters/ DD1354 Models and Simulation Christopher Peters HPCViz, KTH Royal Institute of Technology, Sweden chpeters@kth.sese http://www.csc.kth.se/~chpeters/ The Course Team Johan Hoffman Christopher Peters [jhoffman@kth.se]

More information

Graphics. Computer Animation 고려대학교 컴퓨터 그래픽스 연구실. kucg.korea.ac.kr 1

Graphics. Computer Animation 고려대학교 컴퓨터 그래픽스 연구실. kucg.korea.ac.kr 1 Graphics Computer Animation 고려대학교 컴퓨터 그래픽스 연구실 kucg.korea.ac.kr 1 Computer Animation What is Animation? Make objects change over time according to scripted actions What is Simulation? Predict how objects

More information

animation animation shape specification as a function of time

animation animation shape specification as a function of time animation animation shape specification as a function of time animation representation many ways to represent changes with time intent artistic motion physically-plausible motion efficiency control typically

More information

Physics 9e/Cutnell. correlated to the. College Board AP Physics 1 Course Objectives

Physics 9e/Cutnell. correlated to the. College Board AP Physics 1 Course Objectives Physics 9e/Cutnell correlated to the College Board AP Physics 1 Course Objectives Big Idea 1: Objects and systems have properties such as mass and charge. Systems may have internal structure. Enduring

More information

Geometric Constraints

Geometric Constraints Simulation in Computer Graphics Geometric Constraints Matthias Teschner Computer Science Department University of Freiburg Outline introduction penalty method Lagrange multipliers local constraints University

More information

animation shape specification as a function of time

animation shape specification as a function of time animation 1 animation shape specification as a function of time 2 animation representation many ways to represent changes with time intent artistic motion physically-plausible motion efficiency typically

More information

Interactive Computer Graphics

Interactive Computer Graphics Interactive Computer Graphics Lecture 18 Kinematics and Animation Interactive Graphics Lecture 18: Slide 1 Animation of 3D models In the early days physical models were altered frame by frame to create

More information

Interactive Animation: A new approach to simulate parametric studies

Interactive Animation: A new approach to simulate parametric studies Interactive Animation: A new approach to simulate parametric studies Darwin Sebayang and Ignatius Agung Wibowo Kolej Universiti Teknologi Tun Hussein Onn (KUiTTHO) Abstract Animation is the one of novel

More information

Evolution of Physics in Video Games

Evolution of Physics in Video Games Bjarni Þór Árnason bjarnia@gmail.com Reykjavik University 28 th March 2008 Abstract Graphics and sound have evolved dramatically in video games over the last decade and are at a point where it is getting

More information

CS130 - Intro to computer graphics. Dr. Victor B. Zordan vbz@cs.ucr.edu www.cs.ucr.edu/~vbz. Objectives

CS130 - Intro to computer graphics. Dr. Victor B. Zordan vbz@cs.ucr.edu www.cs.ucr.edu/~vbz. Objectives CS130 - Intro to computer graphics Dr. Victor B. Zordan vbz@cs.ucr.edu www.cs.ucr.edu/~vbz Objectives Explore basics of computer graphics Survey application areas Today, brief introduction to graphics

More information

CLOUD GAMING WITH NVIDIA GRID TECHNOLOGIES Franck DIARD, Ph.D., SW Chief Software Architect GDC 2014

CLOUD GAMING WITH NVIDIA GRID TECHNOLOGIES Franck DIARD, Ph.D., SW Chief Software Architect GDC 2014 CLOUD GAMING WITH NVIDIA GRID TECHNOLOGIES Franck DIARD, Ph.D., SW Chief Software Architect GDC 2014 Introduction Cloud ification < 2013 2014+ Music, Movies, Books Games GPU Flops GPUs vs. Consoles 10,000

More information

STATICS. Introduction VECTOR MECHANICS FOR ENGINEERS: Eighth Edition CHAPTER. Ferdinand P. Beer E. Russell Johnston, Jr.

