How to create a network diagram?

Size: px
Start display at page:

Download "How to create a network diagram?"

Transcription

1 How to create a network diagram? This tutorial shows how to create a dynamic network diagram. For 'computer' architecture this can be a way of searching for new programmatic relations and contraints between different aspects of the design process. For instance when the design consists of a complex relational network between several programmatic functions. The individual functions can be translated to nodes with different relational qualities. Each programmatic aspect has its own relational quality between the other aspects of the program. This can create a complex network that is difficult to understand. Since the computer is good at doing complicated things we can use it as a medium for calculating and generate these diagrams. The resulting diagram can be a new source of inspriations for the design.in this tutorial we will try to create a diagram that consists out of several nodes that interact with each other using springs. A spring can be seen as the relation between programmatic functions. For example their functional relationship (service desk vs. back office) or climate relationships. 1.Create the rigid bodies This tutorial shows how to create a network diagram with spring-constraints and active rigid bodies that are constraint to certain planes (xy, yx, zx). It covers the basics of constraints, arctive and passive bodies. Create a sphere and lower the Yscale to 0.5, this makes it look like a disc. Make it an active rigid body (Dynamic Menuset >> Soft/Rigid Bodies >> Create Active Rigid Body Option Box).

2 Rigid bodies are object in Maya that have the abillity to interact with Mayas dynamic engine. There are two types of rigid bodies: passive and active. Passive rigid bodies are elements that are not influenced by field or any other form of dynamic manipulation. Passive Rigid bodies can be usefull for ground and other fixed elements in space. Active Rigid bodies on the contrary are object that have the ability to be controlled by the dynamic engine and can for example be controlled by gravity or springs. They have a mass settings that makes it possible to simulate different materials. RigidBody Settings active checkmark, this makes it an active rigid body, if not checked the object will be a passive body. particle collision, makes it possible for the active rigid body to collide with particles. allow disconnection, makes it possible to make the rigid body only an active rigid body in certain directions. Make sure active allow disconnection is checked since we want to lock the translate-y of the objects. If not checked the object might bounce of in different directions. This can be usefull for 3d diagram but since we are limiting the diagram to 2D we only want the Y coordinate locked. mass, the influence of other bodies or forces on the active object. You can set the mass later to the preferred amount for that specific object, but for this tutorial we leave it to 1. To lock the Y coordinates of each object we need to disconnect the translate-y coordinate from the active body, this way the object is only going to be an active rigid body in the X and Z translation and stays on the correct Y-

3 coordinate. To do this break the translate-y connection. (select the translate-y channelbox, rightclick and then select "break connections"). Do the same to the Rotate XYZ, this makes the body passive in all rotation directions. 2. Copy the items Duplicate the body 2 times and place them in a triangle. If everything went wel you should now have 3 active rigid bodies with only active rigid body connections on the X and Z translation. You might have to lock the Y coordinate of the copied objects as the settings above. 3. Set up the springs The idea is to connect the bodies so they will collide and then generate a new form/diagram. You can do this by using constraints. There are 5 type of constraints, all with their own properties nail: Constrains a rigid body to a point in world space. pin: Constrains two rigid bodies together. By default the constraint is created at the midpoint between the two rigid bodies. hinge: The hinge constrains the rigid body to an arbitrary axis restricting it to two degrees of freedom.this constraint can act on one or two rigid bodies. If one rigid body is selected the body is hinged to a point in world space. If two rigid bodies are selected the two rigid bodies are hinged. By default the constraint is created at the midpoint between the two rigid bodies. spring: The spring constraint creates a spring which can act on one or two rigid bodies. If one rigid body is selected a spring is create which will constrain the rigid body to a point in world space. If two rigid bodies are selected a spring will be created between the two rigid bodies. barrier: The barrier constraint limits the position of a rigid body to one side of an arbitrary plane. The constraint point is the center of mass of the rigid body.

4 For this tutorial we will use the Spring. To create a spring between two rigid bodies you need to create a spring that is connects the two bodies (Dynamic Menuset >> Soft/Rigid Bodies >> Create Constraint >> select Spring in the Constraint Type >> select create) When you press the play animation button, you probably will not see an animation, this is because the rest-length of the spring is set exactly to the length between the two objects. To create the effect we need, we have to make the spring rest length smaller or larger than its initial value, so for instance if the rest-length is 4 set it to 2 in the channelbox. After this is done you will see the two discs bounce of on each other. (note: if you make the rest-length smaller than the sum of the radial of both spheres, maya may sometimes miscalculate the collision between the two rigid bodies and they will not collide) The next step is to create al the other connections. When you press play you will see the two disc triangles bounce of each other an reconfiguring themselves in a certain logic.

5 4.Expand the diagram If everything went well you can put extra discs to your scene and connect these to expand it. You can play with the settings make some bodies passive instead of active change the weight of some bodies depending on their function in the diagram change the spring rest-length materialize the object, render the movie note. when you set the rest lengt of on spring larger than the sum of the two other, or the end positions of two objects are overlapping, Maya may end up with some errors.

