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Real-Time Collision Detection

Real-Time Collision Detection

Christer Ericson - Collection Interactive 3D Technology

595 pages, parution le 31/01/2005

Résumé

Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators.

Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming.

Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come.

Features & Benefits

  • Presents algorithms and data structures with wide applications to the fields of game development, virtual reality, physically based simulation, CAD/CAM, architectural and scientific visualization, molecular modeling, engineering simulation, GIS, ray tracing, and more.
  • Describes tested, real-world methods, liberally illustrated by C & C++ code.
  • Reviews necessary concepts from mathematics and computational geometry, and includes extensive references to other sources and research literature.

L'auteur - Christer Ericson

Christer Ericson: Sony Computer Entertainment America, Santa Monica, California, U.S.A.

Christer Ericson is a senior principal programmer and the tools and technology lead at Sony Computer Entertainment America in Santa Monica. Before joining Sony in 1999, he was a senior programmer at Neversoft Entertainment. Christer received his Masters degree in computer science from Umeå University, Sweden, where he also lectured for several years before moving to the US in 1996. Christer has served on the advisory board for Full Sail's Game Design and Development degree program since 2002. His interests are varied, but he takes a particular interest in program optimization, a topic he has spoken on at the Game Developers Conference.

Sommaire

  • Introduction
  • Collision Detection Design Issues
  • A Math and Geometry Primer
  • Bounding Volumes
  • Basic Primitive Tests
  • Bounding Volume Hierarchies
  • Spatial Partitioning
  • BSP Tree Hierarchies
  • Convexity-Based Methods
  • GPU-Assisted Collision Detection
  • Numerical Robustness
  • Geometrical Robustness
  • Optimization
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Caractéristiques techniques

  PAPIER
Éditeur(s) Morgan Kaufmann
Auteur(s) Christer Ericson
Collection Interactive 3D Technology
Parution 31/01/2005
Nb. de pages 595
Format 19,5 x 24
Couverture Relié
Poids 1400g
Intérieur Noir et Blanc
EAN13 9781558607323
ISBN13 978-1-55860-732-3

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