STATICS. Introduction VECTOR MECHANICS FOR ENGINEERS: Eighth Edition CHAPTER. Ferdinand P. Beer E. Russell Johnston, Jr. Eighth E CHAPTER VECTOR MECHANICS FOR ENGINEERS: STATICS Ferdinand P. Beer E. Russell Johnston, Jr. Introduction Lecture Notes: J. Walt Oler Texas Tech University Contents What is Mechanics? Fundamental

More information

Digital 3D Animation

Digital 3D Animation Elizabethtown Area School District Digital 3D Animation Course Number: 753 Length of Course: 1 semester 18 weeks Grade Level: 11-12 Elective Total Clock Hours: 120 hours Length of Period: 80 minutes Date

More information

Fluid Dynamics and the Navier-Stokes Equation

Fluid Dynamics and the Navier-Stokes Equation Fluid Dynamics and the Navier-Stokes Equation CMSC498A: Spring 12 Semester By: Steven Dobek 5/17/2012 Introduction I began this project through a desire to simulate smoke and fire through the use of programming

More information

Projectile Motion 1:Horizontally Launched Projectiles

Projectile Motion 1:Horizontally Launched Projectiles A cannon shoots a clown directly upward with a speed of 20 m/s. What height will the clown reach? How much time will the clown spend in the air? Projectile Motion 1:Horizontally Launched Projectiles Two

More information

The 3D Animation Process at Framework Media

The 3D Animation Process at Framework Media 7 Welsh Road Sutton, MA 01590 PHONE: 508.865.7060 FAX: 508.714.2287 WEB: http://www.frameworkmedia.com The 3D Animation Process at Framework Media Thank you for your interest in technical animation and

More information

The Future Of Animation Is Games

The Future Of Animation Is Games The Future Of Animation Is Games 王 銓 彰 Next Media Animation, Media Lab, Director cwang@1-apple.com.tw The Graphics Hardware Revolution ( 繪 圖 硬 體 革 命 ) : GPU-based Graphics Hardware Multi-core (20 Cores

More information

Real Time Simulation for Off-Road Vehicle Analysis. Dr. Pasi Korkealaakso Mevea Ltd., May 2015

Real Time Simulation for Off-Road Vehicle Analysis. Dr. Pasi Korkealaakso Mevea Ltd., May 2015 Real Time Simulation for Off-Road Vehicle Analysis Dr. Pasi Korkealaakso Mevea Ltd., May 2015 Contents Introduction Virtual machine model Machine interaction with environment and realistic environment

More information

Behavioral Animation Simulation of Flocking Birds

Behavioral Animation Simulation of Flocking Birds Behavioral Animation Simulation of Flocking Birds Autonomous characters determine their actions Simulating the paths of individuals in: flocks of birds, schools of fish, herds of animals crowd scenes 1.

More information

Position Based Dynamics

Position Based Dynamics 3 rd Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2006) C. Mendoza, I. Navazo (Editors) Position Based Dynamics Matthias Müller Bruno Heidelberger Marcus Hennix John Ratcliff

More information

3D Computer Animation (Msc CAGTA) Report

3D Computer Animation (Msc CAGTA) Report 3D Computer Animation (Msc CAGTA) Report (December, 10 th 2004) Jason MAHDOUB Course Leader: Colin Wheeler 1 Summary INTRODUCTION... 3 MODELLING... 3 THE MAN...3 THE BUG RADIO...4 The head...4 The base...4

More information

Interactive Level-Set Segmentation on the GPU

Interactive Level-Set Segmentation on the GPU Interactive Level-Set Segmentation on the GPU Problem Statement Goal Interactive system for deformable surface manipulation Level-sets Challenges Deformation is slow Deformation is hard to control Solution

More information

Goal Seeking in Solid Edge

Goal Seeking in Solid Edge Goal Seeking in Solid Edge White Paper Goal Seeking in Solid Edge software offers a fast built-in method for solving complex engineering problems. By drawing and dimensioning 2D free-body diagrams, Goal

More information

Working Model 2D Exercise Problem 14.111. ME 114 Vehicle Design Dr. Jose Granda. Performed By Jeffrey H. Cho

Working Model 2D Exercise Problem 14.111. ME 114 Vehicle Design Dr. Jose Granda. Performed By Jeffrey H. Cho Working Model 2D Exercise Problem 14.111 ME 114 Vehicle Design Dr. Jose Granda Performed By Jeffrey H. Cho Table of Contents Problem Statement... 1 Simulation Set-Up...2 World Settings... 2 Gravity...

