Wednesday, November 27, 2019

Beatlemania In The 1960s Essays (1809 words) - The Beatles, Music

Beatlemania in the 1960s The Beatles were a mystical happening that many people still don't understand. Phenomenoligists had a ball in 1964 with Beatlemania, a generally harmless form of madness which came from Britain in 1963. The sole cause of Beatlemania is a quartet of young Englishmen known as the Beatles. In the less than one year that they achieved popularity in England to the time they came to America, The Beatles achieved a popularity and following that is unprecedented in the history of show business in England. They became the first recording artists anywhere in the world to have a record become a million-seller before it's release. They became the target of such adoration by their fans that they had to cancel all one-night bookings because of riots in early 1964. Beatlemania had reached unbelievable proportions in England, it became a form of reverse lend-lease and spread to the United States. Capitol records followed the Beatles' single record with the release of an album, "Meet the Beatles," in late January of 1964. That event was followed by the Beatles themselves, who arrived in New York February 8, 1964 for three appearances with Ed Sullivan. The first show was scheduled for Sunday, February 9, the second was telecast from Miami a week later, and the third pre-taped for an airing in March. These concerts were the most watched television programs ever (70 million viewers) until recently. The Beatles' arrival in the United States was presaged by a deluge of advance publicity. Newsweek, Time, and Life have chronicled Beatlemania, UPI, and the AP(Associated Press) had done their part for the cause (including an AP wirephoto of J. Paul Getty sporting a Beatle wig), and even Vogue shoved high fashion aside momentarily in it's January, 1964 issue and carried a full-page photo of the group. Baltimore's respected Evening Sun took notice of the coming of the Beatles on it's editorial page at that time. Said the Sun: "The Beatles are coming. Those four words are said to be enough to jelly the spine of the most courageous police captain in Britain... Since, in this case, the Beatles are coming to America, America had better take thought as to how it will deal with the invasion... Indeed, a restrained 'Beatles, go home,' might be just the thing." Precisely how, when, and where Beatlemania got started nobody- not even their late manager Brian Epstein(who died of a drug overdose in 1967) can say for sure. The Beatles are a product of Liverpool, which had a population of some 300 rock and roll bands( or "beat groups," as Liverpudlians are wont to call them). The beat groups hawked their musical wares in countless small cellar clubs, old stores and movie houses, even in a converted church, nearly all of which are in proximity to the Mersey River. Out of all these groups came, somehow, the Beatles. And they had to go to Germany to do it. In order to better their Liverpool take-home pay of around $15. per week apiece, John Lennon, Paul McCartney, George Harrison, and Ringo (so called because of his penchant for wearing at least four rings) Starr took a tramp steamer to Hamburg and a job which moved them up a bit financially, if not in class. There, in a raucous and rowdy strip joint, the Indra Club, the Beatles became the first entertainers to play louder than the audience. There, too, they were "discovered" by English promoter and talent agent, Brian Epstein, who has since become deservedly known as "the fifth Beatle." Under Epstein's shrewd guidance, the Beatles soon found themselves signing a contract with Britain's giant Electric & Musical Industries, Ltd., the largest recording organization in the world and major stockholder in Capitol Records, Inc.; headlining concerts throughout Britain; and appearing on television. Their first recording, "Love Me Do," was issued by EMI's Parlophone label in October, 1962. It sold a respectable 100,000 copies, and it was the last time a Beatle single sold less than half million copies. The first million-seller, "She Loves You," came out in the spring of 1963. It was followed by two albums, "Please, Please Me" and "With the Beatles." Both LP's sold over 300,000 copies.1

Saturday, November 23, 2019

Chivalry essays

Chivalry essays Slaying dragons, fighting for honor, rescuing damsels-surely, these must make a knight. Georges Duby, in his work William Marshal: The Flower of Chivalry, challenges this stereotypical fairytale presumption by examining the demands and intricacy of the knights code of chivalry. This code, which played such an influential part in the choices made by the knights of old, still echoes in current customs. Completely immersed in the idea of chivalry from the earliest days of childhood, the demands of chivalry lived and breathed within each knight. Each story he heard, every song he sang emanated the rules of the ethic (86). Loyalty stood foremost among the requirements. A man was expected to keep his word, never betraying his sworn faith (86). But such an expectation was not always the truth, as the knight measured his loyalty according to a strict hierarchical framework (86). Should loyalties conflict, the knight first remained loyal to those closet to him politically. Faith owed to more distant allies proved rather flexible when eclipsed by stronger ties (86). With this hierarchical loyalty, no one could take offense at being displaced by a closer commitment (86). Stepping 800 years into the future, relations continue to emphasize the importance of loyalty. Siblings stand up and fight for each other. Husbands and wives take vows to remain loyal to each other. Sports players bond both on and off the practice field. All kinds of clubs, groups, and even gangs not only count on, but also depend on the loyalty of their members for survival. In addition to forming such personal loyalties, we as Americans weave ties to intangible elements. We swear allegiance to the American principle, rather than to an individual such as the President. We remain loyal to religious ideas instead of a particular priest or pastor. Through the adoption of these loyalties, our present society steps beyond the knight...

Thursday, November 21, 2019

How surroundings effect people Essay Example | Topics and Well Written Essays - 1000 words

How surroundings effect people - Essay Example The setting of the story is along an Ecuadorian river where Dillard is staying alongside some Americans and guides from Ecuador. In the second book; â€Å"Our Animal rights by † Anna Quindlen, the writer is writing to express dissatisfaction about people having entered the animal habit and displacing them, just to find settlement and a place to live. The issue here is does it mean that people should always displace animals from their original habitat whenever they increase in number? According to the two pieces of art, I think that people should always learn to adapt to the surrounding that prevail in their environment. There should be peaceful co-existence between animals and people. Both parties can be of mutual help if the relationship between them is well understood and taken good care of. Dillard tries to persuade people to believe that the jungle can offer best opportunities for exploration. The jungle has a lot of adventures that people can enjoy as they take adventure, he points that every year, there are many toddlers that are eaten by the mighty and powerful anacondas but that alone doesn’t make the jungle a place not good for human survival. When people live in the environment, they are able to devise ways of peacefully co-existing with animals. The main point of attention is the attractiveness within the forest. We have a 430 pound fish trapped from the river water. This is just an example of how adventures and economical living in the jungle can be. The reader employs a rather emotional appeal just to let the readers understand that living in the jungle if not life threatening. With reference to the Napo River, she says it is a â€Å"â€Å"bowl of sweet air, a basin of greenness, and of grace, and, it would seem, of peace† (Braw 3) this kind of description is meant to show the reader that the river is kind of a something huge, wide and enormous lined with beautiful green trees. This is actually a description that would

Wednesday, November 20, 2019

Health and safety in the organisation Essay Example | Topics and Well Written Essays - 1500 words

Health and safety in the organisation - Essay Example The employers have a moral duty in providing a workplace for the employees that is completely safe and secure and that has no ill effects on their health. A safe and healthy work environment that is conducive to productivity would bring out the highest level of performance of the employees. The employees would be able to concentrate on their work with a relaxed mind free from concern of their health and safety (Burke,  Clarke, and Cooper 58). Also, the employees would believe that the organization is concerned about their welfare which would have the probability to develop a loyal workforce. The organizations are also bound by the rules and regulations to protect the health and safety of their workers. The maintenance of health and safety includes preventive measures against the emission of hazardous substances in the production units, recycling of wastes to reduce the adverse effects of environmental pollution, resolution and sustenance of peaceful work environment with no conflic t between the workers, etc. Inability of the organizations to maintain a safe and healthy work environment may lead to damage of the health of their employees, organizational assets and other stakeholders, clients who are present at the workplace. The families of the employees may also be affected due to such unwanted incidents in the workplace. Such situations may lead to imposition of hefty fines on the organizations by the legal and regulatory bodies. Thus, organizational concern for health and safety has legal implications (Stellman 80). The occurrence of unsafe working environment and damage of health of workers may lead to increase in costs of the organization that include medical insurance, hospitalization expenses due to sickness or injury, etc. The disorder of health and safety would lead to increase in medical leaves, sick leaves, etc. As a result, the organization would face losses of productivity and business. Thus, health and safety in the organizations have financial i mplications as the financial losses would tend to increase in case of accidents occurring due to unsafe work environment. The health and safety in the organizations encompasses a range of other fields including workplace engineering, safety control mechanisms, workplace medicine, workplace hygiene, etc. The organizations allocate proportionate expenditures in these fields with an ultimate aim of ensuring health and safety of the organization. Any drawback in implementation of the health and safety policies of the organization may lead to hazards, which may be biological hazards, chemical hazards, health hazards, psychological issues, etc. The health and safety hazards vary from industry to another. The biological hazards may be due to infectious diseases that spread from one employee to another. The virus and infected bacteria may transmit from one individual to another leading to an epidemic situation. The chemical hazards may occur due to the non-maintenance of the operation units and storage plants. Harmful chemical emission from the production units may lead to damage of health and safety of the workers of the organization. Discriminatory and unequal treatment of labors may lead to

