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Galactic Bridges And Tails (1971 Film)
Galactic Bridges and Tails is a computer animation film created in 1972 by astrophysicists Alar Toomre anJuri Toomre The brothers created the film as a teaching aid to accompany their 1972 landmark research paper of the same name, published in ''The Astrophysical Journal'', which described galaxy collisions and galaxy mergers. Technology of the original animated film The Toomre film contains both 2D and 3D computer graphics simulations of colliding galaxies. The animations are time-lapses that compress billions of years into just a few minutes. Written in the FORTRAN programming language, the simulations sent character and vector information to a CRT-based ASCII character film recorder. The film recorder exposed multiple frames of 16mm film to create the final animated film. Digital film restoration In 2007, filmmakeMichael Lauterworked with the Toomre brothers to digitally restore the 16mm original film and create a new HD video (1080p24) digital master. Derivative simul ...
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Alar Toomre
Alar Toomre (born 5 February 1937, in Rakvere) is an American astronomer and mathematician. He is a professor of applied mathematics at the Massachusetts Institute of Technology. Toomre's research is focused on the dynamics of galaxies. He is a 1984 MacArthur Fellow. Career Following the Soviet occupation of Estonia in 1944, Toomre and his family fled to Germany; they emigrated to the United States in 1949. He received an undergraduate degree in Aeronautical Engineering and Physics from MIT in 1957 and then studied at the University of Manchester on a Marshall Scholarship where he obtained a Ph.D. in fluid mechanics. Toomre returned to MIT to teach after completing his Ph.D. and remained there for two years. After spending a year at the Institute for Advanced Study, he returned again to MIT as part of the faculty, where he stayed. Toomre was appointed an Associate Professor of Mathematics at MIT in 1965, and Professor in 1970. Scientific accomplishments In 1964, Toomre devis ...
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The Astrophysical Journal
''The Astrophysical Journal'', often abbreviated ''ApJ'' (pronounced "ap jay") in references and speech, is a peer-reviewed Peer review is the evaluation of work by one or more people with similar competencies as the producers of the work (peers). It functions as a form of self-regulation by qualified members of a profession within the relevant field. Peer review ... scientific journal of astrophysics and astronomy, established in 1895 by American astronomers George Ellery Hale and James Edward Keeler. The journal discontinued its print edition and became an electronic-only journal in 2015. Since 1953 ''The Astrophysical Journal Supplement Series'' (''ApJS'') has been published in conjunction with ''The Astrophysical Journal'', with generally longer articles to supplement the material in the journal. It publishes six volumes per year, with two 280-page issues per volume. ''The Astrophysical Journal Letters'' (''ApJL''), established in 1967 by Subrahmanyan Chandrasekhar as ...
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Interacting Galaxy
Interacting galaxies (''colliding galaxies'') are galaxies whose gravitational fields result in a disturbance of one another. An example of a minor interaction is a satellite galaxy disturbing the primary galaxy's spiral arms. An example of a major interaction is a galactic collision, which may lead to a galaxy merger. Satellite interaction A giant galaxy interacting with its satellites is common. A satellite's gravity could attract one of the primary's spiral arms. Alternatively, the secondary satellite can dive into the primary galaxy, as in the Sagittarius Dwarf Elliptical Galaxy diving into the Milky Way. That can possibly trigger a small amount of star formation. Such orphaned clusters of stars were sometimes referred to as "blue blobs" before they were recognized as stars. Galaxy collision Colliding galaxies are common during galaxy evolution. The extremely tenuous distribution of matter in galaxies means these are not collisions in the traditional sense of the wor ...
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Galaxy Merger
Galaxy mergers can occur when two (or more) galaxies collide. They are the most violent type of galaxy interaction. The gravitational interactions between galaxies and the friction between the gas and dust have major effects on the galaxies involved. The exact effects of such mergers depend on a wide variety of parameters such as collision angles, speeds, and relative size/composition, and are currently an extremely active area of research. Galaxy mergers are important because the merger rate is a fundamental measurement of galaxy evolution. The merger rate also provides astronomers with clues about how galaxies bulked up over time. Description During the merger, stars and dark matter in each galaxy become affected by the approaching galaxy. Toward the late stages of the merger, the gravitational potential (i.e. the shape of the galaxy) begins changing so quickly that star orbits are greatly altered, and lose any trace of their prior orbit. This process is called “violent r ...