How to create a bone diagram?

How to create a bone diagram? How to create a bone diagram? This tutorial shows how to create a bone diagram. A bone diagram represents relations between endpoints and surface interaction. A bone is transformed by a force field, and

More information

9 Dynamics. Getting Started with Maya 491

9 Dynamics. Getting Started with Maya 491 9 Dynamics Dynamics is a branch of physics that describes how objects move using physical rules to simulate the natural forces that act upon them. Dynamic simulations are difficult to achieve with traditional

More information

Dynamics in Maya. Gary Monheit Alias Wavefront PHYSICALLY BASED MODELING SH1 SIGGRAPH 97 COURSE NOTES

Dynamics in Maya. Gary Monheit Alias Wavefront PHYSICALLY BASED MODELING SH1 SIGGRAPH 97 COURSE NOTES Dynamics in Maya Gary Monheit Alias Wavefront SH1 Dynamics in Maya Overall Requirements Architecture and Features Animations SH2 Overall Requirements Why Dynamics? Problems with traditional animation techniques

More information

Chapter 19- Object Physics

Chapter 19- Object Physics Chapter 19- Object Physics Flowing water, fabric, things falling, and even a bouncing ball can be difficult to animate realistically using techniques we have already discussed. This is where Blender's

More information

Lec 10 MEL for Dynamics

Lec 10 MEL for Dynamics Lec 10 MEL for Dynamics Create user windows Create customize shelf command icon Create and use of expression within MEL script Create and use of particle and rigid body dynamics panelbreakup exercise (The

More information

Design of a dynamic simulation system for VR applications

Design of a dynamic simulation system for VR applications Design of a dynamic simulation system for VR applications Jan Bender Abstract A dynamic simulation system for VR applications consists of multiple parts. The first task that must be accomplished is the

More information

CSE 682: Animation. Winter Jeff Walsh, Stephen Warton, Brandon Rockwell, Dustin Hoffman

CSE 682: Animation. Winter Jeff Walsh, Stephen Warton, Brandon Rockwell, Dustin Hoffman CSE 682: Animation Winter 2012 Jeff Walsh, Stephen Warton, Brandon Rockwell, Dustin Hoffman Topics: Path animation Camera animation Keys and the graph editor Driven keys Expressions Particle systems Animating

More information

A simple example. Assume we want to find the change in the rotation angles to get the end effector to G. Effect of changing s

A simple example. Assume we want to find the change in the rotation angles to get the end effector to G. Effect of changing s CENG 732 Computer Animation This week Inverse Kinematics (continued) Rigid Body Simulation Bodies in free fall Bodies in contact Spring 2006-2007 Week 5 Inverse Kinematics Physically Based Rigid Body Simulation

More information

SimTenero Particle Physics

SimTenero Particle Physics SimTenero Particle Physics Getting Started The heart of the particle system is the Emitter. This represents the point in space where particles will be created and contains all of the parameters that define

More information

Creating joints for the NovodeX MAX exporter

Creating joints for the NovodeX MAX exporter Creating joints for the NovodeX MAX exporter (a step-by-step tutorial by Pierre Terdiman) p.terdiman@wanadoo.fr Version 0.3 I) Creating a hinge Here we'll see how to create a hinge joint compatible with

More information

Objects DO overlap. Objects DO NOT overlap. No calculations needed.

Objects DO overlap. Objects DO NOT overlap. No calculations needed. Physically Based Modeling for Interactive Simulation and Games Scribe Notes for the lecture on February 23rd Collision Detection Spring 2011 Recep Doga Siyli Collision detection involves "computational

More information

Animation. Itinerary. What is Animation? What is Animation? Animation Methods. Modeling vs. Animation Computer Graphics Lecture 22

Animation. Itinerary. What is Animation? What is Animation? Animation Methods. Modeling vs. Animation Computer Graphics Lecture 22 15-462 Computer Graphics Lecture 22 Animation April 22, 2003 M. Ian Graham Carnegie Mellon University What is Animation? Making things move What is Animation? Consider a model with n parameters Polygon

More information

Animation. Itinerary Computer Graphics Lecture 22

Animation. Itinerary Computer Graphics Lecture 22 15-462 Computer Graphics Lecture 22 Animation April 22, 2003 M. Ian Graham Carnegie Mellon University Itinerary Review Basic Animation Keyed Animation Motion Capture Physically-Based Animation Behavioral

More information

Physical Modeling and Surface Detection. CS116B Chris Pollett Mar. 14, 2005.

