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Using PhysX Simulation Fire Model of Backdraft in Unity 3D Game Engine

Yongzhe Xu, Eunju Kim, Kyunjoo Lee, Jaesug Ki, Byungsoo Lee
2014 International Journal of Multimedia and Ubiquitous Engineering  
After computing the coordinates and explosion of Unity 3D simple particle system of Fluvio 2.1.0 and PhysX discuss moving location boundary and physically effects, make them flow like simulation's real  ...  Smoke simulation is an interesting topic in simulation fluid dynamics and graphics area. Main research area is simulation Backdraft physical unity 4.2.1f4 version.  ...  All function based on NIST method [1] . Experiment Backdraft Scenario Time Line Unity 3D game engine based animation event.  ... 
doi:10.14257/ijmue.2014.9.6.24 fatcat:cmdzjplzfnfszew2t3wveo62ly

Animating suspended particle explosions

Bryan E. Feldman, James F. O'Brien, Okan Arikan
2003 ACM Transactions on Graphics  
This paper describes a method for animating suspended particle explosions.  ...  Because the method is based on components that allow large time integration steps, it only requires a few seconds of computation per frame for the examples shown.  ...  The images in this paper were rendered with Pixie, an open source renderer available from http://pixie.sourceforge.net.  ... 
doi:10.1145/882262.882336 fatcat:5wn7bua4rfb63bhime7crk65ma

Mowgli: A Bipedal Jumping and Landing Robot with an Artificial Musculoskeletal System

Ryuma Niiyama, Akihiko Nagakubo, Yasuo Kuniyoshi
2007 Engineering of Complex Computer Systems (ICECCS), Proceedings of the IEEE International Conference on  
The simulation results demonstrate the contribution of the artificial musculoskeletal system as a physical feedback loop in explosive movements.  ...  In addition to the experiments with the real robot, we also simulated two types of open loop controllers for vertical jumping with disturbance.  ...  INTRODUCTION The ability to move actively in the real world is the essential base of embodied intelligence [1] .  ... 
doi:10.1109/robot.2007.363848 dblp:conf/icra/NiiyamaNK07 fatcat:25f6wubf6nhn3e5ic3mxt3hvlq

Sound Synthesis, Propagation, and Rendering: A Survey [article]

Shiguang Liu, Dinesh Manocha
2021 arXiv   pre-print
We first survey various sound synthesis methods, including harmonic synthesis, texture synthesis, spectral analysis, and physics-based synthesis.  ...  Sound, as a crucial sensory channel, plays a vital role in improving the reality and immersiveness of a virtual environment, following only vision in importance.  ...  Moreover, physically-based sound generation methods can be used to synthesize realistic and synchronized sounds for physically-based animation and virtual environments.  ... 
arXiv:2011.05538v5 fatcat:pqyl7j3cirfnbbiv2rylrp67se

Research on Simulation System of Missile and Arrows Based on Unity3D

Qi WANG, Liang-ming WANG
2017 DEStech Transactions on Computer Science and Engineering  
And the database-based outer trajectory simulation platform simulation program data link, receive the simulation data of the ballistic simulation program, the whole process of the real-time three-dimensional  ...  Using Unity3D to build the 3D model of the simulation object and reproduce the real environment design semi physical simulation system.  ...  Unity3D animation process is a frame of the enabled MonoBehaviour, the Update is called in every frame, Update is related to the current platform frame, and FixedUpdate is the real time, so when dealing  ... 
doi:10.12783/dtcse/cmsam2017/16341 fatcat:my6t7w45jvg7dfs7jyqsyvcoly

Digital Media Application Technology of Mobile Terminals Based on Edge Computing and Virtual Reality

Tao Jiang, Sang-Bing Tsai
2021 Mobile Information Systems  
The results of this paper show that it can effectively reduce the response delay of real-time face recognition services and improve user experience.  ...  We used the SD-CEN architecture and FWA in edge computing to conduct simulation experiments and compared the delay time performance of the FWA with that of the PSO-CO algorithm, WRR algorithm, and Pick-KX  ...  Obtaining Real-Time Network Information.  ... 
doi:10.1155/2021/3940693 fatcat:ir2j7elfrrgf3m2tiwpggkybna

Retrospective Analysis and Current State of Experimental Models of Blast-induced Trauma

Yu. V. Kozlova, State Institution Dnipropetrovsk Medical Academy of the Ministry of Health of Ukraine. 9, Vernadsky St., Dnipro 49044, Ukraine, A. V. Kosharnij, M. A. Korzachenko, I. V. Kytova
2020 Ukraïnsʹkij žurnal medicini bìologìï ta sportu  
A qualitative study of scientific publications has shown a wide range of physical characteristics of an experimental shock wave, methods and devices for simulating an explosive injury.  ...  In our country, as a factor of destabilization, are widely used terrorist attacks using explosive devices of different capacities.  ...  The basic requirement for an experimental model of explosion-induced injury is a single or repeated act pathogenic factor that will play back the most natural abnormal phase in animals that occur in real  ... 
doi:10.26693/jmbs05.06.066 fatcat:4lkb5xdqybdehb2f3qvtlkw534