Sunday, November 17, 2019

Genetic Engineering Philosophical Paper Essay Example for Free

Genetic Engineering Philosophical Paper Essay Genetic Engineering Defined We live in a period of science breakthroughs and accomplishments.   For over centuries now, science has been constantly pursuing its ambition to hold nature’s natural course within its grasp.   Perhaps one field that can fit this description is genetic engineering which is a laboratory technique to change the DNA of living organisms (What is Genetic Engineering).   A good view of genetic engineering can perhaps be seen in the film Gattaca where one of the main characters, Vincent (played by Ethan Hawke), is not able to accept his genetic fate.    Basing on his character, the film views how genetic engineering can affect an individual’s self-esteem as well as how far it can push him to practice free will to fill this sense of emptiness. Effects of Genetic Engineering As to its effect on society, the movie shows how it serves as a solution in eliminating if not minimizing the consequences of genetic imperfection such as in-born diseases.   In fact, some also believe that genetic engineering can be beneficial not only with health and medicine but as well as food, agriculture, manufacturing, etc.   Even nowadays genetics have already made its benefits known by aiding in forensic investigations through DNA identification thus lessening the number of violent crimes (Genetic Engineering Benefits Society). However, there can also be possible risks when relying on this field of science particularly with eugenics, or the selection the future makeup of children which could lead to the elimination of some personal traits.   Another risk would be in the usage of biotechnology before exploring other options in terms of reproduction.   One example is implanting an egg from one woman into the uterus of another which might be hazardous if considered as a primary technique (Discovery Education: Genetic Engineering) Perhaps one of the things that the director of the movie Gattaca is trying to present is how genetic engineering can be a remedy or solution in altering human fate by making him somewhat more invincible.   After watching the film, I saw this field of science as something that can affect a person’s religious faith. This issue has been reinforced furthermore by the scene particularly during the birth of Vincent where he said, â€Å"He never understood what possessed his mother to put her faith in God’s hands rather than those of her local geneticists.† secondary to his rejection of the fact that he is too genetically imperfect to achieve his dreams.   As far as the film is concerned, this showed how genetic engineering can have the potential to tolerate such human behaviors which can ultimately lead him to play God once he gets the chance instead of practicing self-acceptance and humility. Ethical Implications of Genetic Engineering It has an ethical implication especially when it comes to religion.   Taking the views of the Church of Scotland for example, it states that although Christians have long regarded scientific research as a way of responding to God’s commands of â€Å"filling the earth and subduing it† from the first chapter of Genesis in the bible, it is but important to draw a line especially in the level of genetics as it is an alteration and manipulation of human genetics which is God’s exclusive rights only. Perhaps there would be exceptions such as issues that call for certain necessities like modifying pig hearts and lungs in case of serious shortage of suitable human donor organs.   However with or without the religious point of view, some practices of genetic manipulation can endanger the life of certain people if these are not properly controlled or monitored especially since we do not hold enough knowledge in harmfully interfering with nature.   Furthermore, this also distorts virtues like humility and creates erroneous perception of what people should be made up of physically in order to be happy (Are We Playing God?). The Swimming Scene   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   This particular scene in the movie gives a certain twist in the view of genetic engineering.   Vincent was born with a 99% probability of heart disorder and so every time they do the swim race when they were kids, he often got tired first and lost to Anton.   But when they did it again when they were already grown ups, Anton lost the race and almost drowned.   When Vincent defeated Anton in the swimming race for the first time, this ultimately showed the strength of human spirit and how it can defeat even the genetically superior.   Apparently, it was as though Vincent was able to unconsciously imbibe self-confidence after all those times he spent with the genetically-engineered individuals. Uma Thurman’s Character   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   Irene, Vincent’s love interest whom he met in Gattaca, is another perfect example of an individual who lacks self-confidence and spirit.   Compared to Vincent, her genes are almost perfect if not for a certain heart condition.   Perhaps it is due to the fact that Irene has also been a subject of comparison in Gattaca along with the pressures of being considered for a mission to Titan (one of the moons of the planet Saturn) that she is made to focus on her imperfection although in fact it is â€Å"smaller† as compared with her superior qualities.   If she were living in a community much normal than Gattaca, then there might be a greater chance for her to be happy and see her beautiful qualities.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   With regards to Irene’s character, I think what the director is trying to show is that not even technology can answer for a person’s search for self-fulfillment.   Technology is also capable of deceiving people from seeing reality or from seeing what a person truly is.   Irene fell in love with Vincent in the film but little did she know that he is no more than a mere trespasser in the space agency if not for the help of his friend Jerome, a genetically superior individual who was paralyzed by a car accident and gave his identity to Vincent. The Ending   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   The movie had an amazing ending.   After all the struggles and suspense, Vincent was surprisingly able to pull everything off and made it to the space mission, defeating the majority of his genetically-superior colleagues in Gattaca and taking Jerome’s identity with him.   Jerome on the other hand, committed suicide.   Jerome’s tragic end is the saddest part of the movie.   He has been completely consumed by his misfortune that he literally gave his life away.   He just could not accept what has become of him and the identity that he lost from the accident was the only person he knew how to be, a winner.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   As to Jerome’s suicide, this brought up an ethical issue that perhaps society cannot approve.   Once again it goes against the views of religion about God’s prerogatives of the human life.   Jerome willing his own death cannot be considered a rightful one for even though he had broken a spine or is out of money, his brain was still functioning well, he was speaking very well, and most of all he did not even lose his good looks from the accident so there could have been a chance for him to charm his way to love. According to an article about ethical issues related to life and death, a person only can have a self-imposed death if he has a terminal illness and his physician proclaims certain death in the very near future wherein artificial bodily support is deemed useless considering the very short period of time left (Ethical Issues Related To Life And Death).   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   The final scene was both puzzling and funny.   There was the main character about to board the space mission and after successfully making it through several nerve-wracking genetic testing, his urine test finally revealed his true invalid identity.   Yet for some strange reasons, the one in charge of this final step let him through after a brief sentimental conversation about his son being a big fan of Jerome a.k.a. Vincent. I cannot figure out whether to consider human compassion as a part of this scene.   But more importantly, what made the ending very significant is the overwhelming sense of triumph that the main character has brought with him after making to the mission and the great sense of relief that he was not apprehended despite revealing his true identity.   The ending of the story gives out a message that no matter how much we go through or change ourselves, we can never lose the person that we truly are and even the best technology cannot take that away. Reference    What is Genetic Engineering. Mothers for Natural Law.   Retrieved 11 February 2008 at http://www.safe-food.org/-issue/ge.html Are We Playing God? Moral and Ethical Issues in Gene Therapy.   Retrieved 11 February 2008 at http://www.srtp.org.uk/genthpy1.htm#Manip Coates, J., Mahaffie, J., and Hines, A.   2007.   Genetic Engineering Benefits Society.   Retrieved 11 February 2008 at http://encarta.msn.com/sidebar_461576345/Does_Genetic_Engineering_Benefit_Society_.html Genetic Engineering.   Discovery Education.   Retrieved 11 February 2008 at http://school.discoveryeducation.com/lessonplans/programs/geneticengineering/ Ethical Issues Related To Life And Death.   Retrieved 11 February 2008 at http://www.anabaptists.org/tracts/deathtrc.html

