978 resultados para Physics engine


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Commercial computer games contain “physics engine” components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a detailed scientific investigation of the physics engine of Unreal Tournament 2004 (UT2004). This article presents their motivation, methodology, and results. The author presents the findings of experiments that probed the accessibility and fidelity of UT2004's physics engine, examples of educational materials developed, and an evaluation of their use in high school classes. The associated pedagogical implications of this approach are discussed, and the author suggests guidelines for educators on how to deploy the approach. Key resources are presented on an associated Web site.

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Computer games such as Unreal Tournament (UT2004 and UT3) contain a 'physics engine' responsible for producing believable dynamic interactions between players and objects in the three-dimensional (3D) virtual world of a game. Through a series of probing experiments we have evaluated the fidelity and internal consistency of the UT2004 physics engine. These experiments have then led to the production of resources which may be used by learners and teachers of secondary-school physics. We also suggest an approach to learning, where both teachers and pupils may produce learning materials using the Unreal Tournament editor 'UnrealEd'.

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In microscopic traffic simulators, the interaction between vehicles is considered. The dynamics of the system then becomes an emergent property of the interaction between its components. Such interactions include lane-changing, car-following behaviours and intersection management. Although, in some cases, such simulators produce realistic prediction, they do not allow for an important aspect of the dynamics, that is, the driver-vehicle interaction. This paper introduces a physically sound vehicle-driver model for realistic microscopic simulation. By building a nanoscopic traffic simulation model that uses steering angle and throttle position as parameters, the model aims to overcome unrealistic acceleration and deceleration values, as found in various microscopic simulation tools. A physics engine calculates the driving force of the vehicle, and the preliminary results presented here, show that, through a realistic driver-vehicle-environment simulator, it becomes possible to model realistic driver and vehicle behaviours in a traffic simulation.

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The Container Loading Problem (CLP) literature has traditionally evaluated the dynamic stability of cargo by applying two metrics to box arrangements: the mean number of boxes supporting the items excluding those placed directly on the floor (M1) and the percentage of boxes with insufficient lateral support (M2). However, these metrics, that aim to be proxies for cargo stability during transportation, fail to translate real-world cargo conditions of dynamic stability. In this paper two new performance indicators are proposed to evaluate the dynamic stability of cargo arrangements: the number of fallen boxes (NFB) and the number of boxes within the Damage Boundary Curve fragility test (NB_DBC). Using 1500 solutions for well-known problem instances found in the literature, these new performance indicators are evaluated using a physics simulation tool (StableCargo), replacing the real-world transportation by a truck with a simulation of the dynamic behaviour of container loading arrangements. Two new dynamic stability metrics that can be integrated within any container loading algorithm are also proposed. The metrics are analytical models of the proposed stability performance indicators, computed by multiple linear regression. Pearson’s r correlation coefficient was used as an evaluation parameter for the performance of the models. The extensive computational results show that the proposed metrics are better proxies for dynamic stability in the CLP than the previous widely used metrics.

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En el món dels videojocs el realisme és un punt molt important a tenir en compte ja que dónamés sensació a l’usuari d’estar immers en el videojoc. Això passa en part per aconseguir realisme en la dinàmica dels objectes i fer que aquests segueixin les lleis de la física de Newton. Per això s’han desenvolupat diverses llibreries que s’anomenen “motors de física” (physics engines), que empren variables com la massa, la velocitat, la fricció i la resistència del vent. Els objectius d’aquest projecte seran l’estudi de diferents llibreries físiques existents, la seva comparació i com s’integren en els motors de jocs. A més a més , la generació de contingut amb comportament que respongui a les funcions definides a aquestes llibreries no és trivial i per aquest motiu també es desenvoluparà una aplicació per generar murs de forma semiautomàtica que respongui a impactes. Per assolir aquests objectius caldrà: d’ una banda, comparar els cossos rígids, unions i funcionament en general de diferents llibreries físiques: Newton Game Dynamics, NVIDIA PhysX Technology, Open Dynamics Engine, Bullet Physics Library, Tokamak Physics Engine i Havok i d’ altra banda, implementar una aplicació que donant-li una imatge en planta d’una paret o conjunt de parets en format vectorial i les mides d’un maó, generi murs que puguin reaccionar de forma adequada quan rebin l’impacte d’una massa determinada. L’aplicació s’implementarà en C++ i amb l’entorn de desenvolupament Microsoft Visual Studio 2005. La visualització serà amb OpenGL