Animation of Chemically Reactive Fluids Using a Hybrid Simulation Method [article]

Byungkwon Kang, Yoojin Jang, Insung Ihm
2007 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation - SCA '04  
Chemical phenomena abound in the real world, and often comprise indispensable elements of visual effects that are routinely created in the film industry.  ...  In this paper, we present a hybrid technique for simulating chemically reactive fluids, based on the theory of chemical kinetics.  ...  While grid-based methods prevail in physically based fluid animation, particle-based methods have also been explored.  ... 
doi:10.2312/sca/sca07/199-208 fatcat:3nio7frpwvb77gz2o45jof6vua

Study on Distributed Interactive Coal Mine Production Simulation System

Zu-qiang Xiong, Jun He, Yan-hui Liu, Lei-lei Zhao, Sheng-quan Zhang
2011 Procedia Engineering  
Acknowledgements The work reported in this article was supported by the Foundation of NSFC No.50804013.  ...  Driving Simulation Scene In the process of developing the simulation system, the established simulation scene is displayed in real time and the scene models are driven and controlled with the help of simulation  ...  It is easy to produce realistic real-time dynamic visual effect. The system makes use of Open Scene Graph (abbr.  ... 
doi:10.1016/j.proeng.2011.05.019 fatcat:hfdeo2mfrbb4tdnzwo434lcx4q

GPU Simulation and Rendering of Volumetric Effects for Computer Games and Virtual Environments

Jens Krüger, Rüdiger Westermann
2005 Computer graphics forum (Print)  
This is achieved by leveraging functionality on recent graphics programming units (GPUs) in combination with a novel approach to model non physics-based, yet realistic variations in flow fields.  ...  Physics-based simulation is performed on 2D proxy geometries, and simulation results are extruded to 3D using particle or texture based approaches.  ...  Figure 1 : 1 Volumetric effects like explosions, fireballs, smoke and fire can be simulated and rendered in real-time on recent GPUs.  ... 
doi:10.1111/j.1467-8659.2005.00893.x fatcat:w4mknx2b4bdvjojvjtcj2yxviu

Physically-based fluid animation: A survey

Jie Tan, XuBo Yang
2009 Science in China Series F Information Sciences  
In this paper, we give an up-to-date survey on physically-based fluid animation research.  ...  As one of the most popular approaches to simulate realistic fluid effects, physically-based fluid animation has spurred a large number of new results in recent years.  ...  Three methods in physically-based fluid animation Physically-based fluid animations are based on three fundamental governing equations of fluid dynamics-the continuity, momentum, and energy equations.  ... 
doi:10.1007/s11432-009-0091-z fatcat:l6tqudag5bcmvdim6rwzcle2ie

NEAT Particles: Design, Representation, and Animation of Particle System Effects

Erin Hastings, Ratan Guha, Kenneth O. Stanley
2007 2007 IEEE Symposium on Computational Intelligence and Games  
This paper presents NEAT Particles, a new design, representation, and animation method for particle systems tailored to real-time effects in video games and simulations.  ...  In the future such a system may allow content to be evolved in the game itself, as it is played.  ...  Content can potentially be evolved in real time in this way with the real-time NEAT (rtNEAT) method [33] , which has proven effective in video games in the past.  ... 
doi:10.1109/cig.2007.368092 dblp:conf/cig/HastingsGS07 fatcat:saxj43pzdnerboto3bdseh7p5u

Animation of reactive gaseous fluids through chemical kinetics

Insung Ihm, Byungkwon Kang, Deukhyun Cha
2004 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation - SCA '04  
In this paper, we attempt to extend an established, physically based fluid simulation technique to handle reactive gaseous fluids.  ...  In extending the existing fluid simulation method, we introduce a new set of physically motivated control parameters that allow an animator to control intuitively the behavior of reactive fluids.  ...  Also, it may be designed to be time-dependent for a flexible animation control. The definition of these parameters may not be necessarily physically based.  ... 
doi:10.1145/1028523.1028550 fatcat:xgesngcsqrea7jqz5q77ydyweu

Research on Chinese-character Image Streaming based on the Digital-Streaming Media Technology

Lin Liu, Jiaxin Wang, M. Anpo, F. Song
2021 E3S Web of Conferences  
character image based on streaming media technology.  ...  regarding the Chinese character image streaming, this paper compared and analyzed this new concept with above-mentioned technologies to provide new materials for the researches of Chinese character designs in  ...  Based on the basic description to particle and fluid technology, since particle animation is easier to be controlled than fluid animation simulation based on physic, it is widely used and combined with  ... 
doi:10.1051/e3sconf/202123605017 fatcat:gfnyxpgbzffehjz5prefe732tm

Page 431 of Journal of Science Education and Technology Vol. 16, Issue 5 [page]

2007 Journal of Science Education and Technology  
to a lack of resources such as equipment or time Selectivity in response to available experimental equip ment or time constraints has lead to few current real-world applications of physical chemistry  ...  The DVD contains computer animations and simulations of each experiment (Fig. 3), interactive problems based on the experiment, and sample data for students to analyze.  ... 
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