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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Dissertação para obtenção do Grau de Mestre em Engenharia Informática

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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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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 PhysicsLibrary, 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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X-ray computed log tomography has always been applied for qualitative reconstructions. In most cases, a series of consecutive slices of the timber are scanned to estimate the 3D image reconstruction of the entire log. However, the unexpected movement of the timber under study influences the quality of image reconstruction since the position and orientation of some scanned slices can be incorrectly estimated. In addition, the reconstruction time remains a significant challenge for practical applications. The present study investigates the possibility to employ modern physics engines for the problem of estimating the position of a moving rigid body and its scanned slices which are subject to X-ray computed tomography. The current work includes implementations of the extended Kalman filter and an algebraic reconstruction method for fan-bean computer tomography. In addition, modern techniques such as NVidia PhysX and CUDA are used in current study. As the result, it is numerically shown that it is possible to apply the extended Kalman filter together with a real-time physics engine, known as PhysX, in order to determine the position of a moving object. It is shown that the position of the rigid body can be determined based only on reconstructions of its slices. However, the simulation of the body movement sometimes is subject to an error during Kalman filter employment as PhysX is not always able to continue simulating the movement properly because of incorrect state estimation.

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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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The goal of this project is the integration of a set of technologies (graphics, physical simulation, input), with the azm of assembling an application framework in phyton. In this research, a set of key introductory concepts are presented in adoption of a deep study of the state of the art of 3D applications. Phyton is selected an justified as the programing language due to the features and advantages that it offers in front of other languages. Finally the design and implementation of the framework is presented in the last chapter with some client application examples.

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Science is search for the laws of underlying phenomena of the nature. Engineering constructs the nature as we wish. Interestingly the huge engineering infrastructure like world wide web has grown in such a complex structure such that we need to see the fundamental science behind the structure and behaviour of these networks. This talk covers the science behind the complex networks like web, biological, social etc. The talk aim to discuss the basic theories that govern the static as well as the dynamics of such interesting networks

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Various authors have suggested that the gamma-ray burst (GRB) central engine is a rapidly rotating, strongly magnetized, (similar to 10(15)-10(16) G) compact object. The strong magnetic field can accelerate and collimate the relativistic flow and the rotation of the compact object can be the energy source of the GRB. The major problem in this scenario is the difficulty of finding an astrophysical mechanism for obtaining such intense fields. Whereas, in principle, a neutron star could maintain such strong fields, it is difficult to justify a scenario for their creation. If the compact object is a black hole, the problem is more difficult since, according to general relativity it has ""no hair"" (i.e., no magnetic field). Schuster, Blackett, Pauli, and others have suggested that a rotating neutral body can create a magnetic field by non-minimal gravitational-electromagnetic coupling (NMGEC). The Schuster-Blackett form of NMGEC was obtained from the Mikhail and Wanas`s tetrad theory of gravitation (MW). We call the general theory NMGEC-MW. We investigate here the possible origin of the intense magnetic fields similar to 10(15)-10(16) G in GRBs by NMGEC-MW. Whereas these fields are difficult to explain astrophysically, we find that they are easily explained by NMGEC-MW. It not only explains the origin of the similar to 10(15)-10(16) G fields when the compact object is a neutron star, but also when it is a black hole.