Real-Time Collision DetectionCRC Press, 2004年12月22日 - 632 頁 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 |
內容
Chapter 1 Introduction | 1 |
Chapter 2 Collision Detection Design Issues | 7 |
Chapter 3 A Math and Geometry Primer | 23 |
Chapter 4 Bounding Volumes | 75 |
Chapter 5 Basic Primitive Tests | 125 |
Chapter 6 Bounding Volume Hierarchies | 235 |
Chapter 7 Spatial Partitioning | 285 |
Chapter 8 BSP Tree Hierarchies | 349 |
Chapter 10 GPUassisted Collision Detection | 413 |
Chapter 11 Numerical Robustness | 427 |
Chapter 12 Geometrical Robustness | 465 |
Chapter 13 Optimization | 511 |
553 | |
577 | |
About the CD ROM | 591 |
Chapter 9 Convexitybased Methods | 383 |
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常見字詞
AABB addition algorithm allows applications approach array assumed axes axis becomes bits bounding volume BSP tree cache called cell Chapter closest point collision detection computed consider construction contained convex coordinate corresponding data structures defined described determine direction distance dividing edge example expression faces Figure float floating-point four function geometry given grid halfspaces hierarchy illustrates implementation indicate inserted inside intersection interval lies matrix memory method Minkowski sum moving neighboring node normal objects operations optimization origin overlap pair parallel partitioning pass performed plane pointers polygon polyhedron position possible presented primitives problem projection query recursive region representation respect result robustness segment separating side simple space specified sphere splitting step stored structure supporting traversal tree triangle vector vertex vertices