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Visible Earth: Browse by Collection: Blue Marble

Visible Earth: Browse by Collection: Blue Marble
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Rope Physics Rope Simulation In this tutorial, you will find a simulation of a rope. This simulation is based on the simple physical simulation engine in Lesson 39. In order to benefit from this tutorial, you should know how forces are applied to masses in simulations, how position and velocity of a mass is iterated while the simulation runs, and how 3D vectoral operations are used in physics. In physical simulations, the purpose is to form a physical setting, which acts the same as in the natural environment. The scale of space and time to observe is related to: 1. 1. Here, the mathematics of motion is called "classical mechanics", which is simply representing masses as particles in space and accelerating these masses by forces as the time passes. 2. Performance of the computer to run the simulation, determines how detailed we could observe. Designing The Physical Setting For The Rope: Determining The Motion Of Equation: Particle 1 is bounded to 2, 2 to 3, and 3 to 4. Class Spring: force = -k * (x - d)

Electronics Electronics deals with electrical circuits that involve active electrical components such as vacuum tubes, transistors, diodes and integrated circuits, and associated passive interconnection technologies. Commonly, electronic devices contain circuitry consisting primarily or exclusively of active semiconductors supplemented with passive elements; such a circuit is described as an electronic circuit. The nonlinear behaviour of active components and their ability to control electron flows makes amplification of weak signals possible and electronics is widely used in information processing, telecommunication, and signal processing. Today, most electronic devices use semiconductor components to perform electron control. Electronic devices and components[edit] Early electronic components[edit] Vacuum tubes (Thermionic valves) were one of the earliest electronic components. Types of circuits[edit] Circuits and components can be divided into two groups: analog and digital. Analog circuits[edit]

Project Eden In this post, I'll be describing in more detail how the CG Earth is constructed. The whole planet was broken down into several key components: land, water, clouds, atmosphere and an atmospheric "rim". The atmosphere has two components because it's not a true volumetric simulation, but a kind of hack ^^; Land Nothing fancy here that's not been done for decades. Water This is just another sphere primitive with an ocean shader applied. Clouds After much experimentation with various volumetric hacks, I eventually settled upon the same age old technique everyone else is using - a sphere (surprise, surprise) mapped with transparency data from NASA's cloud texture, with the same cloud map doubling as a displacement map to give the clouds actual thickness. Atmosphere and Rim Another key component that makes or breaks the look of a CG planet is the atmosphere. The other component is the atmospheric rim, which uses another ramp lookup to create the blue "outline" around the limb of the Earth.

Galaxy Zoo We declare the world as our canvasBy Collectiv IMVG - In Vitoria-Gasteiz, Spain On Facebook. Thanks to Begoa Gomez Garcia for this photo. Thanks to Christina Werckmeister for this photo. By Collective IMVG. In Vitoria-Gasteiz, Spain. OpenGL:Tutorials:Tutorial Framework:Particles In this example, We're going to extend the principles used in the Ortho example to produce a nice particle effect. Setting Up Each particle has unique position, direction vector, color and a 'life' values. typedef struct { float xPos,yPos,zPos; float xVec,yVec,zVec; float r,g,b,life; }SpriteInfo; We'll also specify a few parameters for the particles which can be tweaked to change the appearance of our effect: const float PARTICLE_SIZE = 0.5f; const int NUM_PARTICLES = 10000; const int INITIAL_PARTICLE_SPREAD = 100; const float SPEED_DECAY = 0.00005f; // (Gravity) Another new thing here is time-based movement. Here we use three long values to manage the time: Time1 stores the tick count of the last frame, Time2 is the tick count of the current frame and Ticks is the difference between them. Managing the Particles The first thing we must do with our particles is set them all to a known state. for(Index=0;Index! If a particle is live (life>0), we add the direction vectors to the position.

