Particle Systems
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Particle Systems
A particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques – usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions. Introduced in the 1982 film '' Star Trek II: The Wrath of Khan'' for the fictional "Genesis effect", other examples include replicating the phenomena of fire, explosions, smoke, moving water (such as a waterfall), sparks, falling leaves, rock falls, clouds, fog, snow, dust, meteor tails, stars and galaxies, or abstract visual effects like glowing trails, magic spells, etc. – these use particles that fade out quickly and are then re-emitted from the effect's source. Another technique can be used for things that contain many strands – such as fur, hair, and grass – involving rendering an entire p ...
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Particle Sys Fire
In the physical sciences, a particle (or corpuscule in older texts) is a small localized object which can be described by several physical or chemical properties, such as volume, density, or mass. They vary greatly in size or quantity, from subatomic particles like the electron, to microscopic particles like atoms and molecules, to macroscopic particles like powders and other granular materials. Particles can also be used to create scientific models of even larger objects depending on their density, such as humans moving in a crowd or celestial bodies in motion. The term ''particle'' is rather general in meaning, and is refined as needed by various scientific fields. Anything that is composed of particles may be referred to as being particulate. However, the noun ''particulate'' is most frequently used to refer to pollutants in the Earth's atmosphere, which are a suspension of unconnected particles, rather than a connected particle aggregation. Conceptual properties The con ...
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Dust
Dust is made of fine particles of solid matter. On Earth, it generally consists of particles in the atmosphere that come from various sources such as soil lifted by wind (an aeolian process), volcanic eruptions, and pollution. Dust in homes is composed of about 20–50% dead skin cells. The rest, and in offices, and other human environments is composed of small amounts of plant pollen, human hairs, animal fur, textile fibers, paper fibers, minerals from outdoor soil, burnt meteorite particles, and many other materials which may be found in the local environment. Atmospheric Atmospheric or wind-borne fugitive dust, also known as ''aeolian dust'', comes from arid and dry regions where high velocity winds are able to remove mostly silt-sized material, deflating susceptible surfaces. This includes areas where grazing, ploughing, vehicle use, and other human behaviors have further destabilized the land, though not all source areas have been largely affected by anthropogenic ...
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Quadrilateral
In geometry a quadrilateral is a four-sided polygon, having four edges (sides) and four corners (vertices). The word is derived from the Latin words ''quadri'', a variant of four, and ''latus'', meaning "side". It is also called a tetragon, derived from greek "tetra" meaning "four" and "gon" meaning "corner" or "angle", in analogy to other polygons (e.g. pentagon). Since "gon" means "angle", it is analogously called a quadrangle, or 4-angle. A quadrilateral with vertices A, B, C and D is sometimes denoted as \square ABCD. Quadrilaterals are either simple (not self-intersecting), or complex (self-intersecting, or crossed). Simple quadrilaterals are either convex or concave. The interior angles of a simple (and planar) quadrilateral ''ABCD'' add up to 360 degrees of arc, that is :\angle A+\angle B+\angle C+\angle D=360^. This is a special case of the ''n''-gon interior angle sum formula: ''S'' = (''n'' − 2) × 180°. All non-self-crossing quadrilaterals tile the plane, b ...
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Texture Mapped
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 ...
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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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Translation (geometry)
In Euclidean geometry, a translation is a geometric transformation that moves every point of a figure, shape or space by the same distance in a given direction. A translation can also be interpreted as the addition of a constant vector to every point, or as shifting the origin of the coordinate system. In a Euclidean space, any translation is an isometry. As a function If \mathbf is a fixed vector, known as the ''translation vector'', and \mathbf is the initial position of some object, then the translation function T_ will work as T_(\mathbf)=\mathbf+\mathbf. If T is a translation, then the image of a subset A under the function T is the translate of A by T . The translate of A by T_ is often written A+\mathbf . Horizontal and vertical translations In geometry, a vertical translation (also known as vertical shift) is a translation of a geometric object in a direction parallel to the vertical axis of the Cartesian coordinate system. Often, vertical translations a ...
