ENERGY SOURCES
| Institution | TVET |
| Course | Certificate in ICT |
| Year | 1st Year |
| Semester | Unknown |
| Posted By | stephen oyake rabilo |
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| Pages | 11 Pages |
| File Size | 165.13 KB |
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Description
ENERGY SOURCES
All of these different sources of energy are used to produce electricity.
Types of Sources of Energy
These can be broken down into renewable and non-renewable energy sources.
Renewable Energy Source
Renewable energy sources are natural resources that can be harnessed to generate energy in an
environmentally sustainable way. These sources are replenished by natural processes and are
considered a clean and green alternative to fossil fuels. Some of the most common renewable energy
sources include:
The major types or sources of renewable energy are:
i) Solar Energy: Solar energy is harnessed from the sun's radiation using photovoltaic (PV) cells to
generate electricity or solar thermal systems to produce heat for various applications. Solar panels
are commonly used to capture sunlight and convert it into electricity for residential, commercial,
and industrial use.
ii) Wind Energy: Wind turbines capture the kinetic energy of moving air and convert it into
electricity. Wind farms consist of multiple turbines and are often located in areas with consistent
wind patterns. Wind energy is a significant source of electricity generation in many regions.
iii) Hydroelectric Power: Hydroelectric power is generated by capturing the energy of flowing or
falling water, typically in dams and reservoirs. The movement of water turns turbines, which
produce electricity. Hydropower is a well-established and widely used renewable energy source.
iv) Geothermal Energy: Geothermal energy is derived from the heat within the Earth's core. It is
typically harnessed by tapping into underground reservoirs of hot water or steam, which can be
used for heating buildings, generating electricity, or providing direct-use applications like
greenhouse heating.
v) Biomass Energy: Biomass energy is produced from organic materials, such as wood, agricultural
residues, and organic waste. These materials can be burned directly for heat or converted into
biofuels like bioethanol and biodiesel for transportation and electricity generation.
vi) Ocean Energy: Ocean energy includes various forms of energy generated from the movement of
tides, waves, and ocean currents. It is an emerging and still-evolving source of renewable energy
with the potential for sustainable power generation near coastlines.
vii)Tidal Energy: Tidal energy is generated by the rise and fall of tides in coastal areas. Turbines
placed in tidal streams can capture the kinetic energy of the moving water and convert it into
electricity.
viii)Wave Energy: Wave energy is harnessed from the up and down movement of ocean waves.
Various technologies, including oscillating water columns and point absorbers, can capture wave
energy and convert it into electricity.
ix) Algal Biofuel: Algae can be cultivated and converted into biofuels, such as biodiesel and
bioethanol, offering a sustainable alternative to fossil fuels.
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Wedding card template
This is a wedding invitation card template with quality design.
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Design & Analysis of Algorithm
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We study data structures so that we can learn to write more efficient programs. But
why must programs be efficient when new computers are faster every year? The
reason is that our ambitions grow with our capabilities. Instead of rendering efficiency needs obsolete, the modern revolution in computing power and storage capability merely raises the efficiency stakes as we computerize more complex tasks.
The quest for program efficiency need not and should not conflict with sound
design and clear coding. Creating efficient programs has little to do with “programming tricks” but rather is based on good organization of information and good algorithms. A programmer who has not mastered the basic principles of clear design
is not likely to write efficient programs. Conversely, “software engineering” cannot
be used as an excuse to justify inefficient performance. Generality in design can
and should be achieved without sacrificing performance, but this can only be done
if the designer understands how to measure performance and does so as an integral
part of the design and implementation process. Most computer science curricula
recognize that good programming skills begin with a strong emphasis on fundamental software engineering principles. Then, once a programmer has learned the
principles of clear program design and implementation, the next step is to study the
effects of data organization and algorithms on program efficiency
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Lesson 2 Computer Animation - Character Animation
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• Character Animation
• Posture representation
• Hierarchical structure of the body
Character animation is a specialized area of the animation process, which involves bringing animated characters to life. The role of a Character Animator
is analogous to that of a film or stage actor, and character animators are often
said to be "actors with a pencil" (or a mouse). Character animators breathe
life in their characters, creating the illusion of thought, emotion and personality. Character animation is often distinguished from creature animation, which
involves bringing photo-realistic animals and creatures to life.
