Panta Rhei (game Engine)
   HOME
*





Panta Rhei (game Engine)
Panta Rhei is a video game engine developed by Capcom, for use with 8th generation consoles PlayStation 4, Xbox One; as a replacement for its previous MT Framework engine. Background and history Following years of Capcom using their proprietary MT Framework engine for video game development during the seventh generation of hardware, it was decided that to maximize productivity in the following generation of hardware it would be necessary to create a new development engine, now titled "Panta Rhei". This was intended for home consoles while games for smartphones, PlayStation Vita and Nintendo 3DS still use the MT Framework Mobile & Lite engines. Specific design aims for the engine included increases in workflow efficiency by reducing iteration time for modifications to gameplay and game design. Additionally, the engine introduced improved physical modeling of fluids and emphasis on global illumination rendering. Development of a new engine began in summer 2011. Features of the ne ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Capcom
is a Japanese video game developer and video game publisher, publisher. It has created a number of List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil'', ''Monster Hunter'', ''Street Fighter'', ''Mega Man'', ''Devil May Cry'', ''Dead Rising'', and ''Marvel vs. Capcom''. Mega Man (character), Mega Man himself serves as the official mascot of the company. Established in 1979, it has become an international enterprise with subsidiaries in East Asia (Hong Kong), Europe (London, England), and North America (San Francisco, California). History Capcom's predecessor, I.R.M. Corporation, was founded on May 30, 1979 by Kenzo Tsujimoto, who was still president of Irem, Irem Corporation when he founded I.R.M. He worked concomitantly in both companies until leaving the former in 1983. The original companies that spawned Capcom's Japan branch were I.R.M. and its subsidiary Japan Capsule Computers Co. ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Texture (computer Graphics)
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near-photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene. Texture maps A is an image applied (mapped) to the surface of a shape or polygon. This ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Self-shadowing
Self-Shadowing is a computer graphics lighting effect, used in 3D rendering applications such as computer animation and video games. Self-shadowing allows non-static objects in the environment, such as game characters and interactive objects (buckets, chairs, etc.), to cast shadows on themselves and each other. For example, without self-shadowing, if a character puts his or her right arm over the left, the right arm will not cast a shadow over the left arm. If that same character places a hand over a ball, that hand will cast a shadow over the ball. One thing that needs to be specified is whether the shadow being cast is dynamic or static. A wall with a shadow on it is a static shadow. The wall is not moving and so its geometric shape is not going to move or change in the scene. A dynamic shadow is something that has its geometry changes within a scene. Self-Shadowing methods have trade-offs between quality and speed depending on the desired result. To keep speed up, some t ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Volume Ray Casting
Volume ray casting, sometimes called volumetric ray casting, volumetric ray tracing, or volume ray marching, is an image-based volume rendering technique. It computes 2D images from 3D volumetric data sets (3D scalar fields). Volume ray casting, which processes volume data, must not be mistaken with ray casting in the sense used in ray tracing, which processes surface data. In the volumetric variant, the computation doesn't stop at the surface but "pushes through" the object, sampling the object along the ray. Unlike ray tracing, volume ray casting does not spawn secondary rays. When the context/application is clear, some authors simply call it ''ray casting''. Because ray marching does not necessarily require an exact solution to ray intersection and collisions, it is suitable for real time computing for many applications for which ray tracing is unsuitable. Classification The technique of volume ray casting can be derived directly from the rendering equation. It provides re ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


MacCormack Method
In computational fluid dynamics, the MacCormack method is a widely used discretization scheme for the numerical solution of hyperbolic partial differential equations. This second-order finite difference method was introduced by Robert W. MacCormack in 1969. The MacCormack method is elegant and easy to understand and program. The algorithm The MacCormack method is a variation of the two-step Lax–Wendroff scheme but is much simpler in application. To illustrate the algorithm, consider the following first order hyperbolic equation : \qquad \frac + a \frac = 0 . The application of MacCormack method to the above equation proceeds in two steps; a ''predictor step'' which is followed by a ''corrector step''. Predictor step: In the predictor step, a "provisional" value of u at time level n+1 (denoted by u_i^) is estimated as follows : u_i^ = u_i^n - a \frac \left( u_^n - u_i^n \right) The above equation is obtained by replacing the spatial and temporal derivatives in the previo ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Vorticity Confinement
Vorticity confinement (VC), a physics-based computational fluid dynamics model analogous to shock capturing methods, was invented by Dr. John Steinhoff, professor at the University of Tennessee Space Institute, in the late 1980s to solve vortex dominated flows. It was first formulated to capture concentrated vortices shed from the wings, and later became popular in a wide range of research areas. During the 1990s and 2000s, it became widely used in the field of engineering. The method VC has a basic familiarity to soliton, solitary wave approach which is extensively used in many condensed matter physics applications. The effect of VC is to capture the small scale features over as few as 2 grid cells as they convect through the flow. The basic idea is similar to that of compression discontinuity (mathematics), discontinuity in Eulerian shock capturing methods. The internal structure is maintained thin and so the details of the internal structure may not be important. Example Conside ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Advection
