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Proyecto Kinect D7

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Fluid simulation. Icosahedral.net. Credits to Jos Stam for his excellent fluid simulation algorithm.

Icosahedral.net

Details here . You must have Java installed to view this applet (version 1.5 or later). If it is not running, it is also possible that your browser security settings prevent this applet from running, and you might need to adjust them for this page. Just click and drag to swirl fluid around. Left-clicking adds ink while doing so, whereas right-clicking simply swirls the fluid without doing so. Explanation of the sliders: Red / Green / Blue - Controls the color of the ink added when clicking on the fluid. Collections. Light simulation. BlobDetection library / v3ga. This class is used by class BlobDetection to store points'coordinates when detecting edges of a blob.

BlobDetection library / v3ga

Its dimensions are normalized. Fields float x, float y Normalized coordinates of the vertex ( range [0;1] ) This class is used by class BlobDetection to store blob informations such as position, center. Normalized coordinates of the blob's center ( range [0;1] ) float w, float h Normalized dimensions of the blob ( range [0;1] ) float xMin, float yMin, float xMax, float yMax Normalized min/max coordinates of the blob ( range [0;1] ) Methods int getEdgeNb() Returns the number of edges for the blob. EdgeVertex getEdgeVertexA (int iEdge)EdgeVertex getEdgeVertexB (int iEdge) Each detected blob maintains a list of edges. Int getTriangleNb() Each detected blob maintains a list of triangles (of class BlobTriangle) which is defining a "blob" polygon. BlobTriangle getTriangle(int iTriangle) Returns a reference to the ith triangle of the list.

Int iA, int iB, int iC. Info de libreria diewald. Intro a Kinect con Processing. So, you want to use the Kinect in Processing.

Intro a Kinect con Processing

Great. This page will serve to document the current state of my Processing Kinect library, with some tips and info. The current state of affairs Since the kinect launched in November 2010, there have been several models released. Here's a quick list of what is out there and what is supported in Processing for Mac OS X. Kinect 1414: This is the original kinect and works with the library documented on this page in Processing 2.1 Kinect 1473: This looks identical to the 1414, but is an updated model. Now, before you proceed, you could also consider using the SimpleOpenNI library and read Greg Borenstein’s Making Things See book. I’m ready to get started right now What hardware do I need? First you need a “stand-alone” kinect (model 1414 only for now!). Standalone Kinect Sensor If you have a previous kinect that came with an XBox, it will not include the USB adapter. Fluidos mecánicos c++

(This article originally appeared in two parts in Game Developer Magazine, March and April, 2007) Fluid effects such as rising smoke and turbulent water flow are everywhere in nature, but are seldom implemented convincingly in computer games. The simulation of fluids (which covers both liquids and gasses) is computationally very expensive. It is also mentally very expensive, with even introductory papers on the subject relying on the reader having math skills at least at the undergraduate calculus level. In this article I will attempt to address both these problems from the perspective of a game programmer not necessarily conversant with vector calculus. I’ll explain how certain fluid effects work without using advanced equations and without too much new terminology. Codigo ejemplo. T. Diewald pagina. Libreria GLGraphics. Simulacion de fluidos en juegos. By Dr.

Simulacion de fluidos en juegos

Michael J. Gourlay Download Article Download Fluid Simulation for Video Games (Part 1) [PDF 1.2MB] Introduction to Fluid Dynamics Video games appeal to our desire to explore and interact with our environment, and adding real-world phenomena-such as fluid motion-allows game developers to create immersive and fun virtual worlds.

To get started in fluid simulations, you need to understand the fundamentals of fluid dynamics. What Is a Fluid? A fluid is any substance that flows (in other words, a substance that can take the shape of its container) and does not resist deformation (meaning that it slides when dragged). But what about smoke? Varieties of Physical Simulation Whereas fluid dynamics might not be as familiar to most video game programmers, some forms of physical simulation have become commonplace. Particles are points that have position, mass, and velocity but (in principle) no size or shape, as Figure 1(a) shows.

Libreria diewald y links importantes.