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Collison detection in interactive 3D environments

Collison detection in interactive 3D environments (1회 대출)

자료유형
단행본
개인저자
Bergen, Gino Johannes Apolonia van den , 1969-.
서명 / 저자사항
Collison detection in interactive 3D environments / Gino van den Bergen.
발행사항
Amsterdam ;   Boston :   Elsevier/Morgan Kaufman ,   c2004.  
형태사항
xx, 278 p. : ill. ; 24 cm. + 1 CD-ROM (4 3/4 in.).
총서사항
The Morgan Kaufmann series in interactive 3D technology
ISBN
155860801X (alk. paper) 9781558608016
서지주기
Includes bibliographical references and index.
일반주제명
Computer Animation. Three-dimensional display systems.
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010 ▼a 2003059350
020 ▼a 155860801X (alk. paper)
020 ▼a 9781558608016
035 ▼a (KERIS)REF000009554151
040 ▼a DLC ▼c DLC ▼d DLC ▼d 211009
042 ▼a pcc
050 0 0 ▼a TR897.7 ▼b .B482 2004
082 0 0 ▼a 006.6/96 ▼2 22
090 ▼a 006.696 ▼b B495c
100 1 ▼a Bergen, Gino Johannes Apolonia van den , ▼d 1969-.
245 1 0 ▼a Collison detection in interactive 3D environments / ▼c Gino van den Bergen.
260 ▼a Amsterdam ; ▼a Boston : ▼b Elsevier/Morgan Kaufman , ▼c c2004.
300 ▼a xx, 278 p. : ▼b ill. ; ▼c 24 cm. + ▼e 1 CD-ROM (4 3/4 in.).
440 4 ▼a The Morgan Kaufmann series in interactive 3D technology
504 ▼a Includes bibliographical references and index.
650 0 ▼a Computer Animation.
650 0 ▼a Three-dimensional display systems.
945 ▼a KINS

소장정보

No. 소장처 청구기호 등록번호 도서상태 반납예정일 예약 서비스
No. 1 소장처 과학도서관/Sci-Info(2층서고)/ 청구기호 006.696 B495c 등록번호 121145119 도서상태 대출가능 반납예정일 예약 서비스 B M

컨텐츠정보

목차

1 Introduction
1.1 Problem Domain
1.2 Historical Background
1.3 Organization

2 Concepts
2.1 Geometry
2.1.1 Notational Conventions
2.1.2 Vector Spaces
2.1.3 Affine Spaces
2.1.4 Euclidean Spaces
2.1.5 Affine Transformations
2.1.6 Three-dimensional Space
2.2 Objects
2.2.1 Polytopes
2.2.2 Polygons
2.2.3 Quadrics
2.2.4 Minkowski Addition
2.2.5 Complex Shapes and Scenes
2.3 Animation
2.4 Time
2.5 Response
2.6 Performance
2.6.1 Frame Coherence
2.6.2 Geometric Coherence
2.6.3 Average Time
2.7 Robustness
2.7.1 Floating-Point Numbers
2.7.2 Stability
2.7.3 Coping with Numerical Problems

3 Basic Primitives
3.1 Spheres
3.1.1 Sphere-Sphere Test
3.1.2 Ray-Sphere Test
3.1.3 Line-Segment-Sphere Test
3.2 Axis-Aligned Boxes
3.2.1 Ray-Box Test
3.2.2 Sphere-Box Test
3.3 Separating Axes
3.3.1 Line-Segment-Box Test
3.3.2 Triangle-Box Test
3.3.3 Box-Box Test
3.4 Polygons
3.4.1 Ray-Triangle Test
3.4.2 Line Segment-Triangle Test
3.4.3 Ray-Polygon Test
3.4.4 Triangle-Triangle Test
3.4.5 Polygon-Polygon Test
3.4.6 Triangle-Sphere Test
3.4.7 Polygon-Volume Tests

4 Convex Objects
4.1 Proximity Queries
4.2 Overview of Algorithms for Polytopes
4.2.1 Finding a Common Point
4.2.2 Finding a Separating Plane
4.2.3 Distance and Penetration Depth Computation
4.3 The Gilbert-Johnson-Keerthi Algorithm
4.3.1 Overview
4.3.2 Convergence and Termination
4.3.3 Johnson's Distance Algorithm
4.3.4 Support Mappings
4.3.5 Implementing the GJK Algorithm
4.3.6 Numerical Aspects of the GJK Algorithm
4.3.7 Testing for Intersections
4.3.8 Penetration Depth

5 Spatial Data Structures
5.1 Nonconvex Polyhedra
5.1.1 Convex Decomposition
5.1.2 Polyhedral Surfaces
5.1.3 Point in Nonconvex Polyhedron
5.2 Space Partitioning
5.2.1 Voxel Grids
5.2.2 Octrees and k-d Trees
5.2.3 Binary Space Partitioning Trees
5.2.4 Discussion
5.3 Model Partitioning
5.3.1 Bounding Volumes
5.3.2 Bounding-Volume Hierarchies
5.3.3 AABB Trees versus OBB Trees
5.3.4 AABB Trees and Deformable Models
5.4 Broad Phase
5.4.1 Sweep and Prune
5.4.2 Implementing the Sweep-and-Prune Algorithm
5.4.3 Ray Casting and AABBs

6 Design of SOLID
6.1 Requirements
6.2 Overview of SOLID
6.3 Design Decisions
6.3.1 Shape Representation
6.3.2 Motion Specification
6.3.3 Response Handling
6.3.4 Algorithms
6.4 Evaluation
6.5 Implementation Notes
6.5.1 Generic Data Types and Algorithms
6.5.2 Fundamental 3D Classes

7 Conclusion
7.1 State of the Art
7.2 Future Work

Bibliography
Index
About the CD-ROM
Trademarks


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