Fire Simulation For Games

Size: px
Start display at page:

Download "Fire Simulation For Games"

Transcription

1 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 don't. Also different implementations differ greatly in speed. However these faster versions of fluid simulations may have less accurate physics. A wide use of fire simulations is in games, the simulations used in games are usually the quicker less accurate type. This paper describes my plan and result for a fire simulation for use in games. 1 Introduction/Background For my final project for Advanced Computer Graphics and Animation CMPS 162, I created a fire simulation. I have seen computer generated fire used in games and movies and wanted to create my own version of the simulation. I am a CS Game Design major so naturally I wanted to use my version in games. My goal was not to just have the visual aspect of fire but also the burning effect and be able to use this feature dynamically in a game. I have seen similar projects like this such as Peter Blaskovic's fire fluid simulation 3 ( This example uses more accurate physics such as Navier-Stokes equations [1]. I had thought about using these fluid equations but they were to difficult to understand and there was a lack or clear resources. I found another project by Jos Stam, from the University of Toronto, that created fluid realistically

2 specifically for games ( [2]. However this implementation of fire was difficult for me to understand and also made use of CUDA, which seemed to be too overwhelming for me to learn in my time constraints. 2 Method/Results I decided to use a simple implementation of textured particles that I have come to understand with my previous experience with particle systems. The idea is that instead of simple dot or square as a particle in your system you have a quad with a blurry fire texture mapped to it. In my simulation I used textures with a Gaussian blur applied. This combined with an alpha channel and blending creates a somewhat realistic looking fire effect whether or not the physics are accurate. The physics of my implementation are also simple they just use a sin wave which causes each particle to oscillate back and forth as they travel upwards. Real fire also has changes in color so I needed to include this in my simulation. In textures in opengl you can multiply a texture color by a r, g, b value altering the final color. I first tried to use a white texture with r, g, b values of 1, 1, 1 and multiply these by specific r, g, b values that I wanted such as.8,.8, 0 which would result in a orange color. However as I changed the r, g, b values by small amount each time I would get weird colors that I did not want. I decided in the end that all I really wanted was three colors yellow, orange and red. So I simply created three different textures with these colors and and different intervals of a particles lifespan I would bind different textures to their surface. This gave me more control, as I can just change the texture to change the color, and the results were my desired effect. All of these ideas resulted in what you will see when you run my project and push 'SPACE'.

3 Illustration 1: A picture of my results for the fire effect. The second phase of my project was the burning effect, this was interesting to me because I wanted to make fire that could be used dynamically in a game. For instance if an archer shot a flaming arrow and hit a character that character would light on fire. I started off thinking I could just reuse my particle effect that I built in the first phase of my project. However that particle effect only seemed to look good when there were about two hundred particles blended together which resulted in multiple different colors and motion effects. When I began to implement my burning simulation my plan was to

4 have a new particle system for every polygon of a mesh that was on fire. For a model such as the woman model which has about three thousand polygons in its mesh, I couldn't possibly have a particle system of two hundred particles being updated for that many polygons. So I lowered the count of my system to ten this sped things up a bit however it didn't maintain the color effects because there were much fewer particles most would be one color. So I simplified my system to use one texture with a blend of yellow, orange and red colors. The movement of this system was also limited but because each system was on a mesh surrounded by other fires they all blended together. This ended up looking good, but it still has speed problems. To solve major speed problems in my initial implementation I limited the amount of fires that could be burning at simultaneously to twenty fires, this is easily changeable if wanting to test the maximum fires possible by changing the variable firelimit. Another idea I had for optimization would be instead of creating new systems of particles I could have just added new particles to a single instance of one system and have older particles die off instead of old systems die off. This method would make it harder to add and remove particles however. Its not so much the particle system that slows my burning simulation down, spreading the fire over the mesh has a much greater effect on the speed of the simulation. My first implementation used a less optimized algorithm for the fire spreading effect. The way the fire would spread is by walking through each polygon on the mesh and seeing if it shares a vertex with a polygon that is on fire. The spreading feature added a loop of twenty fire polygons, which have up to sixty vertices, compared with each polygon vertex, which is up to sixty vertices as well. In other words in order to see if these polygons share a vertex I have to walk through each vertex of the polygons that are on fire for every vertex of the mesh that isn't on fire. As one optimization I am calculating the fire spreading effect as I am looping through the display function for the mesh. To clarify add a loop of worse case 60 * 20 for each vertex that is not on fire. The best case would be 3 * 20, as a polygon does not have less than three vertices, for each vertex that is not on fire. An code example is below:

