In the field of computer graphics there are usually four general applications that one thinks of:
1. Display of Information
2. Design
3. Simulation and Animation
4. User interfaces
(Angel, 2)
With regards to applied physic's applications, the area of computer graphics most focused on is simulation and animation. This is found in several different fields such as "aerospace, manufacturing, wireless communication, resource recovery, film-making, computer games, and virtual reality. Moreover, physics-based modeling is now generally accepted as a third principal mode of scientific investigation, along with theory and experiment." (Mason)
The goal is to usually create 3-dimensional objects and have them move and interact on the screen using data based off of physic's equations(i.e kinematic equations, energy and momentum, etc.) However often times programmer's and animators don't necessarily want to deal with having to code in every equation every time they want to have an object interact with something new. This brought forth the development of physic's engines. As processors have become more powerful, animators began to try and represent there animations using more realistic methods. In today's latest animated blockbuster's like Shrek 2, to some of today's hottest video games like Halo 2.
In order to achieve these realistic effects computer animators often use high-powered physics engines to simulate real-life physics inside a computer-simulated world. An example of such a computer graphics engine is Impact, which "includes six physics engines: Force Field, Law of Gravity, Gravity (used to target a particular object), Springy Thingy, Thruster, and Torque Motion."(Mortier)
These engines enable animators to ...
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...it would take to render would freeze even some of the fastest machines out there. So what happens is we fudge the data and have each object appear brighter or darker based off of a simpler equation that gives the appearance that lighting does exist.
Bibliography
Angel, Edward. Interactive Computer Graphics. 3rd Ed. Pearson Education. 2003.
Jewett, Serway. Physics for Scientists and Engineers. 6th Ed. Thomson Learning. 2004.
Kerlow, Isaac. "Applying the Twelve Priciples to Computer Animation." 22 February 2004.
23 November 2004. http://www.artof3d.com/feature.htm#Head2
Mason, John. "Physics-Based Modeling of Gaseous Phenomena for Computer Graphics."
13 August 2004. 23 November 2004. http://www.cs.dal.ca/news/t20040813-1236.shtml
Mortier, R. Shamms. "Emulate Physics with Impact." Computer Graphics World. August 1995.
Vol. 18. Issue 8. Pg. 90.
Some of the special effect used in these films are animation. For example, the penguin scene in Mary Poppins. Another example of this is transitioning and flashbacks. An
Different collisions took place throughout the process of the Rube Goldberg Machine. This included Elastic and Inelastic collisions. An example of an Elastic Collision in our Rube Goldberg Machine is when the car went down the track and collided with another car. Elastic collisions are defined as collisions with conservation or no loss of momentum. This is proven by the first car which transferred its momentum to the second car thus momentum was perfectly conserved. An Inelastic Collision is seen in our project ...
Imagine yourself in an art museum. You wander slowly from cold room to cold room, analyzing colored canvases on stark white walls. When you reach a particular work, do you prefer to stand back and take everything in at once? Or do you move so close to the painting that the individual brushstrokes become apparent? Several different sensory processes occur in your brain during this trip to the art museum; the majority of them involve visual inputs. How does your brain put together all the information that your eyes receive? This raises questions ranging from depth of field to color. The ideas of color perception and color theory are interesting ones. How do humans account for color and does it truly exist? I think that by examining not only the neurological on-goings in the brain, but by learning about color through philosophy, and even art, a greater understanding of it can be reached.
The spectacular qualities within the contemporary films that use VFX became progressively important to Hollywood. The popularity of the ever growing special effects has been increased by a growing demand for products in different multimedia forms such as computer games, theme-park rides and many other secondary outlets that frequently generated more profits then the films they were based on.
Cel based animation is where each cell is reproduced and variations are made to the next cel. This continues until there is a series of cels. Each cell is slightly different from the previous. It gives the appearance of movement and therefore animation.
Animations is simulation of movement created by displaying a series of pictures, or frames. Cartoons on television is one example of animation. Animation on computers is one of the chief ingredients of multimedia presentations. There are many software applications that enable you to create animations that you can display on a computer monitor.
Baudrillard, Jean. "Simulacra and Simulations." Jean Baudrillard, Selected Writings, ed Mark Poster. Stanford University Press, 1998, pp.166-184.
Two dimensional computer generated imagery was used to express depth and to produce new shades that could not be depicted just through animation and drawing.
It is well known that in the past, Renaissance artists received their training in an atmosphere of artists and mathematicians studying and learning together (Emmer 2). People also suggest that the art of the future will depend on new technologies, computer graphics in particular (Emmer 1). There are many mathematical advantages to using computer graphics. They can help to visualize phenomena and to understand how to solve new problems (Emmer 2). “The use of ‘visual computers’ gives rise to new challenges for mathematicians. At the same time, computer graphics might in the future be the unifying language between art and science” (Emmer 3).
Physics can be used to explain a lot of things. In this paper I described some basic concepts in physics that are relevant to basketball, particularly the three main parts of basketball, shooting, dribbling and passing. So the next time you are out shooting some hoops just think of all the physics that are being applied and you could be one step away from being a physicist, and have fun.
When people think of animation, they normally think of cartoons, and kids movies. That’s not always the case. Animation is one of the most broad mediums among entertainment. Its in movies, video games, even websites and advertisements. Animation enhances multiple forms of entertainment and there are multiple type of animation to cater to these mediums. It comes in multiple forms that not many know of, or realize is considered animation. Some of the most popular times are stop motion, 3D, and 2D.
One of the films most important and groundbreaking technology is the use of motion capture. Motion capture technology has the ability to capture more realistic eye movements. Special reflective markers are placed onto the actors, which are wearing tight suits. Cameras recognize these markers and therefore the movements of the actor can be recorded. The captured data that was recorded is transformed into a digital model and transferred to a 3D software which would show the characters moving exactly how the actors did when they were performing for the scene. The data is cleaned up and animators will bring the character to life, with movement, texture, skeleton and muscles. An advantage that is offered in motion capture is it is more rapid and producing the animate...
Henderson, T. n.d. The physics classroom tutorial. Lesson 2: Force and Its Representation [Online]. Illinois. Available at: http://gbhsweb.glenbrook225.org/gbs/science/phys/class/newtlaws/u2l2b.html [Accessed: 28th March 2014].
Computer Graphics is the bond between humans and computers. Computer graphics is a large field that branches into almost all fields of computer science; however its roots are young. Computer graphics has massively grown over the past 40 years and is now our primary means of communication with computer applications. Do to technological limitations in the 1950s, computer graphics began as a small, specialized field. The Whirlwind project at the Massachusetts Institute of Technology is marked as the origin of computer graphics (Machover 14).
Most video cards support the OpenGL and DirectX libraries. These libraries include commands for manipulating graphics that programmers can include in their code. Some of these commands may include moving or rotating an object, morphing polygons, or casting light and creating shadows. By using standard OpenGL or DirectX functions, it makes it easier for developers to create graphically-oriented programs. Of course, it also makes it necessary for the computer to include a supported video card in order for the program to