Taking 3D Printing to Higher Dimensions
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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 -
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. -
Water Management Plan
Yale University Water Management Plan Update 2017 Office of Facilities July 2017 Yale University Water Management Plan Update 2017 Office of Facilities July 2017 4 Contents 7 Introduction 8 Vision for Water Management 9 Progress to Date 15 Moving Forward 18 Conclusion 19 Appendix Table 1: Water Meter and Building Account Priorities Acknowledgments 5 6 Introduction In 2013, the Yale Water Management Plan 2013–2016 was released, detailing the importance of water management on campus; various approaches taken to date with campus metering, building, irrigation, and process systems; and method- ology for analyzing water data and metrics. The plan also presented a suite of strategies identified toward a university-wide 5% water-use reduction goal. In 2016, the Office of Sustainability released the Yale Sustainability Plan 2025, which presents a comprehensive approach to connect scholarship and opera- tions at Yale under one sustainability vision. The plan sets a specific goal “to update the campus water management plan in alignment with local priorities.” This document provides an update to the Water Management Plan 2013–2016 and initial fulfillment of the Yale Sustainability Plan 2025. Moving forward, the University intends to incorporate water management progress and plan- ning into the Campus Resilience Plan, High Performance Design Standards, Sustainability Progress Reports, and supporting documents. Collectively, these plans invite generative work and collaboration between the academic and operational sides of the University. The significance of operational com- mitments is expanded beyond Yale’s campus with related applied research, teaching, and service. Yale University — Water ManageMent Plan — Update 2017 7 Vision for Water Management Yale University envisions a campus where water is actively and adaptively managed as a highly valuable resource. -
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. -
4:30 P. M. Thursday 16 April 1936 Yaleuniversity We Are Gathered
MEMORIAL EXERCISES IN HONOR OF LAFAYETTE BENEDICT MENDEL Sterling Professor of Physiological Chemistry Born 5 February 1872 Died 9 December 1935 Speakers PRESIDENT JAMES ROWLAND ANGELL, Presiding RUSSELL HENRY CHITTENDEN FREDERIC COLLIN WALCOTT PHOEBUS AARON LEVENE 4:30 P. M. Thursday 16 April 1936 Strathcona Hall Yale University We are gathered here to pay our tribute of admiration and respect to Lafayette Benedict Mendel, who died on December 9th last. During his long years of faithful service in this University, he endeared himself to hundreds of students who owe to him the inspiration of intellectual leadership and the severe discipline given by a learned and accurate scholar. His striking accomplishments in a relatively new field put him early in the front rank of American scientists and his entire career reflected lustre upon his Alma Mater, whom he served so devotedly. We are fortunate in having here to refresh our memories of our friend, Dr. Russell Henry Chittenden, Director-emeritus of the Sheffield Scientific School, who was Dr. Mendel's first teacher and for many years his colleague; the Honorable Frederic C. Walcott, YALE JOURNAL OF BIOLOGY AND MEDICINE, VOL. 8, NO. 6 560 YALE JOURNAL OF BIOLOGY AND MEDICINE formerly member of the United States Senate and now Commis- sioner of Welfare in Connecticut, who was a classmate; and Dr. Phoebus A. Levene of the Rockefeller Institute for Medical Research, for many years an intimate friend. Forty-five years ago there appeared in my laboratory a young man desirous of beginning the study of physiological chemistry. He came with a letter of introduction from the then Dean of Yale College, Henry P. -
ST JOHN's COLLEGE COUNCIL Agenda for the Meeting Of
ST JOHN’S COLLEGE COUNCIL Agenda For the Meeting of Wednesday, December 3, 2014 Meal at 5:30, Meeting from 6:00 in the Cross Common Room (#108) 1. Opening Prayer 2. Approval of the Agenda 3. Approval of the September 24, 2014 Minutes 4. Business arising from the Minutes 5. New Business a) Update on the work of the Commission on Theological Education b) University of Manitoba Budget situation c) Draft Report from the Theological Education Commission d) Report from Warden on the Collegiate way Conference e) Budget Summary f) Summary of Awards 6. Reports from Committees, College Officers and Student Council a) Reports from Committees – Council Executive, Development, Finance & Admin. b) Report from Assembly c) Report from College Officers and Student Council