More information

NUMERICAL ANALYSIS OF THE EFFECTS OF WIND ON BUILDING STRUCTURES

NUMERICAL ANALYSIS OF THE EFFECTS OF WIND ON BUILDING STRUCTURES Vol. XX 2012 No. 4 28 34 J. ŠIMIČEK O. HUBOVÁ NUMERICAL ANALYSIS OF THE EFFECTS OF WIND ON BUILDING STRUCTURES Jozef ŠIMIČEK email: jozef.simicek@stuba.sk Research field: Statics and Dynamics Fluids mechanics

More information

Introduction Computer stuff Pixels Line Drawing. Video Game World 2D 3D Puzzle Characters Camera Time steps

Introduction Computer stuff Pixels Line Drawing. Video Game World 2D 3D Puzzle Characters Camera Time steps Introduction Computer stuff Pixels Line Drawing Video Game World 2D 3D Puzzle Characters Camera Time steps Geometry Polygons Linear Algebra NURBS, Subdivision surfaces, etc Movement Collisions Fast Distances

More information

Physical Science Chapter 2. Forces

Physical Science Chapter 2. Forces Physical Science Chapter 2 Forces The Nature of Force By definition, a Force is a push or a pull. A Push Or A Pull Just like Velocity & Acceleration Forces have both magnitude and direction components

More information

Computers in Film Making

Computers in Film Making Computers in Film Making Snow White (1937) Computers in Film Making Slide 1 Snow White - Disney s Folly Moral: Original Budget $250,000 Production Cost $1,488,422 Frames 127,000 Production time 3.5 years

More information

Newton s Laws. Physics 1425 lecture 6. Michael Fowler, UVa.

Newton s Laws. Physics 1425 lecture 6. Michael Fowler, UVa. Newton s Laws Physics 1425 lecture 6 Michael Fowler, UVa. Newton Extended Galileo s Picture of Galileo said: Motion to Include Forces Natural horizontal motion is at constant velocity unless a force acts:

More information

Fundamentals of Computer Animation

Fundamentals of Computer Animation Fundamentals of Computer Animation Principles of Traditional Animation How to create maximum impact page 1 How to create maximum impact Early animators worked from scratch to analyze and improve upon silence

More information

Homeschool Programming, Inc.

Homeschool Programming, Inc. Printed Course Overview Course Title: TeenCoder: Game Programming TeenCoder: Game Programming Printed Course Syllabus and Planner Updated October, 2015 Textbook ISBN: 978-0-9887033-2-2, published 2013

More information

1. INTRODUCTION Graphics 2

1. INTRODUCTION Graphics 2 1. INTRODUCTION Graphics 2 06-02408 Level 3 10 credits in Semester 2 Professor Aleš Leonardis Slides by Professor Ela Claridge What is computer graphics? The art of 3D graphics is the art of fooling the

More information

Information Technology Career Cluster Game Design: Animation and Simulation. Course Standard 1

Information Technology Career Cluster Game Design: Animation and Simulation. Course Standard 1 Information Technology Career Cluster Game Design: Animation and Simulation Course Number: 11.42900 Course Description: Students completing this course will gain an understanding of the fundamental principles

More information

SOFA an Open Source Framework for Medical Simulation

SOFA an Open Source Framework for Medical Simulation SOFA an Open Source Framework for Medical Simulation J. ALLARD a P.-J. BENSOUSSAN b S. COTIN a H. DELINGETTE b C. DURIEZ b F. FAURE b L. GRISONI b and F. POYER b a CIMIT Sim Group - Harvard Medical School

