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SOFA (Simulation Open Framework Architecture)
Simulation Open Framework Architecture (SOFA) is an open source framework primarily targeted at real-time physical simulation, with an emphasis on medical simulation. It is mostly intended for the research community to help develop newer algorithms, but can also be used as an efficient prototyping tool or as a physics engine. Features Based on an advanced software architecture, SOFA allows users to: * Create complex and evolving simulations by combining new algorithms with existing algorithms * Modify most parameters of the simulation (deformable behavior, surface representation, solver, constraints, collision algorithm, ...) by simply editing a XML file * Build complex models from simpler ones using a scene graph description * Efficiently simulate the dynamics of interacting objects using abstract equation solvers * Reuse and easily compare a variety of available methods * Transparently parallelize complex computations using semantics based on data dependencies * Use new gene ...
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Inria
The National Institute for Research in Digital Science and Technology (Inria) () is a French national research institution focusing on computer science and applied mathematics. It was created under the name ''Institut de recherche en informatique et en automatique'' (IRIA) in 1967 at Rocquencourt near Paris, part of Plan Calcul. Its first site was the historical premises of SHAPE (central command of NATO military forces), which is still used as Inria's main headquarters. In 1980, IRIA became INRIA. Since 2011, it has been styled ''Inria''. Inria is a Public Scientific and Technical Research Establishment (EPST) under the double supervision of the French Ministry of National Education, Advanced Instruction and Research and the Ministry of Economy, Finance and Industry. Administrative status Inria has 9 research centers distributed across France (in Bordeaux, Grenoble-Inovallée, Lille, Lyon, Nancy, Paris- Rocquencourt, Rennes, Saclay, and Sophia Antipolis) and one center ab ...
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GNU Lesser General Public License
The GNU Lesser General Public License (LGPL) is a free-software license published by the Free Software Foundation (FSF). The license allows developers and companies to use and integrate a software component released under the LGPL into their own (even proprietary) software without being required by the terms of a strong copyleft license to release the source code of their own components. However, any developer who modifies an LGPL-covered component is required to make their modified version available under the same LGPL license. For proprietary software, code under the LGPL is usually used in the form of a shared library, so that there is a clear separation between the proprietary and LGPL components. The LGPL is primarily used for software libraries, although it is also used by some stand-alone applications. The LGPL was developed as a compromise between the strong copyleft of the GNU General Public License (GPL) and more permissive licenses such as the BSD licenses and the MIT L ...
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Computational Science
Computational science, also known as scientific computing or scientific computation (SC), is a field in mathematics that uses advanced computing capabilities to understand and solve complex problems. It is an area of science that spans many disciplines, but at its core, it involves the development of models and simulations to understand natural systems. * Algorithms ( numerical and non-numerical): mathematical models, computational models, and computer simulations developed to solve science (e.g., biological, physical, and social), engineering, and humanities problems * Computer hardware that develops and optimizes the advanced system hardware, firmware, networking, and data management components needed to solve computationally demanding problems * The computing infrastructure that supports both the science and engineering problem solving and the developmental computer and information science In practical use, it is typically the application of computer simulation and other fo ...
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Computer Physics Engines
A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations (computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These programs enable computers to perform a wide range of tasks. A computer system is a nominally complete computer that includes the hardware, operating system (main software), and peripheral equipment needed and used for full operation. This term may also refer to a group of computers that are linked and function together, such as a computer network or computer cluster. A broad range of industrial and consumer products use computers as control systems. Simple special-purpose devices like microwave ovens and remote controls are included, as are factory devices like industrial robots and computer-aided design, as well as general-purpose devices like personal computers and mobile devices like smartphones. Computers power the Internet, which links bill ...
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VRPN
VRPN (Virtual-Reality Peripheral Network) is a device-independent, network-based interface for accessing virtual reality peripherals in VR applications. It was originally designed and implemented by Russell M. Taylor II at the Department of Computer Science of the University of North Carolina at Chapel Hill. VRPN was maintained and supported by Sensics while it was business. It is currently maintained by ReliaSolve and developed in collaboration with a productive community of contributors. It is described more fully avrpn.org and in VRPN-VRST. The purpose of VRPN is to provide a unified interface to input devices, like motion trackers or joystick controllers. It also provides the following: * Time-stamping of data * Multiple simultaneous access to peripheral devices * Automatic re-connection of failed servers * Storage and playback of sessions The VRPN system consists of programming interfaces for both the client application and the hardware drivers and a server applicati ...
