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Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) Hardcover – December 22, 2004


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Editorial Reviews

Review

"Accurate and efficient collision detection in complex environments is one of the foundations of today's cutting-edge computer games. Yet collision detection is notoriously difficult to implement robustly and takes up an increasingly large fraction of compute cycles in current game engines as increasingly detailed environments are becoming the norm. Real-time Collision Detection is a comprehensive reference on this topic, covering it with both breadth and depth. Not only are the fundamental algorithms explained clearly and in detail, but Ericson's book covers crucial implementation issues, including geometric and numeric robustness and cache-efficient implementations of the algorithms. Together, these make this book a 'must have' practical reference for anyone interested in developing interactive applications with complex environments." -Matt Pharr, NVIDIA

"Christer Ericson's Real-time Collision Detection is an excellent resource that covers the fundamentals as well as a broad array of techniques applicable to game development." -Jay Stelly, Valve

"Christer Ericson provides a practical and very accessible treatment of real-time collision detection. This includes a comprehensive set of C++ implementations of a very large number of routines necessary to build such applications in a context which is much broader than just game programming. The programs are well-thought out and the accompanying discussion reveals a deep understanding of the graphics, algorithms, and ease of implementation issues. It will find a welcome home on any graphics programmer's bookshelf although it will most likely not stay there long as others will be constantly borrowing it...." -Hanan Samet, University of Maryland


"Real-Time Collision Detection is an excellent resource that every serious engine programmer should have on his bookshelf. Christer Ericson covers an impressive range of techniques and presents them using concise mathematics, insightful figures, and practical code." -Eric Lengyel, Senior Programmer, Naughty Dog


"If you think you already know everything about collision detection, you're in for a surprise! This book not only does an excellent job at presenting all the collision detection methods known to date, it also goes way beyond the standard material thanks to a plethora of juicy, down-to-earth, hard-learned implementation tips and tricks. This produces a perfect blend between theory and practice, illustrated by the right amount of source code in appropriate places. Basically the book just oozes with experience. Christer doesn't forget all the alternative topics that, despite not directly related to collision detection, can ruin your implementation if you don't include them in your design. The chapters on robustness and optimization are priceless in this respect. Its carefully crafted compact kd-tree implementation beautifully concludes a unique book full of luminous gems." -Pierre Terdiman, principal software engineer, NovodeX AG, and writer of the popular collision detection library Opcode


"When I received a copy of Real-Time Collision Detection for review, I was in the midst of redesigning an architectural visualization and lighting design program. The Bounding Volume Hierarchies chapter allowed me to quickly and easily design and implement an efficient ray tracing acceleration scheme. It also provided me with a wealth of information on various design strategies, which gave me the confidence that I had chosen a near-optimal approach. What one of my clients recently said about the finished software reflects my opinion of this fantastic book: 'Holy cow! Excellent work!'" -Ian Ashdown, byHeart Consultants Limited

Book Description

The complete engineering guide to Collision Detection from a top engineer at Sony
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Product Details

  • Hardcover: 632 pages
  • Publisher: CRC Press; HAR/CDR edition (December 22, 2004)
  • Language: English
  • ISBN-10: 1558607323
  • ISBN-13: 978-1558607323
  • Product Dimensions: 9.5 x 7.8 x 1.3 inches
  • Shipping Weight: 3.1 pounds (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (28 customer reviews)
  • Amazon Best Sellers Rank: #179,875 in Books (See Top 100 in Books)

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Customer Reviews

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Most Helpful Customer Reviews

39 of 42 people found the following review helpful By Randall Helzerman on March 19, 2005
Format: Hardcover
Let me state in the most emphatic terms--this book contains the very best discussion on spatial indexing and querying ever written. If you have an algorithm which is spending too much time querying in quad trees, then you need to buy this book and read it until you become one with it.

It should be pointed out that this book will be useful not just for game programmers but also for other programmers who do a lot of computational geometry. EDA programmers, VLSI, CAD programmers, etc, rejoice.

I disagree with a previous reviewer who is complaining about lack of source code, etc. The author provides good C++ implementations of his algorithms and provides very clear descriptions of them. The author is holding up his end of the bargan--if you arn't a computational Jedi knight of space and time after reading this book, the fault isn't in the efforts of the author, its in the efforts of the reader.

