Real-Time Collision DetectionWritten 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. |
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Common terms and phrases
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 four function geometry given grid halfspaces hierarchy illustrates implementation indicate inserted inside intersection interval leaf 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