5 if(obj.the_elems[i].isonfire == 0){ for(int p=0; p<static_cast<int>(onfirepoints.size()); p++){ if(obj.the_elems[i].points[k] == onfirepoints[p]){ if(firecount < firelimit){ obj.the_elems[i].isonfire = 1; system_t newfire = generics; partsystem.push_back(newfire); firecount++; break; else{ obj.the_elems[i].isonfire = 2; break; Optimizing this structure was what significantly increased the speed. After many different attempts I ended up having a circle collision test to see if the non fire polygon center was in range of the on fire polygon center. A code example is below: if(obj.the_elems[i].isonfire == 0){ for(int f=0; f<static_cast<int>(firepolys.size()); f++){ if(obj.the_elems[firepolys[f]].fuel < 20){ vector_t relvec; float dist; relvec.x = obj.the_elems[i].center.x - obj.the_elems[firepolys[f]].center.x; relvec.y = obj.the_elems[i].center.y - obj.the_elems[firepolys[f]].center.y; relvec.z = obj.the_elems[i].center.z - obj.the_elems[firepolys[f]].center.z; dist = relvec.x * relvec.x + relvec.y * relvec.y + relvec.z + relvec.z; if(dist < 1){ if(firecount < firelimit){ obj.the_elems[i].isonfire = 1; firepolys.push_back(i); system_t newfire = generics; partsystem.push_back(newfire); firecount++; break; else{ obj.the_elems[i].isonfire = 2; break;

6 Illustration 2: The results of my burning effect This increases the run-time significantly, consider if all of the fire polygons were at the feet of the mesh and this current polygon is on the face it will not be in range of any of the fires and will only need that one check. If it is in range you also only need one check if its in range then it will be set on fire. This is much better than having to loop through an array of all the vertices that are on fire to see if this polygon does in fact share one of these vertices. The piece of these two code examples that sets the variable isonfire to 2 is also optimizing the loop as now that polygon knows that it was close to fire but there were at the time too many fires to handle so it will wait until one of the systems dies and then insert

7 itself later on when firecount < firelimit. After optimizing this structure I was able to handle about seventy fires at once and about twenty particles in each fire. However no matter what optimizations I made to this loop the amount of polygons in the model still will greatly reduce the speed. For instance with a model such as the 57 chevy with about 14,000 polygons I am only able to run ten fires at once with ten particles and still notice some lag. The use of CUDA a parallel programming environment from Nvdia [3] would have significantly increased the effectiveness of my burning effect. Using this I could separate each system of particles and update them in separate threads. I am not sure how I would implement and optimize the spreading of the fire on the mesh using CUDA, I don't see how it can be split into separate threads, but I'm sure it can be done. I would eventually like to have the burning effect spread across the entire body and have at least half the body on fire at once. Which would be something like a thousand systems, depending on the model, of ten or twenty particles a piece. I have downloaded and looked at examples of particles systems using CUDA and am looking forward to using it in the future to create more powerful optimized projects. 3 Future Work My future work that relates to this project will include many more particle systems with hopefully a wide variety of different interesting physics and aesthetics. I plan to improve on my fire burning effect with different physics and the use of parallel programming. I hope to become proficient with parallel programming in order to harness its power and create more intriguing particle systems and other projects that need parallel optimization. 4 Conclusion Fire simulations come in all shapes, sizes, and complexities. In this paper I describe my method for a simple version of a fire simulation for use in games. The project also includes a burning

8 simulation to dynamically burn a mesh instead of just a static fire animation. In conclusions the project although simple and somewhat aesthetically pleasing still proves a intense computational problem with high polygon count models. Simulations such as my project could greatly benefit from the use of a parallel programming environment such as CUDA. References [1] Wikipedia.org [2] Jos Stam. Real-Time Fluid Dynamics for Games. [3] Nvidia.com

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

Making natural looking Volumetric Clouds In Blender 2.48a

Making natural looking Volumetric Clouds In Blender 2.48a I think that everyone using Blender has made some trials about making volumetric clouds. The truth is that a kind of volumetric clouds is already available in Blender for a long time, thanks to the 3D

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

Module 3 Crowd Animation Using Points, Particles and PFX Linker for creating crowd simulations in LightWave 8.3

Module 3 Crowd Animation Using Points, Particles and PFX Linker for creating crowd simulations in LightWave 8.3 Module 3 Crowd Animation Using Points, Particles and PFX Linker for creating crowd simulations in LightWave 8.3 Exercise 2 Section A Crowd Control Crowd simulation is something you see in movies every

More information

L20: GPU Architecture and Models

L20: GPU Architecture and Models L20: GPU Architecture and Models scribe(s): Abdul Khalifa 20.1 Overview GPUs (Graphics Processing Units) are large parallel structure of processing cores capable of rendering graphics efficiently on displays.