Physical Modeling and Surface Detection. CS116B Chris Pollett Mar. 14, 2005. Physical Modeling and Surface Detection CS116B Chris Pollett Mar. 14, 2005. Outline Particle Systems Physical Modeling and Visualization Classification of Visible Surface Detection Algorithms Back Face

More information

Game Design Unity Workshop

Game Design Unity Workshop Game Design Unity Workshop Activity 1 Unity Overview Unity is a game engine with the ability to create 3d and 2d environments. Unity s prime focus is to allow for the quick creation of a game from freelance

More information

Lesson 1: Introduction to Pro/MECHANICA Motion

Lesson 1: Introduction to Pro/MECHANICA Motion Lesson 1: Introduction to Pro/MECHANICA Motion 1.1 Overview of the Lesson The purpose of this lesson is to provide you with a brief overview of Pro/MECHANICA Motion, also called Motion in this book. Motion

More information

In this tutorial, you will create a scene with sandman dispersing in sand, as shown in in the image below.

In this tutorial, you will create a scene with sandman dispersing in sand, as shown in in the image below. Particle Flow In this tutorial, you will create a scene with sandman dispersing in sand, as shown in in the image below. Creating the Project Folder 1. Create a project folder with the name c17_tut1 at

More information

OPENRAVE TUTORIAL. Robot Autonomy Spring 2014

OPENRAVE TUTORIAL. Robot Autonomy Spring 2014 OPENRAVE TUTORIAL Robot Autonomy Spring 2014 OPENRAVE Stands for: Open Robotics Automation Virtual Environment All-in-one Robotics Package Contains: Kinematics (forward, inverse, velocity, etc.) Collision

More information

Pong in Unity a basic Intro

Pong in Unity a basic Intro This tutorial recreates the classic game Pong, for those unfamiliar with the game, shame on you what have you been doing, living under a rock?! Go google it. Go on. For those that now know the game, this

More information

Animation and Mechanization Tutorial

Animation and Mechanization Tutorial Animation and Mechanization Tutorial Animation v. Mechanization Animation: Allows the operator to move the standard assembly constraints Distance (Mate, Align and Offset) taking periodic snapshots of the

More information

Burning Laser. In this tutorial we are going to use particle flow to create a laser beam that shoots off sparks and leaves a burn mark on a surface!

Burning Laser. In this tutorial we are going to use particle flow to create a laser beam that shoots off sparks and leaves a burn mark on a surface! Burning Laser In this tutorial we are going to use particle flow to create a laser beam that shoots off sparks and leaves a burn mark on a surface! In order to save time on things you should already know

More information

Chapter 13 - Modifiers

Chapter 13 - Modifiers Chapter 13 - Modifiers The modifier list continues to grow with each new release of Blender. We have already discussed the Subdivision Surface (SubSurf) and Ocean modifiers in previous chapters and will

More information

NVIDIA. Interacting with Particle Simulation in Maya using CUDA & Maximus. Wil Braithwaite NVIDIA Applied Engineering Digital Film

NVIDIA. Interacting with Particle Simulation in Maya using CUDA & Maximus. Wil Braithwaite NVIDIA Applied Engineering Digital Film NVIDIA Interacting with Particle Simulation in Maya using CUDA & Maximus Wil Braithwaite NVIDIA Applied Engineering Digital Film Some particle milestones FX Rendering Physics 1982 - First CG particle FX

More information

Cloth Simulation. COMP 768 Presentation Zhen Wei

Cloth Simulation. COMP 768 Presentation Zhen Wei Cloth Simulation COMP 768 Presentation Zhen Wei Outline Motivation and Application Cloth Simulation Methods Physically-based Cloth Simulation Overview Development References 2 Motivation Movies Games VR

More information

IntroductionToRobotics-Lecture02

IntroductionToRobotics-Lecture02 IntroductionToRobotics-Lecture02 Instructor (Oussama Khatib):Okay. Let's get started. So as always, the lecture starts with a video segment, and today's video segment comes from 1991, and from the group

More information

Spiky Sphere. Finding the Sphere tool. Your first sphere

Spiky Sphere. Finding the Sphere tool. Your first sphere Spiky Sphere Finding the Sphere tool The Sphere tool is part of ShapeWizards suite called MagicBox (the other tools in the suite are Pursuit, Shell, Spiral). You can install all these tools at once by

More information

Version May 2016

Version May 2016 Version 1.0 - May 2016 Table of Contents 1. Introduction...2 2. Installation...3 3. Using Slice4D V2...4 3.1 Slice4D Control Parameters...4 3.2 Slice4D Control Parameters - Help...5 3.3. Animating....5

More information

Actions and Graphs in Blender - Week 8

Actions and Graphs in Blender - Week 8 Actions and Graphs in Blender - Week 8 Sculpt Tool Sculpting tools in Blender are very easy to use and they will help you create interesting effects and model characters when working with animation and

More information

Benchmark 1.a Investigate and Understand Designated Lab Techniques The student will investigate and understand designated lab techniques.

Benchmark 1.a Investigate and Understand Designated Lab Techniques The student will investigate and understand designated lab techniques. I. Course Title Parallel Computing 2 II. Course Description Students study parallel programming and visualization in a variety of contexts with an emphasis on underlying and experimental technologies.