Friday, November 15, 2019

Advantages and Disadvantages of Ambient Occlusion Shader

Advantages and Disadvantages of Ambient Occlusion Shader This dissertation is to simplify the ambient light in contact shadow using Maya embedded language (MEL) which can be useful for all lighting artists to get a global illumination effect in simple steps and to reduce process of render time and they can connect and disconnect the ambient shader and adjust using GUI (graphical user inter phase) all the buttons will be in GUI itself. These are simple techniques but if one needs the old fashioned moves he’s got to go to the control set up tools. But these are simplified here and all can be achieved in simple clicks which is easy to navigate. All actions present in the GUI area all are present in my interface and one reason its better as its simple. This has been focused in a manner to anticipate all professional or not its easy to all. This helps all and even helps to navigate better through the GUI controls better. Chapter 1 INTRODUCTION Ambient Occlusion is a lighting technique that which is used to cast shadows on objects. This is a technique used in lighting which is misunderstood as this method casts shadows on objects where light does not reach. This method gives out a good render to the object with normal modes in the output. Ambient occlusion creates or casts soft shadows around the object which gives out a molded look. In technical terms ambient occlusion is a global illumination method and is commonly referred to as a cheap trick for alternative method of global lighting method. To be more specific in answering the above is each person has his means of working and all processes differ from one another. This is where ambient occlusion comes into being as some calculate the intensity of the light setup for every work file but most don’t and the best way to overcome is to use ambient occlusion where this does all the calculation and gives a better quality render more than we can accept. On aspects to other global illumination methods ambient occlusion does calculate in it manner but regarding other properties in the scene file. Where it has to go according to all shapes in the scene file to calculate the light setup to generate a global light effect which seems less complex than the regular lighting aspect in the software. This specialty makes ambient occlusion very well accepted among game developers and level designers and in various levels of production animation. Here I am going to simplify the Ambient Occlusion shader to get ambient light in all contacted shadows. Connecting the ambient occlusion to all the shader is a big process as we have a number of shader in a single scene file. I am going to develop a separate user interface in Maya for the user to manipulate my tools. By using my tools all the shader can be connected to the ambient shader with the single click and also can disconnect all the ambient shader in a single click. 1.1.AIM To simplify the ambient light in contact shadows using Maya embedded language (MEL) 1.2.OBJECTIVES Study the advantages and disadvantages of ambient occlusion shader To study about the real world light properties To implement natural lights using software Developing a MEL for simplifying ambient occlusion shader Developing an user interface in Maya for user to manipulate the tool(GUI) 1.3.STATEMENTS OF THE PROBLEM To connecting the ambient occlusion shader to all the other shader is a big process if there is number of shader are available in single scene file 1.4.RESEARCH QUESTIONS What is ambient occlusion? What r the different techniques for creating indirect lighting How shadows variation in time what are the advantages and disadvantages in ambient occlusion texture How to simplify the ambient occlusion texture node 1.5.SIGNIFICANCE OF STUDY When we are connecting ambient occlusion texture to number of shader most of them are facing the problem like connecting with shader one by one some time we may miss some shader while connecting and also it will take time to connect to lot of shader Here am going to do this dissertation for solving these problems. Here I am going to simplify the ambient occlusion texture by MEL script 1.6.Hypothesis The hypothesis of this project is to simplify the ambient occlusion texture using Maya embedded language (MEL) Chapter 2 Literature Review 2.1.Literature: Mastering Maya 2009 Eric Keller, Eric Allen and Anthony Honn 2009 This book speaks about how ambient occlusion forms form indirect light rays and ambient occlusion effect can bring from Final Gathering and it will take more render time when u create in Final Gathering The above information help to get some knowledge and information about ambient occlusion. 2.2.Literature: Mental ray for Maya 3ds max and XSI Livny Boaz Ambient occlusion adding realism and produce more details in the output and render will be fast when we compare to Final gathering and Globule illumination how ambient occlusion works and explain detail about ambient occlusion attribute and also tell about what are the different between occlusion and ambient occlusion 2.3.Literature: Introducing Maya 2011 Dariush Derakhshani We can take ambient occlusion as separate render pass that to help add more depth in models and later we can adjust in compositing. Ambient occlusion give great contact shadows 2.4.Literature: Maya Visual Effects: the innovator’s guide Eric Keller Ambient occlusion is the easy and quick way to get Global illumination and tell how ambient occlusion note works in texture. Ambient occlusion produce soft shadows as like real world. when two models are placed near certain amount of light will be block and u will get soft shadows at the corner of the object 2.5.Literature: Rendering with Mental ray 3Ds Max Joep Van Der Steen There are different types of shadow in 3ds max like normal 3ds max shadows and ray trace shadows .but normal shadows wont work in mental ray. If u need to get accurate shadows go for ray trace but render time will be increases when compare to normal shadows. Bounce light gives u realistically feel as like real life lighting. In real life light wont stop travel when its hits the ground it will hit and bounce for certain distance till its die and ambient occlusion also the one form of creating bounce light or indirect lighting for the scene but ambient occlusion wont be physically correct lighting when compare to FG(Final Gathering ) and GI (Globule illumination ). Ambient occlusion give reflective occlusion where we wont get in normal occlusion. 2.6.Literature: Writing Mental ray shader: perceptual Introduction Andy Kopra This book tells about how ambient occlusion rays are calculating in the scene and tell about how Technically ambient occlusion works in MEL scrip this book gives me clear idea how to develop my scrip in MEL 2.7.Literature: Rendering Techniques 2006 Tomas Akenine-Mà ¶ller   Ambient occlusion shadow produce form ambient light. Ambient light emits form all direction and produce soft shadows. Most of the production companies using ambient occlusion for lighting for time saving in lighting and rendering. 2.8.Literature: Maya: secrets of the pros John L. Kundert-Gibbs, Dariush Derakhshani Ambient occlusion techniques in production are used in two ways are backing of ambient occlusion texture and taking of ambient occlusion passes in render. In backing of ambient occlusion we cant tweak while compositing but In ambient occlusion render pass we can tweak and bring new effect in compositing. 2.9.DVD:Digital Tutors Mental Ray Nodes Library This Tutor helps me what are the uses of the ambient occlusion how to connect ambient occlusion texture node in shader and explain clearly about the Attribute Editor of ambient occlusion to get good output. Chapter3 METHODOLOGY This document consists of a quantitative and qualitative method by Survey and gathering information from Internet, Books, tutorials , articles, books, paper and videos. 3.1.POPULATION: The people who are suitable for this population is texturing artist, lighting artist, rendering artist. They were questioned regarding the ambient occlusion shader and its uses in production field. The population of this research work carries the production experienced person. 3.2.SAMPLING: Judgment Sampling 3.3.SCOPE AND LIMITATIONS: This research is limited to the ambient occlusion shader. Chapter 4 Lights in CG 4.1 Overview 4.2 Types of lighting Chapter 5 Indirect lighting in CG 5.1Introduction 5.2 Final Gathering (FG) and Global illumination (GI) Chapter6 Ambient occlusion 6.1 overview 6.2 How it works 6.3 Advantages of ambient occlusion Chapter 7 Rendering 7.1 Mental Ray rendering 7.2 occlusion render over mental ray Chapter 8 MEL 8.1 Introduction to MEL 8.2 Creating GUI Chapter 4 Lights in CG 4.1.Introduction Lightning in computer graphics (CG) is nothing but giving special effects to the scenes to improve the quality of animation. Lightings available for all kind of occasions, all we need to do is just adjust the parameters. Most of them will not give more importance for lighting while creating there images or animations. Lighting plays very important role in computer graphics (CG), we can easily find the talented and untalented person in computer graphics (CG) by looking at the light effects given in the image or animation .Though we already know something about lightings in photography, film and video. We are just trying to bring the reality to computer graphics (CG). Lighting is used for creating a 3D effect by differentiating the foreground from background or else we can combine both to create 2D effect. This effect (Lighting) is mainly used to impress the viewer. Lighting is the most powerful tool in the computer graphics because this is the only tool which makes the viewer to feel. If your lighting perfectly fits for your image or animation then the final output will be much good to impress the viewer. Lighting can be expressed in two ways by being illuminated and a process of illumination. Lighting is defined globally by means of object which can be visible through the source illuminant application. Bouncing off lights or shiny objects can be made by the manipulation of light. If natural light is unavailable artificial lights can be used instead. Lighting is used everywhere and anywhere. Light is never said to be the same because of its variability, so lighting also changes. The natural sun light that we see in day to day life varies in a short period of time but the quality does not vary. The term state of lighting could in term mean intensity, its direction, its texture and form. This means something emotional. lighting is also a process of purposeful planning and design in which the light is to illuminate in an object. When lighting is necessary, the ligh ting position and placement are to be in considering, once deciding the intensity. Lighting process also refers in analyzing the light quality as it strikes the subject. 4.1.ADDING LIGHT SOURCES: Adding lights to the scenes can be done in several ways and also different kinds of lights available in lighting effects. Some kind of lights are used to highlight the background, foreground, character etc., we must choose the light which is highly suitable for the cases so that the people could not able to find which effect is used. There are several types of adding lights effects available POINT(OMMIDERECTIONAL)LIGHTS SPOTLIGHTS DIRECTIONAL LIGHTS AREA LIGHTS Site accessed on 27th sep Pixel Cinematography: A Lighting Approach for Computer Graphics (SIGGRAPH 96 Course 30) SPHERICAL AREA LIGHTS FLAT AREA LIGHTS LINEAR LIGHTS MODELS SERVING AS LIGHTS 4.2.1POINT(OMMIDERECTIONAL)LIGHTS Point lights are also called as omni or omnidirectional lights, because it transmit in all directions, like any other lights e.g. bulb, sun etc The main thing in giving this effect is checking the shadows it should not spread in all directions. In real life, u can see more uniformly omnidirectional lights. Most of the times point lights are similar to real light bulbs for example, bulb lights spread allover the particular empty place, if a opaque thing (metal, wood etc.,) is kept in that place the shade will form behind that thing and side and size of the shade is depend on the location of the bulb. Though it is likely as omnidirectional we can spread it by using throw-pattern that is uneven. if you want to focus more light on some particular direction then you must do this action texture map to the light else by grouping the light with 3D object that produce shadows This light rays stimulated out from one infinitely small point in space, Its illumination and shadows passes out form the light in all direction. It is difficult to find a light which is uniformly omni directional in nature. Many light sources emit some amount of light in some directions. Uneven point lights can be used as a throw pattern, like a real bulb to emit more light in some direction rather than in other direction. This is done by applying a texture to the light or else by grouping the light with the 3d object which will cast shadows. 4.2.2.SPOTLIGHTS: Spotlights is the major light effect which is commonly used in computer graphics (CG).This light effect is used by major computer graphics (CG) specialist because it can be used to focus on a specific target. Spotlight is also similar to point light sometimes but it slightly differs in pointing the target there are some limitations for spotlights are it should not exceed.we can determine the focus aim by rotating the spotlight. You can also fix a target for your focus so that the focus will always on that particular target. Spot Lights are the most used light in the lighting design of computer graphics. Most of the popular artist prefer spotlights to light a scene because, this light can be controlled in any times to aim light at a selected target. The emition of spotlight is light radiation from a point, same as like the point light. The illumination in the spotlight is controlled through a cone angle or a beam of the light. The rotation of the spotlight will determine where the beam is aimed. Objects can also be linked to light to stay in the same orientation position. A spotlight has more controls and options which is not found in other type of lights, some options like projecting a image map from the light, creating fog, etc†¦ With the help of spotlight the falloff which is the softness of the cone, allows the intensity of light diminish more gradually in the edges of the beam. 4.2.3.Directional Lights Directional light is an infinity source of illumination from a distance. These lights are variously known as distant, direct or infinite light. This light sets a single vector for its entire illumination object from the same angle, doesn’t matter the object’s position. The shadows emitted by the directional light are in same direction and they are orthogonal projections of each 3d object’s shape. The matter in placing the directional light is which way it’s pointed. The directional light is not so easy in aiming to a preferred local area like point and spot light. A set of lights constituting from different angles can be used to produce fill light, even in the individual lights in all angles in a low intensity. These lights can fill very large areas with illumination appearing as ambient, like filling the daylight from the sky giving a quick effective global ambience. it deals with the light position where it is placed and it is all about the direction of the object, shadow and lit falls depend on the light location. However the sunlight is the major source of light we need some more light effects to impress the viewer most probably directional light is used. The directional light which needs some specific angle to present a proper lighting so that the person should concentrate more on angles. 