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  1. Game physics
    Erschienen: 2010
    Verlag:  Morgan Kaufmann, Amsterdam

    Game Physics -- 1st edition -- 1 A Brief History of the World: A Summary of the Topics -- 2 Basic Concepts -- 3 Rigid Body Motion -- 4 Deformable Bodies -- 5 Physics Engines -- 6 Physics and Shader Programs -- 7 Linear Complementarity and... mehr

    Technische Universität Chemnitz, Universitätsbibliothek
    keine Fernleihe
    Hochschule Offenburg, University of Applied Sciences, Bibliothek Campus Offenburg
    E-Book Elsevier
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Universität Potsdam, Universitätsbibliothek
    keine Fernleihe

     

    Game Physics -- 1st edition -- 1 A Brief History of the World: A Summary of the Topics -- 2 Basic Concepts -- 3 Rigid Body Motion -- 4 Deformable Bodies -- 5 Physics Engines -- 6 Physics and Shader Programs -- 7 Linear Complementarity and Mathematical Programming -- 8 Differential Equations -- 9 Numerical Methods -- 10 Quaternions -- Appendices -- A Linear Algebra -- B Affine Algebra -- C Calculus -- D Ordinary Difference Equations -- A Summary of the Changes for the 2nd Edition: -- Naturally, Chapter 1 (Introduction) will be rewritten based on the contents for the second edition. -- The chapter on Physics Engines needs a significant rewrite. The goal will be to describe how to implement a classic rigid-body physics engine. And there will be source code to go with it, illustrating a generic collision detection system to go with the collision response people seem to associate with a physics engine. I will also include a new section on ragdoll physics, and there will be source code to go with this. -- I plan on inserting a new chapter (chapter 6 below) that will contain descriptions of various papers of interest in game physics. In particular, I will review publications by Ronald Fedkiw, Jos Stam, and James O'Brien, choosing a few of each to describe and to implement in source code and include on the CDROM for the book. This new material fills the void in the 1st edition -- not much discussion of applications of particle systems, fluids, or gases. The chapter on shader programs (old Chapter 6) will be discarded in its entirety. -- Chapters 7 through 10 and Appendices A through D form the mathematical heart of the book. The appendices are effectively background material that a reader will be exposed to at a university. The chapters 7 through 10 are more advanced topics. I believe it is reasonable to break the book into two parts: -- Part I -The Physics -- -- 1 Introduction -- 2 Basic Concepts -- 3 Rigid Bodies -- 4 Deformable Bodies -- 5 Physics Engines [rigid body concepts] -- 6 Particles, Fluids, and Gases [deformable body concepts] -- Part II -The Mathematics -- 7 Linear Algebra -- 8 Affine Algebra -- 9 Calculus -- 10 Quaternions -- 11 Differential Equations -- 12 Difference Equations -- 13 Numerical Methods -- 14 Linear Complementarity and Mathematical Programming -- The idea is that Part I is readable immediately by anyone having a reasonable mathematics background. Portions of Part II can be read, as needed. -- The chapter on Linear Complementarity will be rewritten to omit the Lemke algorithm, replacing it by a discussion of iterative methods to solve LCP. -- The 2nd edition will contain a lot more source code. And, as mentioned previously, we should include CD-ROM icons in the margins to let readers know that there is source code to illustrate the concepts Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. This book even describes when real physics isn't necessary - and hacked physics will do. - CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines - including the Wild Magic engine, for which the complete source code is included. - Includes exercises for instructional use and review of essential mathematics. - Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations. The CD-ROM contains implementations that run in real time using the graphics hardware. The chapter on physics engines was rewritten to include new sections on the physics tick, on multithreaded and multiprocessor collision culling, and on velocity-based dynamics

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780123749031; 0123749034; 9780080964072
    Auflage/Ausgabe: 2nd ed.
    Schlagworte: Computer games; Physics; Computer graphics; Three-dimensional display systems; Computer games; Physics; Computer graphics; Three-dimensional display systems
    Umfang: Online Ressource
    Bemerkung(en):

    Includes bibliographical references and index. - Description based on print version record

