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Real-time Collision Detection: Text

Front Cover
8 Reviews
Taylor & Francis US, 2005 - Computers - 593 pages
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.

*Presents algorithms and data structures with wide applications to the fields of game development, virtual reality, physically based simulation, CAD/CAM, architectural and scientific visualization, molecular modeling, engineering simulation, GIS, ray tracing, and more.
*Describes tested, real-world methods, liberally illustrated by C & C++ code.
*Reviews necessary concepts from mathematics and computational geometry, and includes extensive references to other sources and research literature.
  

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bon bouquin qui détaille beaucoup de tests d'intersection très interressants

User Review - Flag as inappropriate

This book has saved me many times when I was trying to write collision code. It's cleanly written, the code is brilliant and well thought out. Ericson has an optimization oriented approach to his code, which may make it harder to understand for a unseasoned programmer, but it is invaluable for practical use.  

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Contents

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
References
553
Index
577
About the CD ROM
591
RELATED TITLES FROM THE MORGAN KAUFMANN SERIES IN INTERACTIVE 3D TECHNOLOGY
594

Chapter 9 Convexitybased Methods
383

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References from web pages

realtimecollisiondetection.net
Companion website for the book Real-Time Collision Detection by Christer Ericson.
realtimecollisiondetection.net/

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Real-Time Collision Detection - Elsevier
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Real-Time Collision Detection - free download.
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 ...
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TMIV and The Dude: Real Time Collision Detection
Real Time Collision Detection. My co-worker and friend Christer Ericson's book is finally out. He's been slaving over his collision detection manuscript for ...
tmivnthedude.blogspot.com/ 2005/ 01/ real-time-collision-detection.html

About the author (2005)

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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