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RADIOLOGICAL EFFLUENTS RELEASED from NUCLEAR ROCKET and Ralvijet ENGINE TESTS at the NEVADA TEST SITE 1959 THROUGH 1969 FACT BOOK
DOUNV-401 JUNE 1995 UC-702 RADIOLOGICAL EFFLUENTS RELEASED FROM NUCLEAR ROCKET AND RAlvIJET ENGINE TESTS AT THE NEVADA TEST SITE 1959 THROUGH 1969 FACT BOOK SEP 1 5 1995 OSTI Prepared for the UNITED STATES DEPARTMENT OF ENERGY NEVADA OPERATIONS OFFICE LAS VEGAS, NEVADA Prepared by RAmHEON SERVICES NEVADA Post Office Box 95487 Las Vegas, Nevada 89193-5487 Work Performed Under Contract No. DE-AC08-91 NV10833 DISCLAIMER "This report was prepared as an account of work sponsored by an agency of the United States Government. Neither the United States Government nor any agency thereof, nor any of their employees, makes any warranty, express or implied, or assumes any legal liability or responsibility for the accuracy , completeness, or usefulness of any information, apparatus, product, or process disclosed, or represents that its use -would not infringe privately owned rights. Reference herein to any specific commercial product, process, or service by trade name, trademark, manufacturer, or otherwise does not necessarily constitute or imply its endorsement, recommendation, or favoring by the United States Government or any agency thereof. The views and opinions of authors expressed herein do not necessarily state or reflect those of the United States Government or any agency thereof. 'I This report has been reproduced from the best available copy. Available to DOE and DOE contractors from:: Office of Scientific and Technical Information P.O. Box 62 Oak Ridge, TN 37831 (Prices available from (615) 576-8401) Available to the public from: National Technical Information Service U.S. Department of Commerce 5285 Port Royal Rd. Springfield, VA 22161 DOE/NV-401 UC-702 RADIOLOGICAL EFFLUENTS RELEASED FROM NUCLEAR ROCKET AND RAMJET ENGINE TESTS AT THE NEVADA TEST SITE 1959 THROUGH 1969 JUNE 1995 Prepared for the UNITED STATES DEPARTMENT OF ENERGY NEVADA OPERATIONS OFFICE LAS VEGAS, NEVADA Prepared by H. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Real-Time Soft Shadows in a Game Engine
Real-time Soft Shadows in a Game Engine Kasper Fauerby ([email protected]) Carsten Kjær ([email protected]) 14th December 2003 Abstract In this thesis we explore the possibilities of using various real-time shadow techniques in a 3d game engine. We describe a technique known as the stencil shadow algorithm and show how it can be extended to produce soft shadows from volume light sources using penumbra wedges. The penumbra wedge technique allows for real-time soft shadows in relatively simple scenes. We present a novel coverage calculation technique for spherical light sources, which significantly reduces the amount of pixel shader instructions and the amount of texture memory required for look-up tables. We identify a performance bottleneck in the algorithm which prevents the achievement of real-time performance in complex scenes, and we present a new version of the algorithm that eliminates this bottleneck for a limited class of shadow casting objects. We have implemented both versions of the soft shadow algorithm in our game engine, and we compare their respective performance on different hard- ware. Some implementation details are given, including the CG source code for the vertex and pixel shaders we have used. We discuss how to effectively manage a large number of shadow volumes in a dynamic game scene where both lights and shadow casters move around freely. Finally, we give an overview of some of the limitations in graphical hardware anno 2003 that introduce unnessesary work loads on the algorithm, thus degrading performance. Contents 1 Introduction 3 2 Lighting 7 2.1 Light models . -
Allegro CL User Guide
Allegro CL User Guide Volume 1 (of 2) version 4.3 March, 1996 Copyright and other notices: This is revision 6 of this manual. This manual has Franz Inc. document number D-U-00-000-01-60320-1-6. Copyright 1985-1996 by Franz Inc. All rights reserved. No part of this pub- lication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means electronic, mechanical, by photocopying or recording, or otherwise, without the prior and explicit written permission of Franz incorpo- rated. Restricted rights legend: Use, duplication, and disclosure by the United States Government are subject to Restricted Rights for Commercial Software devel- oped at private expense as specified in DOD FAR 52.227-7013 (c) (1) (ii). Allegro CL and