Physics Animated

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Physics Animated!

Author : Tyler Jorden
Publisher : Familius
Page : 0 pages
File Size : 46,8 Mb
Release : 2019-09
Category : Board books
ISBN : 1641701323

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Physics Animated! by Tyler Jorden Pdf

Engage with Newton on gravity and explore mass, lift, friction, and other amazing laws of physics with the most exciting and interactive physics book available for your little genius! With explanations and real-life examples of Newton's Three Laws, this interactive board book invites children to pull the levers, turn the wheels, and watch as an airplane lifts off, a roller coaster zooms around a loop, and a boat floats. Each concept is animated and interactive to introduce and explore some of most important aspects of our physical world. Kids will delight in seeing centripetal force, inertia, thrust, and more come to life. A perfect tool for instructing and inspiring little physicists of all ages.

Exploring physics with computer animation and PhysGL

Author : T J Bensky
Publisher : Morgan & Claypool Publishers
Page : 165 pages
File Size : 52,9 Mb
Release : 2016-11-01
Category : Computers
ISBN : 9781681744261

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Exploring physics with computer animation and PhysGL by T J Bensky Pdf

This book shows how the web-based PhysGL programming environment (http://physgl.org) can be used to teach and learn elementary mechanics (physics) using simple coding exercises. The book's theme is that the lessons encountered in such a course can be used to generate physics-based animations, providing students with compelling and self-made visuals to aid their learning. Topics presented are parallel to those found in a traditional physics text, making for straightforward integration into a typical lecture-based physics course. Users will appreciate the ease at which compelling OpenGL-based graphics and animations can be produced using PhysGL, as well as its clean, simple language constructs. The author argues that coding should be a standard part of lower-division STEM courses, and provides many anecdotal experiences and observations, that include observed benefits of the coding work.

Physics for Flash Games, Animation, and Simulations

Author : Adrian Dobre,Dev Ramtal
Publisher : Apress
Page : 547 pages
File Size : 40,5 Mb
Release : 2012-01-31
Category : Computers
ISBN : 9781430236757

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Physics for Flash Games, Animation, and Simulations by Adrian Dobre,Dev Ramtal Pdf

Physics for Flash Games, Animation, and Simulations teaches ActionScript programmers how to incorporate real physics into their Flash animations, games, user interfaces, and simulations. Introduces Flash physics in an accurate, but approachable way, covering what is required to produce physically realistic simulations (as opposed to animations that look roughly right) Packed full of practical examples of how physics can be applied to your own games and applications Addresses the diverse needs of game developers, animators, artists, and e-learning developers The book assumes a basic knowledge of ActionScript and Flash. However, no previous knowledge of physics is required—only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you'll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.

Physics for Animators

Author : Michele Bousquet
Publisher : CRC Press
Page : 819 pages
File Size : 53,8 Mb
Release : 2015-12-07
Category : Computers
ISBN : 9781135016531

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Physics for Animators by Michele Bousquet Pdf

Achieving believable motion in animation requires an understanding of physics that most of us missed out on in art school. Although animators often break the laws of physics for comedic or dramatic effect, you need to know which laws you’re breaking in order to make it work. And while large studios might be able to spend a lot of time and money testing different approaches or hiring a physics consultant, smaller studios and independent animators have no such luxury. This book takes the mystery out of physics tasks like character motion, light and shadow placement, explosions, ocean movement, and outer space scenes, making it easy to apply realistic physics to your work. Physics concepts are explained in animator’s terms, relating concepts specifically to animation movement and appearance. Complex mathematical concepts are broken down into clear steps you can follow to solve animation problems quickly and effectively. Bonus companion website at www.physicsforanimators.com offers additional resources, including examples in movies and games, links to resources, and tips on using physics in your work. Uniting theory and practice, author Michele Bousquet teaches animators how to swiftly and efficiently create scientifically accurate scenes and fix problem spots, and how and when to break the laws of physics. Ideal for everything from classical 2D animation to advanced CG special effects, this book provides animators with solutions that are simple, quick, and powerful.

