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Machine seperates colors
I was thinking something more like a controlled liquid viscosity combined with different weighted balls. Sad to see its just a cg render.
Pixel
@ChaosEngine the realitime comment was for @newtboy
@newtboy I never said they were tracking dancers. Only that it is a r-e-a-l-t-i-m-e animation not a pre-rendered video, which is 100% confirmed by the fact that they are tweaking cameras, friction, gravity and viscosity.
Pixel
they are triggering events live and altering camera angles, frictions, gravity, viscosity. that is r e a l t i m e
Pixel
It clearly states in the link that @ChaosEngine provided that they are triggering events live, altering camera angles, frictions, gravity, viscosity, some triggered by sound. ie. Real-time not pre-rendered.
U.S. Patent #1329559 A ~ Tesla's Valvular Conduit
It's fluid dynamics, so for the purposes of the model that they CFD'd and the practical experiment, it doesn't matter whether it's air or water (they both can be treated as fluids), the outcome is the same... both have temperature dependent viscosity, are subject to frictional forces, and transmit forces through pressure etc. The principle of operation won't differ, but the efficiency may.
This might work on air, because you can compress air, but I'm pretty certain it won't work on water.
Water is not a marble. It's not even millions of marbles, though that might better illustrate how it would move through the 'valve'. In reality the water is going up all those side channels AND the central 'smooth' channel all at once. The back eddies from the side channels will serve to help guide the water flowing up the main tube and if you can get ANY suction out of that sucker at all I'd be amazed.
Like I say, air is more complex. It might work there, but the efficiency would be so low I can't ever see this replacing a standard pump.
All Time 10s: Common Science Myths
>> ^GeeSussFreeK:
The glass myth is actually incorrect. I used to have this misconception, but glass is quite sturdy, with viscosity greater that many metals that are considered solids (depending on the glass of course).
Came here to yell about this
All Time 10s: Common Science Myths
>> ^GeeSussFreeK:
The glass myth is actually incorrect. I used to have this misconception, but glass is quite sturdy, with viscosity greater that many metals that are considered solids (depending on the glass of course).
Tl;dr: "If the windows found in early Colonial American homes were thicker at the bottom than the top because of "flow" then the glass found in Egyptian Tombs should be a puddle."
All Time 10s: Common Science Myths
The glass myth is actually incorrect. I used to have this misconception, but glass is quite sturdy, with viscosity greater that many metals that are considered solids (depending on the glass of course).
Throwable Panoramic Ball Camera
It is true, but it is not just semantics.
Once the ball leaves the hand it will experience constant acceleration (ignoring drag). With just constant acceleration, the accelerometer can't tell us when the ball will reach apogee. Velocity and displacement are not being measured, so whether the ball is moving up or down won't register.
With only an accelerometer to work with, the only practical to way to predict when the ball will be at its highest point is to use the initial upward acceleration and a little bit of math.
>> ^ForgedReality:
>> ^messenger:
Nope. Once the ball leaves your hand, there is one significant acceleration force, which is gravity, downwards. There is no such force as "deceleration", just acceleration in a different direction. If by "deceleration" you mean gravity's acceleration downwards, it is constant enough for our purposes today: 9.8 m/s/s).>> ^ForgedReality:
>> ^blackoreb:
Your idea won't work. Once the ball leaves your hand, acceleration on the ball is essentially constant until it hits something. The only variable acceleration will be due to drag and "dependent on environmental influences such as air viscosity, temperature," etc.
The designer can account for your "never-let-go" scenario, as well as the more common "bouncing-around-in-the-back-seat" scenario, by requiring a minimum launch acceleration, followed by a minimum period of constant acceleration, before snapping a picture.
>> ^ForgedReality:
...Seems like it would make more sense to detect DEceleration, as that would facilitate either an upward OR a downward motion, and it wouldn't be reliant on possible bad guesses at when it would stop moving (dependent on environmental influences such as air viscosity, temperature, wind, obstacles in the path, etc)....
Once the ball leaves your hand, there IS no acceleration. In fact, it becomes inverted, as there are no longer any forces acting upon it to create acceleration, and it is now decelerating. Deceleration is not constant, as it reaches a point where it is essentially weightless. This is the point at which it currently seeks to snap the image. If It actually detected when the ball stopped moving, acceleration wouldn't be a factor.
Okay true enough, but now you're arguing semantics when you know full well what I meant.
Throwable Panoramic Ball Camera
>> ^messenger:
Nope. Once the ball leaves your hand, there is one significant acceleration force, which is gravity, downwards. There is no such force as "deceleration", just acceleration in a different direction. If by "deceleration" you mean gravity's acceleration downwards, it is constant enough for our purposes today: 9.8 m/s/s).>> ^ForgedReality:
>> ^blackoreb:
Your idea won't work. Once the ball leaves your hand, acceleration on the ball is essentially constant until it hits something. The only variable acceleration will be due to drag and "dependent on environmental influences such as air viscosity, temperature," etc.
The designer can account for your "never-let-go" scenario, as well as the more common "bouncing-around-in-the-back-seat" scenario, by requiring a minimum launch acceleration, followed by a minimum period of constant acceleration, before snapping a picture.
