Real-Time Collision Detection

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Publisher : CRC Press
ISBN 13 : 1558607323
Total Pages : 634 pages
Book Rating : 4.5/5 (586 download)

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Book Synopsis Real-Time Collision Detection by : Christer Ericson

Download or read book Real-Time Collision Detection written by Christer Ericson and published by CRC Press. This book was released on 2004-12-22 with total page 634 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Real-Time Collision Detection

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Author :
Publisher : CRC Press
ISBN 13 : 1000750558
Total Pages : 634 pages
Book Rating : 4.0/5 (7 download)

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Book Synopsis Real-Time Collision Detection by : Christer Ericson

Download or read book Real-Time Collision Detection written by Christer Ericson and published by CRC Press. This book was released on 2004-12-22 with total page 634 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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, virt

Collision Detection in Interactive 3D Environments

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Publisher : CRC Press
ISBN 13 : 148229799X
Total Pages : 308 pages
Book Rating : 4.4/5 (822 download)

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Book Synopsis Collision Detection in Interactive 3D Environments by : Gino van den Bergen

Download or read book Collision Detection in Interactive 3D Environments written by Gino van den Bergen and published by CRC Press. This book was released on 2003-10-27 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the f

Real-Time Rendering

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Publisher : CRC Press
ISBN 13 : 1315362007
Total Pages : 1046 pages
Book Rating : 4.3/5 (153 download)

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Book Synopsis Real-Time Rendering by : Tomas Akenine-Möller

Download or read book Real-Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Real Time Cameras

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Publisher : CRC Press
ISBN 13 : 1000065081
Total Pages : 544 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis Real Time Cameras by : Mark Haigh-Hutchinson

Download or read book Real Time Cameras written by Mark Haigh-Hutchinson and published by CRC Press. This book was released on 2009-04-02 with total page 544 pages. Available in PDF, EPUB and Kindle. Book excerpt: The control of cameras is as important in games as it is in cinema. How the camera tracks and moves determines our point of view and influences our attitude towards the content. A poorly designed camera system in a game can disrupt a users experience, while a well-designed one can make a good game into a great one. The challenge in games is that th

Advanced Human-Robot Collaboration in Manufacturing

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Publisher : Springer Nature
ISBN 13 : 3030691780
Total Pages : 457 pages
Book Rating : 4.0/5 (36 download)

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Book Synopsis Advanced Human-Robot Collaboration in Manufacturing by : Lihui Wang

Download or read book Advanced Human-Robot Collaboration in Manufacturing written by Lihui Wang and published by Springer Nature. This book was released on 2021-06-10 with total page 457 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents state-of-the-art research, challenges and solutions in the area of human–robot collaboration (HRC) in manufacturing. It enables readers to better understand the dynamic behaviour of manufacturing processes, and gives more insight into on-demand adaptive control techniques for industrial robots. With increasing complexity and dynamism in today’s manufacturing practice, more precise, robust and practical approaches are needed to support real-time shop-floor operations. This book presents a collection of recent developments and innovations in this area, relying on a wide range of research efforts. The book is divided into five parts. The first part presents a broad-based review of the key areas of HRC, establishing a common ground of understanding in key aspects. Subsequent chapters focus on selected areas of HRC subject to intense recent interest. The second part discusses human safety within HRC. The third, fourth and fifth parts provide in-depth views of relevant methodologies and algorithms. Discussing dynamic planning and monitoring, adaptive control and multi-modal decision making, the latter parts facilitate a better understanding of HRC in real situations. The balance between scope and depth, and theory and applications, means this book appeals to a wide readership, including academic researchers, graduate students, practicing engineers, and those within a variety of roles in manufacturing sectors.

Game Physics Engine Development

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Publisher : CRC Press
ISBN 13 : 0123819776
Total Pages : 542 pages
Book Rating : 4.1/5 (238 download)

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Book Synopsis Game Physics Engine Development by : Ian Millington

Download or read book Game Physics Engine Development written by Ian Millington and published by CRC Press. This book was released on 2010-07-23 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne

Real-Time Rendering, Fourth Edition

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Publisher : CRC Press
ISBN 13 : 1351816152
Total Pages : 1199 pages
Book Rating : 4.3/5 (518 download)

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Book Synopsis Real-Time Rendering, Fourth Edition by : Tomas Akenine-Möller

Download or read book Real-Time Rendering, Fourth Edition written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2018-08-06 with total page 1199 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

Essential Mathematics for Games and Interactive Applications

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Publisher : CRC Press
ISBN 13 : 0123742978
Total Pages : 706 pages
Book Rating : 4.1/5 (237 download)

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Book Synopsis Essential Mathematics for Games and Interactive Applications by : James M. Van Verth

Download or read book Essential Mathematics for Games and Interactive Applications written by James M. Van Verth and published by CRC Press. This book was released on 2008-05-19 with total page 706 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.

CMake Cookbook

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Publisher : Packt Publishing Ltd
ISBN 13 : 1788472349
Total Pages : 600 pages
Book Rating : 4.7/5 (884 download)

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Book Synopsis CMake Cookbook by : Radovan Bast