In the field of physics, engineering, and earth sciences, advection is the transport of a substance or quantity by bulk motion of a fluid. The properties of that substance are carried with it. Generally the majority of the advected substance is also a fluid. The properties that are carried with the advected substance are conserved properties such as energy. An example of advection is the transport of pollutants or silt in a river by bulk water flow downstream. Another commonly advected quantity is energy or enthalpy. Here the fluid may be any material that contains thermal energy, such as water or air. In general, any substance or conserved, extensive quantity can be advected by a fluid that can hold or contain the quantity or substance. During advection, a fluid transports some conserved quantity or material via bulk motion. The fluid's motion is described mathematically as a vector field, and the transported material is described by a scalar field showing its distribution ov ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Semi-Lagrangian Scheme
The Semi-Lagrangian scheme (SLS) is a numerical method that is widely used in numerical weather prediction models for the integration of the equations governing atmospheric motion. A Lagrangian description of a system (such as the atmosphere) focuses on following individual air parcels along their trajectories as opposed to the Eulerian description, which considers the rate of change of system variables fixed at a particular point in space. A semi-Lagrangian scheme uses Eulerian framework but the discrete equations come from the Lagrangian perspective. Some background The Lagrangian rate of change of a quantity F is given by \frac = \frac + (\mathbf\cdot\vec\nabla)F, where F can be a scalar or vector field and \mathbf is the velocity field. The first term on the right-hand side of the above equation is the ''local'' or ''Eulerian'' rate of change of F and the second term is often called the ''advection term''. Note that the Lagrangian rate of change is also known as the material ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Sprite (computer Graphics)
Sprite commonly refers to: * Sprite (drink), a lemon-lime beverage produced by the Coca-Cola Company * Sprite (computer graphics), a smaller bitmap composited onto another by hardware or software * Sprite (folklore), a type of legendary creature including elves, fairies, and pixies Sprite may also refer to: Comics *Sprite (Eternal), a fictional member of the race of Eternals in the Marvel Universe * ''Sprite'' (manga), a 2009 Japanese manga series *Sprite, alias of the Marvel Comics character Kitty Pryde *Sprite comic, a webcomic that consists primarily of computer sprites from video games Computing and technology * Sprite (operating system), an operating system developed at the University of California, Berkeley * SPRITE (spacecraft), a proposed Saturn atmospheric probe mission * SPRITE infrared detector, a specialist detector device using a process known as signal processing in the element * De Havilland Sprite, a British rocket engine Vehicles * Sprite (motorcycle), a ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Mipmap
In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous. The height and width of each image, or level, in the mipmap is a factor of two smaller than the previous level. Mipmaps do not have to be square. They are intended to increase rendering speed and reduce aliasing artifacts. A high-resolution mipmap image is used for high-density samples, such as for objects close to the camera; lower-resolution images are used as the object appears farther away. This is a more efficient way of downfiltering ( minifying) a texture than sampling all texels in the original texture that would contribute to a screen pixel; it is faster to take a constant number of samples from the appropriately downfiltered textures. Mipmaps are widely used in 3D computer games, flight simulators, other 3D imaging systems for texture filtering, and 2D and 3D GIS software. Their us ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Voxel
In 3D computer graphics, a voxel represents a value on a regular grid in three-dimensional space. As with pixels in a 2D bitmap, voxels themselves do not typically have their position (i.e. coordinates) explicitly encoded with their values. Instead, rendering systems infer the position of a voxel based upon its position relative to other voxels (i.e., its position in the data structure that makes up a single volumetric image). In contrast to pixels and voxels, polygons are often explicitly represented by the coordinates of their vertices (as points). A direct consequence of this difference is that polygons can efficiently represent simple 3D structures with much empty or homogeneously filled space, while voxels excel at representing regularly sampled spaces that are non-homogeneously filled. Voxels are frequently used in the visualization and analysis of medical and scientific data (e.g. geographic information systems (GIS)). Some volumetric displays use voxels to describe ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Dodecahedron
In geometry, a dodecahedron (Greek , from ''dōdeka'' "twelve" + ''hédra'' "base", "seat" or "face") or duodecahedron is any polyhedron with twelve flat faces. The most familiar dodecahedron is the regular dodecahedron with regular pentagons as faces, which is a Platonic solid. There are also three regular star dodecahedra, which are constructed as stellations of the convex form. All of these have icosahedral symmetry, order 120. Some dodecahedra have the same combinatorial structure as the regular dodecahedron (in terms of the graph formed by its vertices and edges), but their pentagonal faces are not regular: The pyritohedron, a common crystal form in pyrite, has pyritohedral symmetry, while the tetartoid has tetrahedral symmetry. The rhombic dodecahedron can be seen as a limiting case of the pyritohedron, and it has octahedral symmetry. The elongated dodecahedron and trapezo-rhombic dodecahedron variations, along with the rhombic dodecahedra, are space-filling. There ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]