Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Collisions in Multiple Dimensions: Introduction01:05

Collisions in Multiple Dimensions: Introduction

6.2K
It is far more common for collisions to occur in two dimensions; that is, the initial velocity vectors are neither parallel nor antiparallel to each other. Let's see what complications arise from this. The first idea is that momentum is a vector. Like all vectors, it can be expressed as a sum of perpendicular components (usually, though not always, an x-component and a y-component, and a z-component if necessary). Thus, when the statement of conservation of momentum is written for a...
6.2K
Elastic Collisions: Case Study01:15

Elastic Collisions: Case Study

17.0K
Elastic collision of a system demands conservation of both momentum and kinetic energy. To solve problems involving one-dimensional elastic collisions between two objects, the equations for conservation of momentum and conservation of internal kinetic energy can be used. For the two objects, the sum of momentum before the collision equals the total momentum after the collision. An elastic collision conserves internal kinetic energy, and so the sum of kinetic energies before the collision equals...
17.0K
Uniform Depth Channel Flow01:27

Uniform Depth Channel Flow

876
Uniform depth channel flow keeps fluid depth consistent along channels such as irrigation canals. In natural channels, such as rivers, approximate uniform flow is often assumed. This condition occurs when the channel’s bottom slope matches the energy slope, balancing potential energy lost from gravity with head loss due to shear stress. This balance prevents depth changes along the channel length, resulting in a steady, uniform flow.Uniform flow in open channels with a constant...
876
Elastic Collisions: Introduction01:00

Elastic Collisions: Introduction

12.1K
An elastic collision is one that conserves both internal kinetic energy and momentum. Internal kinetic energy is the sum of the kinetic energies of the objects in a system. Truly elastic collisions can only be achieved with subatomic particles, such as electrons striking nuclei. Macroscopic collisions can be very nearly, but not quite, elastic, as some kinetic energy is always converted into other forms of energy such as heat transfer due to friction and sound. An example of a nearly...
12.1K
Electrostatic Boundary Conditions01:16

Electrostatic Boundary Conditions

1.2K
Consider an external electric field propagating through a homogeneous medium. When the electric field crosses the surface boundary of the medium, it undergoes a discontinuity. The electric field can be resolved into normal and tangential components. The amount by which the field changes at any boundary is given by the difference between the field components above and below the surface boundary.
The surface integral of an electric field is given by Gauss's law in integral form and is related to...
1.2K
Collisions in Multiple Dimensions: Problem Solving01:06

Collisions in Multiple Dimensions: Problem Solving

4.5K
In multiple dimensions, the conservation of momentum applies in each direction independently. Hence, to solve collisions in multiple dimensions, we should write down the momentum conservation in each direction separately. To help understand collisions in multiple dimensions, consider an example.
A small car of mass 1,200 kg traveling east at 60 km/h collides at an intersection with a truck of mass 3,000 kg traveling due north at 40 km/h. The two vehicles are locked together. What is the...
4.5K

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Uniaxial-stress-induced magnetic transitions in the triangular-lattice antiferromagnet PdCrO<sub>2</sub>.

Reports on progress in physics. Physical Society (Great Britain)·2026
Same author

Overdriving Visual Depth Perception via Sound Modulation in VR.

IEEE transactions on visualization and computer graphics·2026
Same author

Structural Mechanism of an Efficacy Photoswitch Targeting the β<sub>2</sub>-adrenergic Receptor.

Angewandte Chemie (International ed. in English)·2026
Same author

Apo-state structure of the metabotropic glutamate receptor 5 transmembrane domain obtained using a photoswitchable ligand.

Protein science : a publication of the Protein Society·2025
Same author

Trustworthy Inverse Molecular Design via Alignment with Molecular Dynamics.

Advanced science (Weinheim, Baden-Wurttemberg, Germany)·2025
Same author

MarsIPAN: Optimization and Negotiations in Mars Sample Return Scheduling Coordination.

IEEE computer graphics and applications·2025

Related Experiment Video

Updated: Apr 30, 2026

Scattering And Absorption of Light in Planetary Regoliths
11:34

Scattering And Absorption of Light in Planetary Regoliths

Published on: July 1, 2019

11.5K

Real-time screen-space scattering in homogeneous environments.

Oskar Elek, Tobias Ritschel, Hans-Peter Seidel

    IEEE Computer Graphics and Applications
    |May 9, 2014
    PubMed
    Summary
    This summary is machine-generated.

    This study introduces a novel screen-space algorithm for approximating light scattering in environments like water. The method efficiently models scattering using a physically based point spread function, enhancing real-time rendering capabilities.

    More Related Videos

    Measuring the Behavioral Effects of Intraocular Scatter
    05:10

    Measuring the Behavioral Effects of Intraocular Scatter

    Published on: February 18, 2021

    4.9K
    Measuring Spatially- and Directionally-varying Light Scattering from Biological Material
    11:57

    Measuring Spatially- and Directionally-varying Light Scattering from Biological Material

    Published on: May 20, 2013

    15.0K

    Related Experiment Videos

    Last Updated: Apr 30, 2026

    Scattering And Absorption of Light in Planetary Regoliths
    11:34

    Scattering And Absorption of Light in Planetary Regoliths

    Published on: July 1, 2019

    11.5K
    Measuring the Behavioral Effects of Intraocular Scatter
    05:10

    Measuring the Behavioral Effects of Intraocular Scatter

    Published on: February 18, 2021

    4.9K
    Measuring Spatially- and Directionally-varying Light Scattering from Biological Material
    11:57

    Measuring Spatially- and Directionally-varying Light Scattering from Biological Material

    Published on: May 20, 2013

    15.0K

    Area of Science:

    • Computer Graphics
    • Computational Physics

    Background:

    • Simulating light scattering in participating media is computationally intensive.
    • Global illumination techniques often require significant resources, limiting real-time applications.

    Purpose of the Study:

    • To develop an efficient screen-space algorithm for approximating light scattering.
    • To enable realistic rendering of homogeneous participating environments.

    Main Methods:

    • The algorithm models scattering using a physically based point spread function.
    • It employs a discrete hierarchical convolution within a texture MIP map for efficiency.
    • A custom anisotropic incremental filter is utilized to prevent illumination leaking.

    Main Results:

    • The proposed method approximates light scattering in homogeneous participating environments.
    • The algorithm achieves efficiency through hierarchical convolution and specialized filtering.
    • Illumination leaking is effectively prevented by the custom filter.

    Conclusions:

    • The screen-space algorithm provides an efficient approximation for light scattering.
    • This technique is suitable for rendering homogeneous participating media in real-time graphics.