Physically Based Animation
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Physically Based Animation
Physically based animation is an area of interest within computer graphics concerned with the simulation of physically plausible behaviors at interactive rates. Advances in physically based animation are often motivated by the need to include complex, physically inspired behaviors in video games, interactive simulations, and movies. Although off-line simulation methods exist to solve most all of the problems studied in physically-based animation, these methods are intended for applications that necessitate physical accuracy and slow, detailed computations. In contrast to methods common in offline simulation, techniques in physically based animation are concerned with physical plausibility, numerical stability, and visual appeal over physical accuracy. Physically based animation is often limited to loose approximations of physical behaviors because of the strict time constraints imposed by interactive applications. The target frame rate for interactive applications such as games and ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scientific c ...
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PhysX
PhysX is an open-source realtime physics engine middleware SDK developed by Nvidia as a part of Nvidia GameWorks software suite. Initially, video games supporting PhysX were meant to be accelerated by PhysX PPU (expansion cards designed by Ageia). However, after Ageia's acquisition by Nvidia, dedicated PhysX cards have been discontinued in favor of the API being run on CUDA-enabled GeForce GPUs. In both cases, hardware acceleration allowed for the offloading of physics calculations from the CPU, allowing it to perform other tasks instead. PhysX and other middleware physics engines are used in a large majority of today's video games because they free game developers from having to write their own code that implements classical mechanics (Newtonian physics) to do, for example, soft body dynamics. History What is known today as PhysX originated as a physics simulation engine called NovodeX. The engine was developed by Swiss company NovodeX AG, an ETH Zurich spin-off. In 2004, ...
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Unreal (1998 Video Game)
''Unreal'' is a first-person shooter video game developed by Epic MegaGames and Digital Extremes and published by GT Interactive for Microsoft Windows in May 1998. It was powered by Unreal Engine, an original game engine. The game reached sales of 1.5 million units by 2002. Since the release of ''Unreal'', the franchise has had one sequel and two different series based on the ''Unreal'' universe. One official bonus pack, the Epic-released Fusion Map Pack, can be downloaded free of charge. ''Unreal Mission Pack: Return to Na Pali'', developed by Legend Entertainment, was released in June 1999, and added 17 new missions to the single-player campaign of ''Unreal''. ''Unreal'' and ''Return to Na Pali'' would later be bundled together as ''Unreal Gold''. Additionally, the games were updated to run on the ''Unreal Tournament'' version of the game engine. Plot The player takes on the part of Prisoner 849, aboard the prison spacecraft ''Vortex Rikers''. During transport to a moon-based ...
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NPCs
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player ...
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Soft Particles
Soft may refer to: * Softness, or hardness, a property of physical materials Arts and entertainment * ''Soft!'', a 1988 novel by Rupert Thomson * Soft (band), an American music group * ''Soft'' (album), by Dan Bodan, 2014 * Softs (album), by Soft Machine, 1976 * "Soft", a song by Kings of Leon on the 2004 album ''Aha Shake Heartbreak'' * "Soft"/"Rock", a 2001 single by Lemon Jelly Other uses * Sorgenti di Firenze Trekking (SOFT), a system of walking trails in Italy * Soft matter, a subfield of condensed matter * Magnetically soft, material with low coercivity * Soft skills, a person's people, social, and other skills * Soft commodities, or softs *A flaccid penis Tumescence is the quality or state of being tumescent or swollen. Tumescence usually refers to the normal engorgement with blood (vascular congestion) of the erectile tissues, marking sexual excitation, and possible readiness for sexual activity. ..., the opposite of "hard" See also * * * Softener (disambiguation ...
