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Tekkotsu: open source robotics software
Tekkotsu is an open source framework supporting software development for a variety of robotic platforms.
Computing Now | IEEE Computer Graphics and Applications | Videos | Wall-E
The following videos are short clips from the making of the feature animated film WALL•E and demonstrate aspects of technology used to create its crowd animation. Many images are rough previews of work in progress, although the later videos include some finished work.
journal of graphics, gpu, and game tools - Home
The journal of graphics, gpu, and game tools is a quarterly journal whose primary mission is to provide the computer-graphics research, development, and production community with practical ideas and techniques that solve real problems. We aim to bridge the gap between new research ideas and their use as tools by the computer-graphics professional.
There are several other journals in computer graphics that together provide a good forum for introducing new and seminal research. However, rarely can the ideas described in these journals be applied in practice without a great deal of experimentation and experience.
jgt provides a forum for the presentation of the useful techniques that emerge as new research ideas mature. In addition, we provide a forum for novel ideas and elegant research results that are perhaps too “small” for the heavyweight research journals but that are nonetheless of significant use to practitioners.
Farseer Physics Engine for Silverlight - Home
The Farseer Physics Engine is an easy to use 2D physics engine designed for Microsoft’s XNA and Silverlight platforms. The Farseer Physics Engine focuses on simplicity, useful features, and enabling the creation of fun, dynamic games.
PlanetRV : Entorno de colaboracion aumentada
Planet stands for Augmented Collaborative Plataform for content distribution and advanced training.
We outline two main research lines in Planet: augmented collaboration environments and distributed systems.
The Planet AR subproject has focused on the former research line stressing the importance of low-cost devices and interfaces for advanced educational settings.
After an initial evaluation study of different technologies and virtual reality devices (see study), we concluded that the use of low-cost devices is mandatory if we want to develop systems for a wider
audience. In this line, we have developed several prototypes (see videos) of augmented collaboration environments based on low-cost video capturing technologies and applications like eyesWeb, ARToolkit, AMIRE,
jme-jbullet - Google Code
This is a first stab at integrating the JBullet engine into the JMonkey API. I make no guarantees about how well the code will function until I declare it ready for release.
Division Blocks (GECCO 2007)
We present a new framework for artificial life involving physically simulated, three-dimensional blocks called Division Blocks. Division Blocks can grow and shrink, divide and form joints, exert forces on joints, and exchange resources. They are controlled by recurrent neural networks that evolve, along with the blocks, by natural selection. Division Blocks are simulated in an environment in which energy is approximately conserved, and in which all energy derives ultimately from a simulated sun via photosynthesis. In this paper we describe our implementation of Division Blocks and some of the ways that it can support experiments on the open-ended evolution of development, form, and behavior. We also present preliminary data from simulations, demonstrating the reliable emergence of cooperative resource transactions.
YouTube - Division Blocks (GECCO 2007 Movie)
A movie showing the "Division Blocks" artificial life environment, as described in "Division Blocks and the Open-Ended Evolution of Development, Form, and Behavior," by Lee Spector, Jon Klein, and Mark Feinstein (to appear in the Proceedings of the Genetic and Evolutionary Computation Conference, GECCO-2007).
http://www.nada.kth.se/~gustavt/fluids/
I saw Jos Stam show some amazing demo programs at SIGGRAPH 2001 and immediately wanted to use his algorithms in my own work. Unfortunately, his website has no source code except for a FFT-based solver, which I discovered was somewhat tricky to use. No-one else seems to have made source code available, so I decided to publish a short demo that I wrote that uses the FFT-based solver to render something that looks like wispy smoke. The solver itself is described in
Jos Stam. A Simple Fluid Solver based on the FFT. Journal of Graphics Tools. [online copy]
Caltech Multi-Res Modeling Group - Stam's Stable Fluids
In 2001, Fedkiw, Stam and Jensen published a follow up to extend the algorithm for specific application to realistic smoke [5]. They suggested "vorticity confinement" in which velocity is injected into the system in places most likely to be affected by the numerical dissipation inherent to the implicit semi-Lagrangian integration scheme. In addition they detailed a buoyancy force for economically create a realistic rising smoke field.
The results of this study are illustrated in the Java applet below.
mikeash.com: Fluid Simulation for Dummies
The simulation code and ideas that I'm going to present are based on Jos Stam's paper Real-Time Fluid Dynamics for Games. If you want a more in-depth look at what's going on, that's the place to go. You can also read all about how to parallelize the simulation and render the output in 3D in my Master's thesis.
home [Verve]
Verve is a library implementing general purpose reinforcement learning agents. It combines radial basis functions, temporal difference learning, planning, uncertainty estimations, and curiosity. It is intended to be an out-of-the-box solution for roboticists and game developers.
Automatic Creation of Massive Virtual Cities : VR 2009
This research effort focuses on the historically-difficult problem of creating large-scale (city size) scene models from sensor data, including rapid extraction and modeling of geometry models. The solution to this problem is sought in the development of a novel modeling system with a fully automatic technique for the extraction of polygonal 3D models from LiDAR (Light Detection And Ranging) data. The result is an accurate 3D model representation of the real-world as shown in Figure 1. We present and evaluate experimental results of our approach for the automatic reconstruction of large U.S. cities.
beosil•com
DefCol Studio is a simulation framework implementing various
published methods for deformable modeling and collision handling. It
features nice rendering based on OGRE and OpenGL, an easy to use GUI
based on CEGUI and console and scripting capabilities.
OpenAlea - OpenAlea
OpenAlea is an open source project primarily aimed at the
plant research community, with a particular focus on Plant Architecture
Modeling at different scales. It is a distributed collaborative effort
to develop Python libraries and tools which address th
Advanced Character Physics
This paper explains the basic elements of an approach to
physically-based modeling which is well suited for interactive use. It
is simple, fast, and quite stable, and in its basic version the method
does not require knowledge of advanced mathematical subj
Blue Brain Project
The Blue Brain project is the first comprehensive attempt to
reverse-engineer the mammalian brain, in order to understand brain
function and dysfunction through detailed simulations.
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