More information

Use fireworks and Bonfire night as a stimulus for programming

Use fireworks and Bonfire night as a stimulus for programming Learn it: Scratch Programming Make fireworks in Scratch Use fireworks and Bonfire night as a stimulus for programming Create an animated bonfire Design and program a working Catherine wheel Design and

More information

Recent Advances and Future Trends in Graphics Hardware. Michael Doggett Architect November 23, 2005

Recent Advances and Future Trends in Graphics Hardware. Michael Doggett Architect November 23, 2005 Recent Advances and Future Trends in Graphics Hardware Michael Doggett Architect November 23, 2005 Overview XBOX360 GPU : Xenos Rendering performance GPU architecture Unified shader Memory Export Texture/Vertex

More information

Introduction to Computer Graphics

Introduction to Computer Graphics Introduction to Computer Graphics Torsten Möller TASC 8021 778-782-2215 [email protected] www.cs.sfu.ca/~torsten Today What is computer graphics? Contents of this course Syllabus Overview of course topics

More information

EDIT202 PowerPoint Lab Assignment Guidelines

EDIT202 PowerPoint Lab Assignment Guidelines EDIT202 PowerPoint Lab Assignment Guidelines 1. Create a folder named LABSEC-CCID-PowerPoint. 2. Download the PowerPoint-Sample.avi video file from the course WebCT/Moodle site and save it into your newly

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

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

Keywords - animation, e-learning, high school, physics lesson

Keywords - animation, e-learning, high school, physics lesson Simplify Understanding Physics Lessons for High School with Animation by E-Learning FX Hendra Prasetya Faculty of Computer Science, Soegijapranata Catholic University (SCU) Semarang, Indonesia [email protected]

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

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

Introduction GPU Hardware GPU Computing Today GPU Computing Example Outlook Summary. GPU Computing. Numerical Simulation - from Models to Software

Introduction GPU Hardware GPU Computing Today GPU Computing Example Outlook Summary. GPU Computing. Numerical Simulation - from Models to Software GPU Computing Numerical Simulation - from Models to Software Andreas Barthels JASS 2009, Course 2, St. Petersburg, Russia Prof. Dr. Sergey Y. Slavyanov St. Petersburg State University Prof. Dr. Thomas

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

IT 386: 3D Modeling and Animation. Review Sheet. Notes from Professor Nersesian s IT 386: 3D Modeling and Animation course

IT 386: 3D Modeling and Animation. Review Sheet. Notes from Professor Nersesian s IT 386: 3D Modeling and Animation course IT 386: 3D Modeling and Animation Review Sheet Sources: Notes from Professor Nersesian s IT 386: 3D Modeling and Animation course Notes from CannedMushrooms on YouTube Notes from Digital Tutors tutorial

More information

The Car Tutorial Part 1 Creating a Racing Game for Unity

The Car Tutorial Part 1 Creating a Racing Game for Unity The Car Tutorial Part 1 Creating a Racing Game for Unity Introduction 3 We will show 3 Prerequisites 3 We will not show 4 Part 1: Assembling the Car 5 Adding Collision 6 Shadow settings for the car model

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 [email protected] Control vs. Automation Director's

More information

BASIC HAIR MESHING IN TSR WORKSHOP

BASIC HAIR MESHING IN TSR WORKSHOP BASIC HAIR MESHING IN TSR WORKSHOP This tutorial will teach you the basics of creating hair meshes in TSR Workshop. It won t be an in-depth tutorial about modelling in your 3d application or drawing nice

More information

Tips for optimizing your publications for commercial printing

Tips for optimizing your publications for commercial printing Tips for optimizing your publications for commercial printing If you need to print a publication in higher quantities or with better quality than you can get on your desktop printer, you will want to take

More information

Petrel TIPS&TRICKS from SCM

Petrel TIPS&TRICKS from SCM Petrel TIPS&TRICKS from SCM Knowledge Worth Sharing Histograms and SGS Modeling Histograms are used daily for interpretation, quality control, and modeling in Petrel. This TIPS&TRICKS document briefly

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

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 [email protected] The Graphics Hardware Revolution ( 繪 圖 硬 體 革 命 ) : GPU-based Graphics Hardware Multi-core (20 Cores

More information

GUI GRAPHICS AND USER INTERFACES. Welcome to GUI! Mechanics. Mihail Gaianu 26/02/2014 1

GUI GRAPHICS AND USER INTERFACES. Welcome to GUI! Mechanics. Mihail Gaianu 26/02/2014 1 Welcome to GUI! Mechanics 26/02/2014 1 Requirements Info If you don t know C++, you CAN take this class additional time investment required early on GUI Java to C++ transition tutorial on course website

