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Collision Detection in Interactive 3D Environments (Series in Interactive 3d Technology) Hardcover – October 27, 2003

ISBN-13: 978-1558608016 ISBN-10: 155860801X

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Collision Detection in Interactive 3D Environments (Series in Interactive 3d Technology) + Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology)
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Product Details

  • Series: Series in Interactive 3d Technology
  • Hardcover: 277 pages
  • Publisher: CRC Press (October 27, 2003)
  • Language: English
  • ISBN-10: 155860801X
  • ISBN-13: 978-1558608016
  • Product Dimensions: 0.8 x 7.2 x 9.5 inches
  • Shipping Weight: 1.5 pounds (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #1,919,128 in Books (See Top 100 in Books)

Editorial Reviews

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.

Book Description

The first book on this essential topic in game development and simulation.

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22 of 22 people found the following review helpful By J. Jessup on May 12, 2004
Format: Hardcover
In "Collision Detection in Interactive 3D Environments," Gino van den Bergen explores the algorithms necessary to determine whether polygonal intersections occur in a real-time interactive simulation. Published by Morgan Kaufmann for $59.99, the book spans 277 pages through seven chapters and includes a CDROM containing the source code to SOLID 3.5, a collision detection library for interactive 3D computer animation.
After the first chapter's brief introduction and overview, the second chapter details the required concepts of the text. Generally, the collision detection algorithms presented in the book operate convex objects. As such, methods are described to decompose complex shapes into various convex primitives such as spheres, triangles, and boxes. Lastly, some consideration is given to collision response, performance optimizations through frame and geometric coherence, and problems arising from floating point error in calculations. The chapter is heavy in mathematics and notation and makes for a slow and sometimes tedious read.
Chapter three introduces algorithms for various types of primitive collisions through four broad categories: spheres, axis-aligned boxes, separating axes, and polygons. Each category contains an algorithm for various primitive combinations. For example, under the sphere category the routines presented are sphere to sphere, ray to sphere, and line segment to sphere. The each algorithm is well described mathematically then some pseudo-code is provided to illustrate the implementation. Performance is considered when selecting an algorithm and in its implementation. However, each category's primitive combination type presents just one algorithm.
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2 of 10 people found the following review helpful By Baris Kazar on November 10, 2005
Format: Hardcover
This is a wonderful book. i admire the effort of compiling vast amount of resources into this book. if you are doing 3D programming, you must have this book.
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