Allegro Composer are registered trademarks of Franz Inc. Allegro Common Windows, Allegro Presto, Allegro Runtime, and Allegro Matrix are trademarks of Franz inc. Unix is a trademark of AT&T. The Allegro CL software as provided may contain material copyright Xerox Corp. and the Open Systems Foundation. All such material is used and distrib- uted with permission. Other, uncopyrighted material originally developed at MIT and at CMU is also included. Appendix B is a reproduction of chapters 5 and 6 of The Art of the Metaobject Protocol by G. Kiczales, J. des Rivieres, and D. Bobrow. All this material is used with permission and we thank the authors and their publishers for letting us reproduce their material. Contents Volume 1 Preface 1 Introduction 1.1 The language 1-1 1.2 History 1-1 1.3 Format -
Los Motores Aeroespaciales, A-Z
Sponsored by L’Aeroteca - BARCELONA ISBN 978-84-608-7523-9 < aeroteca.com > Depósito Legal B 9066-2016 Título: Los Motores Aeroespaciales A-Z. © Parte/Vers: 1/12 Página: 1 Autor: Ricardo Miguel Vidal Edición 2018-V12 = Rev. 01 Los Motores Aeroespaciales, A-Z (The Aerospace En- gines, A-Z) Versión 12 2018 por Ricardo Miguel Vidal * * * -MOTOR: Máquina que transforma en movimiento la energía que recibe. (sea química, eléctrica, vapor...) Sponsored by L’Aeroteca - BARCELONA ISBN 978-84-608-7523-9 Este facsímil es < aeroteca.com > Depósito Legal B 9066-2016 ORIGINAL si la Título: Los Motores Aeroespaciales A-Z. © página anterior tiene Parte/Vers: 1/12 Página: 2 el sello con tinta Autor: Ricardo Miguel Vidal VERDE Edición: 2018-V12 = Rev. 01 Presentación de la edición 2018-V12 (Incluye todas las anteriores versiones y sus Apéndices) La edición 2003 era una publicación en partes que se archiva en Binders por el propio lector (2,3,4 anillas, etc), anchos o estrechos y del color que desease durante el acopio parcial de la edición. Se entregaba por grupos de hojas impresas a una cara (edición 2003), a incluir en los Binders (archivadores). Cada hoja era sustituíble en el futuro si aparecía una nueva misma hoja ampliada o corregida. Este sistema de anillas admitia nuevas páginas con información adicional. Una hoja con adhesivos para portada y lomo identifi caba cada volumen provisional. Las tapas defi nitivas fueron metálicas, y se entregaraban con el 4 º volumen. O con la publicación completa desde el año 2005 en adelante. -Las Publicaciones -parcial y completa- están protegidas legalmente y mediante un sello de tinta especial color VERDE se identifi can los originales. -
Project Pluto
Project Pluto The "Tory-IIC" prototype On January 1, 1957, the U.S. Air Force and the Atomic Energy Commission selected the Lawrence Livermore National Laboratory's (LLNL) predecessor, the Lawrence Radiation Laboratory, to study the feasibility of applying heat from nuclear reactors to ramjet engines. This research became known as "Project Pluto" and was moved from Livermore, California to new facilities constructed for $1.2 million on eight square miles (21 km²) of Jackass Flats at the Nevada Test Site (NTS), known as Site 401. The complex consisted of six miles (10 km) of roads, critical assembly building, control building, assembly and shop buildings, and utilities. Also required for the construction was 25 miles (40 km) of oil well casing which was necessary to store the million pounds (450 t) of pressurized air used to simulate ramjet flight conditions for Pluto. The work was directed by Dr. Ted Merkle, leader of the laboratory's R-Division. The principle behind the ramjet was relatively simple: motion of the vehicle pushed air in at high pressure through the front of the vehicle (ram effect), a nuclear reactor heated the air, and then the hot air expanded at high speed out through a nozzle at the back, providing thrust. The notion of using a nuclear reactor to heat the air was fundamentally new. Unlike commercial reactors, which are surrounded by concrete, the Pluto reactor had to be small and compact enough to fly, but durable enough to survive a 7,000 mile (11,000 km) trip to a potential target. The success of this project would depend upon a series of technological advances in metallurgy and materials science. -
Desenvolvimento De Jogos Eletrônicos