More information

SkillsUSA 2014 Contest Projects 3-D Visualization and Animation

SkillsUSA 2014 Contest Projects 3-D Visualization and Animation SkillsUSA Contest Projects 3-D Visualization and Animation Click the Print this Section button above to automatically print the specifications for this contest. Make sure your printer is turned on before

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

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

Blender 3D: Noob to Pro/Die Another Way

Blender 3D: Noob to Pro/Die Another Way Blender 3D: Noob to Pro/Die Another Way From Wikibooks, the open-content textbooks collection < Blender 3D: Noob to Pro Next Page: Edit Mode HotKeys Review Previous Page: Penguins from spheres This tutorial

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 [email protected] http://www.csc.kth.se/~chpeters/ The Course Team Johan Hoffman Christopher Peters [[email protected]]

More information

INTRODUCTION TO RENDERING TECHNIQUES

INTRODUCTION TO RENDERING TECHNIQUES INTRODUCTION TO RENDERING TECHNIQUES 22 Mar. 212 Yanir Kleiman What is 3D Graphics? Why 3D? Draw one frame at a time Model only once X 24 frames per second Color / texture only once 15, frames for a feature

More information

Digital Versus Analog Lesson 2 of 2

Digital Versus Analog Lesson 2 of 2 Digital Versus Analog Lesson 2 of 2 HDTV Grade Level: 9-12 Subject(s): Science, Technology Prep Time: < 10 minutes Activity Duration: 50 minutes Materials Category: General classroom National Education

More information

BCC Multi Stripe Wipe

BCC Multi Stripe Wipe BCC Multi Stripe Wipe The BCC Multi Stripe Wipe is a similar to a Horizontal or Vertical Blind wipe. It offers extensive controls to randomize the stripes parameters. The following example shows a Multi

More information

CS 325 Computer Graphics

CS 325 Computer Graphics CS 325 Computer Graphics 01 / 25 / 2016 Instructor: Michael Eckmann Today s Topics Review the syllabus Review course policies Color CIE system chromaticity diagram color gamut, complementary colors, dominant

More information

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

More information

Quantitative vs. Categorical Data: A Difference Worth Knowing Stephen Few April 2005

Quantitative vs. Categorical Data: A Difference Worth Knowing Stephen Few April 2005 Quantitative vs. Categorical Data: A Difference Worth Knowing Stephen Few April 2005 When you create a graph, you step through a series of choices, including which type of graph you should use and several

More information

Lesson 26: Reflection & Mirror Diagrams

Lesson 26: Reflection & Mirror Diagrams Lesson 26: Reflection & Mirror Diagrams The Law of Reflection There is nothing really mysterious about reflection, but some people try to make it more difficult than it really is. All EMR will reflect

More information

Working With Animation: Introduction to Flash

Working With Animation: Introduction to Flash Working With Animation: Introduction to Flash With Adobe Flash, you can create artwork and animations that add motion and visual interest to your Web pages. Flash movies can be interactive users can click

More information

COMP175: Computer Graphics. Lecture 1 Introduction and Display Technologies

COMP175: Computer Graphics. Lecture 1 Introduction and Display Technologies COMP175: Computer Graphics Lecture 1 Introduction and Display Technologies Course mechanics Number: COMP 175-01, Fall 2009 Meetings: TR 1:30-2:45pm Instructor: Sara Su ([email protected]) TA: Matt Menke

More information

Chapter 1 Student Reading

Chapter 1 Student Reading Chapter 1 Student Reading Chemistry is the study of matter You could say that chemistry is the science that studies all the stuff in the entire world. A more scientific term for stuff is matter. So chemistry

More information

Tutorial: Biped Character in 3D Studio Max 7, Easy Animation

Tutorial: Biped Character in 3D Studio Max 7, Easy Animation Tutorial: Biped Character in 3D Studio Max 7, Easy Animation Written by: Ricardo Tangali 1. Introduction:... 3 2. Basic control in 3D Studio Max... 3 2.1. Navigating a scene:... 3 2.2. Hide and Unhide

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

MovieClip, Button, Graphic, Motion Tween, Classic Motion Tween, Shape Tween, Motion Guide, Masking, Bone Tool, 3D Tool

MovieClip, Button, Graphic, Motion Tween, Classic Motion Tween, Shape Tween, Motion Guide, Masking, Bone Tool, 3D Tool 1 CEIT 323 Lab Worksheet 1 MovieClip, Button, Graphic, Motion Tween, Classic Motion Tween, Shape Tween, Motion Guide, Masking, Bone Tool, 3D Tool Classic Motion Tween Classic tweens are an older way of

More information

CARTOON BUILDER. Character animation the art of. Creating animated characters with Blender KNOW-HOW. Pulling Strings

