Collision Detection in Interactive 3D Environments
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Collision Detection in Interactive 3D Environments

Collision Detection in Interactive 3D Environments


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About the Book

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 f

Table of Contents:
Introduction: Describes the problem domain, historical background, and book organization. Concepts: Defines the mathematical and algorithmic concepts that are relevant in the context of collision detection. Basic primitives: Describes intersection tests for combinations of primitives, such as spheres, boxes, line segments, triangles, and general polygons. Convex Objects: Discusses methods for performing proximity queries on convex objects. The main part of this chapter is dedicated to the Gilbert-Johnson-Keerthi (GJK) algorithm. Spatial Data Structures: Discusses a number of spatial data structures that are used for quick rejection of non-intersecting pairs of primitives. Design of SOLID: An in-depth discussion of the architecture of the SOLID collision detection library. Conclusion: New trends and interesting areas for future exploration.

About the Author :
Gino van den Bergen is a game developer working for the Playlogic Game Factory, Breda, The Netherlands. He is the creator of SOLID and holds a Ph.D. in computing science from Eindhoven University of Technology. Gino implemented collision detection and physics in NaN Technologies' Blender, a creation suite for interactive 3D content.

Review :
"Having read this book from cover to cover, I can summarize my opinion in two words from a mathematician's lexicon: elegant and beautiful. There is very little to criticize in this exquisite work." -Ian Ashdown, byHeart Consultants, Inc. "Building a real-time collision detection system is by no means a trivial task. A firm understanding is required of the geometry and mathematics for intersection testing, especially when the objects are in motion. The skilled use of convexity is essential for distance calculations. The system must be designed carefully to support high-performance physical simulations. In particular, spatial partitioning and tight-fitting bounding volumes must play a role in minimizing the computational requirements of the system. The system is sufficiently large that the principles of software engineering apply to its development. Moreover, collision detection is notoriously difficult to implement robustly when using floating-point arithmetic. The challenges of architecting and implementing a collision detection system are formidable! Collision Detection in Interactive 3D Environments is an elegantly written treatise on this topic. Gino guides you through the basic concepts, provides insightful discussions on how to cope with the problems inherent in floating-point arithmetic, covers the all-important topic of computing distance between convex objects, and presents an informative summary of the spatial data structures that are commonly encountered in practice. And as an artisan of the field, Gino finishes the story with a case study-the design and implementation of his own working collision detection system, SOLID. This is the first book to provide all the details necessary to build a collision detection system that really works. I hope you will find, as I did, that the amount of material in this book is incredible, making it an extremely valuable resource." -Dave Eberly, president, Magic Software, Inc., and author of 3D Game Engine Design, co-author with Philip Schneider of Geometric Tools for Computer Graphics, and author of Game Physics.


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Product Details
  • ISBN-13: 9781482297997
  • Publisher: Taylor & Francis Ltd
  • Publisher Imprint: CRC Press
  • Language: English
  • ISBN-10: 148229799X
  • Publisher Date: 27 Oct 2003
  • Binding: Digital (delivered electronically)


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