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Lattice Boltzmann Methods
The lattice Boltzmann methods (LBM), originated from the lattice gas automata (LGA) method (Hardy- Pomeau-Pazzis and Frisch- Hasslacher- Pomeau models), is a class of computational fluid dynamics (CFD) methods for fluid simulation. Instead of solving the Navier–Stokes equations directly, a fluid density on a lattice is simulated with streaming and collision (relaxation) processes. The method is versatile as the model fluid can straightforwardly be made to mimic common fluid behaviour like vapour/liquid coexistence, and so fluid systems such as liquid droplets can be simulated. Also, fluids in complex environments such as porous media can be straightforwardly simulated, whereas with complex boundaries other CFD methods can be hard to work with. Algorithm Unlike CFD methods that solve the conservation equations of macroscopic properties (i.e., mass, momentum, and energy) numerically, LBM models the fluid consisting of fictive particles, and such particles perform consecutive propa ...
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Real-time Simulation
Real-time simulation refers to a computer model of a physical system that can execute at the same rate as actual "wall clock" time. In other words, the computer model runs at the same rate as the actual physical system. For example, if a tank takes 10 minutes to fill in the real world, the simulation would take 10 minutes as well. Real-time simulation occurs commonly in computer gaming, but also is important in the industrial market for operator training and off-line controller tuning. Computer languages like LabVIEW, VisSim and Simulink allow quick creation of such real-time simulations and have connections to industrial displays and programmable logic controllers via OLE for process control or digital and analog I/O cards. Several real-time simulator are available on the market like xPC Target and RT-LAB for mechatronic systems and using Simulink, eFPGASIM and eDRIVESIM for power electronic simulation and eMEGASIM, HYPERSIM and RTDS for power grid real-time (RTS) simulati ...
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Collision Detection
Collision detection is the computational problem of detecting the intersection (Euclidean geometry), intersection of two or more objects. Collision detection is a classic issue of computational geometry and has applications in various computing fields, primarily in computer graphics, computer games, computer simulations, robotics and computational physics. Collision detection algorithms can be divided into operating on 2D and 3D objects. Overview In physical simulation, experiments such as playing billiards, are conducted. The physics of bouncing billiard balls are well understood, under the umbrella of rigid body motion and elastic collisions. An initial description of the situation would be given, with a very precise physical description of the billiard table and balls, as well as initial positions of all the balls. Given a force applied to the cue ball (probably resulting from a player hitting the ball with their cue stick), we want to calculate the trajectories, precise ...
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Quaternions
In mathematics, the quaternion number system extends the complex numbers. Quaternions were first described by the Irish mathematician William Rowan Hamilton in 1843 and applied to mechanics in three-dimensional space. Hamilton defined a quaternion as the quotient of two '' directed lines'' in a three-dimensional space, or, equivalently, as the quotient of two vectors. Multiplication of quaternions is noncommutative. Quaternions are generally represented in the form :a + b\ \mathbf i + c\ \mathbf j +d\ \mathbf k where , and are real numbers; and , and are the ''basic quaternions''. Quaternions are used in pure mathematics, but also have practical uses in applied mathematics, particularly for calculations involving three-dimensional rotations, such as in three-dimensional computer graphics, computer vision, and crystallographic texture analysis. They can be used alongside other methods of rotation, such as Euler angles and rotation matrices, or as an alternative to them, d ...
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Affine Transformation
In Euclidean geometry, an affine transformation or affinity (from the Latin, ''affinis'', "connected with") is a geometric transformation that preserves lines and parallelism, but not necessarily Euclidean distances and angles. More generally, an affine transformation is an automorphism of an affine space (Euclidean spaces are specific affine spaces), that is, a function which maps an affine space onto itself while preserving both the dimension of any affine subspaces (meaning that it sends points to points, lines to lines, planes to planes, and so on) and the ratios of the lengths of parallel line segments. Consequently, sets of parallel affine subspaces remain parallel after an affine transformation. An affine transformation does not necessarily preserve angles between lines or distances between points, though it does preserve ratios of distances between points lying on a straight line. If is the point set of an affine space, then every affine transformation on can be repre ...
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