Wednesday, December 2, 2009

Skype or Real Time Collision Detection

Skype(tm): The Definitive Guide

Author: Harry Max

Learn how to make free phone calls to more than 75 million people, and dirt-cheap phone calls to practically everyone else, anywhere on Earth! You can do it with Skype. This book will help you get started fast, with any computer: Windows, Mac, Linux, even Pocket PC. Then, take Skype to the limit, with SkypeIn, SkypeOut, instant messaging, secure file transfer, even video calling.

 

  • Set up and customize Skype in just minutes

    Interesting textbook: Rich Dads Guide to Becoming Rich Without Cutting Up Your Credit Cards or Currency Trading for Dummies

    Real-Time Collision Detection

    Author: Christer Ericson

    Today's sophisticated 3D games, virtual reality applications, and physical simulators involve rich graphical environments of millions of polygons. In these worlds, hundreds, perhaps even thousands of detailed animated objects may be interacting not only with these complex environments but also amongst themselves. With a typical update rate of 60 frames per second, a minimal amount of time is available for determining the intersection status of all objects in the world at a given time in order to maintain a believable simulation. Real-Time Collision Detection is a comprehensive, in-depth survey of the data structures and algorithms that make this possible. Taking a practical approach, the book discusses all the important components of an efficient real-time collision detection system. Topics covered include object representations, intersection tests, and distance queries, and the mathematics behind them: hierarchical and spatial partitioning methods, numerical and geometrical robustness issues, hardware acceleration methods, and advanced optimization for modern computer architectures. This book extends and broadens the discussion of collision detection in Collision Detection in Interactive 3D Environments.



    Table of Contents:
    Ch. 1Introduction1
    Ch. 2Collision detection design issues7
    Ch. 3A math and geometry primer23
    Ch. 4Bounding volumes75
    Ch. 5Basic primitive tests125
    Ch. 6Bounding volume hierarchies235
    Ch. 7Spatial partitioning285
    Ch. 8BSP tree hierarchies349
    Ch. 9Convexity-based methods383
    Ch. 10GPU-assisted collision detection413
    Ch. 11Numerical robustness427
    Ch. 12Geometrical robustness465
    Ch. 13Optimization511

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