Jump to content
 







Main menu
   


Navigation  



Main page
Contents
Current events
Random article
About Wikipedia
Contact us
Donate
 




Contribute  



Help
Learn to edit
Community portal
Recent changes
Upload file
 








Search  

































Create account

Log in
 









Create account
 Log in
 




Pages for logged out editors learn more  



Contributions
Talk
 



















Contents

   



(Top)
 


1 Synopsis  





2 Appearance  





3 Areas of application  





4 Demos featuring vector slime  














Vector slime







Add links
 









Article
Talk
 

















Read
Edit
View history
 








Tools
   


Actions  



Read
Edit
View history
 




General  



What links here
Related changes
Upload file
Special pages
Permanent link
Page information
Cite this page
Get shortened URL
Download QR code
Wikidata item
 




Print/export  



Download as PDF
Printable version
 
















Appearance
   

 






From Wikipedia, the free encyclopedia
 


In the computer programming, vector slime refers to a class of visual effects achieved by procedural deformation of geometric shapes. The techniques appear in programming demos.

Synopsis

[edit]

A geometric object exposed to vector slime is usually defined by vertices and faces in two or three dimensions. In the process of deformation, each vertex in the original shape undergoes one or more linear transformations (usually rotationortranslation), defined as a function of the vertex' position in space (usually a function of the magnitude of the vector) and time. The desired result is an animated geometric object behaving in a harmonic way, creating some degree of illusion of physical realism.

Older vector slime implementations kept old copies of the rendering result from simple vector objects in RAM, and selected scan-lines from the different buffers in order to make a time-displacement illusion over the y-axis.

Appearance

[edit]

Depending on variances in implementation, vector slime can approximate an array of physical properties. A traditional approach is to let the linear transformation vary as a smooth function of time minus the magnitude of the vector in question. This creates the illusion that there is a force applied to the origin of the object space (where the object is usually centered), and the rest of the object's body reacts as a soft body, as each vertex reacts to a change in the force delayed by the distance to the origin. Applied to a spikeball (a sphere with extracted arms), the object could resemble the behaviour of a soft squid-like animal. Applied to a cube, the object would appear as a cubic piece of jelly propelled by a gyro force from the inside.

Areas of application

[edit]

Although the classical vector slime algorithms are far from an attempt at correct physical modelling, the result can, under certain conditions, trick the viewer into believing that there is some sophisticated physical simulation involved. The effect has therefore grown quite popular in the demoscene to create impressive visual effects at relatively low computational cost. Interactive vector slime implementations can also eventually be found in computer games as a substitute for a more correct physical simulation algorithm.

Demos featuring vector slime

[edit]
Retrieved from "https://en.wikipedia.org/w/index.php?title=Vector_slime&oldid=1221026556"

Categories: 
Demo effects
3D computer graphics
Hidden categories: 
Articles lacking sources from August 2014
All articles lacking sources
 



This page was last edited on 27 April 2024, at 11:40 (UTC).

Text is available under the Creative Commons Attribution-ShareAlike License 4.0; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization.



Privacy policy

About Wikipedia

Disclaimers

Contact Wikipedia

Code of Conduct

Developers

Statistics

Cookie statement

Mobile view



Wikimedia Foundation
Powered by MediaWiki