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Collision Detection in Interactive 3D Environments Hardcover – Nov 27 2003

4.0 out of 5 stars 1 customer review

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Product details

  • Hardcover: 277 pages
  • Publisher: CRC Press; 1 edition (Oct. 27 2003)
  • Language: English
  • ISBN-10: 155860801X
  • ISBN-13: 978-1558608016
  • Product Dimensions: 19 x 2.5 x 23.5 cm
  • Shipping Weight: 699 g
  • Average Customer Review: 4.0 out of 5 stars 1 customer review
  • Amazon Bestsellers Rank: #1,336,632 in Books (See Top 100 in Books)
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Review

"Having read this book from cover to cover, I can summarize my opinion in two words from a mathematician's lexicon: elegant and beautiful. There is very little to criticize in this exquisite work."
-Ian Ashdown, byHeart Consultants, Inc.

"Building a real-time collision detection system is by no means a trivial task. A firm understanding is required of the geometry and mathematics for intersection testing, especially when the objects are in motion. The skilled use of convexity is essential for distance calculations. The system must be designed carefully to support high-performance physical simulations. In particular, spatial partitioning and tight-fitting bounding volumes must play a role in minimizing the computational requirements of the system. The system is sufficiently large that the principles of software engineering apply to its development. Moreover, collision detection is notoriously difficult to implement robustly when using floating-point arithmetic. The challenges of architecting and implementing a collision detection system are formidable!
Collision Detection in Interactive 3D Environments is an elegantly written treatise on this topic. Gino guides you through the basic concepts, provides insightful discussions on how to cope with the problems inherent in floating-point arithmetic, covers the all-important topic of computing distance between convex objects, and presents an informative summary of the spatial data structures that are commonly encountered in practice. And as an artisan of the field, Gino finishes the story with a case study-the design and implementation of his own working collision detection system, SOLID.
This is the first book to provide all the details necessary to build a collision detection system that really works. I hope you will find, as I did, that the amount of material in this book is incredible, making it an extremely valuable resource."
-Dave Eberly, president, Magic Software, Inc., and author of 3D Game Engine Design, co-author with Philip Schneider of Geometric Tools for Computer Graphics, and author of Game Physics.

Book Description

The first book on this essential topic in game development and simulation.

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May 12, 2004
Format: Hardcover
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Most helpful customer reviews on Amazon.com

Amazon.com: 4.3 out of 5 stars 5 reviews
Richard Mills-Laursen
5.0 out of 5 starsFive Stars
November 18, 2016 - Published on Amazon.com
Format: Hardcover|Verified Purchase
Michael Sullivan
5.0 out of 5 starsFive Stars
January 22, 2015 - Published on Amazon.com
Format: Hardcover|Verified Purchase
liandrillo
3.0 out of 5 starsThree Stars
December 8, 2014 - Published on Amazon.com
Format: Hardcover|Verified Purchase
J. Jessup
4.0 out of 5 starsA SOLID discussion of colllision detection
May 12, 2004 - Published on Amazon.com
Format: Hardcover
22 people found this helpful.
Baris Kazar
5.0 out of 5 starsMust Have book for your 3D geometry programming
November 10, 2005 - Published on Amazon.com
Format: Hardcover
2 people found this helpful.

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