Bloodstain Pattern Analysis
Anyone know somewhere where I could get some theory on bloodstain pattern pysicis? I''m no big genious at theoretical physics but any info will do. Most of the resources that I''ve looked at are courses for forensic investigators and lawyers.
The problem is that the courses are $500 a day. I don''t work for a game developer or have a big income, but I thought it would look cool in a demo or a game to see the dynamics of blood being sprayed or splattered.
I'll ask my stepfather for some references. He's the senior specialist for the crime scene department of our state police's forensic science laboratory. Among other things, he's also one of the resident experts on blood splash analysis and teaches forensics at a local university. I'll keep you informed of what I come up with.
Cheers,
Timkin
[edited by - Timkin on January 7, 2003 10:21:40 PM]
Cheers,
Timkin
[edited by - Timkin on January 7, 2003 10:21:40 PM]
My Website: ai-junkie.com | My Books: 'Programming Game AI by Example' & 'AI Techniques for Game Programming'
Yep... they do things like shoot recently deceased pigs... a little bit of math... some basic fluid dynamics... and voila!
I''ve never really seen the point of looking at the big splash of blood on the wall to determine that someone was dead. I always thought that the body was pretty good evidence!
Timkin
(No response to my enquiry as yet)
I''ve never really seen the point of looking at the big splash of blood on the wall to determine that someone was dead. I always thought that the body was pretty good evidence!
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Timkin
(No response to my enquiry as yet)
I suspect that what he does is look at the blood in relation to the body to determine where the bullet entered and exited.
I think that what you would want is a solid slightly deformable mass traveling fast hitting a large slow mass thats locally deformable(is that the right way to say it?) with fluid in it.
I suspect it would be a terrifc headache.
Bugle4d
I think that what you would want is a solid slightly deformable mass traveling fast hitting a large slow mass thats locally deformable(is that the right way to say it?) with fluid in it.
I suspect it would be a terrifc headache.
Bugle4d
~V'lionBugle4d
I wouldn''t get too carried away with it... how many bloodstain pattern analysts do you expect will be critiquing your game?
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http://www.zppz.com <- game dev stuff
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http://www.zppz.com <- game dev stuff
quote:
Original post by Vlion
I suspect that what he does is look at the blood in relation to the body to determine where the bullet entered and exited.
Actually they do more than that. They particularly look at dispersal of blood to determine a point of origin and hence determine where the body was when it was injured (shot, stabbed, etc). You don''t actually need the body to do this... you just need to know the basic properties of blood as a stream and as droplets. You can work backward if you have sufficient blood splatters to infer the source from. Most of this is automated once measurements are obtained.
(My comments above were meant to be sarcastic... rather than to be taken literally that I had know idea what my stepfather did at work. Trust me, I''ve had more than one dinner conversation growing up about the deceased and mutilated bodies encountered during the day... oh, he used to be a Police Forensic Photographer before moving into crime scene analysis.)
Cheers,
Timkin
(BTW: Still no response from him... I''ll chase him up again this week. Sorry for the delay).
quote:
I suspect it would be a terrifc headache
I''d guess it would be if you''re dealing with head-shots
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Jack
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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>
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