For my Computer Architecture class, I have to create an Animated MIPS Pipeline Simulation with the colors and everything. Any idea which technology can be used to accomplish this? I can do the coding in several high-level languages but I have no idea how to do the animation (tool, library, templates). The animation must be interactive, the user should be able to enter actual MIPS assembly code, and the simulation demonstrate the path it takes using colors "One color for each type of instruction".
Thanks
Image: http://www.utdallas.edu/~cantrell/ee4304/Pipe-data+control.jpg
Try one of these:
Visual MIPS R2000 Processor Simulator - http://jamesgart.com/procsim/
Animated Circuit Simulator - http://www.cs.technion.ac.il/~wagner/index_files/ckt_anim/
Related
everyone!
Got some problem with animator. I have a model with animations made in Maya. The model is showing signs of Russian Sign Language (RSL). It's a part of a translation system from the spoken language to RSL. So I need to build animation state tree depending on input I have. Even though I can get Blend Tree from Animator, I cannot change it. I can change it only in graphic editor, but I need to do it by scripts. Does anybody have ideas how to do this?
https://www.youtube.com/watch?v=jbXRhTqLEn8& - here is a prototype
of my app
I want to design a 3D human hand and control it via signal generated from my Arduino kit. I designed a 3D hand in Blender but how to give the signal generated from Arduino to add life into it. Which tool I should use.
For example I have designed an arbitrary frequency generator. And I want at a particular frequency the Hand will mimic Pinching, or to Fist. Which tool I can use to use the generated signal as input to a Programming interface and output of the Program as a Animated 3D hand.
Please help guys......
Thanks in Advance.
Python would seem the obvious solution to this, as it can interface directly with Blender.
I'm not sure how your controller works with frequencies, but chances are there's a library or a way to handle it in python.
I would suggest looking at this forum post to learn how to set up the animation you want via python script.
Python can then be used to render a series of images (of the hand) like this:
for i in range(last_frame):
bpy.ops.anim.change_frame(frame = i)
bpy.data.scenes['Scene'].render.filepath = '/home/user/Pictures/frame%d.jpg'%i
bpy.ops.render.render()
I am writing a DLL that needs to do some work in Cuda 3.2 and some work in OpenGL. OpenGL will render some grayscale images that my Cuda code needs to read in and modify, and then give back to OpenGL as a texture. I believe I need to create PBOs to do that. I have done some basic OpenGL stuff before but never worked with extensions, and that's where my problem is - I've been searching for 2 days and so far haven't been able to find a working example, despite wading through pages and pages of code. None of the samples I've tried work (and I'm sure my vid card will support it, being a GTX470)
Some specific questions:
1. I installed the nvidia opengl sdk. Should I be using glew.h and wglew.h to access the extensions?
2. My DLL does not have any UI - do I need to create a hidden window or is there an easier way to create an off-screen rendering context?
3. Can I create a grayscale PBO by using GL_RED_8UI format? Will both cuda and gl be happy with that? I read the opengl interop section in the cuda programming manual and it said GL_RGBA_8UI was only usable by pixel shaders because it was an OpenGL 3.0 feature, but I didn't know if that applied to a 1-channel format. 1 channel float would also work for my purposes.
4. I thought this would be fairly easy to do - does it really require hundreds of lines of code?
Edit:
I have code to create an OpenGL context attached to a HBITMAP. Should I create a bitmap-rendering context and then try to attach a PBO to that? Or will that slow me down by also rendering to CPU memory? Is it better to create an invisible window and attach the PBO to that? Also, does the pixel format of my PBO have to match the window/bitmap? What about the dimensions?
Thanks,
Alex
There's actually an example of how to use OpenGL and CUDA together. Look at the SimpleGL example.
You may want to take a look at this example:
https://github.com/nvpro-samples/gl_cuda_interop_pingpong_st
I'm creating a Mac app which needs a trim bar like the GarageBand and iMovie ones. I need a library to get the audio waves to draw them on a NSView. Anyone knows a good library for that?
I think he was referring to the track editor (cut/copy/paste/move).
There's a cool blog post on how to draw Waveforms by the author of the Capo audio editing software:
http://supermegaultragroovy.com/2009/10/06/drawing-waveforms/
I wrote Cocoa (Mac) code based on that, and it's not too hard. You can find that code here:
https://github.com/uliwitness/UKSoundWaveformView
Though it's far from a finished, shippable editor, it's under a permissive license (zlib) and could easily be used as a basis for a full editor.
Maibe this helps: Drawing waveform with AVAssetReader
and if the issue is to draw, then this may help: Parametric acceleration curves in Core Animation
This framework might help you out. From the examples it looks like its pretty easy to use and works well. It provides components to open an audio file, play it and draw the waveform. You might need to implement the cut/copy/paste features on your own.
I would to display the Simulink workspace in a MATLAB GUI window. This is
cosmetic as I know well that Simulink operates fine without this addition.
However, I have no idea how to have a space in a GUI where the Simulink
workspace can be displayed. Effectively, the GUI would form a thick frame
around the Simulink workspace. Please let me know how what commands can be used to create the workspace window.
Also, is it possible to have a place to store a reservoir of blocks, similar to the Simulink
library, in this GUI.
MATLAB GUIs and the Simulink editor rely on incompatible technology. You will not be able to embed the Simulink editor into a MATLAB GUI. What requirement do you have for Simulink modeling that isn’t met by the editor? There already exist many ways to customize the Simulink environment.
Doug is right about the Simulink editor, but you do have some freedom to put your own reservoir of blocks into the Simulink library browser. There is a section in the doc that describes how to do this.