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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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Rigid Body Dynamics
In the physical science of dynamics, rigid-body dynamics studies the movement of systems of interconnected bodies under the action of external forces. The assumption that the bodies are ''rigid'' (i.e. they do not deform under the action of applied forces) simplifies analysis, by reducing the parameters that describe the configuration of the system to the translation and rotation of reference frames attached to each body. This excludes bodies that display fluid, highly elastic, and plastic behavior. The dynamics of a rigid body system is described by the laws of kinematics and by the application of Newton's second law (kinetics) or their derivative form, Lagrangian mechanics. The solution of these equations of motion provides a description of the position, the motion and the acceleration of the individual components of the system, and overall the system itself, as a function of time. The formulation and solution of rigid body dynamics is an important tool in the computer si ...
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Soft Body Dynamics
Soft-body dynamics is a field of computer graphics that focuses on visually realistic physical simulations of the motion and properties of deformable objects (or ''soft bodies''). The applications are mostly in video games and films. Unlike in simulation of rigid bodies, the shape of soft bodies can change, meaning that the relative distance of two points on the object is not fixed. While the relative distances of points are not fixed, the body is expected to retain its shape to some degree (unlike a fluid). The scope of soft body dynamics is quite broad, including simulation of soft organic materials such as muscle, fat, hair and vegetation, as well as other deformable materials such as clothing and fabric. Generally, these methods only provide visually plausible emulations rather than accurate scientific/engineering simulations, though there is some crossover with scientific methods, particularly in the case of finite element simulations. Several physics engines currently provide ...
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Graphics Processing Unit
A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. Modern GPUs are efficient at manipulating computer graphics and image processing. Their parallel structure makes them more efficient than general-purpose central processing units (CPUs) for algorithms that process large blocks of data in parallel. In a personal computer, a GPU can be present on a video card or embedded on the motherboard. In some CPUs, they are embedded on the CPU die. In the 1970s, the term "GPU" originally stood for ''graphics processor unit'' and described a programmable processing unit independently working from the CPU and responsible for graphics manipulation and output. Later, in 1994, Sony used the term (now standing for ''graphics processing unit'' ...
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Scene Graph
Scene (from Greek σκηνή ''skēnḗ'') may refer to: Arts, entertainment, and media Music *Scene (subculture), a youth subculture from the early 2000s characterized by a distinct music and style. Groups and performers * The Scene who recorded the song "Scenes (from Another World)" * Scene, the stage name used by Japanese Punk guitarist Minoru Kojima * Selena Gomez & the Scene, an American band * The Scene (Canadian band), a late 1960s psychedelic Canadian band * The Scene (Dutch band), a Dutch band formed by Thé Lau Albums * ''Scene'', a 2005 noise album by Merzbow * ''Scenes'' (album), a 1992 music album by Marty Friedman * ''The Scene'' (Eskimo Callboy album), an Eskimo Callboy album * ''The Scene'', the debut album of The Scene Other uses in music * S.C.E.N.E. Music Festival, an annual festival held in downtown St. Catharines, Ontario, Canada * "The Scene" (song), a song by Canadian band Big Sugar from their 1998 album ''Heated'' Periodicals * ''Scene'' (see '' ...
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Physics Engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film ( CGI). Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation. Description There are generally two classes of physics engines: real-time and high-precision. High-precision physics engines require more processing power to calculate very precise physics and are usually used by scientists and computer animated movies. Real-time physics engines—as used in video games and other forms of interactive computing—use simplified calculations and decreased accuracy to compute in time for the game to respon ...
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Physical Simulation
Dynamical simulation, in computational physics, is the simulation of systems of objects that are free to move, usually in three dimensions according to Newton's laws of dynamics, or approximations thereof. Dynamical simulation is used in computer animation to assist animators to produce realistic motion, in industrial design (for example to simulate crashes as an early step in crash testing), and in video games. Body movement is calculated using time integration methods. Physics engines In computer science, a program called a physics engine is used to model the behaviors of objects in space. These engines allow simulation of the way bodies of many types are affected by a variety of physical stimuli. They are also used to create Dynamical simulations without having to know anything about physics. Physics engines are used throughout the video game and movie industry, but not all physics engines are alike. They are generally broken into real-time and the high precision, but these a ...
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