CARTOON BUILDER. Character animation the art of. Creating animated characters with Blender KNOW-HOW. Pulling Strings Creating animated characters with Blender CARTOON BUILDER www.sxc.hu Blender not only generates realistic single frames; it is also capable of capturing the natural movements of people and animals. We

More information

Lecture 1: The Visual System

Lecture 1: The Visual System ITS 102: Visualize This! Lecture 1: The Visual System Klaus Mueller Computer Science Department Stony Brook University The Visual Brain Over 50% of the human brain is dedicated to vision and visual representations,

More information

Intermediate Tutorials Modeling - Trees. 3d studio max. 3d studio max. Tree Modeling. 1.2206 2006 Matthew D'Onofrio Page 1 of 12

Intermediate Tutorials Modeling - Trees. 3d studio max. 3d studio max. Tree Modeling. 1.2206 2006 Matthew D'Onofrio Page 1 of 12 3d studio max Tree Modeling Techniques and Principles 1.2206 2006 Matthew D'Onofrio Page 1 of 12 Modeling Trees Tree Modeling Techniques and Principles The era of sprites and cylinders-for-trunks has passed

More information

DIGITAL MUSIC DAY 1 WHAT IS SOUND? ANALOG AND DIGITAL EARLY RECORDING WAX FOR YOUR EARS ROUND BUT FLAT WIRE AND TAPE PURE SOUND

DIGITAL MUSIC DAY 1 WHAT IS SOUND? ANALOG AND DIGITAL EARLY RECORDING WAX FOR YOUR EARS ROUND BUT FLAT WIRE AND TAPE PURE SOUND DIGITAL MUSIC DAY 1 WHAT IS SOUND? 1. Making a sound playing a musical instrument, moves the surrounding the instrument. 2. Making a sound sends out air which hit your ears. 3. Waves of changing air pressure

More information

The Evolution of Computer Graphics. SVP, Content & Technology, NVIDIA

The Evolution of Computer Graphics. SVP, Content & Technology, NVIDIA The Evolution of Computer Graphics Tony Tamasi SVP, Content & Technology, NVIDIA Graphics Make great images intricate shapes complex optical effects seamless motion Make them fast invent clever techniques

More information

Physical Science Study Guide Unit 7 Wave properties and behaviors, electromagnetic spectrum, Doppler Effect

Physical Science Study Guide Unit 7 Wave properties and behaviors, electromagnetic spectrum, Doppler Effect Objectives: PS-7.1 Physical Science Study Guide Unit 7 Wave properties and behaviors, electromagnetic spectrum, Doppler Effect Illustrate ways that the energy of waves is transferred by interaction with

More information

How to Build a Simple Pac-Man Game

How to Build a Simple Pac-Man Game How to Build a Simple Pac-Man Game For today's program, we are going to build a simple Pac-Man game. Pac-Man was one of the very first arcade games developed around 1980. For our version of Pac-Man we

More information

Numerator Denominator

Numerator Denominator Fractions A fraction is any part of a group, number or whole. Fractions are always written as Numerator Denominator A unitary fraction is one where the numerator is always 1 e.g 1 1 1 1 1...etc... 2 3

More information

TRAFFIC LIGHT: A PEDAGOGICAL EXPLORATION

TRAFFIC LIGHT: A PEDAGOGICAL EXPLORATION TAFFIC LIGHT: A PEDAGOGICAL EXPLOATION THOUGH A DESIGN SPACE Viera K. Proulx. Jeff aab, ichard asala College of Computer Science Northeastern University Boston, MA 02115 617-373-2462 [email protected], [email protected],

More information

Has difficulty with counting reliably in tens from a multiple of ten

Has difficulty with counting reliably in tens from a multiple of ten Has difficulty with counting reliably in tens from a multiple of ten Opportunity for: looking for patterns 5 YR / 100-square Tens cards (Resource sheet 24) Multiples of ten (10 100) written on A5 pieces

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

The Secret Formula for Online Training Presentations that Engage

The Secret Formula for Online Training Presentations that Engage The Secret Formula for Online Training Presentations that Engage by Gihan Perera www.webinarsmarts.com Sponsored by In an online presentation, your slides aren t visual aids; they ARE the visuals. One

More information

Faculty of Computer Science Computer Graphics Group. Final Diploma Examination

Faculty of Computer Science Computer Graphics Group. Final Diploma Examination Faculty of Computer Science Computer Graphics Group Final Diploma Examination Communication Mechanisms for Parallel, Adaptive Level-of-Detail in VR Simulations Author: Tino Schwarze Advisors: Prof. Dr.

