Real-Time Collision Detection

Front Cover
CRC Press, Dec 22, 2004 - Art - 632 pages
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
 

Contents

Chapter 1 Introduction
1
Chapter 2 Collision Detection Design Issues
7
Chapter 3 A Math and Geometry Primer
23
Chapter 4 Bounding Volumes
75
Chapter 5 Basic Primitive Tests
125
Chapter 6 Bounding Volume Hierarchies
235
Chapter 7 Spatial Partitioning
285
Chapter 8 BSP Tree Hierarchies
349
Chapter 10 GPUassisted Collision Detection
413
Chapter 11 Numerical Robustness
427
Chapter 12 Geometrical Robustness
465
Chapter 13 Optimization
511
References
553
Index
577
About the CD ROM
591
Copyright

Chapter 9 Convexitybased Methods
383

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About the author (2004)

Christer Ericson is a senior principal programmer and the tools and technology lead at Sony Computer Entertainment America in Santa Monica. Before joining Sony in 1999, he was a senior programmer at Neversoft Entertainment. Christer received his Masters degree in computer science from UmeƄ University, Sweden, where he also lectured for several years before moving to the US in 1996. Christer has served on the advisory board for Full Sail's Game Design and Development degree program since 2002. His interests are varied, but he takes a particular interest in program optimization, a topic he has spoken on at the Game Developers Conference.