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008 131025s2005 ne ad ob 001 0 eng d
020 _a9780080474144 (ebook : PDF)
040 _aFlBoTFG
_cFlBoTFG
090 _aQA76.76.C672
_bE75 2005
092 _a794.81526
_bE685
100 1 _aEricson, Christer.
245 1 0 _aReal-time collision detection
_h[electronic resource] /
_cChrister Ericson.
260 _aAmsterdam ;
_aBoston :
_bElsevier,
_cc2005.
300 _axxxviii, 593 p. :
_bill.
490 1 _aMorgan Kaufmann series in interactive 3D technology
504 _aIncludes bibliographical references and index.
505 0 _ach. 1. Introduction -- ch. 2. Collision detection design issues -- ch. 3. A math and geometry primer -- ch. 4. Bounding volumes -- ch. 5. Basic primitive tests -- ch. 6. Bounding volume hierarchies -- ch. 7. Spatial partitioning -- ch. 8. BSP tree hierarchies -- ch. 9. Convexity-based methods -- ch. 10. GPU-assisted collision detection -- ch. 11. Numerical robustness -- ch. 12. Geometrical robustness -- ch. 13. Optimization.
530 _aAlso available in print format.
538 _aMode of access: World Wide Web.
650 0 _aComputer games
_xProgramming.
655 7 _aElectronic books.
_2lcsh
776 0 8 _z1558607323 (alk. paper)
_z9781558607323
830 0 _aMorgan Kaufmann series in interactive 3D technology.
856 4 0 _uhttp://marc.crcnetbase.com/isbn/9780080474144
_qapplication/PDF
_zDistributed by publisher. Purchase or institutional license may be required for access.
999 _c14790
_d14790