Download or read book CMake Cookbook written by Radovan Bast and published by Packt Publishing Ltd. This book was released on 2018-09-26 with total page 600 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn CMake through a series of task-based recipes that provide you with practical, simple, and ready-to-use CMake solutions for your code Key FeaturesLearn to configure, build, test, and package software written in C, C++, and FortranProgress from simple to advanced tasks with examples tested on Linux, macOS, and WindowsManage code complexity and library dependencies with reusable CMake building blocksBook Description CMake is cross-platform, open-source software for managing the build process in a portable fashion. This book features a collection of recipes and building blocks with tips and techniques for working with CMake, CTest, CPack, and CDash. CMake Cookbook includes real-world examples in the form of recipes that cover different ways to structure, configure, build, and test small- to large-scale code projects. You will learn to use CMake's command-line tools and master modern CMake practices for configuring, building, and testing binaries and libraries. With this book, you will be able to work with external libraries and structure your own projects in a modular and reusable way. You will be well-equipped to generate native build scripts for Linux, MacOS, and Windows, simplify and refactor projects using CMake, and port projects to CMake. What you will learnConfigure, build, test, and install code projects using CMakeDetect operating systems, processors, libraries, files, and programs for conditional compilationIncrease the portability of your codeRefactor a large codebase into modules with the help of CMakeBuild multi-language projectsKnow where and how to tweak CMake configuration files written by somebody elsePackage projects for distributionPort projects to CMakeWho this book is for If you are a software developer keen to manage build systems using CMake or would like to understand and modify CMake code written by others, this book is for you. A basic knowledge of C++, C, or Fortran is required to understand the topics covered in this book.

2021 International Conference on Applications and Techniques in Cyber Intelligence

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Publisher : Springer Nature
ISBN 13 : 3030792005
Total Pages : 994 pages
Book Rating : 4.0/5 (37 download)

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Book Synopsis 2021 International Conference on Applications and Techniques in Cyber Intelligence by : Jemal Abawajy

Download or read book 2021 International Conference on Applications and Techniques in Cyber Intelligence written by Jemal Abawajy and published by Springer Nature. This book was released on 2021-06-23 with total page 994 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents innovative ideas, cutting-edge findings, and novel techniques, methods, and applications in a broad range of cybersecurity and cyberthreat intelligence areas. As our society becomes smarter, there is a corresponding need to secure our cyberfuture. The book describes approaches and findings that are of interest to business professionals and governments seeking to secure our data and underpin infrastructures, as well as to individual users.

Game Physics Cookbook

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Publisher : Packt Publishing Ltd
ISBN 13 : 1787120813
Total Pages : 481 pages
Book Rating : 4.7/5 (871 download)

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Book Synopsis Game Physics Cookbook by : Gabor Szauer

Download or read book Game Physics Cookbook written by Gabor Szauer and published by Packt Publishing Ltd. This book was released on 2017-03-24 with total page 481 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

Physics for Game Developers

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 9780596000066
Total Pages : 348 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis Physics for Game Developers by : David M. Bourg

Download or read book Physics for Game Developers written by David M. Bourg and published by "O'Reilly Media, Inc.". This book was released on 2002 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: By applying physics to game design, you can realistically model everything that bounces, flies, rolls, or slides, to create believable content for computer games, simulations, and animation. This book serves as the starting point for those who want to enrich games with physics-based realism.

Physics for Game Programmers

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Publisher : Apress
ISBN 13 : 1430200219
Total Pages : 458 pages
Book Rating : 4.4/5 (32 download)

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Book Synopsis Physics for Game Programmers by : Grant Palmer

Download or read book Physics for Game Programmers written by Grant Palmer and published by Apress. This book was released on 2007-12-27 with total page 458 pages. Available in PDF, EPUB and Kindle. Book excerpt: *Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.

Spacecraft Collision Avoidance Technology

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Publisher : Academic Press
ISBN 13 : 0128182415
Total Pages : 208 pages
Book Rating : 4.1/5 (281 download)

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Book Synopsis Spacecraft Collision Avoidance Technology by : Zhang Rongzhi

Download or read book Spacecraft Collision Avoidance Technology written by Zhang Rongzhi and published by Academic Press. This book was released on 2020-03-03 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Spacecraft Collision Avoidance Technology presents the theory and practice of space collision avoidance. The title gives models of time and space environment, their impact on high-precision orbit prediction, considers optimal orbit determination methods and models in different warning stages, and establishes basic models for warning and avoidance. Chapters present an outline of spacecraft collision warning strategy, elaborate on the basics of orbital calculation for collision avoidance, consider space object detection technology, detail space environment and object orbit, give a method for spacecraft collision warning orbit calculation, and finally, demonstrate a strategy for spacecraft collision warning and avoidance. Presents strategies, methods and real-world examples relating to space collision avoidance Considers time and space environment models in orbit prediction Gives optimal orbit determination methods and models for various warning stages Establishes and elaborates basic models for warning and avoidance Takes note of the current space environment for object detection and collision avoidance

Game Engine Architecture

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Publisher : CRC Press
ISBN 13 : 135160564X
Total Pages : 1042 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis Game Engine Architecture by : Jason Gregory

Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

ICT and Critical Infrastructure: Proceedings of the 48th Annual Convention of Computer Society of India- Vol I

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 3319031074
Total Pages : 809 pages
Book Rating : 4.3/5 (19 download)

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Book Synopsis ICT and Critical Infrastructure: Proceedings of the 48th Annual Convention of Computer Society of India- Vol I by : Suresh Chandra Satapathy

Download or read book ICT and Critical Infrastructure: Proceedings of the 48th Annual Convention of Computer Society of India- Vol I written by Suresh Chandra Satapathy and published by Springer Science & Business Media. This book was released on 2013-10-19 with total page 809 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume contains 88 papers presented at CSI 2013: 48th Annual Convention of Computer Society of India with the theme “ICT and Critical Infrastructure”. The convention was held during 13th –15th December 2013 at Hotel Novotel Varun Beach, Visakhapatnam and hosted by Computer Society of India, Vishakhapatnam Chapter in association with Vishakhapatnam Steel Plant, the flagship company of RINL, India. This volume contains papers mainly focused on Computational Intelligence and its applications, Mobile Communications and social Networking, Grid Computing, Cloud Computing, Virtual and Scalable Applications, Project Management and Quality Systems and Emerging Technologies in hardware and Software.