Book description
Written by an expert in the game industry, this book is a comprehensive guide to the components of efficient real-time collision detection systems. It 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 topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes.
Table of contents
- Cover
- Half Title
- Series Page
- Title Page
- Copyright Page
- Dedication Page
- About the Author
- Table of Contents
- List of Figures
- Preface
-
Chapter 1 Introduction
-
1.1 Content Overview
- 1.1.1 Chapter 2: Collision Detection Design Issues
- 1.1.2 Chapter 3: A Math and Geometry Primer
- 1.1.3 Chapter 4: Bounding Volumes
- 1.1.4 Chapter 5: Basic Primitive Tests
- 1.1.5 Chapter 6: Bounding Volume Hierarchies
- 1.1.6 Chapter 7: Spatial Partitioning
- 1.1.7 Chapter 8: BSP Tree Hierarchies
- 1.1.8 Chapter 9: Convexity-based Methods
- 1.1.9 Chapter 10: GPU-assisted Collision Detection
- 1.1.10 Chapter 11: Numerical Robustness
- 1.1.11 Chapter 12: Geometrical Robustness
- 1.1.12 Chapter 13: Optimization
- 1.2 About the Code
-
1.1 Content Overview
- Chapter 2 Collision Detection Design Issues
-
Chapter 3 A Math and Geometry Primer
- 3.1 Matrices
- 3.2 Coordinate Systems and Points
-
3.3 Vectors
- 3.3.1 Vector Arithmetic
- 3.3.2 Algebraic Identities Involving Vectors
- 3.3.3 The Dot Product
- 3.3.4 Algebraic Identities Involving Dot Products
- 3.3.5 The Cross Product
- 3.3.6 Algebraic Identities Involving Cross Products
- 3.3.7 The Scalar Triple Product
- 3.3.8 Algebraic Identities Involving Scalar Triple Products
- 3.4 Barycentric Coordinates
- 3.5 Lines, Rays, and Segments
- 3.6 Planes and Halfspaces
- 3.7 Polygons
- 3.8 Polyhedra
- 3.9 Computing Convex Hulls
- 3.10 Voronoi Regions
- 3.11 Minkowski Sum and Difference
- 3.12 Summary
- Chapter 4 Bounding Volumes
-
Chapter 5 Basic Primitive Tests
-
5.1 Closest-point Computations
- 5.1.1 Closest Point on Plane to Point
- 5.1.2 Closest Point on Line Segment to Point
- 5.1.3 Closest Point on AABB to Point
- 5.1.4 Closest Point on OBB to Point
- 5.1.5 Closest Point on Triangle to Point
- 5.1.6 Closest Point on Tetrahedron to Point
- 5.1.7 Closest Point on Convex Polyhedron to Point
- 5.1.8 Closest Points of Two Lines
- 5.1.9 Closest Points of Two Line Segments
- 5.1.10 Closest Points of a Line Segment and a Triangle
- 5.1.11 Closest Points of Two Triangles
-
5.2 Testing Primitives
- 5.2.1 Separating-axis Test
- 5.2.2 Testing Sphere Against Plane
- 5.2.3 Testing Box Against Plane
- 5.2.4 Testing Cone Against Plane
- 5.2.5 Testing Sphere Against AABB
- 5.2.6 Testing Sphere Against OBB
- 5.2.7 Testing Sphere Against Triangle
- 5.2.8 Testing Sphere Against Polygon
- 5.2.9 Testing AABB Against Triangle
- 5.2.10 Testing Triangle Against Triangle
-
5.3 Intersecting Lines, Rays, and (Directed) Segments
- 5.3.1 Intersecting Segment Against Plane
- 5.3.2 Intersecting Ray or Segment Against Sphere
- 5.3.3 Intersecting Ray or Segment Against Box
- 5.3.4 Intersecting Line Against Triangle
- 5.3.5 Intersecting Line Against Quadrilateral
- 5.3.6 Intersecting Ray or Segment Against Triangle
- 5.3.7 Intersecting Ray or Segment Against Cylinder
- 5.3.8 Intersecting Ray or Segment Against Convex Polyhedron
- 5.4 Additional Tests
-
5.5 Dynamic Intersection Tests
- 5.5.1 Interval Halving for Intersecting Moving Objects
- 5.5.2 Separating Axis Test for Moving Convex Objects
- 5.5.3 Intersecting Moving Sphere Against Plane
- 5.5.4 Intersecting Moving AABB Against Plane
- 5.5.5 Intersecting Moving Sphere Against Sphere
- 5.5.6 Intersecting Moving Sphere Against Triangle (and Polygon)
- 5.5.7 Intersecting Moving Sphere Against AABB
- 5.5.8 Intersecting Moving AABB Against AABB
- 5.6 Summary
-
5.1 Closest-point Computations
-
Chapter 6 Bounding Volume Hierarchies
- 6.1 Hierarchy Design Issues
- 6.2 Building Strategies for Hierarchy Construction
- 6.3 Hierarchy Traversal
- 6.4 Sample Bounding Volume Hierarchies
- 6.5 Merging Bounding Volumes
- 6.6 Efficient Tree Representation and Traversal
- 6.7 Improved Queries Through Caching
- 6.8 Summary
- Chapter 7 Spatial Partitioning
- Chapter 8 BSP Tree Hierarchies
- Chapter 9 Convexity-based Methods
- Chapter 10 GPU-assisted Collision Detection
- Chapter 11 Numerical Robustness
- Chapter 12 Geometrical Robustness
- Chapter 13 Optimization
- References
- Index
- About the CD ROM
Product information
- Title: Real-Time Collision Detection
- Author(s):
- Release date: December 2004
- Publisher(s): CRC Press
- ISBN: 9781000750553
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