Revista Eletrônica da Faculdade Metodista Granbery http://re.granbery.edu.br - ISSN 1981 0377 Curso de Sistemas de Informação - N. 7, JUL/DEZ 2009 Desenvolvimento de Jogos Eletrônicos Mônica de Lourdes Souza Batista 1, Sérgio Muinhos Barroso Lima 1 1Faculdade Metodista Granbery CEP: 36010-532 – Juiz de Fora – MG – Brazil [email protected], [email protected] Resumo Como acontece no desenvolvimento de um Sistema de Informação, a produção de um jogo eletrônico, seja ele 2D ou 3D, necessita da adoção de um processo de desenvolvimento. No caso dos jogos eletrônicos, é necessário levar em consideração os aspectos artísticos. O objetivo deste artigo é analisar quais são as etapas do processo de elaboração de um jogo e quais as ferramentas que auxiliam este processo. Palavras-Chave : jogos eletrônicos, desenvolvimento de jogos, ferramentas para jogos, máquinas de jogos. Abstract. As it happens in the development of an Information System, the production of an electronic game, be it 2D or 3D, requires the adoption of a development process. In the case of electronic games, you must take into account the artistic aspects. This article aims to examine wich are the steps of the process drafting a game and what are the tools that help this process. Key-words: eletronic games, game development, game tools, game engines. 1. INTRODUÇÃO O fascínio exercido pelos jogos eletrônicos vem atraindo consumidores e profissionais para as áreas de computação e artes gráficas, tornando a indústria dos jogos eletrônicos tão próspera quanto a do cinema (SANTOS e VALE, 2006). O desenvolvimento de um game torna-se complexo devido a sua natureza interdisciplinar e ao fato de que se espera que games atuais sejam capazes de prover, em tempo real, o maior grau de realismo possível, tanto no aspecto gráfico como no aspecto de simulação. -
Localization Tools in General Purpose Game Engines: a Systematic Mapping Study
Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 9979657, 15 pages https://doi.org/10.1155/2021/9979657 Review Article Localization Tools in General Purpose Game Engines: A Systematic Mapping Study Marcus Toftedahl Division of Game Development, University of Skövde, Skövde, Sweden Correspondence should be addressed to Marcus Toftedahl; [email protected] Received 31 March 2021; Accepted 5 July 2021; Published 23 July 2021 Academic Editor: Cristian A. Rusu Copyright © 2021 Marcus Toftedahl. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline. 1. Introduction tions or specific corporate entities handling functions such as marketing or distribution. This is not always the case with “The world is full of different markets and cultures and, to indie game development, where Pereira and Bernardes [7] maximize profits™[sic], nowadays games are released in sev- note that the structure of indie development is more flexible, eral languages. -
Nuclear Aircraft - Wikipedia, the Free Encyclopedia 22/02/2011 22:49 Nuclear Aircraft from Wikipedia, the Free Encyclopedia
Nuclear aircraft - Wikipedia, the free encyclopedia 22/02/2011 22:49 Nuclear aircraft From Wikipedia, the free encyclopedia A nuclear aircraft is an aircraft powered by nuclear energy. Research into them was pursued during the Cold War by the United States and the Soviet Union as they would presumably allow a country to keep nuclear bombers in the air for extremely long periods of time, a useful tactic for nuclear deterrence. Neither country created any nuclear aircraft in production numbers. One design problem, never adequately solved, was the need for heavy shielding to protect the crew from radiation sickness. Unmanned missiles have been designed to use nuclear thermal rockets, but such designs were considered too dangerous for crews to actually fly. Contents 1 U.S. programs 1.1 NEPA and ANP 1.2 Project Pluto 2 Soviet programs The only US aircraft to 2.1 Soviet Nuclear Bomber hoax carry a nuclear reactor 2.2 Tupolev Tu-119 was the NB-36H. The program was canceled in 3 See also 1958 4 References 5 External links U.S. programs NEPA and ANP Main article: Aircraft Nuclear Propulsion In May, 1946, the Nuclear Energy for the Propulsion of Aircraft (NEPA) project was started by the United States Air Force. Studies under this program were done until May, 1951 when NEPA was replaced by the Aircraft Nuclear Propulsion (ANP) program. The ANP program included provisions for studying two different types of nuclear-powered jet engines, General Electric's Direct Air Cycle and Pratt & Whitney's Indirect Air Cycle. ANP also contained plans for two B-36s to be modified by Convair under the MX-1589 project, one of the B-36s was to be used to study shielding requirements for an http://en.wikipedia.org/wiki/Nuclear_aircraft Page 1 of 5 Nuclear aircraft - Wikipedia, the free encyclopedia 22/02/2011 22:49 airborne reactor while the other was to be the X-6. -
Metadefender Core V4.17.3