More information

An Improved Approach for Mechanics Simulation Based on Game Engine

An Improved Approach for Mechanics Simulation Based on Game Engine An Improved Approach for Mechanics Simulation Based on Game Engine Wenfeng Hu 1, a, Zhouqing Qu 2,b and Xiaoyuan Zhang 3,c 1 Department of Computer Science, Communication University of China, China 2 Department

More information

Engineering Real- Time Applications with Wild Magic

Engineering Real- Time Applications with Wild Magic 3D GAME ENGINE ARCHITECTURE Engineering Real- Time Applications with Wild Magic DAVID H. EBERLY Geometric Tools, Inc. AMSTERDAM BOSTON HEIDELRERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE

More information

NCCA National Center for Computer Animation Master Project ZHUO YAO LU. MSC Computer Animation. Media School. Bournemouth University NCCA 2005

NCCA National Center for Computer Animation Master Project ZHUO YAO LU. MSC Computer Animation. Media School. Bournemouth University NCCA 2005 Master Project ZHUO YAO LU MSC Computer Animation Media School Bournemouth University NCCA 2005-1 - MSC Computer Animation Contents Part 1 Flocking System in Maya Mel Script 5 Chapter 1 Introduction 6

More information

6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, :40-4pm One hand-written sheet of notes allowed

6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, :40-4pm One hand-written sheet of notes allowed 6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, 2003 2:40-4pm One hand-written sheet of notes allowed Name: 1 2 3 4 5 6 7 / 4 / 15 / 5 / 5 / 12 / 2 / 7 Total / 50 1 Animation [ /4]

More information

Key 3D Modeling Terms Beginners Need To Master

Key 3D Modeling Terms Beginners Need To Master Key 3D Modeling Terms Beginners Need To Master Starting your 3D modeling journey is an exciting and rewarding experience. As you begin to learn and practice, there are essential terms you need to know

More information

ROSE-HULMAN INSTITUTE OF TECHNOLOGY

ROSE-HULMAN INSTITUTE OF TECHNOLOGY Introduction to Working Model Welcome to Working Model! What is Working Model? It's an advanced 2-dimensional motion simulation package with sophisticated editing capabilities. It allows you to build and

More information

Game Design Unity Workshop

Game Design Unity Workshop Game Design Unity Workshop Activity 2 Goals: - Creation of small world - Creation of character - Scripting of player movement and camera following Load up unity Build Object: Mini World and basic Chase

More information

NURBS Sailboat on Ocean (Modeling/Animation)

NURBS Sailboat on Ocean (Modeling/Animation) Course: 3D Design Title: NURBS Sailboat Blender: Version 2.6X Level: Beginning Author; Neal Hirsig (nhirsig@tufts.edu) (April 2013) NURBS Sailboat on Ocean (Modeling/Animation) The objective of this PDF

More information

Integrating Physics into a Modern Game Engine. Object Collision. Various types of collision for an object:

Integrating Physics into a Modern Game Engine. Object Collision. Various types of collision for an object: Integrating Physics into a Modern Game Engine Object Collision Various types of collision for an object: Sphere Bounding box Convex hull based on rendered model List of convex hull(s) based on special

More information

Index FEATURES LIST 2

Index FEATURES LIST 2 FULL FEATURES LIST Index RealFlow Features 4 Liquids 4 Elastics 4 Granulars 4 Rigids 5 Viscous Materials 5 Viscoelastic Materials 5 Fibres 5 Built-in Basic Primitives 6 Particle Emitters 6 Rigid Bodies

More information

HOMC2000-series XY Manipulators

HOMC2000-series XY Manipulators HOMC2000-series XY Manipulators With 6.0" (CF100) Flanges Include ±2 tilt adjustment on the top flange The HOMC-series of XY translators combine extremely high rigidity, a large working bore and affordable

More information

An Introduction to Maya. Maya. Used in industrial design, CAD, computer games and motion picture effects. The ambition is what get

An Introduction to Maya. Maya. Used in industrial design, CAD, computer games and motion picture effects. The ambition is what get An Introduction to Maya Gustav Taxén gustavt@nada.kth.se 2D1640 Grafik och Interaktionsprogrammering VT 2006 Maya Used in industrial design, CAD, computer games and motion picture effects Special focus

More information

Name: Date: Per: WARM UP

Name: Date: Per: WARM UP Name: Date: Per: 6.1.1-6.1.3 WARM UP 6-23. In the last three lessons, you have investigated rigid transformations: reflections, rotations, and translations. 1. What happens to a shape when you perform

More information

Simulation: Particle Systems

Simulation: Particle Systems Simulation: Particle Systems Course web page: http://goo.gl/eb3aa February 28, 2012 Lecture 5 Particle Systems Definition: Simulation of a set of similar, moving agents in a larger environment Scale usually

More information

7 Modelling and Animating Human Figures. Chapter 7. Modelling and Animating Human Figures. Department of Computer Science and Engineering 7-1

7 Modelling and Animating Human Figures. Chapter 7. Modelling and Animating Human Figures. Department of Computer Science and Engineering 7-1 Modelling and Animating Human Figures 7-1 Introduction Modeling and animating an articulated figure is one of the most formidable tasks that an animator can be faced with. It is especially challenging

More information

Creating a Snowman Scene

Creating a Snowman Scene Creating a Snowman Scene By: Shane Trautsch Blender 2.72 What you will learn Basic Modeling Particle systems sculpting Materials and Textures Lighting Creating a Snow By now, you have created a snowman.