    Front Cover; Title Page; Copyright Page; Dedication; Table of Contents; Trademarks; Figures; Tables; Preface to theSecond Edition; Preface to theFirst Edition; About the CD-ROM; Chapter 1.Introduction; 1.1 A Brief History of the World; 1.2 A Summary of the Topics; 1.3 Examples and Exercises; Chapter 2.Basic Concepts from Physics; 2.1 Rigid Body Classification; 2.2 Rigid Body Kinematics; 2.2.1 Single Particle; 2.2.2 Particle Systems and Continuous Materials; 2.3 Newton's Laws; 2.4 Forces; 2.4.1 Gravitational Forces; 2.4.2 Spring Forces; 2.4.3 Friction and Other Dissipative Forces; 2.4.4 Torque

    2.4.5 Equilibrium2.5 Momenta; 2.5.1 Linear Momentum; 2.5.2 Angular Momentum; 2.5.3 Center of Mass; 2.5.4 Moments and Products of Inertia; 2.5.5 Mass and Inertia Tensor of a Solid Polyhedron; 2.6 Energy; 2.6.1 Work and Kinetic Energy; 2.6.2 Conservative Forces and Potential Energy; Chapter 3. Rigid Body Motion; 3.1 Newtonian Dynamics; 3.2 Lagrangian Dynamics; 3.2.1 Equations of Motion for a Particle; 3.2.2 Time-Varying Frames or Constraints; 3.2.3 Interpretation of the Equations of Motion; 3.2.4 Equations of Motion for a System of Particles; 3.2.5 Equations of Motion for a Continuum of Mass

    3.2.6 Examples with Conservative Forces3.2.7 Examples with Dissipative Forces; 3.3 Euler's Equations of Motion; Chapter 4.Deformable Bodies; 4.1 Elasticity, Stress, and Strain; 4.2 Mass-Spring Systems; 4.2.1 One-Dimensional Array of Masses; 4.2.2 Two-Dimensional Array of Masses; 4.2.3 Three-Dimensional Array of Masses; 4.2.4 Arbitrary Configurations; 4.3 Control Point Deformation; 4.3.1 B-Spline Curves; 4.3.2 NURBS Curves; 4.3.3 B-Spline Surfaces; 4.3.4 NURBS Surfaces; 4.3.5 Surfaces Built from Curves; 4.4 Free-Form Deformation; 4.5 Implicit Surface Deformation; 4.5.1 Level Set Extraction

    4.5.2 Isocurve Extraction in 2D Images4.5.3 Isosurface Extraction in 3D Images; Chapter 5.Fluids and Gases; 5.1 Vector Calculus; 5.1.1 Gradient, Directional Derivative, and Total Derivative; 5.1.2 Vector Fields, Divergence, and Laplacian; 5.1.3 Curl; 5.1.4 Line Integrals; 5.1.5 Surface Integrals and Stokes' Theorem; 5.1.6 Volume Integrals and the Divergence Theorem; 5.1.7 Green's Theorem, Laplace's Equation, and Poisson'sEquation; 5.1.8 Vector Field Decomposition; 5.2 Strain and Stress; 5.2.1 Strain Tensor; 5.2.2 Stress Tensor; 5.2.3 The Relationship Between Strain and Stress

    5.3 Conservation Laws5.3.1 Conservation of Mass; 5.3.2 Conservation of Momentum; 5.4 A Simplified Model for Fluid Flow; 5.5 Implementing the Simplified 2D Model; 5.5.1 The Density Equation; 5.5.2 The Diffusion Term; 5.5.3 The Advection Term; 5.5.4 The Source-Sink Term; 5.5.5 The Total Density Update; 5.5.6 The Velocity Equations; 5.5.7 Specialized Boundary Handling; 5.6 Implementing the Simplified 3D Model; 5.7 Variations of the Simplified Model; 5.7.1 Vorticity Confinement and Vortex Particles; 5.7.2 Separate Pressure Term; 5.7.3 Omit Diffusion Terms; 5.7.4 Density and Velocity Dissipation

