Unifying Rigid and Soft Bodies Representation: the Sulfur Physics Engine
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Master's Thesis
MASTER'S THESIS Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization Mohammad Rokonuzzaman Pappu 2015 Master of Science (120 credits) Space Engineering - Space Master Luleå University of Technology Department of Computer Science, Electrical and Space Engineering Mohammad Rokonuzzaman Pappu Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization School of Electrical Engineering Department of Electrical Engineering and Automation Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Technology Espoo, August 18, 2015 Instructor: Professor Perttu Hämäläinen Aalto University School of Arts, Design and Architecture Supervisors: Professor Ville Kyrki Professor Reza Emami Aalto University Luleå University of Technology School of Electrical Engineering Preface First of all, I would like to express my sincere gratitude to my supervisor Pro- fessor Ville Kyrki for his generous and patient support during the work of this thesis. He was always available for questions and it would not have been possi- ble to finish the work in time without his excellent guidance. I would also like to thank my instructor Perttu H¨am¨al¨ainen for his support which was invaluable for this thesis. My sincere thanks to all the members of Intelligent Robotics group who were nothing but helpful throughout this work. Finally, a special thanks to my colleagues of SpaceMaster program in Helsinki for their constant support and encouragement. Espoo, August 18, -
Agx Multiphysics Download
Agx multiphysics download click here to download A patch release of AgX Dynamics is now available for download for all of our licensed customers. This version include some minor. AGX Dynamics is a professional multi-purpose physics engine for simulators, Virtual parallel high performance hybrid equation solvers and novel multi- physics models. Why choose AGX Dynamics? Download AGX product brochure. This video shows a simulation of a wheel loader interacting with a dynamic tree model. High fidelity. AGX Multiphysics is a proprietary real-time physics engine developed by Algoryx Simulation AB Create a book · Download as PDF · Printable version. AgX Multiphysics Toolkit · Age Of Empires III The Asian Dynasties Expansion. Convert trail version Free Download, product key, keygen, Activator com extended. free full download agx multiphysics toolkit from AYS search www.doorway.ru have many downloads related to agx multiphysics toolkit which are hosted on sites like. With AGXUnity, it is possible to incorporate a real physics engine into a well Download from the prebuilt-packages sub-directory in the repository www.doorway.rug: multiphysics. A www.doorway.ru app that runs a physics engine and lets clients download physics data in real Clone or download AgX Multiphysics compiled with Lua support. Agx multiphysics toolkit. Developed physics the was made dynamics multiphysics simulation. Runtime library for AgX MultiPhysics Library. How to repair file. Original file to replace broken file www.doorway.ru Download. Current version: Some short videos that may help starting with AGX-III. Example 1: Finding a possible Pareto front for the Balaban Index in the Missing: multiphysics. -
An Optimal Solution for Implementing a Specific 3D Web Application
IT 16 060 Examensarbete 30 hp Augusti 2016 An optimal solution for implementing a specific 3D web application Mathias Nordin Institutionen för informationsteknologi Department of Information Technology Abstract An optimal solution for implementing a specific 3D web application Mathias Nordin Teknisk- naturvetenskaplig fakultet UTH-enheten WebGL equips web browsers with the ability to access graphic cards for extra processing Besöksadress: power. WebGL uses GLSL ES to communicate with graphics cards, which uses Ångströmlaboratoriet Lägerhyddsvägen 1 different Hus 4, Plan 0 instructions compared with common web development languages. In order to simplify the development process there are JavaScript libraries handles the Postadress: Box 536 751 21 Uppsala communication with WebGL. On the Khronos website there is a listing of 35 different Telefon: JavaScript libraries that access WebGL. 018 – 471 30 03 It is time consuming for developers to compare the benefits and disadvantages of all Telefax: these 018 – 471 30 00 libraries to find the best WebGL library for their need. This thesis sets up requirements of a Hemsida: specific WebGL application and investigates which libraries that are best for http://www.teknat.uu.se/student implmeneting its requirements. The procedure is done in different steps. Firstly is the requirements for the 3D web application defined. Then are all the libraries analyzed and mapped against these requirements. The two libraries that best fulfilled the requirments is Three.js with Physi.js and Babylon.js. The libraries is used in two seperate implementations of the intitial game. Three.js with Physi.js is the best libraries for implementig the requirements of the game. -
Procedural Destruction of Objects for Computer Games