4.2.4.Area Lights The lights like point and spot emits light from a infinity source into space, which is not simulating the size of physical light source in real life. Point light cannot be scaled in any dimension. To get more accurate simulations of the real light, this area light have definable scale, so the all the rays of light are not emitted exactly from the same point. If the light is scaled small, the illumination will appear similar to a point light. The larger scale of area light, make the light appear softer, shadows appears to soft and the illumination in nearby objects. The amount of shadows and light achieved with area light makes the scene excellent in realistic rendering. The source of the light comes from some long gap like windows etc, is said to be area lights. This effect is important when the image or animation dealing with the room setup for example if there is a room there might be some windows so we must implement the area lights. It matches the situation than any other lighting techniques 4.2.5.SPHERICAL AREA LIGHTS: Spherical area light is also like area light it will spread in all directions. It is also called spherical light, spherical region of space is the source for the spherical light, this is mainly used in the case where the large light source. The spherical light has omni directional so the light does not have effect on our output. you can also replace the spherical light to point light when the illumination needs more concentration on light to cast soft edged shadows 4.2.6.FLAT AREA LIGHTS: Area light also available in flat shapes such as discs and rectangles. Light emitted from two dimensional areas can use less rendering time than three dimensional areas. The number of samples used to adjustable either approach. A rectangular area light is same as illuminated ceiling panel, a plane width and height that illuminates with naturally soft, diffused light. Light from ceiling is the major use of flat area light simulating the reflected illumination brightly lit walls and ceiling providing a soft. Aiming or rotating light changes your result, light from the edge of the flat area light is same as creating sharper shadow and also dimmer. 4.2.7.LINEAR LIGHTS: Linear light has same functionality as florescent tube and also scaled in one-dimension.it has a length soften the shadows and extend its illumination in one direction. How linear light affects the output. The shadow objects along the length of the light are very soft, but shadows from the end of the light are focused. We can use linear lights from fluorescent tubes, laser blasts. Line shape is not specifically needed, linear lights and it is used for general soft lighting scene they will not add as much as you’re rendering time as other types. It is similar as spherical area light . 4.2.8.MODELS SERVING AS LIGHTS: Light effect by model serving as lights is a 3dimensional model in your scene sort of area light source. By using this model we can make a nontraditional shape of light like neon sign, it is also used as a true light sources, as shown in figure. However, bright looking objects can be made by rendering the neon sign,and also by positioning other kind of light to the surface rounding area. Chapter 5 Indirect lighting in CG 5.1Introduction The indirect illumination simulates caustics, global illumination and final gathering.the specification of light energy is required. To allow color the light energy is as a RGB triple. But the values of the RGB are usually much higher than the range for color. In the preprocessing step the number of photons stored from the light source is determined by STORE and the number of photons emitted is determined by EMIT. The photon emission stops when either of the limit is reached. Using the power law of 1/r(exp) energy from the light source decreases as the square of the distance increases from the source. The physical correctness is lost when the exponent is other than 2. During caustics preprocessing The number of caustics photon stored can be specified by the caustic photon value which controls it. Likewise global photon value can be specified for global illumination. The value ranges from 10,000to 100,000.by increasing the value the accuracy increases and the bluriness decreases. In i ndirect lighting the lights sources are invisible by default. As the number of visible lights are increased the performance is reduces. 5.2 Final Gathering (FG) The estimation of global illumination is done by a technique called Final gathering. It can be illuminated by either sampling a number of direction over the hemisphere or by averaging the total final gather points nearby. To improve the quality of global illumination final gathering is used. Without final gathering computation on a diffused surface is made by the photon intensity near that point. With final gathering the new rays of light is are made to hit the sample hemisphere for the determination of incident illumination. Using illumination from the globillium photon map and the illumination at the points of diffused surface is computed. Some rays hit a specular surface and their contribution for final gather color is zero. Tracing each ray utilizes lot of time so it is done when it is necessary. For purely diffuse scene final gathering eliminates low frequency noise and dark corners. As the final gather averages over many values of direct illumination fewer photons are needed. F inal gathering can support only a single bounce. And multiple effect have far less impact on the image. The final gathering can perform these if the shaders can adjust the trace depth, otherwise it will be performed by photons by default. To control the photons coming from distant source of light final gathering is used and is good for film production. For CAD related applications photon mapping is used. Final gathering can be turned on or off in the options. In each final gathering the number of ray shot can be changed. The maximum distance at which the ray can be used depends on the scene extent. Decreasing the scene extent can reduce the noise but increase the render time. 5.2.1.Global illumination: Global illumination simulates the light bouncing of an object. It has two steps process. the photon emitting light emits photon in to the scene. A photon map is created to store the intensity and place of the photon in three dimensional space. Then the surfaces are illuminated. It is based on the intensity of the photon. In global illumination diffusive value is a must. In the second part of the image the actual process is rendering of the image. The energy value is averaged and these values are interpolated to get the image as the light is bouncing of the diffused surface. After perfecting the in this method, the photon map can be saved and reused. Thus we can save the time of rendering each frame, provided the scene is static. This is the calculation of more complete light transfer model said to be global illumination. This accounts for the indirect reflected light transfer in the scene. There are two types of global illumination, one simulates the behavior of the light of perfect specular light, and the second behaves in perfect diffuse light. These are most commonly referred to ideal specular, which hold ray tracing. Perfect diffuse reflections are called an ideal diffuse reflection, which is calculated using radiosity. This technique was developed in enhancing the realism in computer images in mimicking the light transfer. In periods it developed like image synthesis (photorealism) to simulation (photo accuracy). The radiosity is computed first and the ray tracer is computed to calculate the direct illumination the same way the reflection and refraction. 5.2.3.Local Illumination This is the direct illumination from a light source, this means a method of lighting which come form the direct visible source. This will not take full light in account; it only shows how the light affects the object that it calculates in the scene. Local illumination neglects the reflections and light propagations as its’ bounced around the environment. The light transfer simulation in local illumination computes the light only produced from its light source itself to the object that it illuminates and stops there. In a sense an incomplete light transfer’s model because it computes only the effect of direct light and cheats by the environmental lighting settings as glow to make it as reflected.[9][10] Local and Global 5.2.4.Ambient Light This is a light with constant intensity setting on the scene which serves as the sum of all in the direct illumination reflections in the scene. When describing this in effect ambient light is a kind of self-glowing illumination that mimics the object-to object light reflection. It is an independent intensity for all the objects in the scene. This light was invented to fake the direct illumination interobject reflection so the image will not be dark. This setting is adjusted globally through a scene parameter or per object. The preferable setting for ambient light in most scenes in set to be zero or low unless the object is producing light. This setting makes the fill light and the secondary lights influence in your scene more visible. Site accessed on 19th oct [http://:jmsoler.free.fr//tutor/lumiere_cornell_en.htm] Chapter 6 Ambient occlusion 6.1.Overview: Ambient Occlusion is a lighting technique that which is used to cast shadows on objects. This is a technique used in lighting which is misunderstood as this method casts shadows on objects where light does not reach. Ambient occlusion creates or casts soft shadows around the object which gives out a molded look. In technical terms ambient occlusion is a global illumination method and is commonly referred to as a cheap trick for alternative method of global lighting method. This technique is to get ambient light in all contacted shadows. This is where ambient occlusion comes into being as some calculate the intensity of the light setup for every work file but most don’t and the best way to overcome is to use ambient occlusion where this does all the calculation and gives a better quality render more than we can accept. 6.2.How ambient occlusion works: Ambient occlusion is a technique which adds visual realism to the image without being physically correct. The ambient occlusion result can be used to darken concave areas, which human eye perceives as indirect illumination shadows, or  contact shadows. The advantage of ambient occlusion is its computational speed. As it may be computed with very short rays and as no additional shader evaluations are required, the performance may be significantly higher than for  final gathering. 6.3.Ambient occlusion gains render time: Ambient occlusion is enabled by default. However, no actual computations will happen until requested by further settings or by shaders. The ambient occlusion cache is set  off  by default. In this mode, only shaders which  call for ambient occlusion  values will initiate computation on demand. If no such shaders exist in the scene, there is no overhead compared scenes rendered with ambient occlusion turned off. In case the ambient occlusion caching is enabled then mental ray will perform some computations before rendering starts, to fill the cache. The global defaults for ambient occlusion settings can be specified as  scene options  or on the mental ray  command line. Most of these values can be overwritten by a shader. The  ambient occlusion caching  may be enabled for the current rendering to gain overall speed. In this case, several preprocess passes will be computed. In the first pass, some ambient occlusion points are created on a coarse grid. Subsequent passes refine the grid adaptively. The density of the grid is determined by the  ambient occlusion cache density  setting which gives the  upper bound to the number of ambient occlusion points per pixel. Site accessed on 19th oct http://download.autodesk.com/us/maya/2009help/mr/manual/ao.html 6.4.Results better than indirect light: Ambient occlusion is the easy and quick way to get Global illumination and tell how ambient occlusion note works in texture. Ambient occlusion produce soft shadows as like real world. when two models are placed near certain amount of light will be block and u will get soft shadows at the corner of the object Ambient occlusion adding realism and produce more details in the output and render will be fast when we compare to Final gathering and Globule illumination Ambient occlusion refers to a type of shadowing that occurs when the ambient light in an environment is occluded (blocked) from reaching a surface by other nearby objects or other parts of the same object. You can see ambient occlusion effects in the photograph .The darkness that occurs in the cracks and crevices in the plaster design on an overcast day are a perfect example of ambient occlusion. Ambient occlusion effects are seen in many renders created using Final Gathering. that the ambient occlusion that occurs in a Final Gathering render lacks a certain amount of detail. Unless you increase the number of Final Gathering rays, detailed ambient occlusion shadows are difficult to achieve, and the more rays you emit into a scene, the longer the render time will be. This latter method is the most common approach and offers the most flexibility: the occlusion pass can easily be modified in the compositing software. Eliminating the need to re-render the entire scene if a change needs to be made. In this way you can use the ambient occlusion texture to augment the shadowing of a render pass that uses Final Gathering or as a substitute for rendering with Final Gathering Literature: Mental ray for Maya 3ds max and XSI Livny Boaz Literature: Maya Visual Effects: the innovator’s guide Eric Keller Literature: Mastering maya 2009- Eric Keller Chapter 7 Rendering 7.1 Mental Ray rendering Mental ray rendering is capable of producing a realistic and quality image. It can render just with a single processor machine. It is achieved by advanced and proprietary acceleration technique. It achieves better performance using parallelism on multi processor machine and also on network machines. Mental ray can be used on wide range of application, such as in full length movies, games, architectural design and on virtual models. Mental ray rendering is used as a standalone application for efficient rendering on local machines and as a software library on 3D content creation and CAD systems. Mental ray has a number of standard shaders which range from basic illumination to typical materials for architectural and design, car paint to physical sun and sky lighting. Mental ray has a built-in standard models for best rendering performance and quality cover. 