Guide to Dynamic Simulations of Rigid Bodies and Particle Systems

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Publisher : Springer Science & Business Media
ISBN 13 : 1447144171
Total Pages : 402 pages
Book Rating : 4.4/5 (471 download)

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Book Synopsis Guide to Dynamic Simulations of Rigid Bodies and Particle Systems by : Murilo G. Coutinho

Download or read book Guide to Dynamic Simulations of Rigid Bodies and Particle Systems written by Murilo G. Coutinho and published by Springer Science & Business Media. This book was released on 2012-10-08 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the techniques needed to produce realistic simulations and animations of particle and rigid-body systems. The text focuses on both the theoretical and practical aspects of developing and implementing physically based dynamic-simulation engines. Each chapter examines numerous algorithms, describing their design and analysis in an accessible manner, without sacrificing depth of coverage or mathematical rigor. Features: examines the problem of computing an hierarchical representation of the geometric description of each simulated object, as well as the simulated world; discusses the use of discrete and continuous collision detection to handle thin or fast-moving objects; describes the computational techniques needed for determining all impulsive and contact forces between bodies with multiple simultaneous collisions and contacts; presents techniques that can be used to dynamically simulate articulated rigid bodies; concludes each chapter with exercises.

Simulating Rigid Body Engine Dynamics

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Publisher :
ISBN 13 :
Total Pages : 130 pages
Book Rating : 4.3/5 (129 download)

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Book Synopsis Simulating Rigid Body Engine Dynamics by : Charles E. Spiekermann

Download or read book Simulating Rigid Body Engine Dynamics written by Charles E. Spiekermann and published by . This book was released on 1982 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Game Physics Engine Development

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Publisher : CRC Press
ISBN 13 : 0123819776
Total Pages : 542 pages
Book Rating : 4.1/5 (238 download)

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Book Synopsis Game Physics Engine Development by : Ian Millington

Download or read book Game Physics Engine Development written by Ian Millington and published by CRC Press. This book was released on 2010-07-23 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne

Dynamic Simulations of Multibody Systems

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Publisher : Springer Science & Business Media
ISBN 13 : 147573476X
Total Pages : 387 pages
Book Rating : 4.4/5 (757 download)

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Book Synopsis Dynamic Simulations of Multibody Systems by : Murilo G. Coutinho

Download or read book Dynamic Simulations of Multibody Systems written by Murilo G. Coutinho and published by Springer Science & Business Media. This book was released on 2013-03-09 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the techniques needed to produce realistic simulations and animations of particle and rigid body systems. It focuses on both the theoretical and practical aspects of developing and implementing physically based dynamic simulation engines that can be used to generate convincing animations of physical events involving particles and rigid bodies. It can also be used to produce accurate simulations of mechanical systems, such as a robotic parts feeder. The book is intended for researchers in computer graphics, computer animation, computer-aided mechanical design and modeling software developers.

Building a 2D Game Physics Engine

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Author :
Publisher : Apress
ISBN 13 : 148422583X
Total Pages : 129 pages
Book Rating : 4.4/5 (842 download)

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Book Synopsis Building a 2D Game Physics Engine by : Michael Tanaya

Download or read book Building a 2D Game Physics Engine written by Michael Tanaya and published by Apress. This book was released on 2017-01-11 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body behaviors; detect and resolve rigid body collisions; and simulate collision responses after the collisions. In this way, by the end of Building a 2D Game Physics Engine, you will have an in‐depth understanding of the specific concepts and events, implementation details, and actual source code of a physics game engine that is suitable for building 2D games or templates for any 2D games you can create and can be played across the Internet via popular web‐browsers. What You'll Learn Gain an understanding of 2D game engine physics and how to utilize it in your own games Describe the basic behaviors of rigid bodies Detect collisions between rigid bodies Resolve interpretations after rigid body collisions Model and implement rigid body impulse responses Who This Book Is For Game enthusiasts, hobbyists, and anyone who is interested in building their own 2D physics game engines but is unsure of how to begin.