Don't worry about how expensive the book is. I've used it on the job and it has already paid for itself many times over.
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27 of 28 people found the following review helpful By Erin Catto on July 6, 2005
Format: Hardcover
This book has great depth and breadth. It covers narrow phase, broad phase, and optimization. It has more coverage of broad phase and optimization than I have seen in any other book. Also, the bibliography is quite extensive, with many entries containing links to pdf files.

What I really appreciate about this book is the vectorized approach. Many algorithms are derived and implemented in a vectorized form. This not only improves readability, but also makes them efficient for modern SIMD architectures.

I have found this book to be invaluable in my day to day work. I highly recommend this book.
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19 of 21 people found the following review helpful By Stephen Waits on March 7, 2005
Format: Hardcover
Christer has done an amazing job of completely covering a large topic. Anyone writing collision detection systems for games (or other real-time apps) needn't look any further than this book.

It's also full of things even non CD System writers will find handy, such as optimal intersection tests (Chapter 5)

And, in the end (Chapter 13), he includes a number of great optimization techniques.

Overall, this is great as both educational and reference. It's got a permanent spot on my bookshelf.

Highly recommended!
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9 of 9 people found the following review helpful By Eric Haines on August 31, 2006
Format: Hardcover
Solid theory coupled with the author's own practical experience makes this book an excellent choice for practitioners in the field. In addition to describing a wide range of relevant algorithms, the author also discusses optimization, numerical precision, robustness, and other topics critical in creating a workable interactive system.

As far as code goes, (a) there are a lot of libraries out there already (see the "Real-Time Rendering" site for links), and (b) it's probably better to write your own if you're poor, and thereby know its strengths and weaknesses, or license Havok's if you're rich. This is the book that will help you write your own. I love Schneider and Eberly's "Geometric Tools", but this book is more focused and more readable.
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9 of 9 people found the following review helpful By Jon E Watte on November 14, 2006
Format: Hardcover Verified Purchase
This book does more than collision.

Don't get me wrong -- it does all of the collision you'll likely need in any kind of current game, in good detail, with derivation of why it works, including source code. However, it also serves as an excellent primer in game geometry for anyone who might not have an intuitive understanding of what a closed manifold mesh is, or why the separating axis theorem works, or why T junctions are a problem.

I'm pretty well versed in the field, and I use this book as a comprehensive reference, and I love it. But even if you're a newcomer, you need this book, because it contains everything you need to know! And, conversely, if you don't know what's in this book, you won't have the success you want.
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7 of 7 people found the following review helpful By M. Johnson on September 22, 2006
Format: Hardcover
For such difficult topics, this book is surprisingly readable, accessible, and has plenty of source code to get you started. It also has one of the best sections I have ever seen about floating point accuracy and numerical stability. In addition, it has some of the best coverage of BSP trees, KDE trees, and other spatial organization. That alone makes it worth the price of the book.

Also, the book has a great bibliography that directs you to more advanced papers should you need something specialized. And finally, you do not have to be a genius to work through the algorithms. Anyone with a basic knowledge of vector algebra and a little linear algebra can work through the algorithms, if you are diligent and persistent. As a professional 3D programmer new to my field, I find it a great plus whenever I come across a resource that can save time in such an in-depth field.
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9 of 10 people found the following review helpful By W Boudville HALL OF FAMETOP 1000 REVIEWERVINE VOICE on October 17, 2005
Format: Hardcover
The physics in the book is simple. Elementary kinematics. Something often taught at the first year undergraduate level. But the book goes far further into its specialised need than you are likely to see in a physics text. Many computer games that rely on real time feedback need fast ways to see if two or three dimensional objects collide. Because then, some involved interaction must occur.

In essence, the book deals with simulations of moving bodies, where you time step Newton's equations. Much of the book becomes an excursion into linear algebra, as we seek to find if various geometric objects intersect. There are important special cases, like when a moving sphere hits another sphere.

The numerical computations, or, more specifically, the efficiency with which they can be found, is also important and discussed.

Many other topics are also studied. There is a surprising amount of depth in this field.
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