More information

Chapter 14 Particle Systems & Interactions

Chapter 14 Particle Systems & Interactions Chapter 14 Particle Systems & Interactions This is probably the nicest and most flexible of the Blender effects. When you turn an object into particles, it can be used to simulate snow, fire, smoke, clouds,

More information

G&V QUALIFIER SPRING 2010

G&V QUALIFIER SPRING 2010 G&V QUALIFIER SPRING 2010 GENERAL (Answer 4 of 6) Smoothing Consider a polygonal loop P (piecewise linear, closed, manifold curve in 3D). Consider a smoothing step A which produces a loop A(P) by computing

More information

3D Mathematics. Co-ordinate systems, 3D primitives and affine transformations

3D Mathematics. Co-ordinate systems, 3D primitives and affine transformations 3D Mathematics Co-ordinate systems, 3D primitives and affine transformations Coordinate Systems 2 3 Primitive Types and Topologies Primitives Primitive Types and Topologies 4 A primitive is the most basic

More information

Soft Body Dynamics. Input Tab

Soft Body Dynamics. Input Tab Soft Body Dynamics Soft Body Dynamics ( SoftFX) are used to set physical behavior characteristics and to calculate physical simulations for an object that is intended to have an elastic nature through

More information

Jornadas sobre estrategias de generación de entornos colaborativos virtuales. What is/is not procedural?

Jornadas sobre estrategias de generación de entornos colaborativos virtuales. What is/is not procedural? Jornadas sobre estrategias de generación de entornos colaborativos virtuales Modelado procedural mediante programación visual Gustavo Patow Geometry and Graphics Group (GGG) Universitat de Girona (UdG(

More information

Week 12 - Lecture Mechanical Event Simulation. ME Introduction to CAD/CAE Tools

Week 12 - Lecture Mechanical Event Simulation. ME Introduction to CAD/CAE Tools Week 12 - Lecture Mechanical Event Simulation Lecture Topics Mechanical Event Simulation Overview Additional Element Types Joint Component Description General Constraint Refresh Mesh Control Force Estimation

More information

3D Physics Engine for Elastic and Deformable Bodies. Liliya Kharevych and Rafi (Mohammad) Khan Advisor: David Mount

3D Physics Engine for Elastic and Deformable Bodies. Liliya Kharevych and Rafi (Mohammad) Khan Advisor: David Mount 3D Physics Engine for Elastic and Deformable Bodies Liliya Kharevych and Rafi (Mohammad) Khan Advisor: David Mount University of Maryland, College Park December 2002 Abstract The purpose of this project

More information

Sliding and Rotating Objects. Appendix 1: Author s Notes

Sliding and Rotating Objects. Appendix 1: Author s Notes AnimationWorks User Guide AnimationWORKS Introduction Camera Paths Cameras Moving Objects Moving Object Paths Sliding and Rotating Objects Light Objects Class Visibility Objects Transparency Objects Appendix

More information

Chapter 5. Transforming Shapes

Chapter 5. Transforming Shapes Chapter 5 Transforming Shapes It is difficult to walk through daily life without being able to see geometric transformations in your surroundings. Notice how the leaves of plants, for example, are almost

More information

A simple OpenGL animation Due: Wednesday, January 27 at 4pm

A simple OpenGL animation Due: Wednesday, January 27 at 4pm CMSC 23700 Winter 2010 Introduction to Computer Graphics Project 1 January 12 A simple OpenGL animation Due: Wednesday, January 27 at 4pm 1 Summary This project is the first part of a three-part project.

More information

Module 2 Review. Assemblies and Rendering. Why Use Assemblies. Assemblies - Key Concepts. Sketch Planes Sketched Features.

Module 2 Review. Assemblies and Rendering. Why Use Assemblies. Assemblies - Key Concepts. Sketch Planes Sketched Features. Module 2 Review Assemblies and Rendering EF 101 Modules 3.1, 3.2 Sketch Planes Sketched Features Extrude, Revolve Placed Features Hole, Fillet, Chamfer, Shell, Rect. Pattern Drawing Views Base, Ortho,

More information

Day 1 Translations, Reflections, and Rotations

Day 1 Translations, Reflections, and Rotations Name Date Day 1 Translations, Reflections, and Rotations There are many different ways to move a figure on the coordinate plane. Some movements keep the figure the same size and some may make the figure

More information

MATHEMATICS FOR ENGINEERING TUTORIAL 5 COORDINATE SYSTEMS

MATHEMATICS FOR ENGINEERING TUTORIAL 5 COORDINATE SYSTEMS MATHEMATICS FOR ENGINEERING TUTORIAL 5 COORDINATE SYSTEMS This tutorial is essential pre-requisite material for anyone studying mechanical engineering. This tutorial uses the principle of learning by example.

