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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 s ...
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Computer Graphics
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, 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 graphics hardware, 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, computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of Computer graphics (computer science), computer science research. Some topics in computer graphics include user interface design, Sprite (computer graphics), sprite graphics, raster graphics, Rendering (computer graph ...
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PhysX
PhysX is an Open-source software, open-source Real-time computer graphics, realtime physics engine middleware Software development kit, SDK developed by Nvidia as part of the Nvidia GameWorks software suite. Initially, video games supporting PhysX were meant to be Hardware acceleration, accelerated by Physics processing unit#AGEIA PhysX, 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 Graphics processing unit, GPUs. In both cases, hardware acceleration allowed for the offloading of physics calculations from the Central processing unit, CPU, allowing it to perform other tasks instead. PhysX and other middleware physics engines are used in many video games today because they allow game development, game developers to save development time by not having to write their own code that implements classical mechanics (Newtonian physics). To do, ...
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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 I: 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. ''Unreal'' became free to download in November 2024. Plot The player takes on the role of Prisoner 849, aboard the prison sp ...
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NPCs
A non-player character (NPC) is a 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 traditional tabletop role-playing games 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 characters might be alli ...
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Soft Particles
Soft may refer to: * Softness, or hardness, a property of physical materials Arts and entertainment * ''Soft!'', a novel by Rupert Thomson, 1988 * Soft (band), an American music group * ''Soft'' (album), by Dan Bodan, 2014 * ''Softs'' (album), by Soft Machine, 1976 * "Soft", a song by Flo from '' Access All Areas'', 2024, or the remixed version, with Chlöe and Halle, 2024 * "Soft", a song by Kings of Leon from ''Aha Shake Heartbreak'', 2004 * "Soft"/"Rock", a song by Lemon Jelly, 2001 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 water, which has low mineral content * Soft skills Soft skills, also known as power skills, common skills, essential skills, or core skills, are psychosocial skills generally applicable to all professions. These include critical thinking, problem solving, public speaking, professional writing, t ..., a pe ...
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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 ...
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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, it would take 10 minutes to fill in the simulation 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 simulators are available on the market including xPC Target and RT-LAB for mechatronic systems, Simulink for power electronic simulation, and RTDS for power grid simulation. Definition In a real-time simulation, the simul ...
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Collision Detection
Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of ''if'', ''when'' and ''where'' two or more objects intersect. Collision detection is a classic problem of computational geometry with applications in computer graphics, physical simulation, video games, robotics (including autonomous driving) and computational physics. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects. Overview Collision detection is closely linked to calculating the distance between objects, as two objects (or more) intersect when the distance between them reaches zero or even becomes negative. Negative distance indicates that one object has penetrated another. Performing collision detection requires more context than just the distance between the objects. Accurately identifying the points of contact on both objects' surfaces is also essential for the co ...
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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. The algebra of quaternions is often denoted by (for ''Hamilton''), or in blackboard bold by \mathbb H. Quaternions are not a field, because multiplication of quaternions is not, in general, commutative. Quaternions provide a definition of the quotient of two vectors in a three-dimensional space. Quaternions are generally represented in the form a + b\,\mathbf i + c\,\mathbf j +d\,\mathbf k, where the coefficients , , , are real numbers, and , are the ''basis vectors'' or ''basis elements''. 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, robotics, magnetic resonance imaging and ...
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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 ...
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