Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) (The Morgan Kaufmann Series in Interactive 3D Technology) 🔍
Christer Ericson (Auth.) Elsevier : Morgan Kaufmann Publishers, The Morgan Kaufmann Series in Interactive 3-D Technology, 2004
英语 [en] · PDF · 3.0MB · 2004 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/zlib · Save
描述
* ''Accurate and efficient collision detection in complex environments is one of the foundations of today's cutting-edge computer games. Yet collision detection is notoriously difficult to implement robustly and takes up an increasingly large fraction of compute cycles in current game engines as increasingly detailed environments are becoming the norm. **Real-time Collision Detection** is a comprehensive reference on this topic, covering it with both breadth and depth. Not only are the fundamental algorithms explained clearly and in detail, but Ericson's book covers crucial implementation issues, including geometric and numeric robustness and cache-efficient implementations of the algorithms. Together, these make this book a 'must have' practical reference for anyone interested in developing interactive applications with complex environments.'' —Matt Pharr, NVIDIA ''Christer Ericson's **Real-time Collision Detection** is an excellent resource that covers the fundamentals as well as a broad array of techniques applicable to game development.'' —Jay Stelly, Valve ''Christer Ericson provides a practical and very accessible treatment of real-time collision detection. This includes a comprehensive set of C++ implementations of a very large number of routines necessary to build such applications in a context which is much broader than just game programming. The programs are well-thought out and the accompanying discussion reveals a deep understanding of the graphics, algorithms, and ease of implementation issues. It will find a welcome home on any graphics programmer's bookshelf although it will most likely not stay there long as others will be constantly borrowing it....'' —Hanan Samet, University of Maryland ''**Real-Time Collision Detection** is an excellent resource that every serious engine programmer should have on his bookshelf. Christer Ericson covers an impressive range of techniques and presents them using concise mathematics, insightful figures, and practical code.'' —Eric Lengyel, Senior Programmer, Naughty Dog ''If you think you already know everything about collision detection, you're in for a surprise! This book not only does an excellent job at presenting all the collision detection methods known to date, it also goes way beyond the standard material thanks to a plethora of juicy, down-to-earth, hard-learned implementation tips and tricks. This produces a perfect blend between theory and practice, illustrated by the right amount of source code in appropriate places. Basically the book just oozes with experience. Christer doesn't forget all the alternative topics that, despite not directly related to collision detection, can ruin your implementation if you don't include them in your design. The chapters on robustness and optimization are priceless in this respect. Its carefully crafted compact kd-tree implementation beautifully concludes a unique book full of luminous gems.'' —Pierre Terdiman, principal software engineer, NovodeX AG, and writer of the popular collision detection library Opcode ''When I received a copy of **Real-Time Collision Detection** for review, I was in the midst of redesigning an architectural visualization and lighting design program. The Bounding Volume Hierarchies chapter allowed me to quickly and easily design and implement an efficient ray tracing acceleration scheme. It also provided me with a wealth of information on various design strategies, which gave me the confidence that I had chosen a near-optimal approach. What one of my clients recently said about the finished software reflects my opinion of this fantastic book: 'Holy cow! Excellent work!''' —Ian Ashdown, byHeart Consultants Limited
备用文件名
lgrsnf/A:\scidir\9781558607323.pdf
备用文件名
nexusstc/Real-Time Collision Detection/db6f79095990fb501dec48e81fe5431e.pdf
备用文件名
zlib/Arts/Christer Ericson (Auth.)/Real-Time Collision Detection_2205834.pdf
备选作者
Ericson; Christer Ericson
备用出版商
Woodhead Publishing Ltd
备用出版商
Taylor & Francis Group
备用出版商
John Murray Press
备用出版商
Focal Press
备用出版商
CRC Press
备用版本
Morgan Kaufmann series in interactive 3D technology, Amsterdam, Boston, cop. 2005
备用版本
Morgan Kaufmann series in interactive 3D technology, Nachdr, Amsterdam, 2007
备用版本
Morgan Kaufmann series in interactive 3D technology, Burlington, USA, 2004
备用版本
Morgan Kaufmann Series in Interactive 3D Technology Ser, Burlington, 2004
备用版本
United Kingdom and Ireland, United Kingdom
备用版本
United States, United States of America
备用版本
CRC Press (Unlimited), Amsterdam, 2005
备用版本
Har/Cdr edition, December 22, 2004
备用版本
HAR/CDR, PS, 2004
备用版本
1, 2004
元数据中的注释
lg1036727
元数据中的注释
{"isbns":["0080474144","1558607323","9780080474144","9781558607323"],"last_page":632,"publisher":"CRC Press","series":"The Morgan Kaufmann Series in Interactive 3-D Technology"}
备用描述
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.
<p>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.</p>
<p>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.</p>


<p>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.
<p>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.</p>
<p>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.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.</p>

</p>
备用描述
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. *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
备用描述
Today's sophisticated 3D games, virtual reality applications, and physical simulators involve rich graphical environments of millions of polygons. In these worlds, hundreds, perhaps even thousands of detailed animated objects may be interacting not only with these complex environments but also amongst themselves. With a typical update rate of 60 frames per second, a minimal amount of time is available for determining the intersection status of all objects in the world at a given time in order to maintain a believable simulation. Real-Time Collision Detection is a comprehensive, in-depth survey of the data structures and algorithms that make this possible. Taking a practical approach, the book discusses all the important components of an efficient real-time collision detection system. Topics covered include object representations, intersection tests, and distance queries, and the mathematics behind them: hierarchical and spatial partitioning methods, numerical and geometrical robustness issues, hardware
备用描述
Content:
The Morgan Kaufmann Series , Page i
The Morgan Kaufmann Series in Interactive 3D Technology , Page iv
Copyright , Page vi
Dedication , Page vii
About the Author , Page viii
Preface , Pages xxxvii-xxxviii
Chapter 1 - Introduction , Pages 1-6
Chapter 2 - Collision Detection Design Issues , Pages 7-21
Chapter 3 - A Math and Geometry Primer , Pages 23-73
Chapter 4 - Bounding Volumes , Pages 75-123
Chapter 5 - Basic Primitive Tests , Pages 125-233
Chapter 6 - Bounding Volume Hierarchies , Pages 235-284
Chapter 7 - Spatial Partitioning , Pages 285-347
Chapter 8 - BSP Tree Hierarchies , Pages 349-382
Chapter 9 - Convexity-based Methods , Pages 383-412
Chapter 10 - GPU-assisted Collision Detection , Pages 413-426
Chapter 11 - Numerical Robustness , Pages 427-463
Chapter 12 - Geometrical Robustness , Pages 465-510
Chapter 13 - Optimization , Pages 511-551
References , Pages 553-575
Index , Pages 577-590
备用描述
Acceleration methods, and advanced optimization for modern computer architectures. This book extends and broadens the discussion of collision detection in Collision Detection in Interactive 3D Environments. *Comprehensive coverage of collision detection algorithms with thorough code examples given to illustrate how they can be efficiently implemented. *Presents tested, real-world methods, liberally illustrated by C & C++ code. *Reviews necessary concepts from mathematics and computational geometry. *Extensive references to other sources and research literature make it a great resource for further study
备用描述
This book is concerned with the subject of collision detection, a broad topic dealing with a seemingly simple problem: detecting if two (or more) objects are intersecting.
开源日期
2013-10-31
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