Cheating Physics or Not?
When creating images that will be viewed by the masses there are often
times that computer animators need to cheat physics and create there
own rules and boundaries. Whether it is because a certain
calulation would take too long to computer during run-time to just
trying to create something that will WOW the audience are
considerations that every animator must make.
To begin with let's first look at the area's in which computer
animator's tries to mimic physics as closely as possible. First
most computer animations go by the particle model (Jewett, 24) when
dealing
with objects. Often times they will start out with nothing more
then a block or come other basic figure, build the physics equations
and data around that model, and then later build up the model to make
it look what they want to look like. This allows them to use the
real physics equation as closely as possible.
http://physics.nad.ru/Physics/English/mech.htm
One of the problems with fully using equations from
physics is the computational time it requires to render each scene
accurately. However, in the case of research it is more important
to create the scene accurately than to save computational time.
Therefore when using models of data or accurately reflecting reasearch
computer graphics usually sacrifice speed in order to get more accurate
results.
http://physics.nad.ru/Physics/English/mech.htm
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