More information

Shader Model 3.0. Ashu Rege. NVIDIA Developer Technology Group

Shader Model 3.0. Ashu Rege. NVIDIA Developer Technology Group Shader Model 3.0 Ashu Rege NVIDIA Developer Technology Group Talk Outline Quick Intro GeForce 6 Series (NV4X family) New Vertex Shader Features Vertex Texture Fetch Longer Programs and Dynamic Flow Control

More information

Chapter 1. Animation. 1.1 Computer animation

Chapter 1. Animation. 1.1 Computer animation Chapter 1 Animation "Animation can explain whatever the mind of man can conceive. This facility makes it the most versatile and explicit means of communication yet devised for quick mass appreciation."

More information

Animation (-4, -2, 0 ) + (( 2, 6, -4 ) - (-4, -2, 0 ))*.75 = (-4, -2, 0 ) + ( 6, 8, -4)*.75 = (.5, 4, -3 ).

Animation (-4, -2, 0 ) + (( 2, 6, -4 ) - (-4, -2, 0 ))*.75 = (-4, -2, 0 ) + ( 6, 8, -4)*.75 = (.5, 4, -3 ). Animation A Series of Still Images We Call Animation Animation needs no explanation. We see it in movies and games. We grew up with it in cartoons. Some of the most popular, longest-running television

More information

Animation. Persistence of vision: Visual closure:

Animation. Persistence of vision: Visual closure: Animation Persistence of vision: The visual system smoothes in time. This means that images presented to the eye are perceived by the visual system for a short time after they are presented. In turn, this

More information

A whirlwind tour. (Current State, and New Frontiers)

A whirlwind tour. (Current State, and New Frontiers) Dynamics Simulation A whirlwind tour. (Current State, and New Frontiers) Russell Smith Dec 2004 What I ll Talk About 1. Dynamics simulation. What is it? Existing applications. Technology (the whirlwind

More information

Chapter 7 Momentum and Impulse

Chapter 7 Momentum and Impulse Chapter 7 Momentum and Impulse Collisions! How can we describe the change in velocities of colliding football players, or balls colliding with bats?! How does a strong force applied for a very short time

More information

Fire Simulation For Games

Fire Simulation For Games Fire Simulation For Games Dennis Foley Abstract Simulating fire and smoke as well as other fluid like structures have been done in many different ways. Some implementations use very accurate physics some

More information

USING TRIANGULATIONS IN COMPUTER SIMULATIONS OF GRANULAR MEDIA

USING TRIANGULATIONS IN COMPUTER SIMULATIONS OF GRANULAR MEDIA USING TRIANGULATIONS IN COMPUTER SIMULATIONS OF GRANULAR MEDIA DIDIER MÜLLER, THOMAS M. LIEBLING EPFL-DMA, 1015 Lausanne, Switzerland ABSTRACT The distinct element method used to simulate behavior of granular

More information

Rotation: Moment of Inertia and Torque

Rotation: Moment of Inertia and Torque Rotation: Moment of Inertia and Torque Every time we push a door open or tighten a bolt using a wrench, we apply a force that results in a rotational motion about a fixed axis. Through experience we learn

More information

Jordan Shearer. Portfolio. 1Maya Modeling

Jordan Shearer. Portfolio. 1Maya Modeling Jordan Shearer Portfolio I am Jordan Shearer the coolest person around! I have been working on animations since a young age. I have a vast knowledge of editing software. I have a website called Jornations.com

More information

Computer Games. CSCI-GA.3033-010 Spring 2012. Hubertus Franke. ( frankeh@cims.nyu.edu )

Computer Games. CSCI-GA.3033-010 Spring 2012. Hubertus Franke. ( frankeh@cims.nyu.edu ) Computer Games CSCI-GA.3033-010 Spring 01 Hubertus Franke ( frankeh@cims.nyu.edu ) Thanks Many thanks to: William H. Hsu Department of Computing and Information Sciences, KSU For allowing the reuse of

