Collision Detection in Interactive 3D Environments

Collision Detection in Interactive 3D Environments
Title Collision Detection in Interactive 3D Environments PDF eBook
Author Gino van den Bergen
Publisher CRC Press
Total Pages 308
Release 2003-10-27
Genre Art
ISBN 148229799X

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The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the f

Collision Detection in Interactive 3D Environments: CD-ROM

Collision Detection in Interactive 3D Environments: CD-ROM
Title Collision Detection in Interactive 3D Environments: CD-ROM PDF eBook
Author Gino Johannes Apolonia van den Bergen
Publisher
Total Pages 278
Release 2004
Genre Collision detection (Computer animation)
ISBN

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Real-Time Collision Detection

Real-Time Collision Detection
Title Real-Time Collision Detection PDF eBook
Author Christer Ericson
Publisher CRC Press
Total Pages 634
Release 2004-12-22
Genre Art
ISBN 1000750558

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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, virt

Real Time Collision Detection

Real Time Collision Detection
Title Real Time Collision Detection PDF eBook
Author
Publisher
Total Pages 593
Release 2005
Genre Computer games
ISBN 9789999903691

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Real-Time Collision Detection

Real-Time Collision Detection
Title Real-Time Collision Detection PDF eBook
Author Christer Ericson
Publisher CRC Press
Total Pages 634
Release 2004-12-22
Genre Art
ISBN 1558607323

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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.

Real-Time Collision Detection

Real-Time Collision Detection
Title Real-Time Collision Detection PDF eBook
Author Christer Ericson
Publisher CRC Press
Total Pages 633
Release 2004-12-22
Genre Art
ISBN 0080474144

Download Real-Time Collision Detection Book in PDF, Epub and Kindle

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, virt

Real-Time Rendering

Real-Time Rendering
Title Real-Time Rendering PDF eBook
Author Tomas Akenine-Möller
Publisher CRC Press
Total Pages 1046
Release 2019-01-18
Genre Computers
ISBN 1315362007

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Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009