Procedural Destruction of Objects for Computer Games PUBLIC VERSION THESIS submitted in partial fulfilment of the requirements for the degree of MASTER OF SCIENCE in MEDIA AND KNOWLEDGE ENGINEERING by Joris van Gestel born in Zevenhuizen, the Netherlands Computer Graphics and CAD/CAM Group Cannibal Game Studios Department of Mediamatics Molengraaffsingel 12-14 Faculty of EEMCS, Delft University of Technology 2629 JD Delft Delft, the Netherlands The Netherlands www.ewi.tudelft.nl www.cannibalgamestudios.com Author: Joris van Gestel Student id: 1099825 Email: [email protected] Date: May 10, 2011 © 2011 Cannibal Game Studios. All Rights Reserved i Summary Traditional content creation for computer games is a costly process. In particular, current techniques for authoring destructible behaviour are labour intensive and often limited to a single object basis. We aim to create an intuitive approach which allows designers to visually define destructible behaviour for objects in a reusable manner, which can then be applied in real-time. First we present a short introduction into the way that destruction has been done in games for many years. To better understand the physical processes that are being replicated, we present some information on how destruction works in the real world, and the high level approaches that have developed to simulate these processes. Using criteria gathered from industry professionals, we survey previous research work and determine their usability in a game development context. The approach which suits these criteria best is then selected as the basis for the approach presented in this work. By examining commercial solutions the shortcomings of existing technologies are determined to establish a solution direction. -
Maya 2012 Create Breathtaking 3D
® ® Autodesk Maya 2012 Create Breathtaking 3D. Create innovative digital entertainment with Autodesk Maya 2012, an end-to-end solution for CG production at an exceptional value. I really like all the positive steps taken in Maya 2012. With the high-fidelity viewport, enhancements to Nucleus, and the overall performance improvements, Maya has become more flexible, powerful and modern. Black Swan. Image courtesy of Look FX. © Fox Searchlight Pictures. — Peter Shipkov Technical Director Modernize your pipeline and compete more effectively of the multi-threaded NVIDIA® PhysX® engine* to Digital Domain with Autodesk® Maya® 2012 modeling, animation, create rigid-body simulations directly in the Maya visual effects, rendering, and compositing software. viewport—and if you use PhysX in your game engine, Whether you work in film, games, television, or you’ll be matching the runtime solution. The new Digital advertising, publishing, and graphic design production, Molecular Matter plug-in from Pixelux Entertainment™ Maya 2012 offers state-of-the-art toolsets, combined enables you to create highly-realistic shattering into a single affordable offering. simulations with multiple interacting materials. Meanwhile, further development of the Nucleus New Toolsets for Previsualization and unified simulation framework and its associated Games Prototyping modules means that convincing pouring, splashing, Today’s challenging productions demand modern and boiling liquid effects are easier to achieve. toolsets that enable you to make interactive decisions in-context. Maya 2012 delivers new and enhanced Better Pipeline Integration features to help you create more compelling New single-step interoperability between Maya 2012, previsualizations and games prototypes, or experiment Autodesk® MotionBuilder® 2012 software, and the and iterate more easily on your animations. -
Geometry & Computation for Interactive Simulation
Geometry & Computation for Interactive Simulation Jorg Peters (CISE University of Florida, USA), Dinesh Pai (University of British Columbia), Ulrich Reif (Technische Universitaet Darmstadt) Sep 24 – Sep 29, 2017 1 Overview The workshop advanced the state of the art in geometry and computation for interactive simulation by in- troducing to each other researchers from different branches of academia, research labs and industry. These researchers share the common goal of improving the interface between geometry and computation for physi- cal simulation – but approach it with differing emphasis, techniques and toolkits. A key issue for all partici- pants is to shorten process times and to improve the outcomes of the design-analysis cycle. That is, to more quickly optimize shape, structure and properties to achieve one or multiple design goals. Correspondingly, the challenges laid out covered a wide spectrum from hierarchical design and prediction of novel 3D printed materials, to multi-objective optimization minimizing fuel consumption of commercial airplanes, to creating training scenarios for minimally invasive surgery, to multi-point interactive force feedback for virtually plac- ing an engine into a restricted cavity. These challenges map to challenges in the underlying areas of geometry processing, computational geometry, geometric design, formulation of simulation models, isogeometric and higher-order isoparametric design with splines and meshingless approaches, to real-time computation for interactive surgical force-feedback simulation. The workshop was highly succesful in presenting and con- trasting this rich set of techniques. And it generated recommendations for educating future generation of researchers in geometry and computation for interactive simulation (see outcomes). The lower than usual number of participants (due to a second series of earth quakes just before the meeting) allowed for increased length of individual presentations, so as to discuss topics and ideas at length, and to address basics theory. -