    5.7.5 Include Temperature

    Game Physics -- 1st edition -- 1 A Brief History of the World: A Summary of the Topics -- 2 Basic Concepts -- 3 Rigid Body Motion -- 4 Deformable Bodies -- 5 Physics Engines -- 6 Physics and Shader Programs -- 7 Linear Complementarity and Mathematical Programming -- 8 Differential Equations -- 9 Numerical Methods -- 10 Quaternions -- Appendices -- A Linear Algebra -- B Affine Algebra -- C Calculus -- D Ordinary Difference Equations -- A Summary of the Changes for the 2nd Edition: -- Naturally, Chapter 1 (Introduction) will be rewritten based on the contents for the second edition. -- The chapter on Physics Engines needs a significant rewrite. The goal will be to describe how to implement a classic rigid-body physics engine. And there will be source code to go with it, illustrating a generic collision detection system to go with the collision response people seem to associate with a physics engine. I will also include a new section on ragdoll physics, and there will be source code to go with this. -- I plan on inserting a new chapter (chapter 6 below) that will contain descriptions of various papers of interest in game physics. In particular, I will review publications by Ronald Fedkiw, Jos Stam, and James O'Brien, choosing a few of each to describe and to implement in source code and include on the CDROM for the book. This new material fills the void in the 1st edition -- not much discussion of applications of particle systems, fluids, or gases. The chapter on shader programs (old Chapter 6) will be discarded in its entirety. -- Chapters 7 through 10 and Appendices A through D form the mathematical heart of the book. The appendices are effectively background material that a reader will be exposed to at a university. The chapters 7 through 10 are more advanced topics. I believe it is reasonable to break the book into two parts: -- Part I -The Physics -- -- 1 Introduction -- 2 Basic Concepts -- 3 Rigid Bodies -- 4 Deformable Bodies -- 5 Physics Engines [rigid body concepts] -- 6 Particles, Fluids, and Gases [deformable body concepts] -- Part II -The Mathematics -- 7 Linear Algebra -- 8 Affine Algebra -- 9 Calculus -- 10 Quaternions -- 11 Differential Equations -- 12 Difference Equations -- 13 Numerical Methods -- 14 Linear Complementarity and Mathematical Programming -- The idea is that Part I is readable immediately by anyone having a reasonable mathematics background. Portions of Part II can be read, as needed. -- The chapter on Linear Complementarity will be rewritten to omit the Lemke algorithm, replacing it by a discussion of iterative methods to solve LCP. -- The 2nd edition will contain a lot more source code. And, as mentioned previously, we should include CD-ROM icons in the margins to let readers know that there is source code to illustrate the concepts.

  2. Game physics
    Erschienen: 2010
    Verlag:  Morgan Kaufmann, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780123749031; 0123749034
    Auflage/Ausgabe: 2nd ed
    Schlagworte: Computer games / Programming; Computer graphics; Physics / Computer simulation; Three-dimensional display systems; Computer games; Physics; Computer graphics; Three-dimensional display systems; Computerspiel; Softwareentwicklung; Simulation; Physikalisches System; Metamathematik; Programmierung; Dreidimensionale Computergrafik
    Bemerkung(en):

    Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. This book even describes when real physics isn't necessary - and hacked physics will do. - CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines - including the Wild Magic engine, for which the complete source code is included. - Includes exercises for instructional use and review of essential mathematics. - Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations. The CD-ROM contains implementations that run in real time using the graphics hardware. The chapter on physics engines was rewritten to include new sections on the physics tick, on multithreaded and multiprocessor collision culling, and on velocity-based dynamics

    Includes bibliographical references and index

  3. Game physics
    Erschienen: 2010
    Verlag:  Morgan Kaufmann/Elsevier, Amsterdam [u.a.]

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Inhaltsverzeichnis (lizenzfrei)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780123749031
    RVK Klassifikation: ST 320
    Auflage/Ausgabe: 2. ed.
    Schlagworte: Computer games; Physics; Computer graphics; Three-dimensional display systems; Metamathematik; Softwareentwicklung; Dreidimensionale Computergrafik; Physikalisches System; Simulation; Computerspiel; Programmierung
    Umfang: XLII, 900 S., Ill., graph. Darst.
    Bemerkung(en):

    Includes bibliographical references and index

  4. Game physics
    Erschienen: 2010
    Verlag:  Morgan Kaufmann, Burlington, Mass. [u.a.]

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780123749031
    RVK Klassifikation: SU 500 ; ST 320
    Auflage/Ausgabe: 2. ed.
    Schlagworte: Computer games; Physics; Computer graphics; Three-dimensional display systems
    Umfang: XLII, 900 S., [8] Bl., Ill., graph. Darst.
    Bemerkung(en):

