Collision detection in interactive 3d environments pdf

 
    Contents
  1. Publications :: DTECTA
  2. Collision Detection as a Fundamental Technology in VR Based Product Engineering
  3. Collision Detection in Interactive 3D Environments.pdf
  4. Collision Detection in Interactive 3D Environments

Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations. Collision Detection in Interactive 3D. Environments. Gino van den Bergen. ANYA. AMSTERDAM · BOSTON • HEIDELBERG • LONDON. NEW YORK • OXFORD. Collision Detection in Interactive 3D Environments (The Morgan Kaufmann Series in Interactive 3D Technology). Read more.

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Collision Detection In Interactive 3d Environments Pdf

Cover for Collision Detection in Interactive 3D Environments . the full C++ source code of SOLID as well as API documentation in HTML and PDF formats. Interactive Collision Detection for 3D Environments. Mauro Figueiredo. Univ. do Algarve. Faro [email protected] Abstract. This paper presents a collision. PDF | On Jan 1, , Mauro Figueiredo and others published Interactive Collision Detection for 3D Environments.

Hardcover CRC Press. ISBN Format B x L : 19 x 23,4 cm Gewicht: g In englischer Sprache Produktbeschreibung 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 understanding of the issues associated with engineering a collision detection system, the end of that path is an abyss that has swallowed many a good programmer! Gino van den Bergen's new book is the story of his successful journey down that path. Along the way, he covers the topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi GJK algorithm for computing the distance between convex objects. But this book provides much more than a good compendium of the ideas that go into building a collision system. The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have catastrophic failures in a floating-point system. Specifically, intersection and distance algorithms implemented in a floating-point system tend to fail exactly in the most important case in a collision system-when two objects are just touching. Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is his presentation on how to correctly implement the GJK distance algorithm in the presence of single-precision floating-point arithmetic. And what better way to illustrate this than with a case study, the final chapter on the design and implementation of SOLID.

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Toggle navigation Additional Book Information. 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, 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 understanding of the issues associated with engineering a collision detection system, the end of that path is an abyss that has swallowed many a good programmer!

Gino van den Bergen's new book is the story of his successful journey down that path.

Along the way, he covers the topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi GJK algorithm for computing the distance between convex objects.

But this book provides much more than a good compendium of the ideas that go into building a collision system.

Publications :: DTECTA

The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have catastrophic failures in a floating-point system. Specifically, intersection and distance algorithms implemented in a floating-point system tend to fail exactly in the most important case in a collision system-when two objects are just touching.

Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is his presentation on how to correctly implement the GJK distance algorithm in the presence of single-precision floating-point arithmetic.

Collision Detection as a Fundamental Technology in VR Based Product Engineering

And what better way to illustrate this than with a case study, the final chapter on the design and implementation of SOLID. Gino implemented collision detection and physics in NaN Technologies' Blender, a creation suite for interactive 3D content.

Table of Contents 1 Introduction 1. Author s Bio Author.

Collision Detection in Interactive 3D Environments.pdf

Reviews "Having read this book, I can summarize my opinion in two words from a mathematician's lexicon: Request an e-inspection copy. Share this Title. Recommend to Librarian. Related Titles. References 1. In: Proc.

Collision Detection in Interactive 3D Environments

Robot, To appear. ISBN ISSN ISBN X. International Conf. In: Eurographics, pp Held in Los Angeles, California. Minimal Hierarchical Collision Detection.

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