Author: Gino van den Bergen
Publisher: CRC Press
ISBN: 148229799X
Category : Art
Languages : en
Pages : 308
Book Description
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
Collision Detection in Interactive 3D Environments
Author: Gino van den Bergen
Publisher: CRC Press
ISBN: 148229799X
Category : Art
Languages : en
Pages : 308
Book Description
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
Publisher: CRC Press
ISBN: 148229799X
Category : Art
Languages : en
Pages : 308
Book Description
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
Game Physics
Author: David H. Eberly
Publisher: CRC Press
ISBN: 0080964079
Category : Art
Languages : en
Pages : 928
Book Description
Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them.
Publisher: CRC Press
ISBN: 0080964079
Category : Art
Languages : en
Pages : 928
Book Description
Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them.
Collision Detection in Interactive 3D Environments: CD-ROM
Author: Gino Johannes Apolonia van den Bergen
Publisher:
ISBN:
Category : Collision detection (Computer animation)
Languages : en
Pages : 278
Book Description
Publisher:
ISBN:
Category : Collision detection (Computer animation)
Languages : en
Pages : 278
Book Description
Pedestrian and Evacuation Dynamics 2012
Author: Ulrich Weidmann
Publisher: Springer Science & Business
ISBN: 3319024477
Category : Computers
Languages : en
Pages : 1380
Book Description
The 6th International Conference on Pedestrian and Evacuation Dynamics (PED2012) showcased research on human locomotion. This book presents the proceedings of PED2012. Humans have walked for eons; our drive to settle the globe began with a walk out of Africa. However, much remains to discover. As the world moves toward sustainability while racing to assess and accommodate climate change, research must provide insight on the physical requirements of walking, the dynamics of pedestrians on the move and more. We must understand, predict and simulate pedestrian behaviour, to avoid dangerous situations, to plan for emergencies, and not least, to make walking more attractive and enjoyable. PED2012 offered 70 presentations and keynote talks as well as 70 poster presentations covering new and improved mathematical models, describing new insights on pedestrian behaviour in normal and emergency cases and presenting research based on sensors and advanced observation methods. These papers offer a starting point for innovative new research, building a strong foundation for the next conference and for future research.
Publisher: Springer Science & Business
ISBN: 3319024477
Category : Computers
Languages : en
Pages : 1380
Book Description
The 6th International Conference on Pedestrian and Evacuation Dynamics (PED2012) showcased research on human locomotion. This book presents the proceedings of PED2012. Humans have walked for eons; our drive to settle the globe began with a walk out of Africa. However, much remains to discover. As the world moves toward sustainability while racing to assess and accommodate climate change, research must provide insight on the physical requirements of walking, the dynamics of pedestrians on the move and more. We must understand, predict and simulate pedestrian behaviour, to avoid dangerous situations, to plan for emergencies, and not least, to make walking more attractive and enjoyable. PED2012 offered 70 presentations and keynote talks as well as 70 poster presentations covering new and improved mathematical models, describing new insights on pedestrian behaviour in normal and emergency cases and presenting research based on sensors and advanced observation methods. These papers offer a starting point for innovative new research, building a strong foundation for the next conference and for future research.
3D Game Engine Design
Author: David Eberly
Publisher: CRC Press
ISBN: 1482267306
Category : Art
Languages : en
Pages : 1008
Book Description
The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
Publisher: CRC Press
ISBN: 1482267306
Category : Art
Languages : en
Pages : 1008
Book Description
The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
Building Interactive Worlds in 3D
Author: Jean-Marc Gauthier
Publisher: Taylor & Francis
ISBN: 113614398X
Category : Art
Languages : en
Pages : 442
Book Description
In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.
Publisher: Taylor & Francis
ISBN: 113614398X
Category : Art
Languages : en
Pages : 442
Book Description
In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.
3D Games
Author: Alan H. Watt
Publisher: Addison Wesley Publishing Company
ISBN:
Category : Computers
Languages : en
Pages : 858
Book Description
Accompanying CD-ROM in v. 1 contains ... "full Fly 3 D SDK including source code for Fly3D.dll, front-ends, plug-ins and utilities; 5 demo levels: car, walk (2 levels), ship (2 levels); Engine Reference Manual and tutorials in HTML; book images."--Page 4 of cover.
Publisher: Addison Wesley Publishing Company
ISBN:
Category : Computers
Languages : en
Pages : 858
Book Description
Accompanying CD-ROM in v. 1 contains ... "full Fly 3 D SDK including source code for Fly3D.dll, front-ends, plug-ins and utilities; 5 demo levels: car, walk (2 levels), ship (2 levels); Engine Reference Manual and tutorials in HTML; book images."--Page 4 of cover.
Using VRML
Author: Stephen Matsuba
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 832
Book Description
A thorough guide to VRML (Virtual Reality Modeling Language). VRML is used to create 3-D, interactive, simulations on the World Wide Web. It will be supported by Netscape and other major Web browsers. A special "Techniques From the Pros" section highlights examples of VRML documents created by experienced users. The emphasis is on practical techniques that users can apply to their own documents.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 832
Book Description
A thorough guide to VRML (Virtual Reality Modeling Language). VRML is used to create 3-D, interactive, simulations on the World Wide Web. It will be supported by Netscape and other major Web browsers. A special "Techniques From the Pros" section highlights examples of VRML documents created by experienced users. The emphasis is on practical techniques that users can apply to their own documents.
The Internet in 3D
Author: Rae A. Earnshaw
Publisher: Morgan Kaufmann
ISBN:
Category : Computers
Languages : en
Pages : 424
Book Description
A network connection can provide a window to the world of information, where data programs can be exchanged with millions of other users. New styles of virtual and multimedia information are now being developed that will become an integral part of these interactions. "The Internet in 3D" covers this exciting and fast-moving area, discussing techniques and applications of using 3D multimedia on the Internet.
Publisher: Morgan Kaufmann
ISBN:
Category : Computers
Languages : en
Pages : 424
Book Description
A network connection can provide a window to the world of information, where data programs can be exchanged with millions of other users. New styles of virtual and multimedia information are now being developed that will become an integral part of these interactions. "The Internet in 3D" covers this exciting and fast-moving area, discussing techniques and applications of using 3D multimedia on the Internet.
Haptic Rendering
Author: Ming C. Lin
Publisher: CRC Press
ISBN: 1439865140
Category : Computers
Languages : en
Pages : 616
Book Description
For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering algorithms
Publisher: CRC Press
ISBN: 1439865140
Category : Computers
Languages : en
Pages : 616
Book Description
For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering algorithms