Hardcover. Condizione: Used Good. No Jacket.
Hardcover. Condizione: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.
Condizione: good. Supports Goodwill of Silicon Valley job training programs. The cover and pages are in Good condition! Any other included accessories are also in Good condition showing use. Use can include some highlighting and writing, page and cover creases as well as other types visible wear.
Condizione: good. Book is in good condition. Minimal signs of wear. It May have markings or highlights, but kept to only a few pages. May not come with supplemental materials if applicable.
Condizione: good. Supports Goodwill of Silicon Valley job training programs. The cover and pages are in Good condition! Any other included accessories are also in Good condition showing use. Use can include some highlighting and writing, page and cover creases as well as other types visible wear.
Hardcover. Condizione: new. New Copy. Customer Service Guaranteed.
Da: BennettBooksLtd, Los Angeles, CA, U.S.A.
hardcover. Condizione: New. In shrink wrap. Looks like an interesting title!
Da: Chiron Media, Wallingford, Regno Unito
EUR 104,83
Quantità: 5 disponibili
Aggiungi al carrelloHardcover. Condizione: New.
Da: Russell Books, Victoria, BC, Canada
EUR 114,89
Quantità: 1 disponibili
Aggiungi al carrellohardcover. Condizione: New. Har/Cdr. Special order direct from the distributor.
Condizione: New. Satisfaction Guaranteed or your money back.
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
Hardcover. Condizione: new. Hardcover. 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 field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike most they have ever encountered. Without in-depth knowledge and understanding of the issues associated with engineering a collision detection system, the end of that path is an abyss that has swallowed many a good programmer Gino van den Bergen's new book is the story of his successful journey down that path. The outcome is his well-known collision detection system, the SOftware Library for Interference Detection (SOLID). Along the way, he covers the topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance between convex objects. But this book provides much more than a good compendium of the ideas that go into building a collision system. The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have catastrophic failures in a floating-point system. Specifically, intersection and distance algorithms implemented in a floating-point system tend to fail exactly in the most important case in a collision system when two objects are just touching. Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is his presentation on how to correctly implement the GJK distance algorithm in the presence of single-precision floating-point arithmetic. And what better way to illustrate this than with a case study, the final chapter on the design and implementation of SOLID. About the CD-ROM The companion CD-ROM includes the full C++ source code of SOLID 3.5 as well as API documentation in HTML and PDF formats. Both single (32bit) and double (64bit) precision versions of the SOLID SDK plus example programs can be compiled for Linux platforms using GNU g++ version 2.95 to 3.3 and for Win32 platforms using Microsoft Visual C++ version 6.0 to 7.1. Use of the SOLID source code is governed by the terms of either the GNU GPL or the Trolltech QPL (see CD-ROM documentation for details). About the Author Gino van den Bergen is a game developer living and working in The Netherlands. He is the creator of SOLID and holds a Ph.D. in computing science from Eindhoven University of Technology. Gino implemented collision detection and physics in NaN Technologies' Blender, a creation suite for interactive 3D content. Explains the fundamental geometric and numerical concepts that underlie the key algorithms of collision detection.CD-ROM includes the full C++ source code of SOLID, a well-known library for collision detection, plus binaries and example programs for Win32.Discusses algorithms for commonly used primitive types, such as spheres, boxes, cylinders, cones, triangles, rays, and convex polyhedra.Presents techniques for accelerating collision detection for complex models and scenes. 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 C Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Lingua: Inglese
Editore: Elsevier Science & Technology, 2003
ISBN 10: 155860801X ISBN 13: 9781558608016
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 119,53
Quantità: 1 disponibili
Aggiungi al carrelloHardback. Condizione: New. New copy - Usually dispatched within 4 working days.
Condizione: New. pp. xx + 278 Index.
EUR 144,69
Quantità: 3 disponibili
Aggiungi al carrelloCondizione: New. pp. xx + 278.
Condizione: New.
Hardcover. Condizione: new. New Copy. Customer Service Guaranteed.
Lingua: Inglese
Editore: Elsevier Science & Technology, 2003
ISBN 10: 155860801X ISBN 13: 9781558608016
Da: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda
Prima edizione
EUR 148,79
Quantità: 10 disponibili
Aggiungi al carrelloCondizione: New. Covers topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance between convex objects. Num Pages: 277 pages, illustrations. BIC Classification: UDX; UG; UMB; UMZ. Category: (P) Professional & Vocational. Dimension: 242 x 195 x 21. Weight in Grams: 694. . 2003. 1st Edition. Hardcover. . . . .
