SCH 200: ATOMIC STRUCTURE AND CHEMICAL BONDING

Institution Machakos University
Course CHEMISTRY
Year 1st Year
Semester Unknown
Posted By Rose Oloo
File Type pdf
Pages 88 Pages
File Size 1.86 MB
Views 11326
Downloads 2
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Description

This course covers an experimental foundation of quantum theory; particles and waves; uncertainty principles; wave and wave equation; properties of a well-behaved wave functions; Schrödinger equation and its solutions; the physical significance of the wave function; solutions of the Schrödinger equation for hydrogen - like atoms: quantum numbers, radial functions, angular, charge clouds and orbital; energy levels, electron configuration and the periodic table; ionic, covalent, hydrogen and metallic bonds, valence bond theory and molecular orbital theory for simple molecules and ions; complex ions; definition and examples of Lewis acids, Lewis bases, co-ordinate bond, ligands and co-ordination compounds; ionic structures and calculation of lattice energies.
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Lesson 2 Computer Animation - Character Animation Trending!
• 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 Trending!
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 Trending!
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 Trending!
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 Trending!
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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