Exploring physics with computer animation and PhysGL

Author : T J Bensky
Publisher : Morgan & Claypool Publishers
Page : 140 pages
File Size : 40,8 Mb
Release : 2016-11-01
Category : Computers
ISBN : 9781681744254

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Exploring physics with computer animation and PhysGL by T J Bensky Pdf

This book shows how the web-based PhysGL programming environment (http://physgl.org) can be used to teach and learn elementary mechanics (physics) using simple coding exercises. The book's theme is that the lessons encountered in such a course can be used to generate physics-based animations, providing students with compelling and self-made visuals to aid their learning. Topics presented are parallel to those found in a traditional physics text, making for straightforward integration into a typical lecture-based physics course. Users will appreciate the ease at which compelling OpenGL-based graphics and animations can be produced using PhysGL, as well as its clean, simple language constructs. The author argues that coding should be a standard part of lower-division STEM courses, and provides many anecdotal experiences and observations, that include observed benefits of the coding work.

Physics-based Animation

Author : Kenny Erleben
Publisher : Unknown
Page : 817 pages
File Size : 40,5 Mb
Release : 2005
Category : Computers
ISBN : 1584503807

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Physics-based Animation by Kenny Erleben Pdf

The booming computer games and animated movie industries continue to drive the graphics community's seemingly insatiable search for increased realism, believability, ad speed. To achieve the quality expected by audiences of today's games and movies, programmers need to understand and implement physics-based animation. To provide this understanding, this book is written to teach students and practitioners and theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather how to transform theoretical techniques into practical skills. It details how the mathematical models are derived from physical and mathematical principles, and explains how these mathematical models are solved in an efficient, robust, and stable manner with a computer. This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms. This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms

Artificial Animals for Computer Animation

Author : Xiaoyuan Tu
Publisher : Springer Science & Business Media
Page : 176 pages
File Size : 46,8 Mb
Release : 1999-12-15
Category : Computers
ISBN : 9783540669395

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Artificial Animals for Computer Animation by Xiaoyuan Tu Pdf

This book is based on the author's phD thesis, which won the 1996 ACM Doctoral Dissertation Award. The author proposes and develops an artificial life paradigm for computer graphics animation by systematically constructing artificial animals controlled by self-animating autonomous agents. The animation agents emulate the realistic appearance, movement, and behavior of individual animals, as well as the patterns of social behavior evident in groups of animals. The paradigm is based on a computational model capturing the essential characteristics common to all biological creatures: biomechanics, locomotion, perception, and behavior. The approach is validated through the implementation of a virtual marine world inhabited by a variety of lifelike artificial fish, where each fish is a functional autonomous agent.

Queen of Physics

Author : Teresa Robeson
Publisher : Union Square & Co.
Page : 47 pages
File Size : 52,5 Mb
Release : 2020-02-28
Category : Juvenile Nonfiction
ISBN : 9781454941590

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Queen of Physics by Teresa Robeson Pdf

Meet Wu Chien Shiung, famous physicist who overcame prejudice to prove that she could be anything she wanted. “Wu Chien Shiung's story is remarkable—and so is the way this book does it justice.” —Booklist (Starred review) When Wu Chien Shiung was born in China 100 years ago, most girls did not attend school; no one considered them as smart as boys. But her parents felt differently. Giving her a name meaning “Courageous Hero,” they encouraged her love of learning and science. This engaging biography follows Wu Chien Shiung as she battles sexism and racism to become what Newsweek magazine called the “Queen of Physics” for her work on beta decay. Along the way, she earned the admiration of famous scientists like Enrico Fermi and Robert Oppenheimer and became the first woman hired as an instructor by Princeton University, the first woman elected President of the American Physical Society, the first scientist to have an asteroid named after her when she was still alive, and many other honors.

Cartoon Physics

Author : Scott Calvin,Kirin Emlet Furst
Publisher : CRC Press
Page : 274 pages
File Size : 52,7 Mb
Release : 2022-03-31
Category : Science
ISBN : 9780429942037

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Cartoon Physics by Scott Calvin,Kirin Emlet Furst Pdf

How can a graphic novel teach you to solve physics problems? By making the process more fun and more engaging for readers, this practical guide really works to help students tackle real problems in algebra-based college physics. Along the way, readers will also be equipped with useful problem-solving techniques and physical concepts. This problem-solving guide, developed by physicist/author Dr. Scott Calvin and engineer/artist Dr. Kirin Furst, is aimed at students in college-level general physics courses. Instead of just providing brief answers to sample questions or discussions of physics concepts without showing how to apply them to difficult problems, Cartoon Physics stresses how to approach problems, what to do if you get stuck, and techniques that can be applied broadly. Features: Detailed, step-by-step solutions for more than one hundred college-level exam problems Graphic novel (cartoon) format Formula sheet, units sheet, and technique-choice flowchart Task Tags indexing problems by technique (momentum, energy) no matter what chapter they appear in A t-rex on a trampoline!

