Download Real-Time Collision Detection (The Morgan Kaufmann Series in by Christer Ericson PDF

By Christer Ericson

Even supposing I received this booklet from one other resource except Amazon, i feel it really is worthy noting that this booklet is great. it's thorough from conception to implementation. It not just comprises the speculation essential to enforce your personal libraries but additionally advice and secrets and techniques one learns by means of truly coding them --with the virtue the writer arms them to us.

Probably this one is to physics/collision detection as Real-Time Rendering, 3rd version is to rendering/computer photos in general.

The ebook is a wonderful reference and that i consistently have it with regards to me.

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Read or Download Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) PDF

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Extra info for Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology)

Sample text

The goal of this book is to provide efficient solutions for games and all other realtime applications to address their collision detection problems. To make this possible, this book provides an extensive coverage of the data structures and algorithms related to collision detection systems. Implementing collision detection systems also requires a good understanding of various mathematical concepts, which this book also focuses on. Special care has been taken to discuss only practical solutions, and code and pseudocode is provided to aid the implementation of the methods discussed in the book.

2). An object boundary defined by an implicit function is called an implicit surface. Implicit objects can be used as rough approximations of scene objects for quick rejection culling. The implicit form may allow for fast intersection tests, especially with lines and rays — a fact utilized in ray tracing applications. Several examples of implicit tests are provided in Chapter 5. Convex polygonal objects can also be described as the intersection of a number of halfspaces. 2 An implicitly defined sphere (where the sphere is defined as the boundary plus the interior).

6, now linearized through a caching scheme so that vertices can be directly accessed with no indirection. 8 (a) Sphere with center C and radius r for which all contained geometry is cached. A smaller sphere with the same center and a radius of d is also maintained. (b) When the player leaves the smaller sphere at some point P, the amortized caching of all geometry contained in the sphere centered at P with radius r begins. This caching must be guaranteed complete within the time it takes to travel the distance r − d to ensure that the new set of geometry can be made current when the outer sphere of the initial sphere pair is exited by the player.

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