7.2.Rendering Ray tracing is an option on mental ray. Ray tracing is used for rendering very complex lighting. Ray tracing software is based on ray tracing architecture which allows for the flexible implementation of lighting effect. It includes reflection, global illumination, refraction. To speed up the ray intersection calculation it uses advanced tree algorithms. From an on-demand loading of geometry it can adjust to dynamic scene manipulation. Ray trace is used to produce shadows of an object. Without the ray trace is turned on there will be no shadows. In ray tracing, the light path is tr Advantages and Disadvantages of Ambient Occlusion Shader Advantages and Disadvantages of Ambient Occlusion Shader This dissertation is to simplify the ambient light in contact shadow using Maya embedded language (MEL) which can be useful for all lighting artists to get a global illumination effect in simple steps and to reduce process of render time and they can connect and disconnect the ambient shader and adjust using GUI (graphical user inter phase) all the buttons will be in GUI itself. These are simple techniques but if one needs the old fashioned moves he’s got to go to the control set up tools. But these are simplified here and all can be achieved in simple clicks which is easy to navigate. All actions present in the GUI area all are present in my interface and one reason its better as its simple. This has been focused in a manner to anticipate all professional or not its easy to all. This helps all and even helps to navigate better through the GUI controls better. Chapter 1 INTRODUCTION Ambient Occlusion is a lighting technique that which is used to cast shadows on objects. This is a technique used in lighting which is misunderstood as this method casts shadows on objects where light does not reach. This method gives out a good render to the object with normal modes in the output. Ambient occlusion creates or casts soft shadows around the object which gives out a molded look. In technical terms ambient occlusion is a global illumination method and is commonly referred to as a cheap trick for alternative method of global lighting method. To be more specific in answering the above is each person has his means of working and all processes differ from one another. This is where ambient occlusion comes into being as some calculate the intensity of the light setup for every work file but most don’t and the best way to overcome is to use ambient occlusion where this does all the calculation and gives a better quality render more than we can accept. On aspects to other global illumination methods ambient occlusion does calculate in it manner but regarding other properties in the scene file. Where it has to go according to all shapes in the scene file to calculate the light setup to generate a global light effect which seems less complex than the regular lighting aspect in the software. This specialty makes ambient occlusion very well accepted among game developers and level designers and in various levels of production animation. Here I am going to simplify the Ambient Occlusion shader to get ambient light in all contacted shadows. Connecting the ambient occlusion to all the shader is a big process as we have a number of shader in a single scene file. I am going to develop a separate user interface in Maya for the user to manipulate my tools. By using my tools all the shader can be connected to the ambient shader with the single click and also can disconnect all the ambient shader in a single click. 1.1.AIM To simplify the ambient light in contact shadows using Maya embedded language (MEL) 1.2.OBJECTIVES Study the advantages and disadvantages of ambient occlusion shader To study about the real world light properties To implement natural lights using software Developing a MEL for simplifying ambient occlusion shader Developing an user interface in Maya for user to manipulate the tool(GUI) 1.3.STATEMENTS OF THE PROBLEM To connecting the ambient occlusion shader to all the other shader is a big process if there is number of shader are available in single scene file 1.4.RESEARCH QUESTIONS What is ambient occlusion? What r the different techniques for creating indirect lighting How shadows variation in time what are the advantages and disadvantages in ambient occlusion texture How to simplify the ambient occlusion texture node 1.5.SIGNIFICANCE OF STUDY When we are connecting ambient occlusion texture to number of shader most of them are facing the problem like connecting with shader one by one some time we may miss some shader while connecting and also it will take time to connect to lot of shader Here am going to do this dissertation for solving these problems. Here I am going to simplify the ambient occlusion texture by MEL script 1.6.Hypothesis The hypothesis of this project is to simplify the ambient occlusion texture using Maya embedded language (MEL) Chapter 2 Literature Review 2.1.Literature: Mastering Maya 2009 Eric Keller, Eric Allen and Anthony Honn 2009 This book speaks about how ambient occlusion forms form indirect light rays and ambient occlusion effect can bring from Final Gathering and it will take more render time when u create in Final Gathering The above information help to get some knowledge and information about ambient occlusion. 2.2.Literature: Mental ray for Maya 3ds max and XSI Livny Boaz Ambient occlusion adding realism and produce more details in the output and render will be fast when we compare to Final gathering and Globule illumination how ambient occlusion works and explain detail about ambient occlusion attribute and also tell about what are the different between occlusion and ambient occlusion 2.3.Literature: Introducing Maya 2011 Dariush Derakhshani We can take ambient occlusion as separate render pass that to help add more depth in models and later we can adjust in compositing. Ambient occlusion give great contact shadows 2.4.Literature: Maya Visual Effects: the innovator’s guide Eric Keller Ambient occlusion is the easy and quick way to get Global illumination and tell how ambient occlusion note works in texture. Ambient occlusion produce soft shadows as like real world. when two models are placed near certain amount of light will be block and u will get soft shadows at the corner of the object 2.5.Literature: Rendering with Mental ray 3Ds Max Joep Van Der Steen There are different types of shadow in 3ds max like normal 3ds max shadows and ray trace shadows .but normal shadows wont work in mental ray. If u need to get accurate shadows go for ray trace but render time will be increases when compare to normal shadows. Bounce light gives u realistically feel as like real life lighting. In real life light wont stop travel when its hits the ground it will hit and bounce for certain distance till its die and ambient occlusion also the one form of creating bounce light or indirect lighting for the scene but ambient occlusion wont be physically correct lighting when compare to FG(Final Gathering ) and GI (Globule illumination ). Ambient occlusion give reflective occlusion where we wont get in normal occlusion. 2.6.Literature: Writing Mental ray shader: perceptual Introduction Andy Kopra This book tells about how ambient occlusion rays are calculating in the scene and tell about how Technically ambient occlusion works in MEL scrip this book gives me clear idea how to develop my scrip in MEL 2.7.Literature: Rendering Techniques 2006 Tomas Akenine-Mà ¶ller   Ambient occlusion shadow produce form ambient light. Ambient light emits form all direction and produce soft shadows. Most of the production companies using ambient occlusion for lighting for time saving in lighting and rendering. 2.8.Literature: Maya: secrets of the pros John L. Kundert-Gibbs, Dariush Derakhshani Ambient occlusion techniques in production are used in two ways are backing of ambient occlusion texture and taking of ambient occlusion passes in render. In backing of ambient occlusion we cant tweak while compositing but In ambient occlusion render pass we can tweak and bring new effect in compositing. 2.9.DVD:Digital Tutors Mental Ray Nodes Library This Tutor helps me what are the uses of the ambient occlusion how to connect ambient occlusion texture node in shader and explain clearly about the Attribute Editor of ambient occlusion to get good output. Chapter3 METHODOLOGY This document consists of a quantitative and qualitative method by Survey and gathering information from Internet, Books, tutorials , articles, books, paper and videos. 3.1.POPULATION: The people who are suitable for this population is texturing artist, lighting artist, rendering artist. They were questioned regarding the ambient occlusion shader and its uses in production field. The population of this research work carries the production experienced person. 3.2.SAMPLING: Judgment Sampling 3.3.SCOPE AND LIMITATIONS: This research is limited to the ambient occlusion shader. Chapter 4 Lights in CG 4.1 Overview 4.2 Types of lighting Chapter 5 Indirect lighting in CG 5.1Introduction 5.2 Final Gathering (FG) and Global illumination (GI) Chapter6 Ambient occlusion 6.1 overview 6.2 How it works 6.3 Advantages of ambient occlusion Chapter 7 Rendering 7.1 Mental Ray rendering 7.2 occlusion render over mental ray Chapter 8 MEL 8.1 Introduction to MEL 8.2 Creating GUI Chapter 4 Lights in CG 4.1.Introduction Lightning in computer graphics (CG) is nothing but giving special effects to the scenes to improve the quality of animation. Lightings available for all kind of occasions, all we need to do is just adjust the parameters. Most of them will not give more importance for lighting while creating there images or animations. Lighting plays very important role in computer graphics (CG), we can easily find the talented and untalented person in computer graphics (CG) by looking at the light effects given in the image or animation .Though we already know something about lightings in photography, film and video. We are just trying to bring the reality to computer graphics (CG). Lighting is used for creating a 3D effect by differentiating the foreground from background or else we can combine both to create 2D effect. This effect (Lighting) is mainly used to impress the viewer. Lighting is the most powerful tool in the computer graphics because this is the only tool which makes the viewer to feel. If your lighting perfectly fits for your image or animation then the final output will be much good to impress the viewer. Lighting can be expressed in two ways by being illuminated and a process of illumination. Lighting is defined globally by means of object which can be visible through the source illuminant application. Bouncing off lights or shiny objects can be made by the manipulation of light. If natural light is unavailable artificial lights can be used instead. Lighting is used everywhere and anywhere. Light is never said to be the same because of its variability, so lighting also changes. The natural sun light that we see in day to day life varies in a short period of time but the quality does not vary. The term state of lighting could in term mean intensity, its direction, its texture and form. This means something emotional. lighting is also a process of purposeful planning and design in which the light is to illuminate in an object. When lighting is necessary, the ligh ting position and placement are to be in considering, once deciding the intensity. Lighting process also refers in analyzing the light quality as it strikes the subject. 4.1.ADDING LIGHT SOURCES: Adding lights to the scenes can be done in several ways and also different kinds of lights available in lighting effects. Some kind of lights are used to highlight the background, foreground, character etc., we must choose the light which is highly suitable for the cases so that the people could not able to find which effect is used. There are several types of adding lights effects available POINT(OMMIDERECTIONAL)LIGHTS SPOTLIGHTS DIRECTIONAL LIGHTS AREA LIGHTS Site accessed on 27th sep Pixel Cinematography: A Lighting Approach for Computer Graphics (SIGGRAPH 96 Course 30) SPHERICAL AREA LIGHTS FLAT AREA LIGHTS LINEAR LIGHTS MODELS SERVING AS LIGHTS 4.2.1POINT(OMMIDERECTIONAL)LIGHTS Point lights are also called as omni or omnidirectional lights, because it transmit in all directions, like any other lights e.g. bulb, sun etc The main thing in giving this effect is checking the shadows it should not spread in all directions. In real life, u can see more uniformly omnidirectional lights. Most of the times point lights are similar to real light bulbs for example, bulb lights spread allover the particular empty place, if a opaque thing (metal, wood etc.,) is kept in that place the shade will form behind that thing and side and size of the shade is depend on the location of the bulb. Though it is likely as omnidirectional we can spread it by using throw-pattern that is uneven. if you want to focus more light on some particular direction then you must do this action texture map to the light else by grouping the light with 3D object that produce shadows This light rays stimulated out from one infinitely small point in space, Its illumination and shadows passes out form the light in all direction. It is difficult to find a light which is uniformly omni directional in nature. Many light sources emit some amount of light in some directions. Uneven point lights can be used as a throw pattern, like a real bulb to emit more light in some direction rather than in other direction. This is done by applying a texture to the light or else by grouping the light with the 3d object which will cast shadows. 4.2.2.SPOTLIGHTS: Spotlights is the major light effect which is commonly used in computer graphics (CG).This light effect is used by major computer graphics (CG) specialist because it can be used to focus on a specific target. Spotlight is also similar to point light sometimes but it slightly differs in pointing the target there are some limitations for spotlights are it should not exceed.we can determine the focus aim by rotating the spotlight. You can also fix a target for your focus so that the focus will always on that particular target. Spot Lights are the most used light in the lighting design of computer graphics. Most of the popular artist prefer spotlights to light a scene because, this light can be controlled in any times to aim light at a selected target. The emition of spotlight is light radiation from a point, same as like the point light. The illumination in the spotlight is controlled through a cone angle or a beam of the light. The rotation of the spotlight will determine where the beam is aimed. Objects can also be linked to light to stay in the same orientation position. A spotlight has more controls and options which is not found in other type of lights, some options like projecting a image map from the light, creating fog, etc†¦ With the help of spotlight the falloff which is the softness of the cone, allows the intensity of light diminish more gradually in the edges of the beam. 4.2.3.Directional Lights Directional light is an infinity source of illumination from a distance. These lights are variously known as distant, direct or infinite light. This light sets a single vector for its entire illumination object from the same angle, doesn’t matter the object’s position. The shadows emitted by the directional light are in same direction and they are orthogonal projections of each 3d object’s shape. The matter in placing the directional light is which way it’s pointed. The directional light is not so easy in aiming to a preferred local area like point and spot light. A set of lights constituting from different angles can be used to produce fill light, even in the individual lights in all angles in a low intensity. These lights can fill very large areas with illumination appearing as ambient, like filling the daylight from the sky giving a quick effective global ambience. it deals with the light position where it is placed and it is all about the direction of the object, shadow and lit falls depend on the light location. However the sunlight is the major source of light we need some more light effects to impress the viewer most probably directional light is used. The directional light which needs some specific angle to present a proper lighting so that the person should concentrate more on angles. 