    Literaturverz. S. 857 - 864

  5. Game physics
    Erschienen: 2010
    Verlag:  Morgan Kaufmann/Elsevier, Amsterdam [u.a.]

    Berliner Hochschule für Technik, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Inhaltsverzeichnis (lizenzfrei)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780123749031
    RVK Klassifikation: ST 320
    Auflage/Ausgabe: 2. ed.
    Schlagworte: Computer games; Physics; Computer graphics; Three-dimensional display systems; Metamathematik; Programmierung; Simulation; Physikalisches System; Computerspiel; Dreidimensionale Computergrafik; Softwareentwicklung
    Umfang: XLII, 900 S., Ill., graph. Darst.
    Bemerkung(en):

    Includes bibliographical references and index

  6. Game physics
    Erschienen: 2010
    Verlag:  Morgan Kaufmann, Amsterdam

    Game Physics -- 1st edition -- 1 A Brief History of the World: A Summary of the Topics -- 2 Basic Concepts -- 3 Rigid Body Motion -- 4 Deformable Bodies -- 5 Physics Engines -- 6 Physics and Shader Programs -- 7 Linear Complementarity and... mehr

    Universität Potsdam, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Game Physics -- 1st edition -- 1 A Brief History of the World: A Summary of the Topics -- 2 Basic Concepts -- 3 Rigid Body Motion -- 4 Deformable Bodies -- 5 Physics Engines -- 6 Physics and Shader Programs -- 7 Linear Complementarity and Mathematical Programming -- 8 Differential Equations -- 9 Numerical Methods -- 10 Quaternions -- Appendices -- A Linear Algebra -- B Affine Algebra -- C Calculus -- D Ordinary Difference Equations -- A Summary of the Changes for the 2nd Edition: -- Naturally, Chapter 1 (Introduction) will be rewritten based on the contents for the second edition. -- The chapter on Physics Engines needs a significant rewrite. The goal will be to describe how to implement a classic rigid-body physics engine. And there will be source code to go with it, illustrating a generic collision detection system to go with the collision response people seem to associate with a physics engine. I will also include a new section on ragdoll physics, and there will be source code to go with this. -- I plan on inserting a new chapter (chapter 6 below) that will contain descriptions of various papers of interest in game physics. In particular, I will review publications by Ronald Fedkiw, Jos Stam, and James O'Brien, choosing a few of each to describe and to implement in source code and include on the CDROM for the book. This new material fills the void in the 1st edition -- not much discussion of applications of particle systems, fluids, or gases. The chapter on shader programs (old Chapter 6) will be discarded in its entirety. -- Chapters 7 through 10 and Appendices A through D form the mathematical heart of the book. The appendices are effectively background material that a reader will be exposed to at a university. The chapters 7 through 10 are more advanced topics. I believe it is reasonable to break the book into two parts: -- Part I -The Physics -- -- 1 Introduction -- 2 Basic Concepts -- 3 Rigid Bodies -- 4 Deformable Bodies -- 5 Physics Engines [rigid body concepts] -- 6 Particles, Fluids, and Gases [deformable body concepts] -- Part II -The Mathematics -- 7 Linear Algebra -- 8 Affine Algebra -- 9 Calculus -- 10 Quaternions -- 11 Differential Equations -- 12 Difference Equations -- 13 Numerical Methods -- 14 Linear Complementarity and Mathematical Programming -- The idea is that Part I is readable immediately by anyone having a reasonable mathematics background. Portions of Part II can be read, as needed. -- The chapter on Linear Complementarity will be rewritten to omit the Lemke algorithm, replacing it by a discussion of iterative methods to solve LCP. -- The 2nd edition will contain a lot more source code. And, as mentioned previously, we should include CD-ROM icons in the margins to let readers know that there is source code to illustrate the concepts Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. This book even describes when real physics isn't necessary - and hacked physics will do. - CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines - including the Wild Magic engine, for which the complete source code is included. - Includes exercises for instructional use and review of essential mathematics. - Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations. The CD-ROM contains implementations that run in real time using the graphics hardware. The chapter on physics engines was rewritten to include new sections on the physics tick, on multithreaded and multiprocessor collision culling, and on velocity-based dynamics