More information

/ Department of Mechanical Engineering. Manufacturing Networks. Warehouse storage: cases or layers? J.J.P. van Heur. Where innovation starts

/ Department of Mechanical Engineering. Manufacturing Networks. Warehouse storage: cases or layers? J.J.P. van Heur. Where innovation starts / Department of Mechanical Engineering Manufacturing Networks Warehouse storage: cases or layers? J.J.P. van Heur Where innovation starts Systems Engineering Group Department of Mechanical Engineering

More information

Image Processing and Computer Graphics. Rendering Pipeline. Matthias Teschner. Computer Science Department University of Freiburg

Image Processing and Computer Graphics. Rendering Pipeline. Matthias Teschner. Computer Science Department University of Freiburg Image Processing and Computer Graphics Rendering Pipeline Matthias Teschner Computer Science Department University of Freiburg Outline introduction rendering pipeline vertex processing primitive processing

More information

N Q.3 Choose a level of accuracy appropriate to limitations on measurement when reporting quantities.

N Q.3 Choose a level of accuracy appropriate to limitations on measurement when reporting quantities. Performance Assessment Task Swimming Pool Grade 9 The task challenges a student to demonstrate understanding of the concept of quantities. A student must understand the attributes of trapezoids, how to

More information

1. Units of a magnetic field might be: A. C m/s B. C s/m C. C/kg D. kg/c s E. N/C m ans: D

1. Units of a magnetic field might be: A. C m/s B. C s/m C. C/kg D. kg/c s E. N/C m ans: D Chapter 28: MAGNETIC FIELDS 1 Units of a magnetic field might be: A C m/s B C s/m C C/kg D kg/c s E N/C m 2 In the formula F = q v B: A F must be perpendicular to v but not necessarily to B B F must be

More information

Lego Robot Tutorials Touch Sensors

Lego Robot Tutorials Touch Sensors Lego Robot Tutorials Touch Sensors Bumper Cars with a Touch Sensor With a touch sensor and some robot programming, you can make your robot search its way around the room. It can back up and turn around

More information

Computer Applications in Textile Engineering. Computer Applications in Textile Engineering

Computer Applications in Textile Engineering. Computer Applications in Textile Engineering 3. Computer Graphics Sungmin Kim http://latam.jnu.ac.kr Computer Graphics Definition Introduction Research field related to the activities that includes graphics as input and output Importance Interactive

More information

Overview. Gaudi Design Tools. The Design Process. The Design Process. Overview. Target Audience

Overview. Gaudi Design Tools. The Design Process. The Design Process. Overview. Target Audience Overview Gaudi Design Tools Kyle, Eric, Emily & Barb The Design Process Target Audience Our Demands Rule Sets System Diagram Other The Design Process 1. Programming relationship to site 2. Conceptual Design

More information

Grid Computing for Artificial Intelligence

Grid Computing for Artificial Intelligence Grid Computing for Artificial Intelligence J.M.P. van Waveren May 25th 2007 2007, Id Software, Inc. Abstract To show intelligent behavior in a First Person Shooter (FPS) game an Artificial Intelligence

More information

Using 3D Computer Graphics Multimedia to Motivate Teachers Learning of Geometry and Pedagogy

Using 3D Computer Graphics Multimedia to Motivate Teachers Learning of Geometry and Pedagogy Using 3D Computer Graphics Multimedia to Motivate Teachers Learning of Geometry and Pedagogy Tracy Goodson-Espy Associate Professor [email protected] Samuel L. Espy Viz Multimedia Boone, NC 28607

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

Chapter 9- Animation Basics

Chapter 9- Animation Basics Basic Key-framing and Auto Key-framing Now that we know how to make stuff and make it look good, it s time to figure out how to move it around in your scene. If you're familiar with older versions of Blender,

More information

GRAFICA - A COMPUTER GRAPHICS TEACHING ASSISTANT. Andreas Savva, George Ioannou, Vasso Stylianou, and George Portides, University of Nicosia Cyprus

GRAFICA - A COMPUTER GRAPHICS TEACHING ASSISTANT. Andreas Savva, George Ioannou, Vasso Stylianou, and George Portides, University of Nicosia Cyprus ICICTE 2014 Proceedings 1 GRAFICA - A COMPUTER GRAPHICS TEACHING ASSISTANT Andreas Savva, George Ioannou, Vasso Stylianou, and George Portides, University of Nicosia Cyprus Abstract This paper presents

More information

Study the following diagrams of the States of Matter. Label the names of the Changes of State between the different states.