4.2.4.Area Lights The lights like point and spot emits light from a infinity source into space, which is not simulating the size of physical light source in real life. Point light cannot be scaled in any dimension. To get more accurate simulations of the real light, this area light have definable scale, so the all the rays of light are not emitted exactly from the same point. If the light is scaled small, the illumination will appear similar to a point light. The larger scale of area light, make the light appear softer, shadows appears to soft and the illumination in nearby objects. The amount of shadows and light achieved with area light makes the scene excellent in realistic rendering. The source of the light comes from some long gap like windows etc, is said to be area lights. This effect is important when the image or animation dealing with the room setup for example if there is a room there might be some windows so we must implement the area lights. It matches the situation than any other lighting techniques 4.2.5.SPHERICAL AREA LIGHTS: Spherical area light is also like area light it will spread in all directions. It is also called spherical light, spherical region of space is the source for the spherical light, this is mainly used in the case where the large light source. The spherical light has omni directional so the light does not have effect on our output. you can also replace the spherical light to point light when the illumination needs more concentration on light to cast soft edged shadows 4.2.6.FLAT AREA LIGHTS: Area light also available in flat shapes such as discs and rectangles. Light emitted from two dimensional areas can use less rendering time than three dimensional areas. The number of samples used to adjustable either approach. A rectangular area light is same as illuminated ceiling panel, a plane width and height that illuminates with naturally soft, diffused light. Light from ceiling is the major use of flat area light simulating the reflected illumination brightly lit walls and ceiling providing a soft. Aiming or rotating light changes your result, light from the edge of the flat area light is same as creating sharper shadow and also dimmer. 4.2.7.LINEAR LIGHTS: Linear light has same functionality as florescent tube and also scaled in one-dimension.it has a length soften the shadows and extend its illumination in one direction. How linear light affects the output. The shadow objects along the length of the light are very soft, but shadows from the end of the light are focused. We can use linear lights from fluorescent tubes, laser blasts. Line shape is not specifically needed, linear lights and it is used for general soft lighting scene they will not add as much as you’re rendering time as other types. It is similar as spherical area light . 4.2.8.MODELS SERVING AS LIGHTS: Light effect by model serving as lights is a 3dimensional model in your scene sort of area light source. By using this model we can make a nontraditional shape of light like neon sign, it is also used as a true light sources, as shown in figure. However, bright looking objects can be made by rendering the neon sign,and also by positioning other kind of light to the surface rounding area. Chapter 5 Indirect lighting in CG 5.1Introduction The indirect illumination simulates caustics, global illumination and final gathering.the specification of light energy is required. To allow color the light energy is as a RGB triple. But the values of the RGB are usually much higher than the range for color. In the preprocessing step the number of photons stored from the light source is determined by STORE and the number of photons emitted is determined by EMIT. The photon emission stops when either of the limit is reached. Using the power law of 1/r(exp) energy from the light source decreases as the square of the distance increases from the source. The physical correctness is lost when the exponent is other than 2. During caustics preprocessing The number of caustics photon stored can be specified by the caustic photon value which controls it. Likewise global photon value can be specified for global illumination. The value ranges from 10,000to 100,000.by increasing the value the accuracy increases and the bluriness decreases. In i ndirect lighting the lights sources are invisible by default. As the number of visible lights are increased the performance is reduces. 5.2 Final Gathering (FG) The estimation of global illumination is done by a technique called Final gathering. It can be illuminated by either sampling a number of direction over the hemisphere or by averaging the total final gather points nearby. To improve the quality of global illumination final gathering is used. Without final gathering computation on a diffused surface is made by the photon intensity near that point. With final gathering the new rays of light is are made to hit the sample hemisphere for the determination of incident illumination. Using illumination from the globillium photon map and the illumination at the points of diffused surface is computed. Some rays hit a specular surface and their contribution for final gather color is zero. Tracing each ray utilizes lot of time so it is done when it is necessary. For purely diffuse scene final gathering eliminates low frequency noise and dark corners. As the final gather averages over many values of direct illumination fewer photons are needed. F inal gathering can support only a single bounce. And multiple effect have far less impact on the image. The final gathering can perform these if the shaders can adjust the trace depth, otherwise it will be performed by photons by default. To control the photons coming from distant source of light final gathering is used and is good for film production. For CAD related applications photon mapping is used. Final gathering can be turned on or off in the options. In each final gathering the number of ray shot can be changed. The maximum distance at which the ray can be used depends on the scene extent. Decreasing the scene extent can reduce the noise but increase the render time. 5.2.1.Global illumination: Global illumination simulates the light bouncing of an object. It has two steps process. the photon emitting light emits photon in to the scene. A photon map is created to store the intensity and place of the photon in three dimensional space. Then the surfaces are illuminated. It is based on the intensity of the photon. In global illumination diffusive value is a must. In the second part of the image the actual process is rendering of the image. The energy value is averaged and these values are interpolated to get the image as the light is bouncing of the diffused surface. After perfecting the in this method, the photon map can be saved and reused. Thus we can save the time of rendering each frame, provided the scene is static. This is the calculation of more complete light transfer model said to be global illumination. This accounts for the indirect reflected light transfer in the scene. There are two types of global illumination, one simulates the behavior of the light of perfect specular light, and the second behaves in perfect diffuse light. These are most commonly referred to ideal specular, which hold ray tracing. Perfect diffuse reflections are called an ideal diffuse reflection, which is calculated using radiosity. This technique was developed in enhancing the realism in computer images in mimicking the light transfer. In periods it developed like image synthesis (photorealism) to simulation (photo accuracy). The radiosity is computed first and the ray tracer is computed to calculate the direct illumination the same way the reflection and refraction. 5.2.3.Local Illumination This is the direct illumination from a light source, this means a method of lighting which come form the direct visible source. This will not take full light in account; it only shows how the light affects the object that it calculates in the scene. Local illumination neglects the reflections and light propagations as its’ bounced around the environment. The light transfer simulation in local illumination computes the light only produced from its light source itself to the object that it illuminates and stops there. In a sense an incomplete light transfer’s model because it computes only the effect of direct light and cheats by the environmental lighting settings as glow to make it as reflected.[9][10] Local and Global 5.2.4.Ambient Light This is a light with constant intensity setting on the scene which serves as the sum of all in the direct illumination reflections in the scene. When describing this in effect ambient light is a kind of self-glowing illumination that mimics the object-to object light reflection. It is an independent intensity for all the objects in the scene. This light was invented to fake the direct illumination interobject reflection so the image will not be dark. This setting is adjusted globally through a scene parameter or per object. The preferable setting for ambient light in most scenes in set to be zero or low unless the object is producing light. This setting makes the fill light and the secondary lights influence in your scene more visible. Site accessed on 19th oct [http://:jmsoler.free.fr//tutor/lumiere_cornell_en.htm] Chapter 6 Ambient occlusion 6.1.Overview: Ambient Occlusion is a lighting technique that which is used to cast shadows on objects. This is a technique used in lighting which is misunderstood as this method casts shadows on objects where light does not reach. Ambient occlusion creates or casts soft shadows around the object which gives out a molded look. In technical terms ambient occlusion is a global illumination method and is commonly referred to as a cheap trick for alternative method of global lighting method. This technique is to get ambient light in all contacted shadows. This is where ambient occlusion comes into being as some calculate the intensity of the light setup for every work file but most don’t and the best way to overcome is to use ambient occlusion where this does all the calculation and gives a better quality render more than we can accept. 6.2.How ambient occlusion works: Ambient occlusion is a technique which adds visual realism to the image without being physically correct. The ambient occlusion result can be used to darken concave areas, which human eye perceives as indirect illumination shadows, or  contact shadows. The advantage of ambient occlusion is its computational speed. As it may be computed with very short rays and as no additional shader evaluations are required, the performance may be significantly higher than for  final gathering. 6.3.Ambient occlusion gains render time: Ambient occlusion is enabled by default. However, no actual computations will happen until requested by further settings or by shaders. The ambient occlusion cache is set  off  by default. In this mode, only shaders which  call for ambient occlusion  values will initiate computation on demand. If no such shaders exist in the scene, there is no overhead compared scenes rendered with ambient occlusion turned off. In case the ambient occlusion caching is enabled then mental ray will perform some computations before rendering starts, to fill the cache. The global defaults for ambient occlusion settings can be specified as  scene options  or on the mental ray  command line. Most of these values can be overwritten by a shader. The  ambient occlusion caching  may be enabled for the current rendering to gain overall speed. In this case, several preprocess passes will be computed. In the first pass, some ambient occlusion points are created on a coarse grid. Subsequent passes refine the grid adaptively. The density of the grid is determined by the  ambient occlusion cache density  setting which gives the  upper bound to the number of ambient occlusion points per pixel. Site accessed on 19th oct http://download.autodesk.com/us/maya/2009help/mr/manual/ao.html 6.4.Results better than indirect light: Ambient occlusion is the easy and quick way to get Global illumination and tell how ambient occlusion note works in texture. Ambient occlusion produce soft shadows as like real world. when two models are placed near certain amount of light will be block and u will get soft shadows at the corner of the object Ambient occlusion adding realism and produce more details in the output and render will be fast when we compare to Final gathering and Globule illumination Ambient occlusion refers to a type of shadowing that occurs when the ambient light in an environment is occluded (blocked) from reaching a surface by other nearby objects or other parts of the same object. You can see ambient occlusion effects in the photograph .The darkness that occurs in the cracks and crevices in the plaster design on an overcast day are a perfect example of ambient occlusion. Ambient occlusion effects are seen in many renders created using Final Gathering. that the ambient occlusion that occurs in a Final Gathering render lacks a certain amount of detail. Unless you increase the number of Final Gathering rays, detailed ambient occlusion shadows are difficult to achieve, and the more rays you emit into a scene, the longer the render time will be. This latter method is the most common approach and offers the most flexibility: the occlusion pass can easily be modified in the compositing software. Eliminating the need to re-render the entire scene if a change needs to be made. In this way you can use the ambient occlusion texture to augment the shadowing of a render pass that uses Final Gathering or as a substitute for rendering with Final Gathering Literature: Mental ray for Maya 3ds max and XSI Livny Boaz Literature: Maya Visual Effects: the innovator’s guide Eric Keller Literature: Mastering maya 2009- Eric Keller Chapter 7 Rendering 7.1 Mental Ray rendering Mental ray rendering is capable of producing a realistic and quality image. It can render just with a single processor machine. It is achieved by advanced and proprietary acceleration technique. It achieves better performance using parallelism on multi processor machine and also on network machines. Mental ray can be used on wide range of application, such as in full length movies, games, architectural design and on virtual models. Mental ray rendering is used as a standalone application for efficient rendering on local machines and as a software library on 3D content creation and CAD systems. Mental ray has a number of standard shaders which range from basic illumination to typical materials for architectural and design, car paint to physical sun and sky lighting. Mental ray has a built-in standard models for best rendering performance and quality cover. 7.2.Rendering Ray tracing is an option on mental ray. Ray tracing is used for rendering very complex lighting. Ray tracing software is based on ray tracing architecture which allows for the flexible implementation of lighting effect. It includes reflection, global illumination, refraction. To speed up the ray intersection calculation it uses advanced tree algorithms. From an on-demand loading of geometry it can adjust to dynamic scene manipulation. Ray trace is used to produce shadows of an object. Without the ray trace is turned on there will be no shadows. In ray tracing, the light path is tr