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2D Computer Graphics
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. It may refer to the branch of computer science that comprises such techniques or to the models themselves. 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography). In many domains, such as desktop publishing, engineering, and business, a description of a document based on 2D computer grap ...
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3D Computer Graphics
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector gr ...
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Time-lapse
Time-lapse photography is a technique in which the frequency at which film frames are captured (the frame rate) is much lower than the frequency used to view the sequence. When played at normal speed, time appears to be moving faster and thus ''lapsing''. For example, an image of a scene may be captured at 1 frame per second but then played back at 30 frames per second; the result is an apparent ''30 times'' speed increase. Similarly, film can also be played at a much lower rate than at which it was captured, which slows down an otherwise fast action, as in slow motion or high-speed photography. Processes that would normally appear subtle and slow to the human eye, such as the motion of the sun and stars in the sky or the growth of a plant, become very pronounced. Time-lapse is the extreme version of the cinematography technique of ''undercranking''. Stop motion animation is a comparable technique; a subject that does not actually move, such as a puppet, can repeatedly be move ...
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ASCII
ASCII ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because of technical limitations of computer systems at the time it was invented, ASCII has just 128 code points, of which only 95 are , which severely limited its scope. All modern computer systems instead use Unicode, which has millions of code points, but the first 128 of these are the same as the ASCII set. The Internet Assigned Numbers Authority (IANA) prefers the name US-ASCII for this character encoding. ASCII is one of the List of IEEE milestones, IEEE milestones. Overview ASCII was developed from telegraph code. Its first commercial use was as a seven-bit teleprinter code promoted by Bell data services. Work on the ASCII standard began in May 1961, with the first meeting of the American Standards Association's (ASA) (now the American Nat ...
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16mm
16 mm film is a historically popular and economical gauge of film. 16 mm refers to the width of the film (about inch); other common film gauges include 8 and 35 mm. It is generally used for non-theatrical (e.g., industrial, educational, televisual) film-making, or for low-budget motion pictures. It also existed as a popular amateur or home movie-making format for several decades, alongside 8 mm film and later Super 8 film. Eastman Kodak released the first 16 mm "outfit" in 1923, consisting of a camera, projector, tripod, screen and splicer, for US$335 (). RCA-Victor introduced a 16 mm sound movie projector in 1932, and developed an optical sound-on-film 16 mm camera, released in 1935. History Eastman Kodak introduced 16 mm film in 1923, as a less expensive alternative to 35 mm film for amateurs. The same year the Victor Animatograph Corporation started producing their own 16 mm cameras and projectors. During the 1920s, the fo ...
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High-definition Video
High-definition video (HD video) is video of higher resolution and quality than standard-definition. While there is no standardized meaning for ''high-definition'', generally any video image with considerably more than 480 vertical scan lines (North America) or 576 vertical lines (Europe) is considered high-definition. 480 scan lines is generally the minimum even though the majority of systems greatly exceed that. Images of standard resolution captured at rates faster than normal (60 frames/second North America, 50 fps Europe), by a high-speed camera may be considered high-definition in some contexts. Some television series shot on high-definition video are made to look as if they have been shot on film, a technique which is often known as filmizing. History The first electronic scanning format, 405 lines, was the first ''high definition'' television system, since the mechanical systems it replaced had far fewer. From 1939, Europe and the US tried 605 and 441 lines until, in 1 ...
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MathWorks
MathWorks is an American privately held corporation that specializes in mathematical computing software. Its major products include MATLAB and Simulink, which support data analysis and simulation. History The company's key product, MATLAB, was created in the 1970s by Cleve Moler, who was chairman of the computer science department at the University of New Mexico at the time. It was a free tool for academics. Jack Little, who would eventually set up the company, came across the tool while he was a graduate student in electrical engineering at Stanford University. Little and Steve Bangert rewrote the code for MATLAB in C while they were colleagues at an engineering firm. They founded MathWorks along with Moler in 1984, with Little running it out of his house in Portola Valley, California. Little would mail diskettes in baggies (food storage bags) to the first customers. The company sold its first order, 10 copies of MATLAB, for $500 to the Massachusetts Institute of Technology ...
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