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نام کتاب
Real-Time Collision Detection

Christer Ericson

Paperback634 Pages
PublisherCRC Press
Edition1
LanguageEnglish
Year2005
ISBN9781558607323
701
A5169
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کیفیت متن:اورجینال انتشارات
قطع:B5
رنگ صفحات:سیاه و سفید
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#Real-Time

#Collision_Detection

#BSP

توضیحات

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.


Table of Contents

Chapter 1. Introduction

Chapter 2. Collision Detection Design Issues

Chapter 3. A Math and Geometry Primer

Chapter 4. Bounding Volumes

Chapter 5. Basic Primitive Tests

Chapter 6. Bounding Volume Hierarchies

Chapter 7. Spatial Partitioning

Chapter 8. BSP Tree Hierarchies

Chapter 9. Convexity-based Methods

Chapter 10. GPU-assisted Collision Detection

Chapter 11. Numerical Robustness

Chapter 12. Geometrical Robustness

Chapter 13. Optimization


About the Author

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.

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