i) Warden ii) Dean of Studies iii) Development Office iv) Dean of Residence v) Chaplain vi) Bursar vii) Registrar viii) Senior Stick 7. Other Business 8. Adjournment Council Members: Art Braid; Bernie Beare; Bill Pope; Brenda Cantelo; Christopher Trott; David Ashdown; Don Phillips; Heather Richardson; Ivan Froese; Jackie Markstrom; James Ripley; Joan McConnell; June James; Justin Bouchard; Peter Brass; Sherry Peters; Simon Blaikie; Susan Close; William Regehr, Susie Fisher Stoesz, Martina Sawatzky; Diana Brydon; Esyllt Jones; James Dean; Herb Enns ST JOHN’S COLLEGE COUNCIL Minutes For the Meeting of Wednesday, September 24, 2014 Present: B. Beare (Chair), A. Braid, J. Bouchard, B. Cantelo, D Brydon, J. Ripley, P. Brass, M. Sawatzky, B. Regehr, C. Trott, S. Peters (Secretary), J. Markstrom, H. Richardson, I. Froese, J. McConnell, B. Pope. Regrets: J. James, D. Phillips, H. Enns, S. -
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. -
Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller . -
Service Oriented Interactive Media (SOIM) Engines Enabled by Optimized Resource Sharing
Service Oriented Interactive Media (SOIM) Engines Enabled by Optimized Resource Sharing Aly, Mahy; Franke, Michael; Simoens, Pieter Kretz, Moritz; Schamel, Folker Ghent University - iMinds Spinor GmbH Ghent, Belgium Munich, Germany [email protected] { mahy.aly, michael.franke, moritz.kretz, fms } @spinor.com Abstract—In the same way as cloud computing, Software as a Interactive media and entertainment software face the need Service (SaaS) and Content Centric Networking (CCN) triggered to adapt to the architectural implications that are introduced a new class of software architectures fundamentally different from alongside the new infrastructure in order to optimize its use. traditional desktop software, service oriented networking (SON) Currently, it can be admitted that in the process of this suggests a new class of media engine technologies, which we call architectural transition, the interactive media industry, in large Service Oriented Interactive Media (SOIM) engines. This includes part of it, is still lagging behind. Since the launch of that industry a new approach for game engines and more generally interactive and mostly throughout its history, games, or in case of server- media engines for entertainment, training, educational and based multi-user games, thick game clients have been single- dashboard applications. Porting traditional game engines and user applications running completely on end-user devices. These interactive media engines to the cloud without fundamentally needs had a significant impact on the architecture of the game changing the architecture, as done frequently, can enable already various advantages of cloud computing for such kinds of and media engines being the software which provides core applications, for example simple and transparent upgrading of functionalities like input handling, game simulation, AI, content and unified user experience on all end-user devices. -
Divinity School 2003–2004
Divinity School 2003–2004 bulletin of yale university Series 98 Number 5 July 25, 2003 Bulletin of Yale University Postmaster: Send address changes to Bulletin of Yale University, PO Box 208227, New Haven ct 06520-8227 PO Box 208230, New Haven ct 06520-8230 Periodicals postage paid at New Haven, Connecticut Issued sixteen times a year: one time a year in May, November, and December; two times a year in June and September; three times a year in July; six times a year in August Managing Editor: Linda Koch Lorimer Editor: David J. Baker Editorial and Publishing Office: 175 Whitney Avenue, New Haven, Connecticut Publication number (usps 078-500) The closing date for material in this bulletin was June 20, 2003. The University reserves the right to withdraw or modify the courses of instruction or to change the instructors at any time. ©2003 by Yale University. All rights reserved. The material in this bulletin may not be reproduced, in whole or in part, in any form, whether in print or electronic media, without written permission from Yale University. Photo credits: Gabriel Amadeus Cooney, Robert A. Lisak, Jamie L. Manson, Michael Mars- land, Frank Poole, Sheryl Serviss Inquiries Requests for catalogues and application material should be addressed to the Office of Admis- sions, Yale University Divinity School, 409 Prospect Street, New Haven, Connecticut 06511, telephone 203.432.5360, fax 203.432.7475. Web site: www.yale.edu/divinity Divinity School 2003Ð2004 bulletin of yale university Series 99 Number 5 July 25, 2003 yale univer s ity campus nort h Continued on next page yale univer s ity campus south & yale medical cent er ©Yale University.