Tuesday, November 12, 2019

Title Page American History

The American society is characterized by high level of civilization which has been achieved through great efforts by Americans as well as other very important parties that were involved in its formation. In this particular case, the European involvement as well as the involvement of Indian Americans is put into consideration. These two parties became involved in American society’s development before the year eighteen hundred where the Europeans started and Native Americans picked up from them.The main area of concentration during this time was agriculture and the American society was shaped according to the available farming methods, technologies as well as the piece of land. AMERICAN HISTORY The Impact of Native Americans on the Development of American Society before 1800 Introduction From the time when Columbus arrived in America back in the year fourteen ninenty two until the present day, Native Americans have encountered oppression from white men. The land of Native Americ ans was invaded which forced them to settle in reservations.Native Americans were very annoyed and decided to begin war with the whites as a means of defending themselves as well as their land. This took place through Indian wars where whites considered Native Americans as being hostile. Despite the fact that Indian Territory as well as their reservations were taken over by the whites, Native Americans managed to send away tribes that had already inhabited the Northern American region. Native Americans were made to sign agreements with the American government but this government did not keep its side of covenant as the whites still continued to harass Native Americans.(Beers, 2008) Ways in which Indians’ Presence Did Affect the Society Europeans Tried To Craft in America before 1800 during That Time Indian American forms part of the tragic casualty that was affected by imperial expansion. This first occurred through European nations which had tried to shape America as an agri cultural land while a similar situation was also caused by US. The situation where American nation rose on Atlantic seaboard which was followed by a rapid expansion through the interior of Trans-Appalachian resulted to a radical change in the way American society perceived Indian.This made American pioneers to get into the wilderness in a family-like organization while they had an agrarian based society. Americans took up the agrarian way of life from Indians whereby the whole family was required to provide labor in frontier farms owned by the particular families. Once the Americans had adopted the Indian agrarian methodology, they became independent. However, they later realized that they needed the land that belonged to Indians since their population had greatly expanded.More so, there were several modifications in the nature of agricultural markets as well as technology which were different from the one that had been previously introduced by Europeans. (Beers, 2008) The impact th at Native Americans particularly Indian Americans had on the American society were of great benefit to the Americans since they contributed to advancement of agricultural practices introduced earlier on by Europeans. New technology and expansive piece of land for agriculture was made available which could not have been the case if Americans did not have an encounter with Native Americans.(Beers, 2008) Conclusion American history dates so many years ago and European involvement in shaping America is part of it. When Europe invaded American land and tried to rule over it, it had a great influence over its inhabitants. This was mainly through involvement in agricultural activities which Americans embraced. Later on, the shaping of American society continued where Indian Americans were involved. This group of people engaged themselves in more advanced ways of conducting agricultural activities which American society also borrowed from them.The influence of Indian Americans on the Americ an society was positive rather than an obstacle as it introduced new farming technologies as well as expansive pieces of farmland. Some analysts regard the whole process involving American society with European and with Indian Americans as civilization. The American society has portrayed signs of enlightenment and development from the series of engagement. (Beers, 2008) REFERENCES Beers H. (2008): Bibliographies in American history: guide to materials for research: New York, Octagon Books pp 38-42