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[ES] Juego Stacker para HTML5 propone una aplicación web con dos modalidades de juegos basados en el clásico Stacker. La modalidad classic stacker pretende simular dicho juego, en la cual el jugador ha de apilar una fila horizontal de cuadrados que se desplazan a velocidad constante horizontalmente sobre otra fila horizontal de cuadrados que se encuentran en la parte inferior sin describir ningún movimiento. La velocidad de movimiento de la fila que ha de apilar irá aumentando conforme se vayan superando los niveles. El juego acaba cuando no dispone de más cuadrados en la fila, que se perderán si no se consigue apilar de manera exacta. La otra modalidad de juego se le conoce como super stacker. En esta modalidad, el jugador ha de apilar una serie de figuras con formas distintas sobre otras figuras estáticas que forman parte de un mundo generado. Las figuras que ha de apilar el jugador son sensibles a fuerzas tales como la gravedad, colisión entre objetos, fricción, etc. Si alguna de estas figuras entra en contacto con alguno de los límites del mundo, el jugador ha perdido. Ganará cuando la estructura final formada aguanta un número de segundos determinados, pasando así a otro nivel (escenario) de mayor complejidad. Para esta modalidad de juego se ha necesitado un motor físico portado a Javascript que simule las fuerzas mencionadas anteriormente. Resaltar también que se ha optado por realizar un diseño adaptable utilizando frameworks como bootstrap 3 debido al gran auge de los dispositivos móviles con dimensiones de pantalla variables.

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Geometric packing problems may be formulated mathematically as constrained optimization problems. But finding a good solution is a challenging task. The more complicated the geometry of the container or the objects to be packed, the more complex the non-penetration constraints become. In this work we propose the use of a physics engine that simulates a system of colliding rigid bodies. It is a tool to resolve interpenetration conflicts and to optimize configurations locally. We develop an efficient and easy-to-implement physics engine that is specialized for collision detection and contact handling. In succession of the development of this engine a number of novel algorithms for distance calculation and intersection volume were designed and imple- mented, which are presented in this work. They are highly specialized to pro- vide fast responses for cuboids and triangles as input geometry whereas the concepts they are based on can easily be extended to other convex shapes. Especially noteworthy in this context is our ε-distance algorithm - a novel application that is not only very robust and fast but also compact in its im- plementation. Several state-of-the-art third party implementations are being presented and we show that our implementations beat them in runtime and robustness. The packing algorithm that lies on top of the physics engine is a Monte Carlo based approach implemented for packing cuboids into a container described by a triangle soup. We give an implementation for the SAE J1100 variant of the trunk packing problem. We compare this implementation to several established approaches and we show that it gives better results in faster time than these existing implementations.

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Con el fin de conocer mejor a las bacterias, en la actualidad se han desarrollado aplicaciones que permite simular el comportamiento de las colonias formadas por este tipo de organismos. Una de las piezas más importantes que tienen estos simuladores es el motor de físicas. Éste es el encargado de resolver todas las fuerzas producidas entre las bacterias y conseguir que todas queden correctamente colocadas y distribuidas a lo largo de la colonia, tratando de asemejarse lo más posible a la realidad. En una simulación de éstas características, todas las bacterias, además de estar en contacto entre sí, crecen en un pequeño porcentaje durante cada fotograma. Ello produce una gran cantidad de solapamiento a lo largo de toda la colonia que el motor de físicas tiene que resolver. El trabajo que se describe en este documento surge de la ineficiencia del proceso actual para distribuir el solapamiento originado en el interior de la colonia, hasta su exterior. Es importante señalar que la física se lleva el 99% del tiempo de procesado de la simulación de una colonia, con lo que una mejora en el motor de físicas conseguiría incrementar en gran medida la capacidad de simulación. El objetivo no es otro que poder simular más cantidad de bacterias en menos tiempo, facilitando el estudio de esta área tan reciente como es la biología sintética. ---ABSTRACT---In order to better understand bacteria, new applications have been developed to simulate the behavior of colonies formed by these organisms. One of the most important parts of these simulators is the physics engine. This module is responsible for solving all the forces produced between bacteria and ensure that they are properly located and distributed throughout the colony, trying to be as close as possible to reality. In a simulation with these features, all bacteria, besides being in contact with each other, grow in a small percentage at each frame. This produces a large amount of overlap along the entire colony that the physics engine must solve. The work described in this document arises from the inefficiency of the current process to distribute the overlap originated at the core of the colony outwards. Importantly, physics takes up 99% of the processing time of the simulation of a colony. Therefore, improving the physics engine would translate in a drastic increase in the throughput of the simulation. The goal is simply to be able to simulate more bacteria in less time, making the study of the recent area, synthetic biology, much easier.

