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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.
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
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
This book provides a concise survey and description of recent collision detection methods for robot manipulators. Beginning with a review of robot kinodynamic models and preliminaries on basic statistical learning methods, the book covers fundamental aspects of the collision detection problem, from collision types and collision detection performance criteria to model-free versus model-based methods, and the more recent data-driven learning-based approaches to collision detection. Special effort has been given to describing and evaluating existing methods with a unified set of notation, systematically categorizing these methods according to a basic set of criteria, and summarizing the advantages and disadvantages of each method. This book is the first to comprehensively organize the growing body of learning-based collision detection methods, ranging from basic supervised learning methods to more advanced approaches based on unsupervised learning and transfer learning techniques. Step-by-step implementation details and pseudocode descriptions are provided for key algorithms. Collision detection performance is measured with respect to both conventional criteria such as detection delay and the number of false alarms, as well as criteria that measure generalization capability for learning-based methods. Whether it be for research or commercial applications, in settings ranging from industrial factories to physical human–robot interaction experiments, this book can help the reader choose and successfully implement the most appropriate detection method that suits their robot system and application.
What is Collision Detection Collision detection is the computational problem of detecting an intersection of two or more spatial objects, commonly computer graphics objects. It has applications in various computing fields, primarily in computer graphics, computer games, computer simulations, robotics and computational physics. Collision detection is a classic problem of computational geometry. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Collision detection Chapter 2: Ray tracing (graphics) Chapter 3: Binary space partitioning Chapter 4: Centroid Chapter 5: Branch and bound Chapter 6: Vanishing point Chapter 7: Quadtree Chapter 8: Bounding volume Chapter 9: Cycle detection Chapter 10: Arrangement of lines (II) Answering the public top questions about collision detection. (III) Real world examples for the usage of collision detection in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Collision Detection.
Open world games have tremendously become a demanding criterion for computer games development as user be able to freely roam through land and sea virtually. One of the elements involving computer games development is to bring applicable real-time collision detection for each object. Collision detection required sophisticated process of using hierarchical approach of Bounding-Volume Hierarchies (BVH) for detecting procedure. BVH is one of the most challenging issues in collision detection area that critically undergoing multiple splitting process. Splitting process requires an object with their set of triangles to be split into two parts using binary type tree. It is very crucial to make sure that the BVH tree construction is always in balanced as the speed of BVH tree traversal algorithm is dropped for unbalanced tree. In this thesis, we introduced Spatial Object Median Splitting (SOMS) to enhance the capability of BVH construction. Hence, SOMS creates an optimum level of BVH where most leaf nodes that was bounded with AABB contained one triangle compared to Spatial Median technique. From the BVH construction experiments, SOMS managed to perform faster as compared to other common technique. Furthermore, experiment to create one BV one triangle also showed that SOMS produced more nodes. As a conclusion, BVH can easily be constructed using SOMS approach together to create higher level of balanced tree for collision detection.
Starting with novel algorithms for optimally updating bounding volume hierarchies of objects undergoing arbitrary deformations, the author presents a new data structure that allows, for the first time, the computation of the penetration volume. The penetration volume is related to the water displacement of the overlapping region, and thus corresponds to a physically motivated and continuous force. The practicability of the approaches used is shown by realizing new applications in the field of robotics and haptics, including a user study that evaluates the influence of the degrees of freedom in complex haptic interactions. New Geometric Data Structures for Collision Detection and Haptics closes by proposing an open source benchmarking suite that evaluates both the performance and the quality of the collision response in order to guarantee a fair comparison of different collision detection algorithms. Required in the fields of computer graphics, physically-based simulations, computer animations, robotics and haptics, collision detection is a fundamental problem that arises every time we interact with virtual objects. Some of the open challenges associated with collision detection include the handling of deformable objects, the stable computation of physically-plausible contact information, and the extremely high frequencies that are required for haptic rendering. New Geometric Data Structures for Collision Detection and Haptics presents new solutions to all of these challenges, and will prove to be a valuable resource for researchers and practitioners of collision detection in the haptics, robotics and computer graphics and animation domains.
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
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.
Want to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away -- even if you have no experience developing games. Although XNA includes several key concepts that can be difficult for beginning web developers to grasp, Learning XNA 4.0 shortens the learning curve by walking you through the framework in a clear and understandable step-by-step format. Each chapter offers a self-contained lesson with illustrations and annotated examples, along with exercises and review questions to help you test your understanding and practice new skills as you go. Once you've finished this book, you'll know how to develop your own sophisticated games from start to finish. Learn game development from 2D animation to 3D cameras and effects Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts Build three complete, exciting games using 2D, 3D, and multiplayer techniques Develop for and deploy your games to the Xbox 360 and Windows Phone 7