Sunday, November 10, 2019

Persuasive research paper Essay

Everyday as we commute down the road we see motorcyclist drive past us. What is the one thing that we can all agree individuals riding motorcycles have in common? It is not a trick question. The answer is very simple; they all share the commonality of riding a motorcycle. What is in fact is very distinct however, are the choices of attire when operating their motorcycle. Some individuals are brave enough to wear shorts, tank tops, and sandals. On the opposite end of the spectrum, you have some of the wiser ones that chose to wear a helmet, gloves, protective jacket, eye protection etc. Why the distinct difference? The fact is that a great percentage of riders refuse to wear the proper protective equipment. Due to an increase in motorcycle riders within the recent years, a national protocol requiring certain equipment, such as a helmet, to be worn when riding a motorcycle should be instituted. There are many contributing factors to motorcycle fatalities, however there can be a culture of change, specially with the proper knowledge on how each piece of safety equipment can help at preventing injury or death Every year that passes by, notice that more and more motorcycle share the road with our  automobile drivers. We might wonder why there has been a shift in choice of transportation. Is this a trend or fad that the population is going through? According to the Governors Highway Safety Association, â€Å"National data from 1976 to 2012 suggest that motorcyclist fatalities track motorcycle registrations quite closely and that registrations track inflation-adjusted gasoline prices. If the economy continues to improve and gasoline prices remain high, then motorcycle 1 Tenorio registrations, travel, and fatalities will continue to rise unless active measures are taken†. (Hedlund). Not only do we think there are more motorcycle riders on the road, they have proven this to be true. Motorcycles are generally more fuel-efficient than cars, making them a very good alternative mode of transportation when gas prices stay at a consistent high price. It is basic mathematics; if there are more motorcycles there is more individuals susceptible to accidents. Additionally, they have proven that motorcycles are more apt to be involved in a motor vehicle accident than any other vehicle. Data collected in 2007 proved that per vehicle mile driven,motorcyclist were approximately 37 times more apt to die in a motor vehicle accident and nine times more probable to be injured in an accident. They also researched the ability of a helmet to protect against fatal injuries in motorcycle accidents. NHTSA estimates that helmets saved the lives of 1,829 motorcyclists in 2008. If all motorcyclists had worn helmets, an additional 823 lives could have been saved. (Motorcycles: Traffic Safety Facts – 2008 Data). As motorcycles become more abundant, it is imperative that we reduce the probability of death as much as  possible. As proven above, helmet wear can be a life or death-determining factor. You can force motorcycle operators to wear helmets by implementing laws, but the combination of alcohol and motorcycle operation can have a devastating impact despite helmet wear. When operating a motorcycle an operator needs all of their senses at full capacity. Alcohol is central nervous system suppressant substance, causing you body to have a reduced reaction time when the situation arises. The reported helmet use rate for motorcycle riders with BAC levels higher than  the legal limit killed in traffic crashes was 46 percent, compared with 66 percent for those with no alcohol (Motorcycles: Traffic Safety Facts – 2008 Data). Not only does alcohol reduce reaction times, it also has an impact on your ability to make rational decisions. It makes individuals push the limits of their motorcycle and their riding ability to levels they normally 2 Tenorio would not, and the majority of the time while not wearing the equipment they should. In 2011, the NHTSA calculated 4,323 motorcyclists were killed, and 33% (1426) of the riders were under  the influence of alcohol (Watson). How can the country as a whole help reduce the amount of fatalities we currently have due to motorcycle accidents? It is not a very simple answer. It would require involvement from both the people and the government to make this happen. One way the government can aid in the reduction of motorcycle fatalities is through the implementation of regulations, which require and enforce the wear or motorcycle protective equipment. Dating back to 1966 the government tried to impose the requirement of helmet wear by the states. They tried to do this by threatening with the reduction of federal-aid highway construction funds for the states that did not comply with the implementation of universal helmet use law by 1967. By 1975 all but 3 states had adopted and implemented such laws. Unfortunately the Supreme Court deemed this law unconstitutional. Shortly after revoking the Act, states gradually began to weaken helmet wear laws, since it was no longer a federal requirement (Helmet Laws). Much like seat belt laws have been implemented across the majority of the states due to increased survivability rate when  involved in an accident, the wear of helmets when operating a motorcycle should be mandated. The responsibility should not only be weighted only on the federal and state governments, individuals should take responsibility also. Many non-profit organizations work diligently to tray and raise motorcycle safety awareness with thinks like bumper stickers, fund-raising rides, and bike meets. Additionally insurance companies have aided in the increased awareness by handing out information pamphlets at locations like Bike Week in Daytona Beach. Another factor that  aids in the reduction of motorcycle fatalities is proper operation education. Florida is one of many states that require the operator to take a Motorcycle Basic Riders course in order to be able 3 Tenorio to receive the motorcycle endorsement on their licenses. Without this endorsement you cannot legally operate a motorcycle. With this course even people that have never been on a motorcycle can learn the basic in order to operate it on the roads. The Motorcycle Safety Foundation (MSF) offers motorcycle rider education and training programs and courses, and supports governmental  programs by participating in research and public awareness campaigns and providing technical assistance to state training and licensing programs (Morris). The Department of Defense, more specifically the United States Air Force, uses courses from the Motorcycle Safety Foundation to teach the military riders how to operate a motorcycle. In order for an individual to operate a motorcycle they have to complete the basic riders course. Within one year of the completion of the initial course they are required to complete an intermediate course such as the basic riders  course 2, advanced riders course, or the sport bikes handling course. Once these two requirements are complete, they are required to do refresher training every five years. In addition to the training, the department of defense requires all members, military and civilian, to wear protective equipment while driving on any DOD installation. That protective equipment consists of: helmet, gloves, durable over the ankle footwear, long sleeve shirt or jacket, long durable pants, and eye protection. If not properly equipped, individuals are not allowed to enter the installation. If the DOD is doing this to help keep the members of the military community safe, why shouldn’t the rest of the country follow in those footsteps? When we think motorcycle safety, 90 percent of the time the first image that comes to mind is a helmet, as it should. The helmet is the single-handedly the most important piece of safety equipment that a motorcycle rider shouldn’t go without. However, there are many other rider protective equipment components that play a vital role in the safety of the person. Between 2001 and 2008, more than 34,000 motorcyclists were killed and an estimated 1,222,000 persons. 4 Tenorio were treated in a U. S. emergency department for a non-fatal motorcycle-related injury (Motorcycle Crash-Related Data). This data supports the thought process that even though helmets are crucial at protecting against head injuries, there are many other portions of the body that are at harms way if not properly covered. 75 percent of the non-fatal emergency room visits involved parts other than the head. The other attire that might contribute to a safer ride includes, but not limited to, long durable pants, durable top, gloves, durable over-the-ankle footwear, and reflective equipment. Despite that it will probably never be deemed mandatory to wear these items, it is important for riders everywhere to understand the devastating effects an accident can have on their bodies when choosing not to wear the proper gear. There is a common misconception that the gear makes the ride more uncomfortable and, it is believed that it makes it more difficult to operate and maneuver the motorcycle. That is a myth! Properly fitted helmets of decent quality not only will it protect your head, but also a full-faced helmet will make for a more comfortable ride. The helmet does this by preventing foreign objects and debris from  constantly hitting the riders face, and most importantly from landing in the eye. Gloves that fit snug the hand will protect it from road rash in the event that you make contact with the pavement and it also improves handgrip with the handlebars aiding with better handling. There are gloves out on the market that have additional padding in the palm of the hand, to help with comfort and provide support and a barrier in the event of a fall. The same concept can be applied to footwear. It is unbelievable that there are people out there that would ride a bike in flip-flops and think it is comfortable. Not only does it not protect the appendages, but also it makes it harder to control the bike. When choosing footwear you have to find a medium between protection and comfort. Wear something that provides the proper amount of protection but does not hinder your ability to control or maneuver the motorcycle. 5 Tenorio Choosing comfort over safety should never be an option. More specifically when you are talking about the portion of your body that controls all bodily functions. With the implementation and enforcement of a universal helmet law, the fatality rate of motorcycle accidents would  decrease. In the past the universal helmet law failed. With that in mind, we can learn from our mistakes and see trough an effective and legal legislation. The ultimate goal is not to interfere with he rights of individuals, but to help protect the citizens so they can continue to enjoy the freedoms we have in the United States. The amount of information revolving around motorcycle safety out for public access is almost overwhelming. Therefore, there shouldn’t be an excuse why people refuse to wear gear that will only help protect them and their bodies from the dangers of riding a motorcycle. Works Cited 6 Tenorio Hedlund, James. â€Å"Spotlight on Highway Safety. † Motorcyclist Traffic Fatalities by State: 2012 Preliminary Data. Governors Highway Safety Association, 1 Apr. 2013. Web. 09 July 2014. â€Å"Helmet Laws. † State Motorcycle and Bicycle. Governors Highway Safety Association, 1 July 2014. Web. 06 July 2014. Morris, C. C. , Ph. D. â€Å"Motorcycle Trends in the United States | Bureau of Transportation Statistics. † Motorcycle Trends in the United States | Bureau of Transportation Statistics. Bureau If Transportation Statistics, 14 May 2009. Web. 07 July 2014. â€Å"Motorcycle Crash-Related Data. † Centers for Disease Control and Prevention. Centers for Disease Control and Prevention, 14 June 2012. Web. 06 July 2014. National Highway Traffic Safety Administration. Motorcycles: Traffic Safety Facts – 2008 Data (2008): 1-6. National Highway Traffic Safety Administration. NHTSA’s National Center for Statistics and Analysis, 1 Dec. 2008. Web. 22 June 2014. Watson, Tim. â€Å"What The Latest NHTSA Fatality Stats Reveal About Motorcycle Safety. † Ride Apart RSS2. Ride Apart, 29 May 2013. Web. 09 July 2014. Workman, Danny. â€Å"Deadly Motorcycle Accident Statistics. † Examiner. com. The Examiner, 28 May 2009. Web. 09 July 2014. 7.