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Exhaust emissions from thirteen compressed natural gas (CNG) and nine ultralow sulphur diesel in-service transport buses were monitored on a chassis dynamometer. Measurements were carried out at idle and at three steady engine loads of 25%, 50% and 100% of maximum power at a fixed speed of 60 kmph. Emission factors were estimated for particle mass and number, carbon dioxide and oxides of nitrogen for two types of CNG buses (Scania and MAN, compatible with Euro 2 and 3 emission standards, respectively) and two types of diesel buses (Volvo Pre-Euro/Euro1 and Mercedez OC500 Euro3). All emission factors increased with load. The median particle mass emission factor for the CNG buses was less than 1% of that from the diesel buses at all loads. However, the particle number emission factors did not show a statistically significant difference between buses operating on the two types of fuel. In this paper, for the very first time, particle number emission factors are presented at four steady state engine loads for CNG buses. Median values ranged from the order of 1012 particles min-1 at idle to 1015 particles km-1 at full power. Most of the particles observed in the CNG emissions were in the nanoparticle size range and likely to be composed of volatile organic compounds The CO2 emission factors were about 20% to 30% greater for the diesel buses over the CNG buses, while the oxides of nitrogen emission factors did not show any difference due to the large variation between buses.

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This paper presents techniques which can lead to diagnosis of faults in a small size multi-cylinder diesel engine. Preliminary analysis of the acoustic emission (AE) signals is outline, including time-frequency analysis and selection of optimum frequency band.The results of applying mean field independent component analysis (MFICA) to separate the AE root mean square (RMS) signals and the effects of changing parameter values are also outlined. The results on separation of RMS signals show thsi technique has the potential of increasing the probability to successfully identify the AE events associated with the various mechanical events within the combustion process of multi-cylinder diesel engines.

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Vibration analysis has been a prime tool in condition monitoring of rotating machines, however, its application to internal combustion engines remains a challenge because engine vibration signatures are highly non-stationary that are not suitable for popular spectrum-based analysis. Signal-to-noise ratio is a main concern in engine signature analysis due to severe background noise being generated by consecutive mechanical events, such as combustion, valve opening and closing, especially in multi-cylinder engines. Acoustic Emission (AE) has been found to give excellent signal-to-noise ratio allowing discrimination of fine detail of normal or abnormal events during a given cycle. AE has been used to detect faults, such as exhaust valve leakage, fuel injection behaviour, and aspects of the combustion process. This paper presents a review of AE application to diesel engine monitoring and preliminary investigation of AE signature measured on an 18-cylinder diesel engine. AE is compared with vibration acceleration for varying operating conditions: load and speed. Frequency characteristics of AE from those events are analysed in time-frequency domain via short time Fourier trasform. The result shows a great potential of AE analysis for detection of various defects in diesel engines.

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A 4-cylinder Ford 2701C test engine was used in this study to explore the impact of ethanol fumigation on gaseous and particle emission concentrations. The fumigation technique delivered vaporised ethanol into the intake manifold of the engine, using an injector, a pump and pressure regulator, a heat exchanger for vaporising ethanol and a separate fuel tank and lines. Gaseous (Nitric oxide (NO), Carbon monoxide (CO) and hydrocarbons (HC)) and particulate emissions (particle mass (PM2.5) and particle number) testing was conducted at intermediate speed (1700 rpm) using 4 load settings with ethanol substitution percentages ranging from 10-40 % (by energy). With ethanol fumigation, NO and PM2.5 emissions were reduced, whereas CO and HC emissions increased considerably and particle number emissions increased at most test settings. It was found that ethanol fumigation reduced the excess air factor for the engine and this led to increased emissions of CO and HC, but decreased emissions of NO. PM2.5 emissions were reduced with ethanol fumigation, as ethanol has a very low “sooting” tendency. This is due to the higher hydrogen-to-carbon ratio of this fuel, and also because ethanol does not contain aromatics, both of which are known soot precursors. The use of a diesel oxidation catalyst (as an after-treatment device) is recommended to achieve a reduction in the four pollutants that are currently regulated for compression ignition engines. The increase in particle number emissions with ethanol fumigation was due to the formation of volatile (organic) particles; consequently, using a diesel oxidation catalyst will also assist in reducing particle number emissions.