by Rick Parent
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Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology) by Ian Millington |
by David H. Eberly
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by Wolfgang F. Engel
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Physically Based Rendering: From Theory to Implementation (The Interactive 3d Technology Series) by Matt Pharr |
This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms. This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries.
Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms
Features: * Great coverage of collision detection algorithms * Good overview of parts of a physics system * Numerous examples with detailed pseudo code for most algorithms * Companion Web site includes additional content, pseudo code from the book, and exercises for appropriate chapters
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