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Book Categories |
Figures, Algorithms, Theorems, and Lemmas | ||
Preface | ||
Ch. 1 | Introduction | 1 |
1.1 | Problem Domain | 2 |
1.2 | Historical Background | 5 |
1.3 | Organization | 7 |
Ch. 2 | Concepts | 11 |
2.1 | Geometry | 11 |
2.2 | Objects | 22 |
2.3 | Animation | 41 |
2.4 | Time | 46 |
2.5 | Response | 49 |
Ch. 3 | Basic Primitives | 67 |
3.1 | Spheres | 67 |
3.2 | Axis-Aligned Boxes | 72 |
3.3 | Separating Axes | 77 |
3.4 | Polygons | 84 |
Ch. 4 | Convex Objects | 105 |
4.1 | Proximity Queries | 105 |
4.2 | Overview of Algorithms for Polytopes | 108 |
4.3 | The Gilbert-Johnson-Keerthi Algorithm | 121 |
Ch. 5 | Spatial Data Structures | 171 |
5.1 | Nonconvex Polyhedra | 172 |
5.2 | Space Partitioning | 175 |
5.3 | Model Partitioning | 192 |
5.4 | Broad Phase | 209 |
Ch. 6 | Design of SOLID | 219 |
6.1 | Requirements | 219 |
6.2 | Overview of SOLID | 222 |
6.3 | Design Decisions | 228 |
6.4 | Evaluation | 242 |
6.5 | Implementation Notes | 244 |
Ch. 7 | Conclusion | 251 |
7.1 | State of the Art | 251 |
7.2 | Future Work | 253 |
Bibliography | 257 | |
Index | 267 | |
About the CD-ROM | 277 | |
Trademarks | 278 |
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Add Collision Detection in Interactive 3D Environments, The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to impleme, Collision Detection in Interactive 3D Environments to the inventory that you are selling on WonderClubX
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Add Collision Detection in Interactive 3D Environments, The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to impleme, Collision Detection in Interactive 3D Environments to your collection on WonderClub |