More information

Unit 8 Lesson 2 Gravity and the Solar System

Unit 8 Lesson 2 Gravity and the Solar System Unit 8 Lesson 2 Gravity and the Solar System Gravity What is gravity? Gravity is a force of attraction between objects that is due to their masses and the distances between them. Every object in the universe

More information

THEORETICAL MECHANICS

THEORETICAL MECHANICS PROF. DR. ING. VASILE SZOLGA THEORETICAL MECHANICS LECTURE NOTES AND SAMPLE PROBLEMS PART ONE STATICS OF THE PARTICLE, OF THE RIGID BODY AND OF THE SYSTEMS OF BODIES KINEMATICS OF THE PARTICLE 2010 0 Contents

More information

Computer Animation. CS 445/645 Fall 2001

Computer Animation. CS 445/645 Fall 2001 Computer Animation CS 445/645 Fall 2001 Let s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues to consider: Is the goal to replace or augment the artist?

More information

Abstract. 1. Introduction

Abstract. 1. Introduction Interactive Web Based Animation Software: An Efficient Way to Increase the Engineering Student s Fundamental Understanding of Particle Kinematics and Kinetics Abstract Animation software for an introductory

More information

mouse (or the option key on Macintosh) and move the mouse. You should see that you are able to zoom into and out of the scene.

mouse (or the option key on Macintosh) and move the mouse. You should see that you are able to zoom into and out of the scene. A Ball in a Box 1 1 Overview VPython is a programming language that is easy to learn and is well suited to creating 3D interactive models of physical systems. VPython has three components that you will

More information

Modelling 3D Avatar for Virtual Try on

Modelling 3D Avatar for Virtual Try on Modelling 3D Avatar for Virtual Try on NADIA MAGNENAT THALMANN DIRECTOR MIRALAB UNIVERSITY OF GENEVA DIRECTOR INSTITUTE FOR MEDIA INNOVATION, NTU, SINGAPORE WWW.MIRALAB.CH/ Creating Digital Humans Vertex

More information

Test Specification. Introduction

Test Specification. Introduction Test Specification Introduction Goals and Objectives GameForge is a graphical tool used to aid in the design and creation of video games. A user with little or no experience with Microsoft DirectX and/or

More information

How Rockets Work Newton s Laws of Motion

How Rockets Work Newton s Laws of Motion How Rockets Work Whether flying a small model rocket or launching a giant cargo rocket to Mars, the principles of how rockets work are exactly the same. Understanding and applying these principles means

More information

Motion Capture Technologies. Jessica Hodgins

Motion Capture Technologies. Jessica Hodgins Motion Capture Technologies Jessica Hodgins Motion Capture Animation Video Games Robot Control What games use motion capture? NBA live PGA tour NHL hockey Legends of Wrestling 2 Lords of Everquest Lord

More information

Off-line Model Simplification for Interactive Rigid Body Dynamics Simulations Satyandra K. Gupta University of Maryland, College Park

Off-line Model Simplification for Interactive Rigid Body Dynamics Simulations Satyandra K. Gupta University of Maryland, College Park NSF GRANT # 0727380 NSF PROGRAM NAME: Engineering Design Off-line Model Simplification for Interactive Rigid Body Dynamics Simulations Satyandra K. Gupta University of Maryland, College Park Atul Thakur

More information

SimFonIA Animation Tools V1.0. SCA Extension SimFonIA Character Animator

SimFonIA Animation Tools V1.0. SCA Extension SimFonIA Character Animator SimFonIA Animation Tools V1.0 SCA Extension SimFonIA Character Animator Bring life to your lectures Move forward with industrial design Combine illustrations with your presentations Convey your ideas to

More information

CS 378: Computer Game Technology

CS 378: Computer Game Technology CS 378: Computer Game Technology http://www.cs.utexas.edu/~fussell/courses/cs378/ Spring 2013 University of Texas at Austin CS 378 Game Technology Don Fussell Instructor and TAs! Instructor: Don Fussell!

More information

Virtual Reality. man made. reality. sense. world. What is Virtual Reality?