Guide to Dynamic Simulations of Rigid Bodies and Particle Systems

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1447144163
Total Pages : 402 pages
Book Rating : 4.4/5 (471 download)

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Book Synopsis Guide to Dynamic Simulations of Rigid Bodies and Particle Systems by : Murilo G. Coutinho

Download or read book Guide to Dynamic Simulations of Rigid Bodies and Particle Systems written by Murilo G. Coutinho and published by Springer Science & Business Media. This book was released on 2012-10-09 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the techniques needed to produce realistic simulations and animations of particle and rigid-body systems. The text focuses on both the theoretical and practical aspects of developing and implementing physically based dynamic-simulation engines. Each chapter examines numerous algorithms, describing their design and analysis in an accessible manner, without sacrificing depth of coverage or mathematical rigor. Features: examines the problem of computing an hierarchical representation of the geometric description of each simulated object, as well as the simulated world; discusses the use of discrete and continuous collision detection to handle thin or fast-moving objects; describes the computational techniques needed for determining all impulsive and contact forces between bodies with multiple simultaneous collisions and contacts; presents techniques that can be used to dynamically simulate articulated rigid bodies; concludes each chapter with exercises.

Simulation, Modeling, and Programming for Autonomous Robots

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Author :
Publisher : Springer
ISBN 13 : 3642173195
Total Pages : 572 pages
Book Rating : 4.6/5 (421 download)

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Book Synopsis Simulation, Modeling, and Programming for Autonomous Robots by : Noriako Ando

Download or read book Simulation, Modeling, and Programming for Autonomous Robots written by Noriako Ando and published by Springer. This book was released on 2010-11-11 with total page 572 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why are the many highly capable autonomous robots that have been promised for novel applications driven by society, industry, and research not available - day despite the tremendous progress in robotics science and systems achieved during the last decades? Unfortunately, steady improvements in speci?c robot abilities and robot hardware have not been matched by corresponding robot performance in real world environments. This is mainly due to the lack of - vancements in robot software that master the development of robotic systems of ever increasing complexity. In addition, fundamental open problems are still awaiting sound answers while the development of new robotics applications s- fersfromthelackofwidelyusedtools,libraries,andalgorithmsthataredesigned in a modular and performant manner with standardized interfaces. Simulation environments are playing a major role not only in reducing development time and cost, e. g. , by systematic software- or hardware-in-the-loop testing of robot performance, but also in exploring new types of robots and applications. H- ever,their use may still be regardedwith skepticism. Seamless migrationof code using robot simulators to real-world systems is still a rare circumstance, due to the complexity of robot, world, sensor, and actuator modeling. These challenges drive the quest for the next generation of methodologies and tools for robot development. The objective of the International Conference on Simulation, Modeling, and ProgrammingforAutonomous Robots (SIMPAR) is to o?er a unique forum for these topics and to bring together researchersfrom academia and industry to identify and solve the key issues necessary to ease the development of increasingly complex robot software.

Rigid Body Dynamics Algorithms

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Publisher : Springer
ISBN 13 : 1489975608
Total Pages : 276 pages
Book Rating : 4.4/5 (899 download)

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Book Synopsis Rigid Body Dynamics Algorithms by : Roy Featherstone

Download or read book Rigid Body Dynamics Algorithms written by Roy Featherstone and published by Springer. This book was released on 2014-11-10 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rigid Body Dynamics Algorithms presents the subject of computational rigid-body dynamics through the medium of spatial 6D vector notation. It explains how to model a rigid-body system and how to analyze it, and it presents the most comprehensive collection of the best rigid-body dynamics algorithms to be found in a single source. The use of spatial vector notation greatly reduces the volume of algebra which allows systems to be described using fewer equations and fewer quantities. It also allows problems to be solved in fewer steps, and solutions to be expressed more succinctly. In addition algorithms are explained simply and clearly, and are expressed in a compact form. The use of spatial vector notation facilitates the implementation of dynamics algorithms on a computer: shorter, simpler code that is easier to write, understand and debug, with no loss of efficiency.