More information

Reflections, Translations, and Dilations

Reflections, Translations, and Dilations Reflections, Translations, and Dilations Step 1: Graph and label the following points on your coordinate plane. A (2,2) B (2,8) C (8,8) D (8,2) Step 2: Step 3: Connect the dots in alphabetical order to

More information

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye Ray Tracing What was the rendering equation? Motivate & list the terms. Relate the rendering equation to forward ray tracing. Why is forward ray tracing not good for image formation? What is the difference

More information

Using Siemens NX 11 Software. Assembly example - Gears

Using Siemens NX 11 Software. Assembly example - Gears Using Siemens NX 11 Software Assembly example - Gears Based on a NX tutorial from the NX documentation 1. 1 Introduction. Start NX 11 and create a new assembly file called assembly_gear.prt. 2 Adding a

More information

Lecture VI: Constraints and Controllers. Parts Based on Erin Catto s Box2D Tutorial

Lecture VI: Constraints and Controllers. Parts Based on Erin Catto s Box2D Tutorial Lecture VI: Constraints and Controllers Parts Based on Erin Catto s Box2D Tutorial Motion Constraints In practice, no rigid body is free to move around on its own. Movement is constrained: wheels on a

More information

Planning, Execution and Learning Application: Examples of Planning for Mobile Manipulation and Articulated Robots

Planning, Execution and Learning Application: Examples of Planning for Mobile Manipulation and Articulated Robots 15-887 Planning, Execution and Learning Application: Examples of Planning for Mobile Manipulation and Articulated Robots Maxim Likhachev Robotics Institute Carnegie Mellon University Two Examples Planning

More information

Math background. 2D Geometric Transformations. Implicit representations. Explicit representations. Read: CS 4620 Lecture 6

Math background. 2D Geometric Transformations. Implicit representations. Explicit representations. Read: CS 4620 Lecture 6 Math background 2D Geometric Transformations CS 4620 Lecture 6 Read: Chapter 2: Miscellaneous Math Chapter 5: Linear Algebra Notation for sets, functions, mappings Linear transformations Matrices Matrix-vector

More information

Maya Lesson 3 Temple Base & Columns

Maya Lesson 3 Temple Base & Columns Maya Lesson 3 Temple Base & Columns Make a new Folder inside your Computer Animation Folder and name it: Temple Save using Save As, and select Incremental Save, with 5 Saves. Name: Lesson3Temple YourName.ma

More information

MANAGING MODS Imported mods are located in:..\[steamlibrary]\steamapps\common\purefarming \ PureFarming_Data\StreamingAssets\IMPORTER\mod

MANAGING MODS Imported mods are located in:..\[steamlibrary]\steamapps\common\purefarming \ PureFarming_Data\StreamingAssets\IMPORTER\mod IMPORTER MANUAL MANAGING MODS Imported mods are located in:..\[steamlibrary]\steamapps\common\purefarming \ PureFarming_Data\StreamingAssets\IMPORTER\mod Mods created by others also have to be placed in

More information

Volumetric Particle Separating Planes for Collision Detection

Volumetric Particle Separating Planes for Collision Detection Volumetric Particle Separating Planes for Collision Detection by Brent M. Dingle Fall 2004 Texas A&M University Abstract In this paper we describe a method of determining the separation plane of two objects

More information

Unity Scripting 4. CS 491 / DES 400 Crea.ve Coding. Computer Science

Unity Scripting 4. CS 491 / DES 400 Crea.ve Coding. Computer Science Unity Scripting 4 Unity Components overview Particle components Interaction Key and Button input Parenting CAVE2 Interaction Wand / Wanda VR Input Devices Project Organization Prefabs Instantiate Unity

More information

Announcements. Ray tracer is due in five days you should have started by now or you re going to have a bad week. Missing file posted on the web page

Announcements. Ray tracer is due in five days you should have started by now or you re going to have a bad week. Missing file posted on the web page Announcements Ray tracer is due in five days you should have started by now or you re going to have a bad week Missing file posted on the web page I m sorry for canceling class on Tuesday... 1 Animation

More information

Geometric Transformations

Geometric Transformations Geometric Transformations CS 4620 Lecture 9 2017 Steve Marschner 1 A little quick math background Notation for sets, functions, mappings Linear and affine transformations Matrices Matrix-vector multiplication

