Basic Physics
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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. -
Software Design for Pluggable Real Time Physics Middleware
2005:270 CIV MASTER'S THESIS AgentPhysics Software Design for Pluggable Real Time Physics Middleware Johan Göransson Luleå University of Technology MSc Programmes in Engineering Department of Computer Science and Electrical Engineering Division of Computer Science 2005:270 CIV - ISSN: 1402-1617 - ISRN: LTU-EX--05/270--SE AgentPhysics Software Design for Pluggable Real Time Physics Middleware Johan GÄoransson Department of Computer Science and Electrical Engineering, LuleºaUniversity of Technology, [email protected] October 27, 2005 Abstract This master's thesis proposes a software design for a real time physics appli- cation programming interface with support for pluggable physics middleware. Pluggable means that the actual implementation of the simulation is indepen- dent and interchangeable, separated from the user interface of the API. This is done by dividing the API in three layers: wrapper, peer, and implementation. An evaluation of Open Dynamics Engine as a viable middleware for simulating rigid body physics is also given based on a number of test applications. The method used in this thesis consists of an iterative software design based on a literature study of rigid body physics, simulation and software design, as well as reviewing related work. The conclusion is that although the goals set for the design were ful¯lled, it is unlikely that AgentPhysics will be used other than as a higher level API on top of ODE, and only ODE. This is due to a number of reasons such as middleware speci¯c tools and code containers are di±cult to support, clash- ing programming paradigms produces an error prone implementation layer and middleware developers are reluctant to port their engines to Java. -
Physics Engine Design and Implementation Physics Engine • a Component of the Game Engine
Physics engine design and implementation Physics Engine • A component of the game engine. • Separates reusable features and specific game logic. • basically software components (physics, graphics, input, network, etc.) • Handles the simulation of the world • physical behavior, collisions, terrain changes, ragdoll and active characters, explosions, object breaking and destruction, liquids and soft bodies, ... Game Physics 2 Physics engine • Example SDKs: – Open Source • Bullet, Open Dynamics Engine (ODE), Tokamak, Newton Game Dynamics, PhysBam, Box2D – Closed source • Havok Physics • Nvidia PhysX PhysX (Mafia II) ODE (Call of Juarez) Havok (Diablo 3) Game Physics 3 Case study: Bullet • Bullet Physics Library is an open source game physics engine. • http://bulletphysics.org • open source under ZLib license. • Provides collision detection, soft body and rigid body solvers. • Used by many movie and game companies in AAA titles on PC, consoles and mobile devices. • A modular extendible C++ design. • Used for the practical assignment. • User manual and numerous demos (e.g. CCD Physics, Collision and SoftBody Demo). Game Physics 4 Features • Bullet Collision Detection can be used on its own as a separate SDK without Bullet Dynamics • Discrete and continuous collision detection. • Swept collision queries. • Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes. • Support for dynamic deformation of nonconvex triangle meshes. • Multi-physics Library includes: • Rigid-body dynamics including constraint solvers. • Support for constraint limits and motors. • Soft-body support including cloth and rope. Game Physics 5 Design • The main components are organized as follows Soft Body Dynamics Bullet Multi Threaded Extras: Maya Plugin, Rigid Body Dynamics etc. Collision Detection Linear Math, Memory, Containers Game Physics 6 Overview • High level simulation manager: btDiscreteDynamicsWorld or btSoftRigidDynamicsWorld. -
Physics Application Programming Interface