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780123749031; 0123749034; 9780080964072
    Auflage/Ausgabe: 2nd ed.
    Schlagworte: Computer games; Physics; Computer graphics; Three-dimensional display systems; Computer games; Physics; Computer graphics; Three-dimensional display systems
    Umfang: Online Ressource
    Bemerkung(en):

    Includes bibliographical references and index. - Description based on print version record

    Front Cover; Title Page; Copyright Page; Dedication; Table of Contents; Trademarks; Figures; Tables; Preface to theSecond Edition; Preface to theFirst Edition; About the CD-ROM; Chapter 1.Introduction; 1.1 A Brief History of the World; 1.2 A Summary of the Topics; 1.3 Examples and Exercises; Chapter 2.Basic Concepts from Physics; 2.1 Rigid Body Classification; 2.2 Rigid Body Kinematics; 2.2.1 Single Particle; 2.2.2 Particle Systems and Continuous Materials; 2.3 Newton's Laws; 2.4 Forces; 2.4.1 Gravitational Forces; 2.4.2 Spring Forces; 2.4.3 Friction and Other Dissipative Forces; 2.4.4 Torque

    2.4.5 Equilibrium2.5 Momenta; 2.5.1 Linear Momentum; 2.5.2 Angular Momentum; 2.5.3 Center of Mass; 2.5.4 Moments and Products of Inertia; 2.5.5 Mass and Inertia Tensor of a Solid Polyhedron; 2.6 Energy; 2.6.1 Work and Kinetic Energy; 2.6.2 Conservative Forces and Potential Energy; Chapter 3. Rigid Body Motion; 3.1 Newtonian Dynamics; 3.2 Lagrangian Dynamics; 3.2.1 Equations of Motion for a Particle; 3.2.2 Time-Varying Frames or Constraints; 3.2.3 Interpretation of the Equations of Motion; 3.2.4 Equations of Motion for a System of Particles; 3.2.5 Equations of Motion for a Continuum of Mass

    3.2.6 Examples with Conservative Forces3.2.7 Examples with Dissipative Forces; 3.3 Euler's Equations of Motion; Chapter 4.Deformable Bodies; 4.1 Elasticity, Stress, and Strain; 4.2 Mass-Spring Systems; 4.2.1 One-Dimensional Array of Masses; 4.2.2 Two-Dimensional Array of Masses; 4.2.3 Three-Dimensional Array of Masses; 4.2.4 Arbitrary Configurations; 4.3 Control Point Deformation; 4.3.1 B-Spline Curves; 4.3.2 NURBS Curves; 4.3.3 B-Spline Surfaces; 4.3.4 NURBS Surfaces; 4.3.5 Surfaces Built from Curves; 4.4 Free-Form Deformation; 4.5 Implicit Surface Deformation; 4.5.1 Level Set Extraction

    4.5.2 Isocurve Extraction in 2D Images4.5.3 Isosurface Extraction in 3D Images; Chapter 5.Fluids and Gases; 5.1 Vector Calculus; 5.1.1 Gradient, Directional Derivative, and Total Derivative; 5.1.2 Vector Fields, Divergence, and Laplacian; 5.1.3 Curl; 5.1.4 Line Integrals; 5.1.5 Surface Integrals and Stokes' Theorem; 5.1.6 Volume Integrals and the Divergence Theorem; 5.1.7 Green's Theorem, Laplace's Equation, and Poisson'sEquation; 5.1.8 Vector Field Decomposition; 5.2 Strain and Stress; 5.2.1 Strain Tensor; 5.2.2 Stress Tensor; 5.2.3 The Relationship Between Strain and Stress