More information

Computer Animation II

Computer Animation II Computer Animation II Orientation interpolation Dynamics Some slides courtesy of Leonard McMillan and Jovan Popovic Lecture 13 6.837 Fall 2002 Interpolation Review from Thursday Splines Articulated bodies

More information

CS354 Computer Graphics Rotations and Quaternions

CS354 Computer Graphics Rotations and Quaternions Slide Credit: Don Fussell CS354 Computer Graphics Rotations and Quaternions Qixing Huang April 4th 2018 Orientation Position and Orientation The position of an object can be represented as a translation

More information

Practice problems from old exams for math 233

Practice problems from old exams for math 233 Practice problems from old exams for math 233 William H. Meeks III October 26, 2012 Disclaimer: Your instructor covers far more materials that we can possibly fit into a four/five questions exams. These

More information

XDE Physics Tutorials. Release

XDE Physics Tutorials. Release XDE Physics Tutorials Release 3.99.5.542 July 04, 2012 CONTENTS 1 Simulate a simple pendulum 1 1.1 Description of the system........................................ 1 1.2 Building the system using XdeCore...................................

More information

The jello cube. Undeformed cube. Deformed cube

The jello cube. Undeformed cube. Deformed cube The Jello Cube Assignment 1, CSCI 520 Jernej Barbic, USC Undeformed cube The jello cube Deformed cube The jello cube is elastic, Can be bent, stretched, squeezed,, Without external forces, it eventually

More information

T6: Position-Based Simulation Methods in Computer Graphics. Jan Bender Miles Macklin Matthias Müller

T6: Position-Based Simulation Methods in Computer Graphics. Jan Bender Miles Macklin Matthias Müller T6: Position-Based Simulation Methods in Computer Graphics Jan Bender Miles Macklin Matthias Müller Jan Bender Organizer Professor at the Visual Computing Institute at Aachen University Research topics

More information

Homework 1: Implicit Surfaces, Collision Detection, & Volumetric Data Structures. Loop Subdivision. Loop Subdivision. Questions/Comments?

Homework 1: Implicit Surfaces, Collision Detection, & Volumetric Data Structures. Loop Subdivision. Loop Subdivision. Questions/Comments? Homework 1: Questions/Comments? Implicit Surfaces,, & Volumetric Data Structures Loop Subdivision Shirley, Fundamentals of Computer Graphics Loop Subdivision SIGGRAPH 2000 course notes Subdivision for

More information

Tutorial. Spring Foundation

Tutorial. Spring Foundation Page i Preface This tutorial provides an example on how to model a spring foundation using BRIGADE/Plus. Page ii Contents 1 OVERVIEW... 1 2 GEOMETRY... 1 3 MATERIAL AND SECTION PROPERTIES... 2 4 STEP DEFINITION...

More information

"Non-Geometric" Plant Modeling: Image-Based Landscape Modeling and General Texture Problems with Maya - Examples and Limitations

Non-Geometric Plant Modeling: Image-Based Landscape Modeling and General Texture Problems with Maya - Examples and Limitations "Non-Geometric" Plant Modeling: Image-Based Landscape Modeling and General Texture Problems with Maya - Examples and Limitations Peter OEHMICHEN 1 Introduction When starting a new visualization project,

More information

Lecture 30 of 41. Animation 3 of 3: Inverse Kinematics Control & Ragdoll Physics

Lecture 30 of 41. Animation 3 of 3: Inverse Kinematics Control & Ragdoll Physics Animation 3 of 3: Inverse Kinematics Control & Ragdoll Physics William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre Public

More information

Lecture 30 of 41. Animation 3 of 3: Inverse Kinematics Control & Ragdoll Physics

Lecture 30 of 41. Animation 3 of 3: Inverse Kinematics Control & Ragdoll Physics Animation 3 of 3: Inverse Kinematics Control & Ragdoll Physics William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre Public

More information

Solid surface modeling in AutoCAD

Solid surface modeling in AutoCAD Solid surface modeling in AutoCAD Introduction into 3D modeling Managing views of 3D model Coordinate Systems 1 3D model advantages ability to view the whole model looking inside the model collision checking

More information

Scene Modeling for a Single View

Scene Modeling for a Single View Scene Modeling for a Single View René MAGRITTE Portrait d'edward James with a lot of slides stolen from Steve Seitz and David Brogan, 15-463: Computational Photography Alexei Efros, CMU, Fall 2005 Classes

More information

Using Bounding Volume Hierarchies Efficient Collision Detection for Several Hundreds of Objects

Using Bounding Volume Hierarchies Efficient Collision Detection for Several Hundreds of Objects Part 7: Collision Detection Virtuelle Realität Wintersemester 2007/08 Prof. Bernhard Jung Overview Bounding Volumes Separating Axis Theorem Using Bounding Volume Hierarchies Efficient Collision Detection