Fluid Engine Development

Author : Doyub Kim
Publisher : CRC Press
Page : 321 pages
File Size : 40,6 Mb
Release : 2017-01-20
Category : Computers
ISBN : 9781498719933

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Fluid Engine Development by Doyub Kim Pdf

From the splash of breaking waves to turbulent swirling smoke, the mathematical dynamics of fluids are varied and continue to be one of the most challenging aspects in animation. Fluid Engine Development demonstrates how to create a working fluid engine through the use of particles and grids, and even a combination of the two. Core algorithms are explained from a developer’s perspective in a practical, approachable way that will not overwhelm readers. The Code Repository offers further opportunity for growth and discussion with continuously changing content and source codes. This book helps to serve as the ultimate guide to navigating complex fluid animation and development. Explains how to create a fluid simulation engine from scratch Offers an approach that is code-oriented rather than math-oriented, allowing readers to learn how fluid dynamics works with code, with downloadable code available Explores various kinds of simulation techniques for fluids using particles and grids Discusses practical issues such as data structure design and optimizations Covers core numerical tools including linear system and level set solvers

Foundations of Physically Based Modeling and Animation

Author : Donald House,John C. Keyser
Publisher : CRC Press
Page : 405 pages
File Size : 48,5 Mb
Release : 2016-11-30
Category : Computers
ISBN : 9781482234619

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Foundations of Physically Based Modeling and Animation by Donald House,John C. Keyser Pdf

Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations Emphasizes the underlying concepts of the field, and is not tied to any particular software package, language, or API. Develops concepts in mathematics, physics, numerical methods, and software design in a highly integrated way, enhancing both motivation and understanding. Progressively develops the material over the book, starting from very basic techniques, and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation.

HTML5 Canvas

Author : Steve Fulton,Jeff Fulton
Publisher : "O'Reilly Media, Inc."
Page : 750 pages
File Size : 47,8 Mb
Release : 2013-04-11
Category : Computers
ISBN : 9781449335885

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HTML5 Canvas by Steve Fulton,Jeff Fulton Pdf

Flash is fading fast as Canvas continues to climb. The second edition of this popular book gets you started with HTML5 Canvas by showing you how to build interactive multimedia applications. You’ll learn how to draw, render text, manipulate images, and create animation—all in the course of building an interactive web game throughout the book. Updated for the latest implementations of Canvas and related HTML5 technologies, this edition includes clear and reusable code examples to help you quickly pick up the basics—whether you currently use Flash, Silverlight, or just HTML and JavaScript. Discover why HTML5 is the future of innovative web development. Create and modify 2D drawings, text, and bitmap images Use algorithms for math-based movement and physics interactions Incorporate and manipulate video, and add audio Build a basic framework for creating a variety of games Use bitmaps and tile sheets to develop animated game graphics Go mobile: build web apps and then modify them for iOS devices Explore ways to use Canvas for 3D and multiplayer game applications

Initiation and Control of Gait from First Principles: A Mathematically Animated Model of the Foot

Author : Craig Nevin
Publisher : Universal-Publishers
Page : 128 pages
File Size : 42,9 Mb
Release : 2010-05-21
Category : Electronic
ISBN : 9781599423296

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Initiation and Control of Gait from First Principles: A Mathematically Animated Model of the Foot by Craig Nevin Pdf

