000 | 01653cam a2200325Ia 4500 | ||
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001 | CRC0KE20988PDF | ||
003 | FlBoTFG | ||
005 | 20171224123343.0 | ||
006 | m|||||o||d|||||||| | ||
007 | cr|||| | ||
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 |