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Surface Normal
In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve at the point. A normal vector may have length one (a unit vector) or its length may represent the curvature of the object (a ''curvature vector''); its algebraic sign may indicate sides (interior or exterior). In three dimensions, a surface normal, or simply normal, to a surface at point P is a vector perpendicular to the tangent plane of the surface at P. The word "normal" is also used as an adjective: a line ''normal'' to a plane, the ''normal'' component of a force, the normal vector, etc. The concept of normality generalizes to orthogonality (right angles). The concept has been generalized to differentiable manifolds of arbitrary dimension embedded in a Euclidean space. The normal vector space or normal space of a manifold at point P ...
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Dynamic Simulation Of Air Particles (Bifröst)
Dynamics (from Greek δυναμικός ''dynamikos'' "powerful", from δύναμις ''dynamis'' "power") or dynamic may refer to: Physics and engineering * Dynamics (mechanics) ** Aerodynamics, the study of the motion of air ** Analytical dynamics, the motion of bodies as induced by external forces ** Brownian dynamics, the occurrence of Langevin dynamics in the motion of particles in solution ** File dynamics, stochastic motion of particles in a channel ** Flight dynamics, the science of aircraft and spacecraft design ** Fluid dynamics or ''hydrodynamics'', the study of fluid flow *** Computational fluid dynamics, a way of studying fluid dynamics using numerical methods ** Fractional dynamics, dynamics with integrations and differentiations of fractional orders ** Molecular dynamics, the study of motion on the molecular level ** Langevin dynamics, a mathematical model for stochastic dynamics ** Orbital dynamics, the study of the motion of rockets and spacecraft ** Quantum c ...
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Affine Transformations
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 repres ...
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Fluid Mechanics
Fluid mechanics is the branch of physics concerned with the mechanics of fluids ( liquids, gases, and plasmas) and the forces on them. It has applications in a wide range of disciplines, including mechanical, aerospace, civil, chemical and biomedical engineering, geophysics, oceanography, meteorology, astrophysics, and biology. It can be divided into fluid statics, the study of fluids at rest; and fluid dynamics, the study of the effect of forces on fluid motion. It is a branch of continuum mechanics, a subject which models matter without using the information that it is made out of atoms; that is, it models matter from a ''macroscopic'' viewpoint rather than from ''microscopic''. Fluid mechanics, especially fluid dynamics, is an active field of research, typically mathematically complex. Many problems are partly or wholly unsolved and are best addressed by numerical methods, typically using computers. A modern discipline, called computational fluid dynamics (CFD), is dev ...
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Dynamical System
In mathematics, a dynamical system is a system in which a Function (mathematics), function describes the time dependence of a Point (geometry), point in an ambient space. Examples include the mathematical models that describe the swinging of a clock pendulum, fluid dynamics, the flow of water in a pipe, the Brownian motion, random motion of particles in the air, and population dynamics, the number of fish each springtime in a lake. The most general definition unifies several concepts in mathematics such as ordinary differential equations and ergodic theory by allowing different choices of the space and how time is measured. Time can be measured by integers, by real number, real or complex numbers or can be a more general algebraic object, losing the memory of its physical origin, and the space may be a manifold or simply a Set (mathematics), set, without the need of a Differentiability, smooth space-time structure defined on it. At any given time, a dynamical system has a State ...
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Stochastic Processes
In probability theory and related fields, a stochastic () or random process is a mathematical object usually defined as a family of random variables. Stochastic processes are widely used as mathematical models of systems and phenomena that appear to vary in a random manner. Examples include the growth of a bacterial population, an electrical current fluctuating due to thermal noise, or the movement of a gas molecule. Stochastic processes have applications in many disciplines such as biology, chemistry, ecology, neuroscience, physics, image processing, signal processing, control theory, information theory, computer science, cryptography and telecommunications. Furthermore, seemingly random changes in financial markets have motivated the extensive use of stochastic processes in finance. Applications and the study of phenomena have in turn inspired the proposal of new stochastic processes. Examples of such stochastic processes include the Wiener process or Brownian motion pro ...
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