Condizione: As New. Unread book in perfect condition.
EUR 127,12
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: New. Gino van den Bergen is a game developer working for the Playlogic Game Factory, Breda, The Netherlands. He is the creator of SOLID and holds a Ph.D. in computing science from Eindhoven University of Technology. Gino implemented collision detection and physi.
EUR 168,89
Quantità: 1 disponibili
Aggiungi al carrelloHardcover. Condizione: Brand New. hardback/cd-rom edition. 300 pages. 9.25x7.50x1.00 inches. In Stock.
EUR 176,90
Quantità: 9 disponibili
Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Lingua: Inglese
Editore: Elsevier Science & Technology, 2003
ISBN 10: 155860801X ISBN 13: 9781558608016
Da: Kennys Bookstore, Olney, MD, U.S.A.
Condizione: New. Covers topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance between convex objects. Num Pages: 277 pages, illustrations. BIC Classification: UDX; UG; UMB; UMZ. Category: (P) Professional & Vocational. Dimension: 242 x 195 x 21. Weight in Grams: 694. . 2003. 1st Edition. Hardcover. . . . . Books ship from the US and Ireland.
EUR 186,66
Quantità: 9 disponibili
Aggiungi al carrelloCondizione: New.
EUR 186,68
Quantità: 1 disponibili
Aggiungi al carrelloHardback. Condizione: New. New copy - Usually dispatched within 4 working days.
Condizione: New. pp. 352.
EUR 204,50
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. In.
EUR 212,63
Quantità: 3 disponibili
Aggiungi al carrelloCondizione: New. pp. 352.
Da: AussieBookSeller, Truganina, VIC, Australia
EUR 225,72
Quantità: 1 disponibili
Aggiungi al carrelloHardcover. Condizione: new. Hardcover. 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 field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike most they have ever encountered. Without in-depth knowledge and understanding of the issues associated with engineering a collision detection system, the end of that path is an abyss that has swallowed many a good programmer Gino van den Bergen's new book is the story of his successful journey down that path. The outcome is his well-known collision detection system, the SOftware Library for Interference Detection (SOLID). Along the way, he covers the topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance between convex objects. But this book provides much more than a good compendium of the ideas that go into building a collision system. The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have catastrophic failures in a floating-point system. Specifically, intersection and distance algorithms implemented in a floating-point system tend to fail exactly in the most important case in a collision system when two objects are just touching. Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is his presentation on how to correctly implement the GJK distance algorithm in the presence of single-precision floating-point arithmetic. And what better way to illustrate this than with a case study, the final chapter on the design and implementation of SOLID. About the CD-ROM The companion CD-ROM includes the full C++ source code of SOLID 3.5 as well as API documentation in HTML and PDF formats. Both single (32bit) and double (64bit) precision versions of the SOLID SDK plus example programs can be compiled for Linux platforms using GNU g++ version 2.95 to 3.3 and for Win32 platforms using Microsoft Visual C++ version 6.0 to 7.1. Use of the SOLID source code is governed by the terms of either the GNU GPL or the Trolltech QPL (see CD-ROM documentation for details). About the Author Gino van den Bergen is a game developer living and working in The Netherlands. He is the creator of SOLID and holds a Ph.D. in computing science from Eindhoven University of Technology. Gino implemented collision detection and physics in NaN Technologies' Blender, a creation suite for interactive 3D content. Explains the fundamental geometric and numerical concepts that underlie the key algorithms of collision detection.CD-ROM includes the full C++ source code of SOLID, a well-known library for collision detection, plus binaries and example programs for Win32.Discusses algorithms for commonly used primitive types, such as spheres, boxes, cylinders, cones, triangles, rays, and convex polyhedra.Presents techniques for accelerating collision detection for complex models and scenes. 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 Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
EUR 261,58
Quantità: 2 disponibili
Aggiungi al carrelloHardcover. Condizione: Brand New. 1st edition. 352 pages. 9.00x6.00x0.75 inches. In Stock.
Da: Majestic Books, Hounslow, Regno Unito
EUR 126,55
Quantità: 3 disponibili
Aggiungi al carrelloCondizione: New. pp. xx + 278 Figures, Illus. This item is printed on demand.