Luminosity | a Re-Imagining of Twilight | by Alicorn
Luminosity by Alicorn You don't have to make a hundred mistakes for everything to disintegrate around you. One will do. One wrong risk, one misplaced trust, one careless guess is enough to destroy the one thing you can least afford to lose. But I'd never had any reason to imagine that my disaster would befall me at the time when I was most unexpectedly safe. pg. 1 1. Forks 2. The Cullens 3. The Reveal 4. Matchmaking 5. Vampires 101 6. Edward 7. Souls 8. The Future 9. Witches and Werewolves 10. Coven 11. Volterra 12. Norway 13. Newborn 14. Self-Control 15. Honeymoon 16. Ambition 17. Rachel 18. Clearwater 19. Denali 20. Europe 21. Hybrid 22. Maggie 23. Sue 24. Delivery 25. Expectations 26. Little Witch 27. Scatter 28. Ashes 29. Things Left Behind pg. 2 Forks Here is how I decided to live with my father in Washington. My favorite three questions are, What do I want?, What do I have?, and How can I best use the latter to get the former? Actually, I'm also fond of What kind of person am I?, but that one isn't often directly relevant to decision making on a day-to-day basis. What did I want? I wanted my mother, Renée, to be happy. She was the most important person to me, bar none. I also wanted her around, but when I honestly evaluated my priorities, it was more important that she be happy. If, implausibly, I had to choose between Renée being happy on Mars, and Renée being miserable living with me as she always had - I wouldn't be thrilled about it. -
Cost-Efficient Video Interactions for Virtual Training Environment
COST-EFFICIENT VIDEO INTERACTIONS FOR VIRTUAL TRAINING ENVIRONMENT Arsen Gasparyan A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE August 2007 Committee: Hassan Rajaei, Advisor Guy Zimmerman Walter Maner ii ABSTRACT Rajaei Hassan, Advisor In this thesis we propose the paradigm for video-based interaction in the distributed virtual training environment, develop the proof of concept, examine the limitations and discover the opportunities it provides. To make the interaction possible we explore and/or develop methods which allow to estimate the position of user’s head and hands via image recognition techniques and to map this data onto the virtual 3D avatar thus allowing the user to control the virtual objects the similar way as he/she does with real ones. Moreover, we target to develop a cost efficient system using only cross-platform and freely available software components, establishing the interaction via common hardware (computer, monocular web-cam), and an ordinary internet channel. Consequently we aim increasing accessibility and cost efficiency of the system and avoidance of expensive instruments such as gloves and cave system for interaction in virtual space. The results of this work are the following: the method for estimation the hand positions; the proposed design solutions for the system; the proof of concepts based on the two test cases (“Ball game” and “Chemistry lab”) which show that the proposed ideas allow cost-efficient video-based interaction over the internet; and the discussion regarding the advantages, limitations and possible future research on the video-based interactions in the virtual environments. -
Michał Domański Curriculum Vitae / Portfolio
Michał Domański Curriculum Vitae / Portfolio date of birth: 09-03-1986 e-mail: [email protected] address: ul. Kabacki Dukt 8/141 tel. +48 608 629 046 02-798 Warsaw Skype: rein4ce Poland I am fascinated by the world of science, programming, I love experimenting with the latest technologies, I have a great interest in virtual reality, robotics and military. Most of all I value the pursuit of professionalism, continuous education and expanding one's skill set. Education 2009 - till now Polish Japanese Institute of Information Technology Computer Science - undergraduate studies, currently 4th semester 2004 - 2009 Cracow University of Technology Master of Science in Architecture and Urbanism - graduated 2000 - 2004 Romuald Traugutt High School in Częstochowa mathematics, physics, computer-science profile Skills Advanced level Average level Software C++ (10 years), MFC Java, J2ME Windows 98, XP, Windows 7 C# .NET 3.5 (3 years) DirectX, MDX SketchUP OpenGL BASCOM AutoCAD Actionscript/Flex MS SQL, Oracle Visual Studio 2008, MSVC 6.0 WPF Eclipse HTML/CSS Flex Builder Photoshop CS2 Addtional skills: Good understanding of design patterns and ability to work with complex projects Strong problem solving skills Excellent work organisation and teamwork coordination Eagerness to learn any new technology Languages: Polish, English (proficiency), German (basic) Ever since I can remember my interests lied in computers. Through many years of self-education and studying many projects I have gained insight and experience in designing and programming professional level software. I did an extensive research in the game programming domain, analyzing game engines such as Quake, Half-Life and Source Engine, through which I have learned how to structure and develop efficient systems while implementing best industry-standard practices. -