PHI: Physics Application Programming Interface Bing Tang, Zhigeng Pan, ZuoYan Lin, Le Zheng State Key Lab of CAD&CG, Zhejiang University, Hang Zhou, China, 310027 {btang, zgpan, linzouyan, zhengle}@cad.zju.edu.cn Abstract. In this paper, we propose to design an easy to use physics applica- tion programming interface (PHI) with support for pluggable physics library. The goal is to create physically realistic 3D graphics environments and inte- grate real-time physics simulation into games seamlessly with advanced fea- tures, such as interactive character simulation and vehicle dynamics. The actual implementation of the simulation was designed to be independent, interchange- able and separated from the user interface of the API. We demonstrate the util- ity of the middleware by simulating versatile vehicle dynamics and generating quality reactive human motions. 1 Introduction Each year games become more realistic visually. Current generation graphics cards can produce amazing high-quality visual effects. But visual realism is only half the battle. Physical realism is another half [1]. The impressive capabilities of the latest generation of video game hardware have raised our expectations of not only how digital characters look, but also they behavior [2]. As the speed of the video game hardware increases and the algorithms get refined, physics is expected to play a more prominent role in video games. The long-awaited Half-life 2 impressed the players deeply for the amazing Havok physics engine[3]. The incredible physics engine of the game makes the whole game world believable and natural. Items thrown across a room will hit other objects, which will then react in a very convincing way. -
Program and Book of Abstracts
20th International Conference on Multimedia in Physics Teaching and Learning Program and Book of Abstracts MPTL 2015 International Conference September 9–11, 2015 at LMU Munich Wed, 9 Sep Thu, 10 Sep Fri, 11 Sep Opening Ceremony Plenary Lecture Plenary Lecture 09:00 - 10:00 Michael Dubson Wouter van Joolingen Plenary Lecture Plenary Lecture Plenary Lecture 10:00 - 11:00 Jochen Schieck Christian Hackenberger David Lowe 11:00 - 11:30 Coffee Break Coffee Break Coffee Break 1A Invited Symposium REP 3A Parallel Session QP 6A Parallel Session SIM/VID 11:30 - 13:00 1B Invited Symposium IWB 3B Parallel Session VRL/MAP 6B Invited Symposium ASS 3C Workshop CAM 6C Workshop MAP Lunch Lunch Closing Ceremony 13:00 - 14:00 2A Invited Symposium VRL 4A Invited Symposium iMP Lunch 2B Invited Symposium ILA 4B Invited Symposum GBL 14:00 - 16:00 4C Parallel Session MM 16:00 - 16:30 Coffee Break Coffee Break Poster Session 5A Invited Symposium QP & 5B Parallel Session ILA 16:30 - 18:30 Welcome Party 5C Workshop VRL Guided Tour Conference Dinner 18:30 - 20:30 20:30 - 23:00 Program and Book of Abstracts European Physical Society 20th International Conference on Multimedia in Physics Teaching and Learning Program and Book of Abstracts MPTL 2015 International Conference September 9–11, 2015 at LMU Munich, Germany Organized by: Multimedia in Physics Teaching and Learning (MPTL) Chair of Physics Education, Faculty of Physics, LMU Munich With the support of: German Research Foundation (DFG) European Physical Society (EPS) – Physics Education Division German Physical -
Dynamic Simulation of Manipulation & Assembly Actions
Syddansk Universitet Dynamic Simulation of Manipulation & Assembly Actions Thulesen, Thomas Nicky Publication date: 2016 Document version Peer reviewed version Document license Unspecified Citation for pulished version (APA): Thulesen, T. N. (2016). Dynamic Simulation of Manipulation & Assembly Actions. Syddansk Universitet. Det Tekniske Fakultet. General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal ? Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 09. Sep. 2018 Dynamic Simulation of Manipulation & Assembly Actions Thomas Nicky Thulesen The Maersk Mc-Kinney Moller Institute Faculty of Engineering University of Southern Denmark PhD Dissertation Odense, November 2015 c Copyright 2015 by Thomas Nicky Thulesen All rights reserved. The Maersk Mc-Kinney Moller Institute Faculty of Engineering University of Southern Denmark Campusvej 55 5230 Odense M, Denmark Phone +45 6550 3541 www.mmmi.sdu.dk Abstract To grasp and assemble objects is something that is known as a difficult task to do reliably in a robot system. -
Compact Fusion Reactors
Compact fusion reactors Tomas Lind´en Helsinki Institute of Physics 26.03.2015 Fusion research is currently to a large extent focused on tokamak (ITER) and inertial confinement (NIF) research. In addition to these large international or national efforts there are private companies performing fusion research using much smaller devices than ITER or NIF. The attempt to achieve fusion energy production through relatively small and compact devices compared to tokamaks decreases the costs and building time of the reactors and this has allowed some private companies to enter the field, like EMC2, General Fusion, Helion Energy, Lockheed Martin and LPP Fusion. Some of these companies are trying to demonstrate net