Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) eBook Download
Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators.
Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming.
Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems.
*Presents algorithms and data structures with wide applications to the fields of game development, virtual reality, physically based simulation, CAD/CAM, architectural and scientific visualization, molecular modeling, engineering simulation, GIS, ray tracing, and more.
*Describes tested, real-world methods, liberally illustrated by C & C++ code.
*Reviews necessary concepts from mathematics and computational geometry, and includes extensive references to other sources and research literature.
A must-have
Even though I got this book from another source other than Amazon, I believe it's worth noting that this book is excellent.
The book is an excellent reference and I always have it close to me.
The book covers all the relevant and required math for anyone interested in commercial game development.
Academia or anyone involved in computer science or real-time math should read this book!
Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming.
Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems.
*Presents algorithms and data structures with wide applications to the fields of game development, virtual reality, physically based simulation, CAD/CAM, architectural and scientific visualization, molecular modeling, engineering simulation, GIS, ray tracing, and more.
*Describes tested, real-world methods, liberally illustrated by C & C++ code.
*Reviews necessary concepts from mathematics and computational geometry, and includes extensive references to other sources and research literature.
A must-have
Even though I got this book from another source other than Amazon, I believe it's worth noting that this book is excellent.
The book is an excellent reference and I always have it close to me.
The book covers all the relevant and required math for anyone interested in commercial game development.
Academia or anyone involved in computer science or real-time math should read this book!
Computer science students, get this computer ebook by download itReal-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) from Rapidshare/Megaupload/Hotfile for free.
Publisher: Morgan Kaufmann
ISBN: 1558607323 / 9781558607323
Pages: 632
Publication Date: Jan 5, 2005
eBook Subject: Computer & Internet
