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Collison detection in interactive 3D environments

Author: Gino Johannes Apolonia van den Bergen
Publisher: San Francisco, Calif. : Elsevier : Morgan Kaufman Publishers, ©2004.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Database:WorldCat
Summary:
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 field or otherwise, quickly discover that the attempt to build a fast,  Read more...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Bergen, Gino Johannes Apolonia van den, 1969-
Collison detection in interactive 3D environments.
San Francisco, Calif. : Elsevier : Morgan Kaufman Publishers, ©2004
(DLC) 2003059350
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Gino Johannes Apolonia van den Bergen
ISBN: 0080494234 9780080494234 0080494234
OCLC Number: 441791174
Description: 1 online resource (xx, 277 pages) : illustrations
Contents: Cover --
Copyright Page --
Contents --
Figures, Algorithms, Theorems, and Lemmas --
Preface --
Chapter 1. Introduction --
1.1 Problem Domain --
1.2 Historical Background --
1.3 Organization --
Chapter 2. Concepts --
2.1 Geometry --
2.2 Objects --
2.3 Animation --
2.4 Time --
2.5 Response --
2.6 Performance --
2.7 Robustness --
Chapter 3. Basic Primitives --
3.1 Spheres --
3.2 Axis-Aligned Boxes --
3.3 Separating Axes --
3.4 Polygons --
Chapter 4. Convex Objects --
4.1 Proximity Queries --
4.2 Overview of Algorithms for Polytopes --
4.3 The Gilbert-Johnson-Keerthi Alogorithm --
Chapter 5. Spatial Data Structures --
5.1 Nonconvex Polyhedra --
5.2 Space Partitioning --
5.3 Model Partitioning --
5.4 Broad Phase --
Chapter 6. Desing of SOLID --
6.1 Requirements --
6.2 Overview of SOLID --
6.3 Desing Decisions --
6.4 Evaluation --
6.5 Implementation Notes --
Chapter 7. Conclusion --
7.1 State of the Art --
7.2 Future Work --
Bibliography --
Index --
Trademarks --
Last Page.
Responsibility: Gino van den Bergen.

Abstract:

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 field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike most they have ever encountered. Without in-depth knowledge and.

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