Computer Graphics and Physics Engines

As processors have become more powerful, animators began to try and represent there animations using more realistic methods.  In today's latest animated blockbuster's like Shrek 2,
http://movieweb.com/movies/galleries.php?film=1024&id=1610
http://movieweb.com/movies/galleries.php?film=1024&id=1610
to some of today's hottest video games like Halo 2.

http://media.xbox.ign.com/media/482/482228/img_2452984.html
In order to achieve these realistic effects computer animators often use high-powered physics engines to simulate real-life physics inside a computer-simulated world.  An example of such a computer graphics engine is Impact, which "
includes six physics engines: Force Field, Law of Gravity, Gravity (used to target a particular object), Springy Thingy, Thruster, and Torque Motion."(Mortier)

These engines enable animators to be able to simulate realistic events such as collisions and projectile effects within there animations without having to come up with all of the mathematical equations behind them.  With a simple click of the button they can then  apply the appropriate algorithims to there animations.

However, with computer graphics mainly being driven by the entertainment industry often times animator's cheat with physic equations to create something that is more visually appealing to the eye.



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