Physics Editor Mac Crack Appl
1 / 2 Physics Editor Mac Crack Appl This is a list of software packages that implement the finite element method for solving partial differential equations. Software, Features, Developer, Version, Released, License, Price, Platform. Agros2D, Multiplatform open source application for the solution of physical ... Yves Renard, Julien Pommier, 5.0, 2015-07, LGPL, Free, Unix, Mac OS X, .... For those who prefer to run Origin as an application on your Mac desktop without a reboot of the Mac OS, we suggest the following virtualization software:.. While having the same core (Unigine Engine), there are 3 SDK editions for ... Turnkey interactive 3D app development; Consulting; Software development; 3D .... Top Design Engineering Software: The 50 Best Design Tools and Apps for ... design with the intelligence of 3D direct modeling,” for Windows, Linux, and Mac users. ... COMSOL is a platform for physics-based modeling and simulation that serves as ... and tools for electrical, mechanical, fluid flow, and chemical applications .... Experience the world's most realistic and professional digital art & painting software for Mac and Windows, featuring ... Your original serial number will be required. ... Easy-access panels let you instantly adjust how paint is applied to the brush and how the paint ... 4 physical cores/8 logical cores or higher (recommended).. A dynamic soft-body physics vehicle simulator capable of doing just about anything. ... Popular user-defined tags for this product: Simulation .... Easy-to-Use, Powerful Tools for 3D Animation, GPU Rendering, VFX and Motion Design. ... Trapcode Suite 16 With New Physics, Magic Bullet Suite 14 With New Color Workflows Now ... Maxon Cinema 4D Immediately Available for M1-Powered Macs image .. -
Jak Videohry Vyprávějí Příběhy Analýza Aktuálních Klíčových Videoher Hlavního Proudu
Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Bc. Jaroslav Kolář Magisterská diplomová práce Jak videohry vyprávějí příběhy Analýza aktuálních klíčových videoher hlavního proudu Vedoucí práce: Mgr. Zuzana Husárová, Ph.D. 2013 1 2 Čestné prohlášení Prohlašuji, že jsem práci vypracoval samostatně. Všechny prameny a literaturu, které jsem při vypracování používal, v práci řádně uvádím. V Brně, 4. ledna 2013 3 Narativní potenciál videoher byl na konci 20. století podceňován nebo zcela přehlížen. Vzhledem k rychlému vývoji na poli videoher je nutné přezkoumat aktuální situaci. Objektem této práce jsou klíčové videohry hlavního proudu vydané mezi lety 2010-2012. Podrobným vnímáním ludické a narativní podstaty vybraných videoher hledá tato práce odpověď na otázku „Jakým způsobem videohry vyprávějí příběhy?“ a to z perspektivy nahlížení na příběhy jako na transmediální fenomény. 4 První kapitola – Úvod ............................................................................................................................. 7 Cíl této práce ....................................................................................................................................... 9 Jak budu postupovat ............................................................................................................................ 9 Druhá kapitola – Uvedení do problematiky .......................................................................................... 10 Sjednocení důležitých pojmů ........................................................................................................... -
The Search for the "Manchurian Candidate" the Cia and Mind Control
THE SEARCH FOR THE "MANCHURIAN CANDIDATE" THE CIA AND MIND CONTROL John Marks Allen Lane Allen Lane Penguin Books Ltd 17 Grosvenor Gardens London SW1 OBD First published in the U.S.A. by Times Books, a division of Quadrangle/The New York Times Book Co., Inc., and simultaneously in Canada by Fitzhenry & Whiteside Ltd, 1979 First published in Great Britain by Allen Lane 1979 Copyright <£> John Marks, 1979 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner ISBN 07139 12790 jj Printed in Great Britain by f Thomson Litho Ltd, East Kilbride, Scotland J For Barbara and Daniel AUTHOR'S NOTE This book has grown out of the 16,000 pages of documents that the CIA released to me under the Freedom of Information Act. Without these documents, the best investigative reporting in the world could not have produced a book, and the secrets of CIA mind-control work would have remained buried forever, as the men who knew them had always intended. From the documentary base, I was able to expand my knowledge through interviews and readings in the behavioral sciences. Neverthe- less, the final result is not the whole story of the CIA's attack on the mind. Only a few insiders could have written that, and they choose to remain silent. I have done the best I can to make the book as accurate as possible, but I have been hampered by the refusal of most of the principal characters to be interviewed and by the CIA's destruction in 1973 of many of the key docu- ments.