More information

Flow fields PSY 310 Greg Francis. Lecture 25. Perception

Flow fields PSY 310 Greg Francis. Lecture 25. Perception Flow fields PSY 310 Greg Francis Lecture 25 Structure you never knew was there. Perception We have mostly talked about perception as an observer who acquires information about an environment Object properties

More information

Project 1: Particle System The Animation of Natural Phenomena Due 10/18

Project 1: Particle System The Animation of Natural Phenomena Due 10/18 Project 1: Particle System The Animation of Natural Phenomena Due 10/18 In this project you will implement a particle system with constraints. You must implement at least the required features. You must

More information

You can also export a video of what one of the cameras in the scene was seeing while you were recording your animations.[2]

You can also export a video of what one of the cameras in the scene was seeing while you were recording your animations.[2] Scene Track for Unity User Manual Scene Track Plugin (Beta) The scene track plugin allows you to record live, textured, skinned mesh animation data, transform, rotation and scale animation, event data

More information

CS 231. Deformation simulation (and faces)

CS 231. Deformation simulation (and faces) CS 231 Deformation simulation (and faces) Deformation BODY Simulation Discretization Spring-mass models difficult to model continuum properties Simple & fast to implement and understand Finite Element

More information

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation Last Time? Animation, Motion Capture, & Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based

More information

8.G Triangle congruence with coordinates

8.G Triangle congruence with coordinates 8.G Triangle congruence with coordinates Alignments to Content Standards: 8.G.A.2 8.G.A.3 Task Triangles ABC and PQR are shown below in the coordinate plane: 1 ABC PQR a. Show that is congruent to with

More information

2D/3D Geometric Transformations and Scene Graphs

2D/3D Geometric Transformations and Scene Graphs 2D/3D Geometric Transformations and Scene Graphs Week 4 Acknowledgement: The course slides are adapted from the slides prepared by Steve Marschner of Cornell University 1 A little quick math background

More information

This allows you to choose convex or mesh colliders for you assets. Convex Collider true = Convex Collider. Convex Collider False = Mesh Collider.

This allows you to choose convex or mesh colliders for you assets. Convex Collider true = Convex Collider. Convex Collider False = Mesh Collider. AGF Asset Packager v. 0.4 (c) Axis Game Factory LLC Last Updated: 6/04/2014, By Matt McDonald. Compiled with: Unity 4.3.4. Download This tool may not work with Unity 4.5.0f6 ADDED: Convex Collider Toggle:

More information

IK/FK Switch : Rigging

IK/FK Switch : Rigging IK/FK Switch : Rigging www.fridgemonsters.com Page 1 Chris Shaw Copyright and Terms of Use Please leave all references to FridgeMonsters intact in the documentation and code examples. 1. Except as otherwise

More information

Technical Game Development II. [using materials provided by Mark Claypool] IMGD 4000 (D 08) 1. What is game physics and why is it important?

Technical Game Development II. [using materials provided by Mark Claypool] IMGD 4000 (D 08) 1. What is game physics and why is it important? Basic Game Physics Technical Game Development II Professor Charles Rich Computer Science Department rich@wpi.edu [using materials provided by Mark Claypool] IMGD 4000 (D 08) 1 Introduction What is game

More information

The Jello Cube Assignment 1, CSCI 520. Jernej Barbic, USC

The Jello Cube Assignment 1, CSCI 520. Jernej Barbic, USC The Jello Cube Assignment 1, CSCI 520 Jernej Barbic, USC 1 The jello cube Undeformed cube Deformed cube The jello cube is elastic, Can be bent, stretched, squeezed,, Without external forces, it eventually

More information

Animations in Creo 3.0

Animations in Creo 3.0 Animations in Creo 3.0 ME170 Part I. Introduction & Outline Animations provide useful demonstrations and analyses of a mechanism's motion. This document will present two ways to create a motion animation

More information

MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info;

MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info; MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info; Maya is an intuitive modelling and animation software that relies on a different set of techniques and strategies than Rhinoceros. It is important to note

More information

Maya Lesson 8 Notes - Animated Adjustable Desk Lamp

Maya Lesson 8 Notes - Animated Adjustable Desk Lamp Maya Lesson 8 Notes - Animated Adjustable Desk Lamp To Model the Lamp: 1. Research: Google images - adjustable desk lamp. 2. Print several images of lamps for ideas to model. 3. Make a sketch of the lamp

More information

Introduction to Unreal Engine Blueprints for Beginners. By Chaven R Yenketswamy

Introduction to Unreal Engine Blueprints for Beginners. By Chaven R Yenketswamy Introduction to Unreal Engine Blueprints for Beginners By Chaven R Yenketswamy Introduction My first two tutorials covered creating and painting 3D objects for inclusion in your Unreal Project. In this

More information

Principles of Computer Game Design and Implementation. Revision Lecture

Principles of Computer Game Design and Implementation. Revision Lecture Principles of Computer Game Design and Implementation Revision Lecture Introduction Brief history; game genres Game structure A series of interesting choices Series of convexities Variable difficulty increase

More information