>> ^ForgedReality:
...Seems like it would make more sense to detect DEceleration, as that would facilitate either an upward OR a downward motion, and it wouldn't be reliant on possible bad guesses at when it would stop moving (dependent on environmental influences such as air viscosity, temperature, wind, obstacles in the path, etc)....
Once the ball leaves your hand, there IS no acceleration. In fact, it becomes inverted, as there are no longer any forces acting upon it to create acceleration, and it is now decelerating. Deceleration is not constant, as it reaches a point where it is essentially weightless. This is the point at which it currently seeks to snap the image. If It actually detected when the ball stopped moving, acceleration wouldn't be a factor.
Okay true enough, but now you're arguing semantics when you know full well what I meant.
Throwable Panoramic Ball Camera
Nope. Once the ball leaves your hand, there is one significant acceleration force, which is gravity, downwards. There is no such force as "deceleration", just acceleration in a different direction. If by "deceleration" you mean gravity's acceleration downwards, it is constant enough for our purposes today: 9.8 m/s/s).>> ^ForgedReality:
>> ^blackoreb:
Your idea won't work. Once the ball leaves your hand, acceleration on the ball is essentially constant until it hits something. The only variable acceleration will be due to drag and "dependent on environmental influences such as air viscosity, temperature," etc.
The designer can account for your "never-let-go" scenario, as well as the more common "bouncing-around-in-the-back-seat" scenario, by requiring a minimum launch acceleration, followed by a minimum period of constant acceleration, before snapping a picture.
>> ^ForgedReality:
...Seems like it would make more sense to detect DEceleration, as that would facilitate either an upward OR a downward motion, and it wouldn't be reliant on possible bad guesses at when it would stop moving (dependent on environmental influences such as air viscosity, temperature, wind, obstacles in the path, etc)....
Once the ball leaves your hand, there IS no acceleration. In fact, it becomes inverted, as there are no longer any forces acting upon it to create acceleration, and it is now decelerating. Deceleration is not constant, as it reaches a point where it is essentially weightless. This is the point at which it currently seeks to snap the image. If It actually detected when the ball stopped moving, acceleration wouldn't be a factor.
Throwable Panoramic Ball Camera
>> ^blackoreb:
Your idea won't work. Once the ball leaves your hand, acceleration on the ball is essentially constant until it hits something. The only variable acceleration will be due to drag and "dependent on environmental influences such as air viscosity, temperature," etc.
The designer can account for your "never-let-go" scenario, as well as the more common "bouncing-around-in-the-back-seat" scenario, by requiring a minimum launch acceleration, followed by a minimum period of constant acceleration, before snapping a picture.
>> ^ForgedReality:
...Seems like it would make more sense to detect DEceleration, as that would facilitate either an upward OR a downward motion, and it wouldn't be reliant on possible bad guesses at when it would stop moving (dependent on environmental influences such as air viscosity, temperature, wind, obstacles in the path, etc)....
Once the ball leaves your hand, there IS no acceleration. In fact, it becomes inverted, as there are no longer any forces acting upon it to create acceleration, and it is now decelerating. Deceleration is not constant, as it reaches a point where it is essentially weightless. This is the point at which it currently seeks to snap the image. If It actually detected when the ball stopped moving, acceleration wouldn't be a factor.
Throwable Panoramic Ball Camera
Your idea won't work. Once the ball leaves your hand, acceleration on the ball is essentially constant until it hits something. The only variable acceleration will be due to drag and "dependent on environmental influences such as air viscosity, temperature," etc.
The designer can account for your "never-let-go" scenario, as well as the more common "bouncing-around-in-the-back-seat" scenario, by requiring a minimum launch acceleration, followed by a minimum period of constant acceleration, before snapping a picture.
>> ^ForgedReality:
...Seems like it would make more sense to detect DEceleration, as that would facilitate either an upward OR a downward motion, and it wouldn't be reliant on possible bad guesses at when it would stop moving (dependent on environmental influences such as air viscosity, temperature, wind, obstacles in the path, etc)....
Throwable Panoramic Ball Camera
So if you thrust it upwardly whilst holding it, and never let go, simply pull it back down quickly, after a few seconds, it would snap a panorama while it rests in your hands since it doesn't use a gyroscope to tell where it stops accelerating. Right?
This means that if you thrust it upward quickly enough, you could pull it back and hold it there while in amongst a crowd, and when the mechanism reaches the predicted time based upon initial acceleration for predicting its apex, then it will take the photo from within the crowd. Seems like it would make more sense to detect DEceleration, as that would facilitate either an upward OR a downward motion, and it wouldn't be reliant on possible bad guesses at when it would stop moving (dependent on environmental influences such as air viscosity, temperature, wind, obstacles in the path, etc).
Cool idea anyhow. I wonder what it would look like to spin it really fast as you toss it.. Neat psychedelic blurring on MOST of the photosphere, but on the axis, it would be less blurred.
Tall Painting
There's not a computer program out there anywhere that can replace real "PAINT!"
It has a fluidity and a viscosity all it's own that just can't be replaced.
Neat stuff!