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Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology)

Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology)
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Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology)

 
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NU-ADQ-00230102

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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.

*Presents algorithms and data structures with wide applications to the fields of game development, virtual reality, physically based simulation, CAD/CAM, architectural and scientific visualization, molecular modeling, engineering simulation, GIS, ray tracing, and more.
*Describes tested, real-world methods, liberally illustrated by C & C++ code.
*Reviews necessary concepts from mathematics and computational geometry, and includes extensive references to other sources and research literature.

 
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Product Details
Author:Christer Ericson
Hardcover:632 pages
Publisher:Morgan Kaufmann
Publication Date:January 05, 2005
Language:English
ISBN:1558607323
Product Length:9.62 inches
Product Width:7.72 inches
Product Height:1.22 inches
Product Weight:3.06 pounds
Package Length:9.3 inches
Package Width:7.4 inches
Package Height:1.3 inches
Package Weight:3.1 pounds
Average Customer Rating: based on 24 reviews

Customer Reviews
Average Customer Review:4.5 ( 24 customer reviews )
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Most Helpful Customer Reviews

35 of 38 found the following review helpful:


5Not Just for Game Programmers!  Mar 19, 2005 By Randall Helzerman
Let me state in the most emphatic terms--this book contains the very best discussion on spatial indexing and querying ever written. If you have an algorithm which is spending too much time querying in quad trees, then you need to buy this book and read it until you become one with it.

It should be pointed out that this book will be useful not just for game programmers but also for other programmers who do a lot of computational geometry. EDA programmers, VLSI, CAD programmers, etc, rejoice.

I disagree with a previous reviewer who is complaining about lack of source code, etc. The author provides good C++ implementations of his algorithms and provides very clear descriptions of them. The author is holding up his end of the bargan--if you arn't a computational Jedi knight of space and time after reading this book, the fault isn't in the efforts of the author, its in the efforts of the reader.

Don't worry about how expensive the book is. I've used it on the job and it has already paid for itself many times over.

22 of 23 found the following review helpful:


5A Vectorized Approach  Jul 06, 2005 By Erin Catto "physics programmer"
This book has great depth and breadth. It covers narrow phase, broad phase, and optimization. It has more coverage of broad phase and optimization than I have seen in any other book. Also, the bibliography is quite extensive, with many entries containing links to pdf files.

What I really appreciate about this book is the vectorized approach. Many algorithms are derived and implemented in a vectorized form. This not only improves readability, but also makes them efficient for modern SIMD architectures.

I have found this book to be invaluable in my day to day work. I highly recommend this book.

19 of 21 found the following review helpful:


5The only book you'll need on the topic..  Mar 08, 2005 By Stephen Waits
Christer has done an amazing job of completely covering a large topic. Anyone writing collision detection systems for games (or other real-time apps) needn't look any further than this book.

It's also full of things even non CD System writers will find handy, such as optimal intersection tests (Chapter 5)

And, in the end (Chapter 13), he includes a number of great optimization techniques.

Overall, this is great as both educational and reference. It's got a permanent spot on my bookshelf.

Highly recommended!

10 of 10 found the following review helpful:


5The essential guide to interactive collision detection  Sep 01, 2006 By Eric Haines
Solid theory coupled with the author's own practical experience makes this book an excellent choice for practitioners in the field. In addition to describing a wide range of relevant algorithms, the author also discusses optimization, numerical precision, robustness, and other topics critical in creating a workable interactive system.

As far as code goes, (a) there are a lot of libraries out there already (see the "Real-Time Rendering" site for links), and (b) it's probably better to write your own if you're poor, and thereby know its strengths and weaknesses, or license Havok's if you're rich. This is the book that will help you write your own. I love Schneider and Eberly's "Geometric Tools", but this book is more focused and more readable.

9 of 9 found the following review helpful:


5A comprehensive reference and tutorial on game geometry  Nov 14, 2006 By Jon Watte "hplus"
This book does more than collision.

Don't get me wrong -- it does all of the collision you'll likely need in any kind of current game, in good detail, with derivation of why it works, including source code. However, it also serves as an excellent primer in game geometry for anyone who might not have an intuitive understanding of what a closed manifold mesh is, or why the separating axis theorem works, or why T junctions are a problem.

I'm pretty well versed in the field, and I use this book as a comprehensive reference, and I love it. But even if you're a newcomer, you need this book, because it contains everything you need to know! And, conversely, if you don't know what's in this book, you won't have the success you want.

See all 24 customer reviews on Amazon.com
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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