Physics-based Animation

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Publisher :
ISBN 13 : 9781584503804
Total Pages : 817 pages
Book Rating : 4.5/5 (38 download)

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Book Synopsis Physics-based Animation by : Kenny Erleben

Download or read book Physics-based Animation written by Kenny Erleben and published by . This book was released on 2005 with total page 817 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Multibody Systems Approach to Vehicle Dynamics

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Publisher : Elsevier
ISBN 13 : 0750651121
Total Pages : 542 pages
Book Rating : 4.7/5 (56 download)

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Book Synopsis Multibody Systems Approach to Vehicle Dynamics by : Michael Blundell

Download or read book Multibody Systems Approach to Vehicle Dynamics written by Michael Blundell and published by Elsevier. This book was released on 2004 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: Comprehensive, up-to-date and firmly rooted in practical experience, a key publication for all automotive engineers, dynamicists and students.

The Future Of Fusion Energy

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Publisher : World Scientific
ISBN 13 : 1786345447
Total Pages : 405 pages
Book Rating : 4.7/5 (863 download)

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Book Synopsis The Future Of Fusion Energy by : Jason Parisi

Download or read book The Future Of Fusion Energy written by Jason Parisi and published by World Scientific. This book was released on 2019-01-02 with total page 405 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'The text provides an interesting history of previous and anticipated accomplishments, ending with a chapter on the relationship of fusion power to nuclear weaponry. They conclude on an optimistic note, well worth being understood by the general public.'CHOICEThe gap between the state of fusion energy research and public understanding is vast. In an entertaining and engaging narrative, this popular science book gives readers the basic tools to understand how fusion works, its potential, and contemporary research problems.Written by two young researchers in the field, The Future of Fusion Energy explains how physical laws and the Earth's energy resources motivate the current fusion program — a program that is approaching a critical point. The world's largest science project and biggest ever fusion reactor, ITER, is nearing completion. Its success could trigger a worldwide race to build a power plant, but failure could delay fusion by decades. To these ends, this book details how ITER's results could be used to design an economically competitive power plant as well as some of the many alternative fusion concepts.

Game Physics Cookbook

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1787120813
Total Pages : 481 pages
Book Rating : 4.7/5 (871 download)

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Book Synopsis Game Physics Cookbook by : Gabor Szauer

Download or read book Game Physics Cookbook written by Gabor Szauer and published by Packt Publishing Ltd. This book was released on 2017-03-24 with total page 481 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

Rigid Body Dynamics for Space Applications

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Author :
Publisher : Butterworth-Heinemann
ISBN 13 : 0081018746
Total Pages : 422 pages
Book Rating : 4.0/5 (81 download)

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Book Synopsis Rigid Body Dynamics for Space Applications by : Vladimir Aslanov

Download or read book Rigid Body Dynamics for Space Applications written by Vladimir Aslanov and published by Butterworth-Heinemann. This book was released on 2017-04-22 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rigid Body Dynamics for Space Applications explores the modern problems of spaceflight mechanics, such as attitude dynamics of re-entry and space debris in Earth's atmosphere; dynamics and control of coaxial satellite gyrostats; deployment, dynamics, and control of a tether-assisted return mission of a re-entry capsule; and removal of large space debris by a tether tow. Most space systems can be considered as a system of rigid bodies, with additional elastic and viscoelastic elements and fuel residuals in some cases. This guide shows the nature of the phenomena and explains the behavior of space objects. Researchers working on spacecraft attitude dynamics or space debris removal as well as those in the fields of mechanics, aerospace engineering, and aerospace science will benefit from this book. - Provides a complete treatise of modeling attitude for a range of novel and modern attitude control problems of spaceflight mechanics - Features chapters on the application of rigid body dynamics to atmospheric re-entries, tethered assisted re-entry, and tethered space debris removal - Shows relatively simple ways of constructing mathematical models and analytical solutions describing the behavior of very complex material systems - Uses modern methods of regular and chaotic dynamics to obtain results