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Lesson 3 Computer Animation - Skeletal Animation
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Skeletal animation is a technique in computer animation in which a character
is represented in two parts: a surface representation used to draw the character
(called skin or mesh) and a hierarchical set of interconnected bones (called
the skeleton or rig) used to animate (pose and keyframe) the mesh. While
this technique is often used to animate humans or more generally for organic
modeling, it only serves to make the animation process more intuitive and the
same technique can be used to control the deformation of any object — a door,
a spoon, a building, or a galaxy.
This technique is used in virtually all animation systems where simplified
user interfaces allows animators to control often complex algorithms and a huge
amount of geometry; most notably through inverse kinematics and other "goaloriented" techniques. In principle, however, the intention of the technique is never to imitate real anatomy or physical processes, but only to control the deformation of the mesh data.
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Lesson 4 Computer Animation - Joints
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A joint is a point at which parts of an artificial structure are joined. when
developing animated characters one needs to define the type of joints that will
be used to combine multiple segments of the character e.g hand to shoulder.
this is due to the fact that inorder to create a more realistic monevent of the
character or oblect the siolidity principle must be adhered to and the sence of
overlapping and irregular movements of the character must be avoided,
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Lesson 5 Computer Animation - Skinning
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Skinning is the process of attaching a renderable skin to an underlying articulated skeleton. There are several approaches to skinning with varying degrees
of realism and complexity. Our main focus will be on the smooth skinning
algorithm, which is both fast and reasonably effective, and has been used extensively in real time and pre-rendered animation. The smooth skinning algorithm
goes by many other names in the literature, such as blended skinning, multimatrix skinning, linear blend skinning, skeletal subspace deformation (SSD),
and sometimes just skinning.
This chapter will explain the smooth skinning algorithm in detail and provide
additional information about the offline creation and binding process. Binding
refers to the initial attachment of the skin to the underlying skeleton and assigning any necessary information to the vertices.
Smooth skinning, while fast and straightforward, does have its limitations,
and so alternative techniques are also briefly introduced and referenced, including a variety of deformation techniques and some more elaborate anatomically
based approaches that simulate muscle and skin deformations
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Lesson 6 Computer Animation - KeyFrame Animation
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Generalized coordinates
In analytical mechanics, specifically the study of the rigid body dynamics of
multibody systems, the term generalized coordinates refers to the parameters
that describe the configuration of the system relative to some reference configuration. Example is a vector to specify the posture of the body
q=(q1 ,q2 ,q3 ,q4 ,q5 , q6 , q7 ,... ,qn)
Usually, the first three numbers: location of the root the next three numbers:
orientation of root The rest: the joint angles of the body
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Lesson 7 Computer Animation - Facial Animation
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Facial Anination deals with the simulation of the different facial expresions a
character can make. Inorder to simulate conversation, visible emotional expressions(e.g Saddness, Happines), we need to understand the different mechanisims
and muscle structures that the face uses to accurately represent the emotion /
visemes. generally the facial expressions and visemes in animation relies on
three different appoaches:
• Muscle-based models
• Capture real human data
• Expression Cloning
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Lesson 8 Computer Animation - Data Driven Facial Animation
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Data based facial animation
The generation of facial animation data can be approached in different ways:
1. marker-based motion capture on points or marks on the face of a performer
2. markerless motion capture techniques using different type of cameras
3. audio-driven techniques
4. key frame animation
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Lesson 9 Computer Animation - MOTION CAPTURE AND PHYSICALLY BASED ANIMATION OF CHARACTERS
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There are three methods
• Create them manually
• Use real human / animal motions
• Use physically based simulation
Using Real Human (Animal) Motion
• Real human (animal) motion is realistic
• Much faster and cheaper than manually producing the data We use the
motion capture device (Mocap)
• There are four major types of Mocaps
– Optical
– Magnetic
– Inertial trackers
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