TAILIEUCHUNG - Collision Detection in Interactive 3D Environments

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. | Fl 5F Vĩ ER COLLISION DETECTION IN INTERACTIVE ENVIRONMENTS Praise for Gino van den Bergen s Collision Detection in Interactive 3D Environments . 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 .

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