This thesis examines the anatomical locations of the dynamic pressures that create the first five footprints when a standing person starts to walk. It is hypothesized that the primary activity starts with the dorsiflexion or lifting of the great toe. Consequently, the metatarsophalangeal region of the forefoot was studied from three directions. Viewed side-on, the great toe free-body is found from a detailed post hoc analysis of previous kinematic data obtained from cadavers to operate as a cam. The cam model also follows closely from Aristotle's ancient description of the hinged instrument of animate motion. Viewed in coronal cross-section, the first metatarsal torsion strength was estimated in 13 humans, 1 gorilla, 3 chimpanzees, 1 orangutan and 1 baboon set of dry-bone specimens of the hands and feet. The first metatarsal bone alone contributes 43% of the total strength of all the metatarsal bones. A result unique amongst the hominids and apes studied. Viewed in horizontal plan, the dynamic components and principle axes of the footprints of 54 barefoot humans (32 male, 22 female, age 32 +-11 years) were studied whilst standing on a 0.5m pressure plate, and then immediately when walking over a 2m plate (4 sensors per cm2 sampled at 100hz). Two footprints were obtained during the initial stance posture, and the first three footprints of the initial walk. Three new principles of animate motion were deduced from the divergent results obtained from complete and dissected cadavers: The metatarsal cam (from the sagittal side view) the ground reaction torque (from the frontal coronal view) and the amputation artifact. The philosophy of experimenting on inanimate cadavers rather than living subjects was intensively researched. Instead of assuming that gait is a uniform or regular motion as is usual, the foot was analyzed rather as if it was a beam attached to the ground. Engineering equations were used to determine the flexural properties of the foot every 0.01 seconds, including the principle axes, radius of gyration and the local shear stresses on the sensors spaced 5-7mm apart. A sequence of these impressions creates a mathematically animated model of the footprint. The local force under the foot was normalized against both the total force and contact duration. The forces under the foot were each divided between 10 anatomical regions using individual masks for each foot strike. Producing a 54-subject database from which the normal behavior of the foot could be quantified. The group showed a surprisingly low right foot step-off dominance of only 54%. The combination of the radius of gyration and impulse in particular produces a succinct but powerful summary of the footprint during dynamic activity. The initial angle and magnitudes of the loads that are applied and removed demonstrates that the body first rocks onto the heels after the instruction to walk is given. The feet simultaneously invert and their arches rise off the ground as anticipated. The principle axes were then animated in a mathematical four-dimensional model. The horizontal radius of gyration is on average 5 cm during heel strike, but increases to 20 cm as the forefoot comes into contact with the ground, finally rising to 25 cm at toe-off. Significantly the applied load during the fore-foot loading phase is more widely distributed than the load being removed. A new and unanticipated result that is believed to be a special characteristic of the animate foot. The standard deviation of the force under the great toe is the first mechanical parameter to converge in the 54 subjects, conclusively verifying the hypothesis that the great toe both initiates and controls gait.

Computer Animation

Author : Rick Parent
Publisher : Elsevier
Page : 624 pages
File Size : 53,7 Mb
Release : 2007-11-01
Category : Computers
ISBN : 9780080553856

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Computer Animation by Rick Parent Pdf

Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more! Companion site with animation clips drawn from research & entertainment and code samples Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique

iPhone Game Development

Author : Paul Zirkle,Joe Hogue
Publisher : "O'Reilly Media, Inc."
Page : 260 pages
File Size : 53,8 Mb
Release : 2009-10-28
Category : Computers
ISBN : 9781449383008

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iPhone Game Development by Paul Zirkle,Joe Hogue Pdf

What do you need to know to create a game for the iPhone? Even if you've already built some iPhone applications, developing games using iPhone's gestural interface and limited screen layout requires new skills. With iPhone Game Development, you get everything from game development basics and iPhone programming fundamentals to guidelines for dealing with special graphics and audio needs, creating in-game physics, and much more. Loaded with descriptive examples and clear explanations, this book helps you learn the technical design issues particular to the iPhone and iPod Touch, and suggests ways to maximize performance in different types of games. You also get plug-in classes to compensate for the areas where the iPhone's game programming support is weak. Learn how to develop iPhone games that provide engaging user experiences Become familiar with Objective-C and the Xcode suite of tools Learn what it takes to adapt the iPhone interface to games Create a robust, scalable framework for a game app Understand the requirements for implementing 2D and 3D graphics Learn how to add music and audio effects, as well as menus and controls Get instructions for publishing your game to the App Store