Virtual Reality. man made. reality. sense. world. What is Virtual Reality? Virtual Reality man made reality sense world What is Virtual Reality? Dipl.-Ing. Indra Kusumah Process Technology Fraunhofer IPT Steinbachstrasse 17 D-52074 Aachen Indra.kusumah@ipt.fraunhofer.de www.ipt.fraunhofer.de

More information

An Introduction to Applied Mathematics: An Iterative Process

An Introduction to Applied Mathematics: An Iterative Process An Introduction to Applied Mathematics: An Iterative Process Applied mathematics seeks to make predictions about some topic such as weather prediction, future value of an investment, the speed of a falling

More information

Free Fall: Observing and Analyzing the Free Fall Motion of a Bouncing Ping-Pong Ball and Calculating the Free Fall Acceleration (Teacher s Guide)

Free Fall: Observing and Analyzing the Free Fall Motion of a Bouncing Ping-Pong Ball and Calculating the Free Fall Acceleration (Teacher s Guide) Free Fall: Observing and Analyzing the Free Fall Motion of a Bouncing Ping-Pong Ball and Calculating the Free Fall Acceleration (Teacher s Guide) 2012 WARD S Science v.11/12 OVERVIEW Students will measure

More information

SUBJECT: SOLIDWORKS HARDWARE RECOMMENDATIONS - 2013 UPDATE

SUBJECT: SOLIDWORKS HARDWARE RECOMMENDATIONS - 2013 UPDATE SUBJECT: SOLIDWORKS RECOMMENDATIONS - 2013 UPDATE KEYWORDS:, CORE, PROCESSOR, GRAPHICS, DRIVER, RAM, STORAGE SOLIDWORKS RECOMMENDATIONS - 2013 UPDATE Below is a summary of key components of an ideal SolidWorks

More information

ART 269 3D Animation Fundamental Animation Principles and Procedures in Cinema 4D

ART 269 3D Animation Fundamental Animation Principles and Procedures in Cinema 4D ART 269 3D Animation Fundamental Animation Principles and Procedures in Cinema 4D Components Tracks An animation track is a recording of a particular type of animation; for example, rotation. Some tracks

More information

Force. Force as a Vector Real Forces versus Convenience The System Mass Newton s Second Law. Outline

Force. Force as a Vector Real Forces versus Convenience The System Mass Newton s Second Law. Outline Force Force as a Vector Real Forces versus Convenience The System Mass Newton s Second Law Outline Force as a Vector Forces are vectors (magnitude and direction) Drawn so the vector s tail originates at

More information

Procedural Animation. An introduction

Procedural Animation. An introduction Procedural Animation An introduction What is procedural? Procedural animation is an approach (i.e. a way) to create animation. It is not a style of animation. But the animation created by procedural approach

More information

x 1 ' = x 1 vt 1 x 1 ' = 4.0 m t 1 = 1.0 s x 2 vt 2 ' = 4.0 m t 2 ' = x 2 = 3.0 s x 1 = x 2 x 1 ' + vt 1 ' + vt 2 v (t 1 t 2 ) = x 2 ' x 1 ' = x 2

x 1 ' = x 1 vt 1 x 1 ' = 4.0 m t 1 = 1.0 s x 2 vt 2 ' = 4.0 m t 2 ' = x 2 = 3.0 s x 1 = x 2 x 1 ' + vt 1 ' + vt 2 v (t 1 t 2 ) = x 2 ' x 1 ' = x 2 Physics 2220 Module 16 Homework 01. A firecracker explodes in reference frame S at t 1 1.0 seconds. A second firecracker explodes at the same position at t 2 3.0 seconds. In reference frame S', which moves

More information

F1 Fuel Tank Surging; Model Validation

F1 Fuel Tank Surging; Model Validation F1 Fuel Tank Surging; Model Validation Luca Bottazzi and Giorgio Rossetti Ferrari F1 team, Maranello, Italy SYNOPSIS A Formula One (F1) car can carry more than 80 kg of fuel in its tank. This has a big