Study the following diagrams of the States of Matter. Label the names of the Changes of State between the different states. Describe the strength of attractive forces between particles. Describe the amount of space between particles. Can the particles in this state be compressed? Do the particles in this state have a definite

More information

CUBE-MAP DATA STRUCTURE FOR INTERACTIVE GLOBAL ILLUMINATION COMPUTATION IN DYNAMIC DIFFUSE ENVIRONMENTS

CUBE-MAP DATA STRUCTURE FOR INTERACTIVE GLOBAL ILLUMINATION COMPUTATION IN DYNAMIC DIFFUSE ENVIRONMENTS ICCVG 2002 Zakopane, 25-29 Sept. 2002 Rafal Mantiuk (1,2), Sumanta Pattanaik (1), Karol Myszkowski (3) (1) University of Central Florida, USA, (2) Technical University of Szczecin, Poland, (3) Max- Planck-Institut

More information

Intro to 3D Animation Using Blender

Intro to 3D Animation Using Blender Intro to 3D Animation Using Blender Class Instructor: Anthony Weathersby Class Objectives A primer in the areas of 3D modeling and materials An introduction to Blender and Blender s toolset Course Introduction

More information

CHAPTER 6 TEXTURE ANIMATION

CHAPTER 6 TEXTURE ANIMATION CHAPTER 6 TEXTURE ANIMATION 6.1. INTRODUCTION Animation is the creating of a timed sequence or series of graphic images or frames together to give the appearance of continuous movement. A collection of

More information

Hardware-Aware Analysis and. Presentation Date: Sep 15 th 2009 Chrissie C. Cui

Hardware-Aware Analysis and. Presentation Date: Sep 15 th 2009 Chrissie C. Cui Hardware-Aware Analysis and Optimization of Stable Fluids Presentation Date: Sep 15 th 2009 Chrissie C. Cui Outline Introduction Highlights Flop and Bandwidth Analysis Mehrstellen Schemes Advection Caching

More information

Beginning Android 4. Games Development. Mario Zechner. Robert Green

Beginning Android 4. Games Development. Mario Zechner. Robert Green Beginning Android 4 Games Development Mario Zechner Robert Green Contents Contents at a Glance About the Authors Acknowledgments Introduction iv xii xiii xiv Chapter 1: Android, the New Kid on the Block...

More information

1. The Kinetic Theory of Matter states that all matter is composed of atoms and molecules that are in a constant state of constant random motion

1. The Kinetic Theory of Matter states that all matter is composed of atoms and molecules that are in a constant state of constant random motion Physical Science Period: Name: ANSWER KEY Date: Practice Test for Unit 3: Ch. 3, and some of 15 and 16: Kinetic Theory of Matter, States of matter, and and thermodynamics, and gas laws. 1. The Kinetic

More information

1.0-Scratch Interface 1.1. Valuable Information

1.0-Scratch Interface 1.1. Valuable Information 1.0-Scratch Interface 1.1 Valuable Information The Scratch Interface is divided to three: 1. Stage 2. Sprite/background properties 3. Scratch Action Blocks Building the game by designing the sprites and

More information

Character Bodypart Tutorial

Character Bodypart Tutorial Level: Intermediate Character Bodypart Tutorial By Popcorn INTRODUCTION Have you ever tried to make a platform game, but given up on the fact that you just aren't good enough with the graphics? If you

More information

3D Data Visualization / Casey Reas

3D Data Visualization / Casey Reas 3D Data Visualization / Casey Reas Large scale data visualization offers the ability to see many data points at once. By providing more of the raw data for the viewer to consume, visualization hopes to

More information

GPU Architecture. Michael Doggett ATI

GPU Architecture. Michael Doggett ATI GPU Architecture Michael Doggett ATI GPU Architecture RADEON X1800/X1900 Microsoft s XBOX360 Xenos GPU GPU research areas ATI - Driving the Visual Experience Everywhere Products from cell phones to super

More information

Scientific Programming

Scientific Programming 1 The wave equation Scientific Programming Wave Equation The wave equation describes how waves propagate: light waves, sound waves, oscillating strings, wave in a pond,... Suppose that the function h(x,t)

More information

Shortest Path Algorithms

Shortest Path Algorithms Shortest Path Algorithms Jaehyun Park CS 97SI Stanford University June 29, 2015 Outline Cross Product Convex Hull Problem Sweep Line Algorithm Intersecting Half-planes Notes on Binary/Ternary Search Cross

More information

MT. DIABLO UNIFIED SCHOOL DISTRICT COURSE OF STUDY

MT. DIABLO UNIFIED SCHOOL DISTRICT COURSE OF STUDY COURSE TITLE: ANIMATION I COURSE NUMBER: 4435 CBEDS NUMBER: 2908 DEPARTMENT: Visual Arts or Visual and Performing Arts LENGTH OF COURSE: One Year CREDITS PER SEMESTER: 5 GRADE LEVEL(S): 10-12 REQUIRED

