Collision Detectionin Interactive 3D Environments at Meripustak

Collision Detectionin Interactive 3D Environments

Books from same Author: Gino Van Den Bergen

Books from same Publisher: Taylor & Francis

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  • General Information  
    Author(s)Gino Van Den Bergen
    PublisherTaylor & Francis
    ISBN9781558608016
    Pages277
    BindingHardbound
    LanguageEnglish
    Publish YearOctober 2003

    Description

    Taylor & Francis Collision Detectionin Interactive 3D Environments by Gino Van Den Bergen

    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. The outcome is his well-known collision detection system, the SOftware Library for Interference Detection (SOLID). 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 t