More information

Introduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

Introduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Today Course organization Course overview 2 Course Staff Instructor Jürgen Schulze,

More information

Lecture 16. Newton s Second Law for Rotation. Moment of Inertia. Angular momentum. Cutnell+Johnson: 9.4, 9.6

Lecture 16. Newton s Second Law for Rotation. Moment of Inertia. Angular momentum. Cutnell+Johnson: 9.4, 9.6 Lecture 16 Newton s Second Law for Rotation Moment of Inertia Angular momentum Cutnell+Johnson: 9.4, 9.6 Newton s Second Law for Rotation Newton s second law says how a net force causes an acceleration.

More information

Image Synthesis. Fur Rendering. computer graphics & visualization

Image Synthesis. Fur Rendering. computer graphics & visualization Image Synthesis Fur Rendering Motivation Hair & Fur Human hair ~ 100.000 strands Animal fur ~ 6.000.000 strands Real-Time CG Needs Fuzzy Objects Name your favorite things almost all of them are fuzzy!

More information

The Animation Production Process. by Randy Gossman

The Animation Production Process. by Randy Gossman by Randy Gossman Animation is a media staple. One would be hard pressed to watch television, see a movie or visit a website without encountering it. Sometimes it s just a word moving across a webpage.

More information

Chapter 7: Momentum and Impulse

Chapter 7: Momentum and Impulse Chapter 7: Momentum and Impulse 1. When a baseball bat hits the ball, the impulse delivered to the ball is increased by A. follow through on the swing. B. rapidly stopping the bat after impact. C. letting

More information

How to increase Bat Speed & Bat Quickness / Acceleration

How to increase Bat Speed & Bat Quickness / Acceleration How to increase Bat Speed & Bat Quickness / Acceleration What is Bat Speed? Bat Speed: Bat speed is measured in miles per hour (MPH) and considers only the highest speed of the bat head (peak velocity)

More information

Roanoke Pinball Museum Key Concepts

Roanoke Pinball Museum Key Concepts Roanoke Pinball Museum Key Concepts What are Pinball Machines Made of? SOL 3.3 Many different materials are used to make a pinball machine: 1. Steel: The pinball is made of steel, so it has a lot of mass.

More information

Automated moving mesh techniques in CFD

Automated moving mesh techniques in CFD Unione Europea Repubblica Italiana Regione Autonoma della Sardegna Automated moving mesh techniques in CFD Application to fluid-structure interactions and rigid motions problems MANUELA PROFIR manuela@crs4.it

More information

Project 2: Character Animation Due Date: Friday, March 10th, 11:59 PM

Project 2: Character Animation Due Date: Friday, March 10th, 11:59 PM 1 Introduction Project 2: Character Animation Due Date: Friday, March 10th, 11:59 PM The technique of motion capture, or using the recorded movements of a live actor to drive a virtual character, has recently

More information

Scope and Sequence Interactive Science grades 6-8

Scope and Sequence Interactive Science grades 6-8 Science and Technology Chapter 1. What Is Science? 1. Science and the Natural World 2.Thinking Like a Scientist 3. Scientific Inquiry Scope and Sequence Interactive Science grades 6-8 Chapter 2. Science,

More information

1. Fluids Mechanics and Fluid Properties. 1.1 Objectives of this section. 1.2 Fluids

1. Fluids Mechanics and Fluid Properties. 1.1 Objectives of this section. 1.2 Fluids 1. Fluids Mechanics and Fluid Properties What is fluid mechanics? As its name suggests it is the branch of applied mechanics concerned with the statics and dynamics of fluids - both liquids and gases.

