Real-Time Collision Detection

Author: Christer Ericson

Publisher: CRC Press

ISBN: 1558607323

Category: Art

Page: 632

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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. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. 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. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come.
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Computer Graphics

Author: Nobuhiko Mukai

Publisher: BoD – Books on Demand

ISBN: 9535104551

Category: Computers

Page: 268

View: 5514

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Computer graphics is now used in various fields; for industrial, educational, medical and entertainment purposes. The aim of computer graphics is to visualize real objects and imaginary or other abstract items. In order to visualize various things, many technologies are necessary and they are mainly divided into two types in computer graphics: modeling and rendering technologies. This book covers the most advanced technologies for both types. It also includes some visualization techniques and applications for motion blur, virtual agents and historical textiles. This book provides useful insights for researchers in computer graphics.
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3D Graphics for Game Programming

Author: JungHyun Han

Publisher: CRC Press

ISBN: 1439827389

Category: Computers

Page: 330

View: 9579

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Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experience in graphics API and shader programming with the background theory of computer graphics. Well organized and logically presented, this book takes its organizational format from GPU programming and presents a variety of algorithms for programmable stages along with the knowledge required to configure hard-wired stages. Easily accessible, it offers a wealth of elaborate 3D visual presentations and includes additional theoretical and technical details in separate shaded boxes and optional sections. Maintaining API neutrality throughout to maximize applicability, the book gives sample programs to assist in understanding. Full PowerPoint files and additional material, including video clips and lecture notes with all of the figures in the book, are available on the book’s website: http://media.korea.ac.kr/book
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3D Game Engine Design

A Practical Approach to Real-Time Computer Graphics

Author: David H. Eberly

Publisher: Gulf Professional Publishing

ISBN: 9780122290633

Category: Art

Page: 1018

View: 1079

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A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics — all challenging subjects for developers. * Revision of the classic work on game engines — the core of any game. * Includes Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. * Fully revised and updated in 4 colors, including major new content on shader programming, physics, and memory management for the next generation game consoles and portables.
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Game physics

Author: David H. Eberly,Ken Shoemake

Publisher: Morgan Kaufmann

ISBN: 9781558607408

Category: Computers

Page: 776

View: 2620

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Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. This book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. Dave even describes when real physics isn't necessary and hacked physics will do. *CD-ROM with extensive C++ source code that supports physical simulation. Operating Systems and compilers that are supported: Windows 2000/XP (Visual C++ versions 6, 7.0, and 7.1), Linux (g++ 3.x), Macintosh OS 10.3 (Xcode, CodeWarrior 9), SGI IRIX (Mips Pro 7.x), HP-UX (aCC), and Sun Solaris (g++ 3.x). The source is compatible with many game engines including the Wild Magic engine, for which the complete source code is included. *Contains sample applications for shader programs (OpenGL and DirectX), including deformation by vertex displacement, skin and bones for smooth object animation, rippling ocean waves with realistic lighting, refraction effects, Fresnel reflectance, and iridescence. *Covers special topics not found elsewhere, such as linear complementarity problems and Lagrangian dynamics. *Includes exercises for instructional use and a review of essential mathematics.
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Level of Detail for 3D Graphics

Author: David P. Luebke

Publisher: Morgan Kaufmann

ISBN: 1558608389

Category: Computers

Page: 390

View: 1738

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Written by recognized LOD leaders, this is a coherent, state-of-the-art account of cutting-edge LOD research and development. This complete resource enables programmers to incorporate LOD technology into their own systems.
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Real Time Cameras

A Guide for Game Designers and Developers

Author: Mark Haigh-Hutchinson

Publisher: Morgan Kaufmann

ISBN: 0123116341

Category: Art

Page: 497

View: 4120

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Real-Time Cameras presents a practical approach to real-time camera systems including the theory, design and implementaton of camera control systems to help you present your game from the best possible angles. Written by an experienced game developer, this book will teach you to keep your game cameras under control.
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3D Game Engine Architecture

Engineering Real-Time Applications with Wild Magic

Author: David H. Eberly

Publisher: Elsevier

ISBN: 012229064X

Category: Art

Page: 736

View: 8124

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CD-ROM contains Wild Magic 3.0.
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Manufacturing engineering and materials handling--2005

presented at 2005 ASME International Mechanical Engineering Congress and Exposition, November 5-11, 2005, Orlando, Florida, USA ; sponsored by the Manufacturing Engineering Division, ASME ; the Materials Handling Division, ASME.

Author: American Society of Mechanical Engineers,American Society of Mechanical Engineers. Manufacturing Engineering Division,American Society of Mechanical Engineers. Materials Handling Engineering Division

Publisher: N.A

ISBN: N.A

Category: Technology & Engineering

Page: 1487

View: 8029

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