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Collison detection in interactive 3D environments

Collison detection in interactive 3D environments (Loan 1 times)

Material type
단행본
Personal Author
Bergen, Gino Johannes Apolonia van den , 1969-.
Title Statement
Collison detection in interactive 3D environments / Gino van den Bergen.
Publication, Distribution, etc
Amsterdam ;   Boston :   Elsevier/Morgan Kaufman ,   c2004.  
Physical Medium
xx, 278 p. : ill. ; 24 cm. + 1 CD-ROM (4 3/4 in.).
Series Statement
The Morgan Kaufmann series in interactive 3D technology
ISBN
155860801X (alk. paper) 9781558608016
Bibliography, Etc. Note
Includes bibliographical references and index.
Subject Added Entry-Topical Term
Computer Animation. Three-dimensional display systems.
000 01034camuu22002894a 4500
001 000045345065
005 20070427163724
008 030722s2004 ne a b 001 0 eng
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

Holdings Information

No. Location Call Number Accession No. Availability Due Date Make a Reservation Service
No. 1 Location Science & Engineering Library/Sci-Info(Stacks2)/ Call Number 006.696 B495c Accession No. 121145119 Availability Available Due Date Make a Reservation Service B M

Contents information

Table of Contents

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


Information Provided By: : Aladin

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