More information

Our One-Year 3D Animation Program is a comprehensive training in 3D using Alias

Our One-Year 3D Animation Program is a comprehensive training in 3D using Alias 1 YEAR 3D ANIMATION Illusion is the first of all pleasures Oscar Wilde Our One-Year 3D Animation Program is a comprehensive training in 3D using Alias Oscar Winning software, Maya, the industry standard

More information

Java game programming. Game engines. Fayolle Pierre-Alain

Java game programming. Game engines. Fayolle Pierre-Alain Java game programming Game engines 2010 Fayolle Pierre-Alain Plan Some definitions List of (Java) game engines Examples of game engines and their use A first and simple definition A game engine is a (complex)

More information

Course Overview. CSCI 480 Computer Graphics Lecture 1. Administrative Issues Modeling Animation Rendering OpenGL Programming [Angel Ch.

Course Overview. CSCI 480 Computer Graphics Lecture 1. Administrative Issues Modeling Animation Rendering OpenGL Programming [Angel Ch. CSCI 480 Computer Graphics Lecture 1 Course Overview January 14, 2013 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s13/ Administrative Issues Modeling Animation

More information

Using Autodesk HumanIK Middleware to Enhance Character Animation for Games

Using Autodesk HumanIK Middleware to Enhance Character Animation for Games Autodesk HumanIK 4.5 Using Autodesk HumanIK Middleware to Enhance Character Animation for Games Unlock your potential for creating more believable characters and more engaging, innovative gameplay with

More information

Chapter 3 Falling Objects and Projectile Motion

Chapter 3 Falling Objects and Projectile Motion Chapter 3 Falling Objects and Projectile Motion Gravity influences motion in a particular way. How does a dropped object behave?!does the object accelerate, or is the speed constant?!do two objects behave

More information

Explore 3: Crash Test Dummies

Explore 3: Crash Test Dummies Explore : Crash Test Dummies Type of Lesson: Learning Goal & Instructiona l Objectives Content with Process: Focus on constructing knowledge through active learning. Students investigate Newton s first

More information

Chapter 1. Introduction. 1.1 The Challenge of Computer Generated Postures

Chapter 1. Introduction. 1.1 The Challenge of Computer Generated Postures Chapter 1 Introduction 1.1 The Challenge of Computer Generated Postures With advances in hardware technology, more powerful computers become available for the majority of users. A few years ago, computer

More information

Games Development Education to Industry. Dr. Catherine French Academic Group Leader Games Programming, Software Engineering and Mobile Systems

Games Development Education to Industry. Dr. Catherine French Academic Group Leader Games Programming, Software Engineering and Mobile Systems Games Development Education to Industry Dr. Catherine French Academic Group Leader Games Programming, Software Engineering and Mobile Systems How do they get from inspiration to destination? Where do they

More information

PHYS 117- Exam I. Multiple Choice Identify the letter of the choice that best completes the statement or answers the question.

PHYS 117- Exam I. Multiple Choice Identify the letter of the choice that best completes the statement or answers the question. PHYS 117- Exam I Multiple Choice Identify the letter of the choice that best completes the statement or answers the question. 1. Car A travels from milepost 343 to milepost 349 in 5 minutes. Car B travels

More information

Video Game Design (Master) Content Skills Learning Targets Assessment Resources & Technology CEQ:

Video Game Design (Master) Content Skills Learning Targets Assessment Resources & Technology CEQ: St. Michael-Albertville High School Teacher: Ben Rusin Video Game Design (Master) September 2014 CEQ: WHAT IS THE HISTORY OF VIDEOGAME DESIGN? WHAT IS GAME DESIGN AND COLOR THEORY? HOW IS ENGINEERING,

More information

CS100B Fall 1999. Professor David I. Schwartz. Programming Assignment 5. Due: Thursday, November 18 1999

CS100B Fall 1999. Professor David I. Schwartz. Programming Assignment 5. Due: Thursday, November 18 1999 CS100B Fall 1999 Professor David I. Schwartz Programming Assignment 5 Due: Thursday, November 18 1999 1. Goals This assignment will help you develop skills in software development. You will: develop software

More information

Solid Edge motion simulation, explode render animate

Solid Edge motion simulation, explode render animate Siemens PLM Software Solid Edge motion simulation, explode render animate White Paper Integrated explode, render and animation capabilities, combined with motion simulation, allow you to create dynamic

More information