energy production within the next few years. If they are successful their next step is to attempt to commercialize their technology. In this presentation an overview of compact fusion reactor concepts is given. CERN Colloquium 26th of March 2015 Tomas Lind´en (HIP) Compact fusion reactors 26.03.2015 1 / 37 Contents Contents 1 Introduction 2 Funding of fusion research 3 Basics of fusion 4 The Polywell reactor 5 Lockheed Martin CFR 6 Dense plasma focus 7 MTF 8 Other fusion concepts or companies 9 Summary Tomas Lind´en (HIP) Compact fusion reactors 26.03.2015 2 / 37 Introduction Introduction Climate disruption ! ! Pollution ! ! ! Extinctions Ecosystem Transformation Population growth and consumption There is no silver bullet to solve these issues, but energy production is "#$%&'$($#!)*&+%&+,+!*&!! central to many of these issues. -.$&'.$&$&/!0,1.&$'23+! Economically practical fusion power 4$(%!",55*6'!"2+'%1+!$&! could contribute significantly to meet +' '7%!89 !)%&',62! the future increased energy :&(*61.'$*&!(*6!;*<$#2!-.=%6+! production demands in a sustainable way. -
Numerical Methods for Large Scale Non-Smooth Multibody Problems
Politecnico di Milano 6/11/2014 Numerical Methods for Large Scale Non-Smooth Multibody Problems Ing. Alessandro Tasora Dipartimento di Ingegneria Industriale Università di Parma, Italy [email protected] http://ied.unipr.it/tasora Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 2 Let us go on and win glory for ourselves, or yield it to others Homer, Iliad ΑΧΙΛΛΕΥΣ 1 Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 3 Multibody simulation today MultibodyOutlook simulation tomorrow THE COMPLEXITY CHALLENGE Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 4 Background Joint work in the multibody field with - M.Anitescu (ARGONNE National Labs, Chicago University) - D.Negrut & al. (University of Wisconsin – Madison) - J.Kleinert & al. (Fraunhofer ITWM, Germany) - F.Pulvirenti & al. (Ferrari Auto, Italy) - NVidia Corporation (USA) - A.Jain (NASA – JPL) - S.Negrini & al. (Politecnico di Milano, Italy) - ENSAM Labs (France) - Realsoft OY (Finland) - Cineca supercomputing (Italy) 2 Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 5 Structure of this lecture Sections • Concepts and applications • Coordinate transformations • Dynamics: a theoretical background • A typical direct solver for classical MB problems • Iterative method for nonsmooth dynamics • Software implementation • C++ implementation of the HyperOCTANT solver in Chrono::Engine • Examples • Future challenges Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. -
CPP Strategic Plan Everyone Was Excited About Their Own Area of Research and Wanted It to Continue and Be Represented in the CPP Strategic Plan
A Community Plan for Fusion Energy and Discovery Plasma Sciences Report of the 2019–2020 American Physical Society Division of Plasma Physics Community Planning Process A Community Plan for Fusion Energy and Discovery Plasma Sciences Chairs Scott Baalrud University of Iowa Nathaniel Ferraro Princeton Plasma Physics Laboratory Lauren Garrison Oak Ridge National Laboratory Nathan Howard Massachusetts Institute of Technology Carolyn Kuranz University of Michigan John Sarff University of Wisconsin-Madison Earl Scime (emeritus) West Virginia University Wayne Solomon General Atomics Magnetic Fusion Energy Fusion Materials and Technology Ted Biewer, ORNL John Caughman, ORNL Dan Brunner, CFS David Donovan, UT Knoxville Cami Collins, General Atomics Karl Hammond, U Missouri Brian Grierson, PPPL Paul Humrickhouse, INL Walter Guttenfelder, PPPL Robert Kolasinski, Sandia Chris Hegna, U Wisconsin-Madison Ane Lasa, UT Knoxville Chris Holland, UCSD Richard Nygren, Sandia Jerry Hughes, MIT Wahyu Setyawan, PNNL Aaro Järvinen, LLNL George Tynan, UCSD Richard Magee, TAE Steven Zinkle, UT Knoxville Saskia Mordijck, William & Mary Craig Petty, General Atomics High Energy Density Physics Matthew Reinke, ORNL Alex Arefiev, UCSD Uri Shumlak, U Washington Todd Ditmire, UT Austin Forrest Doss, LANL General Plasma Science Johan Frenje, MIT Daniel Den Hartog, U Wisconsin-Madison Cliff Thomas, UR/LLE Dan Dubin, UCSD Arianna Gleason, Stanford/SLAC Hantao Ji, Princeton Stephanie Hansen, Sandia Yevgeny Raitses, PPPL Louisa Pickworth, LLNL Dan Sinars, Sandia Jorge Rocca, Colorado State David Schaffner, Bryn Mawr College Derek Schaeffer, Princeton Steven Shannon, NC State Sean Finnegan, LANL Stephen Vincena, UCLA Figure 1. Artwork by Jennifer Hamson LLE/University of Rochester, concept by Dr. David Schaffner, Bryn Mawr College Preface This document is the final report of the Community Planning Process (CPP) that describes a comprehensive plan to deliver fusion energy and to advance plasma science. -
Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context
sensors Systematic Review Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context Caio Camargo 1, José Gonçalves 1,2,3 , Miguel Á. Conde 4,* , Francisco J. Rodríguez-Sedano 4, Paulo Costa 3,5 and Francisco J. García-Peñalvo 6 1 Instituto Politécnico de Bragança, 5300-253 Bragança, Portugal; [email protected] (C.C.); [email protected] (J.G.) 2 CeDRI—Research Centre in Digitalization and Intelligent Robotics, 5300-253 Bragança, Portugal 3 INESC TEC—Institute for Systems and Computer Engineering, 4200-465 Porto, Portugal; [email protected] 4 Robotics Group, Engineering School, University of León, Campus de Vegazana s/n, 24071 León, Spain; [email protected] 5 Universidade do Porto, 4200-465 Porto, Portugal 6 GRIAL Research Group, Computer Science Department, University of Salamanca, 37008 Salamanca, Spain; [email protected] * Correspondence: [email protected] Abstract: This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also Citation: Camargo, C.; Gonçalves, J.; analyzed. As a result of this process, four realistic simulators were applied in the review’s referred Conde, M.Á.; Rodríguez-Sedano, F.J.; context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ Costa, P.; García-Peñalvo, F.J. -
Desktop Haptic Virtual Assembly Using Physically-Based Part Modeling" (2005)
Iowa State University Capstones, Theses and Retrospective Theses and Dissertations Dissertations 1-1-2005 Desktop haptic virtual assembly using physically- based part modeling Brad M. Howard Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/rtd Recommended Citation Howard, Brad M., "Desktop haptic virtual assembly using physically-based part modeling" (2005). Retrospective Theses and Dissertations. 18810. https://lib.dr.iastate.edu/rtd/18810 This Thesis is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Retrospective Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. Desktop haptic virtual assembly using physically-based part modeling by Brad M. Howard A thesis submitted to the graduate faculty in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Major: Mechanical Engineering Program of Study Committee: Judy M. Vance (Major Professor) James H. Oliver Chris J. Harding Iowa State University Ames, Iowa 2005 11 Graduate College Iowa State University This is to certify that the master's thesis of Brad M. Howard has met the thesis requirements of Iowa State University Signatures have been redacted for privacy lll TABLE OF CONTENTS TABLE OF CONTENTS ....................................... ............... ............................. ..................... -
Initial Steps for the Coupling of Javascript Physics Engines with X3DOM
Workshop on Virtual Reality Interaction and Physical Simulation VRIPHYS (2013) J. Bender, J. Dequidt, C. Duriez, and G. Zachmann (Editors) Initial Steps for the Coupling of JavaScript Physics Engines with X3DOM L. Huber1 1Fraunhofer IGD, Germany Abstract During the past years, first physics engines based on JavaScript have been developed for web applications. These are capable of displaying virtual scenes much more realistically. Thus, new application areas can be opened up, particularly with regard to the coupling of X3DOM-based 3D models. The advantage is that web-based applica- tions are easily accessible to all users. Furthermore, such engines allow popularizing and presenting simulation results without having to compile large simulation software. This paper provides an overview and a comparison of existing JavaScript physics engines. It also introduces a guideline for the derivation of a physical model based on a 3D model in X3DOM. The aim of using JavaScript physics engines is not only to virtually visualize designed products but to simulate them as well. The user is able to check and test an individual product virtually and interactively in a browser according to physically correct behavior regarding gravity, friction or collision. It can be used for verification in the design phase or web-based training purposes. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Physically based modeling I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Virtual reality I.6.4 [Computer Graphics]: Model Validation and Analysis— 1. Introduction of water or particle systems, e.g. the visualization of gas dis- persion, are to be described.