Artificial intelligence AI research is highly technical and specialized, and is deeply divided into subfields that often fail to communicate with each other.[5] Some of the division is due to social and cultural factors: subfields have grown up around particular institutions and the work of individual researchers. AI research is also divided by several technical issues. Some subfields focus on the solution of specific problems. Others focus on one of several possible approaches or on the use of a particular tool or towards the accomplishment of particular applications. The central problems (or goals) of AI research include reasoning, knowledge, planning, learning, natural language processing (communication), perception and the ability to move and manipulate objects.[6] General intelligence is still among the field's long-term goals.[7] Currently popular approaches include statistical methods, computational intelligence and traditional symbolic AI. History[edit] Research[edit] Goals[edit] Planning[edit] Logic-based

john locke » Blog Archive » visualizing sound in processing This was the final applet in motion. Using the minim library for processing, each waveform is generated in realtime as the two sounds play over eachother creating a pretty chaotic sound, but there are some instances of overlapping patterns where the mashup works pretty well. In the third version of the code, the boolean of the two waveforms is generated, producing a new way to visualize the waveforms. import processing.dxf.*; import ddf.minim.analysis.*; import ddf.minim.*; FFT fftLog1; FFT fftLog2; Waveform myRects; Minim minim; AudioPlayer groove1; AudioPlayer groove2; boolean record; PFont font; PFont fontoutline; void setup(){ size(1200,600,P3D); noStroke(); minim = new Minim(this); groove1 = minim.loadFile(“groove_iggy.mp3″); groove2 = minim.loadFile(“groove_wagner.mp3″); groove1.loop();//repeat each song groove2.loop(); font = loadFont(“HelveticaNeueLT-Bold-18.vlw”); fontoutline = loadFont(“HelveticaNeueLT-Bold-18.vlw”); if(record){ endRaw(); record = false; println(“Done DXF~!”) reply

The Milky Way Project 106 of the most beloved Street Art Photos Click on a photo and you make it bigger and can post a comment on it. And thats some of the most beloved Street Art Photos posted in 2012 on Street Art Utopia! A member of Street Art Utopia on Facebook wrote two year ago this nice piece about the future: – My son, do you want to hear something strange? – Yes! What? – You know the new tree painting we did on the garage last week.. – What? – Well, yes, many were. – Was art forbidden? – Well no, but it had to be in special buildings only. – Wow.. – Yes, my son.

FAS Research Computing | Some comments on OpenGL rendering of particles When rendering particles in OpenGL there are many possible ways to represent them. The following goes through some of the possibilities with associated pseudo-code. At the very basic level it is possible to simply render the particles as points: glPointSize( 3.f ); glColor4f (1.0f,1.0f,1.0f,1.0f); glBegin(GL_POINTS); for(i=0; i<npoints; i+=nskip) { glVertex3f(x[i], y[i], z[i]); } // Done drawing points glEnd(); This produces a plot below: In the next level, it is possible to replace the points with "point sprites". The next stage is to put a texture on the point sprites. In the next two stages we show the effect of adding transparency and color as functions of physical quantities (viz. density and internal energy of the gas). glColor4f (c.r,c.g,c.b,opacity); In the above opacity can be calculated as: float opacity=log10(density); opacity-=mindens; opacity/=maxdens-mindens; Color can be calculated from the internal energy of the gas particles using some prescription like:

Software engineering Software Engineering is the study and application of engineering to the design, development, and maintenance of software.[1][2][3] Typical formal definitions of software engineering are: "the application of a systematic, disciplined, quantifiable approach to the development, operation, and maintenance of software".[4]"an engineering discipline that is concerned with all aspects of software production"[5]"the establishment and use of sound engineering principles in order to economically obtain software that is reliable and works efficiently on real machines"[6] The term has been used less formally: History[edit] Programming languages started to appear in the 1950s and this was also another major step in abstraction. The term "Software Engineering" was first used in 1968 as a title for the world's first conference on Software Engineering, sponsored and facilitated by NATO. Barry W. Criticism[edit] A number of these phenomena have been bundled under the name "Software Engineering".

さくらのブログ リクエストされたページは表示できません。 サーバのアクセス権限がありません。 [ TOPへ ] (C)Copyright SAKURA Internet Inc. リクエストされたページは表示できません。 [ TOPへ ] (C)Copyright SAKURA Internet Inc. Simulating Particle Effects using OpenGL | 3D Game Engine Programming Particle Effect In this article I will demonstrate one possible way to implement a particle effect in C++ using OpenGL to render the effect. This demo uses the fixed function pipeline and the host processor (CPU) to perform the simulation. In this article, I will use OpenGL and GLUT to render graphics to the application window. Particles systems have been used extensively in games for many years. Geometry Wars - Particle Example There are several different types of particle effects that can be created. Billboard Particles: Billboard particles are flat textured quads that are rotated to always face the camera. In this article, I will demonstrate the billboard particle effect. A few dependencies are used by this project to ease the coding process and to make the material more readable. The Particle class (actually, it’s a struct) defines the properties of a single particle that is used to simulate the particle effect. The meaning of the particle members is given below:

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