Serious Games

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Publisher : Springer
ISBN 13 : 3319406124
Total Pages : 429 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Serious Games by : Ralf Dörner

Download or read book Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-08-25 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Game Engine Architecture, Third Edition

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Publisher : CRC Press
ISBN 13 : 1351974289
Total Pages : 1240 pages
Book Rating : 4.3/5 (519 download)

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Book Synopsis Game Engine Architecture, Third Edition by : Jason Gregory

Download or read book Game Engine Architecture, Third Edition written by Jason Gregory and published by CRC Press. This book was released on 2018-07-20 with total page 1240 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

The Playful Machine

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Publisher : Springer Science & Business Media
ISBN 13 : 3642202535
Total Pages : 343 pages
Book Rating : 4.6/5 (422 download)

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Book Synopsis The Playful Machine by : Ralf Der

Download or read book The Playful Machine written by Ralf Der and published by Springer Science & Business Media. This book was released on 2012-01-11 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: Autonomous robots may become our closest companions in the near future. While the technology for physically building such machines is already available today, a problem lies in the generation of the behavior for such complex machines. Nature proposes a solution: young children and higher animals learn to master their complex brain-body systems by playing. Can this be an option for robots? How can a machine be playful? The book provides answers by developing a general principle---homeokinesis, the dynamical symbiosis between brain, body, and environment---that is shown to drive robots to self- determined, individual development in a playful and obviously embodiment- related way: a dog-like robot starts playing with a barrier, eventually jumping or climbing over it; a snakebot develops coiling and jumping modes; humanoids develop climbing behaviors when fallen into a pit, or engage in wrestling-like scenarios when encountering an opponent. The book also develops guided self-organization, a new method that helps to make the playful machines fit for fulfilling tasks in the real world. The book provides two levels of presentation. Students and scientific researchers interested in the field of robotics, self-organization and dynamical systems theory may be satisfied by the in-depth mathematical analysis of the principle, the bootstrapping scenarios, and the emerging behaviors. But the book additionally comes with a robotics simulator inviting also the non- scientific reader to simply enjoy the fabulous world of playful machines by performing the numerous experiments.

Cyber-Physical Laboratories in Engineering and Science Education

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Author :
Publisher : Springer
ISBN 13 : 3319769359
Total Pages : 442 pages
Book Rating : 4.3/5 (197 download)

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Book Synopsis Cyber-Physical Laboratories in Engineering and Science Education by : Michael E. Auer

Download or read book Cyber-Physical Laboratories in Engineering and Science Education written by Michael E. Auer and published by Springer. This book was released on 2018-04-26 with total page 442 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume investigates a number of issues needed to develop a modular, effective, versatile, cost effective, pedagogically-embedded, user-friendly, and sustainable online laboratory system that can deliver its true potential in the national and global arenas. This allows individual researchers to develop their own modular systems with a level of creativity and innovation while at the same time ensuring continuing growth by separating the responsibility for creating online laboratories from the responsibility for overseeing the students who use them. The volume first introduces the reader to several system architectures that have proven successful in many online laboratory settings. The following chapters then describe real-life experiences in the area of online laboratories from both technological and educational points of view. The volume further collects experiences and evidence on the effective use of online labs in the context of a diversity of pedagogical issues. It also illustrates successful online laboratories to highlight best practices as case studies and describes the technological design strategies, implementation details, and classroom activities as well as learning from these developments. Finally the volume describes the creation and deployment of commercial products, tools and services for online laboratory development. It also provides an idea about the developments that are on the horizon to support this area.