    5.3 Conservation Laws5.3.1 Conservation of Mass; 5.3.2 Conservation of Momentum; 5.4 A Simplified Model for Fluid Flow; 5.5 Implementing the Simplified 2D Model; 5.5.1 The Density Equation; 5.5.2 The Diffusion Term; 5.5.3 The Advection Term; 5.5.4 The Source-Sink Term; 5.5.5 The Total Density Update; 5.5.6 The Velocity Equations; 5.5.7 Specialized Boundary Handling; 5.6 Implementing the Simplified 3D Model; 5.7 Variations of the Simplified Model; 5.7.1 Vorticity Confinement and Vortex Particles; 5.7.2 Separate Pressure Term; 5.7.3 Omit Diffusion Terms; 5.7.4 Density and Velocity Dissipation

    5.7.5 Include Temperature

    Game Physics -- 1st edition -- 1 A Brief History of the World: A Summary of the Topics -- 2 Basic Concepts -- 3 Rigid Body Motion -- 4 Deformable Bodies -- 5 Physics Engines -- 6 Physics and Shader Programs -- 7 Linear Complementarity and Mathematical Programming -- 8 Differential Equations -- 9 Numerical Methods -- 10 Quaternions -- Appendices -- A Linear Algebra -- B Affine Algebra -- C Calculus -- D Ordinary Difference Equations -- A Summary of the Changes for the 2nd Edition: -- Naturally, Chapter 1 (Introduction) will be rewritten based on the contents for the second edition. -- The chapter on Physics Engines needs a significant rewrite. The goal will be to describe how to implement a classic rigid-body physics engine. And there will be source code to go with it, illustrating a generic collision detection system to go with the collision response people seem to associate with a physics engine. I will also include a new section on ragdoll physics, and there will be source code to go with this. -- I plan on inserting a new chapter (chapter 6 below) that will contain descriptions of various papers of interest in game physics. In particular, I will review publications by Ronald Fedkiw, Jos Stam, and James O'Brien, choosing a few of each to describe and to implement in source code and include on the CDROM for the book. This new material fills the void in the 1st edition -- not much discussion of applications of particle systems, fluids, or gases. The chapter on shader programs (old Chapter 6) will be discarded in its entirety. -- Chapters 7 through 10 and Appendices A through D form the mathematical heart of the book. The appendices are effectively background material that a reader will be exposed to at a university. The chapters 7 through 10 are more advanced topics. I believe it is reasonable to break the book into two parts: -- Part I -The Physics -- -- 1 Introduction -- 2 Basic Concepts -- 3 Rigid Bodies -- 4 Deformable Bodies -- 5 Physics Engines [rigid body concepts] -- 6 Particles, Fluids, and Gases [deformable body concepts] -- Part II -The Mathematics -- 7 Linear Algebra -- 8 Affine Algebra -- 9 Calculus -- 10 Quaternions -- 11 Differential Equations -- 12 Difference Equations -- 13 Numerical Methods -- 14 Linear Complementarity and Mathematical Programming -- The idea is that Part I is readable immediately by anyone having a reasonable mathematics background. Portions of Part II can be read, as needed. -- The chapter on Linear Complementarity will be rewritten to omit the Lemke algorithm, replacing it by a discussion of iterative methods to solve LCP. -- The 2nd edition will contain a lot more source code. And, as mentioned previously, we should include CD-ROM icons in the margins to let readers know that there is source code to illustrate the concepts.

  7. Game physics
    Erschienen: 2010
    Verlag:  Elsevier, Morgan Kaufmann, Amsterdam

    Universitätsbibliothek Clausthal
    CL 15 : II/22/6978
    keine Fernleihe
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A EBE 45891
    keine Fernleihe
    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Dat 300 64/2.A.
    keine Fernleihe
    Universitätsbibliothek Heidelberg
    LN-T15-16481
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universität Heidelberg, Bereichsbibliothek Mathematik und Informatik
    Eberl
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Universitätsbibliothek Ilmenau
    INF SU 500 E16(2)
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Karlsruher Institut für Technologie, KIT-Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Mannheim
    464
    keine Fernleihe
    Hochschule der Medien, Bibliothek Standort Nobelstr.
    Who 53
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780123749031
    RVK Klassifikation: ST 320 ; SU 500
    Auflage/Ausgabe: 2. ed.
    Schlagworte: Computer games; Physics; Computer graphics; Three-dimensional display systems; Computer games; Physics; Computer graphics; Three-dimensional display systems
    Umfang: XLII, 900 S., Ill., graph. Darst.
    Bemerkung(en):

    Includes bibliographical references and index