MetaDefender Core v4.17.3 © 2020 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of MetaDefender Core 14 1. Quick Start with MetaDefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Process Files with MetaDefender Core 21 2. Installing or Upgrading MetaDefender Core 22 2.1. Recommended System Configuration 22 Microsoft Windows Deployments 22 Unix Based Deployments 24 Data Retention 26 Custom Engines 27 Browser Requirements for the Metadefender Core Management Console 27 2.2. Installing MetaDefender 27 Installation 27 Installation notes 27 2.2.1. Installing Metadefender Core using command line 28 2.2.2. Installing Metadefender Core using the Install Wizard 31 2.3. Upgrading MetaDefender Core 31 Upgrading from MetaDefender Core 3.x 31 Upgrading from MetaDefender Core 4.x 31 2.4. MetaDefender Core Licensing 32 2.4.1. Activating Metadefender Licenses 32 2.4.2. Checking Your Metadefender Core License 37 2.5. Performance and Load Estimation 38 What to know before reading the results: Some factors that affect performance 38 How test results are calculated 39 Test Reports 39 Performance Report - Multi-Scanning On Linux 39 Performance Report - Multi-Scanning On Windows 43 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. -
Regulating Three-Dimensional Printing: the Converging Worlds of Bits and Atoms
Regulating Three-Dimensional Printing: The Converging Worlds Of Bits And Atoms LUCAS S. OSBORN* TABLE OF CONTENTS I. INTRODUCTION .................................................................................................. 554 II. 3D PRINTING AND THE CONVERGING WORLDS OF BITS AND ATOMS................... 558 A. The Technology........................................................................................ 558 B. The Technology’s Effect........................................................................... 560 III. NEW ISSUES RAISED BY 3D PRINTING ................................................................ 562 A. Environmental Law.................................................................................. 564 B. Products Liability .................................................................................... 566 1. Is a CAD File a “Product”?............................................................. 567 2. Who Is Potentiality Liable as “Selling” or “Otherwise Distributing” Products?................................................ 569 C. Contract Law ........................................................................................... 571 1. When Are CAD Files Goods? ........................................................... 571 2. When Are CAD File Sellers “Merchants”? ...................................... 573 3. Sale Versus License .......................................................................... 575 D. Criminal Law and Firearms Control ...................................................... -
Design of a Nuclear Propulsion System for an Unmanned Aerial
DESIGN OF A NUCLEAR PROPULSION SYSTEM FOR AN UNMANNED AERIAL VEHICLE By Ronald David Turba Thesis Submitted to the Faculty of the Graduate School of Vanderbilt University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE in Mechanical Engineering May, 2011 Nashville, Tennessee Approved: Dr. Alvin Strauss Dr. George Cook DEDICATION To my family and friends Who not only celebrated my victories But continued to have faith after my defeats ii ACKNOWLEDGMENTS I would like to thank my advisor Dr Al Strauss for his guidance and support throughout this project. His knowledge in the field and his professional colleagues helped me get through many obstacles. I would like to thank Dr Steve Howe of Idaho National Laboratory for his knowledge and research of nuclear fuels. In addition, many of the participants from the 2009 Space Nuclear Systems Forum in Huntsville, Alabama presented research on nuclear fuels and systems which coincide with this thesis. I would like to thank Dr George Schmidt of NASA Glenn Research Center for his work on nuclear propulsion and his advice on nuclear airplanes. Finally, I would like to thank the Tennessee Space Grant Consortium for their financial support of my research. iii TABLE OF CONTENTS Page DEDICATION .................................................................................................................... ii ACKNOWLEDGMENTS ................................................................................................. iii LIST OF FIGURES .........................................................................................................