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

Computer Graphics AACHEN AACHEN AACHEN AACHEN. Public Perception of CG. Computer Graphics Research. Methodological Approaches - - - - - - - - - -

Computer Graphics AACHEN AACHEN AACHEN AACHEN. Public Perception of CG. Computer Graphics Research. Methodological Approaches - - - - - - - - - - Public Perception of CG Games Computer Graphics Movies Computer Graphics Research algorithms & data structures fundamental continuous & discrete mathematics optimization schemes 3D reconstruction global

More information

by Przemysław Króliszewski & Sebastian Korczak. itechnologie Sp. z o. o. [email protected], [email protected].

by Przemysław Króliszewski & Sebastian Korczak. itechnologie Sp. z o. o. p.kroliszewski@itechnologie.com.pl, s.korczak@itechnologie.com. T he game developers often faces the font problem - especially when they use the Blender Game Engine. Since 2.5 series, the BGE has got the feature to display fonts, with some settings applied in Blender.

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

Graphics Cards and Graphics Processing Units. Ben Johnstone Russ Martin November 15, 2011

Graphics Cards and Graphics Processing Units. Ben Johnstone Russ Martin November 15, 2011 Graphics Cards and Graphics Processing Units Ben Johnstone Russ Martin November 15, 2011 Contents Graphics Processing Units (GPUs) Graphics Pipeline Architectures 8800-GTX200 Fermi Cayman Performance Analysis

More information

PUSD High Frequency Word List

PUSD High Frequency Word List PUSD High Frequency Word List For Reading and Spelling Grades K-5 High Frequency or instant words are important because: 1. You can t read a sentence or a paragraph without knowing at least the most common.

More information

GPU(Graphics Processing Unit) with a Focus on Nvidia GeForce 6 Series. By: Binesh Tuladhar Clay Smith

GPU(Graphics Processing Unit) with a Focus on Nvidia GeForce 6 Series. By: Binesh Tuladhar Clay Smith GPU(Graphics Processing Unit) with a Focus on Nvidia GeForce 6 Series By: Binesh Tuladhar Clay Smith Overview History of GPU s GPU Definition Classical Graphics Pipeline Geforce 6 Series Architecture Vertex

More information

VIRTUAL TRIAL ROOM USING AUGMENTED REALITY

VIRTUAL TRIAL ROOM USING AUGMENTED REALITY VIRTUAL TRIAL ROOM USING AUGMENTED REALITY Shreya Kamani, Neel Vasa, Kriti Srivastava, D. J. Sanghvi College of Engineering, Mumbai 53 Abstract This paper presents a Virtual Trial Room application using

More information

The Secret Formula for Webinar Presentations that Work Every Time

The Secret Formula for Webinar Presentations that Work Every Time The Secret Formula for Webinar Presentations that Work Every Time by Gihan Perera www.webinarsmarts.com Sponsored by In an online presentation, your slides aren t visual aids; they ARE the visuals. One

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

HIGH AND LOW RESOLUTION TEXTURED MODELS OF COMPLEX ARCHITECTURAL SURFACES

HIGH AND LOW RESOLUTION TEXTURED MODELS OF COMPLEX ARCHITECTURAL SURFACES HIGH AND LOW RESOLUTION TEXTURED MODELS OF COMPLEX ARCHITECTURAL SURFACES E. K. Stathopoulou a, A. Valanis a, J. L. Lerma b, A. Georgopoulos a a Laboratory of Photogrammetry, National Technical University

More information

H ello, I ll be demonstrating

H ello, I ll be demonstrating Magnetic Pulser MP6 How-to Video Transcription H ello, I ll be demonstrating the use of the SOTA Magnetic Pulser. The latest model is shown here, our Model MP6. Before we get started I just want to draw

More information

Microsoft Office 2010: Introductory Q&As PowerPoint Chapter 3

Microsoft Office 2010: Introductory Q&As PowerPoint Chapter 3 Microsoft Office 2010: Introductory Q&As PowerPoint Chapter 3 How do I resize the picture so that it maintains its proportions? (PPT 141) Press and hold the shift key while dragging a sizing handle away

More information

Glencoe. correlated to SOUTH CAROLINA MATH CURRICULUM STANDARDS GRADE 6 3-3, 5-8 8-4, 8-7 1-6, 4-9

Glencoe. correlated to SOUTH CAROLINA MATH CURRICULUM STANDARDS GRADE 6 3-3, 5-8 8-4, 8-7 1-6, 4-9 Glencoe correlated to SOUTH CAROLINA MATH CURRICULUM STANDARDS GRADE 6 STANDARDS 6-8 Number and Operations (NO) Standard I. Understand numbers, ways of representing numbers, relationships among numbers,

More information