W I T H A N A M E LIKE
HE COULD HAVE BECOME AN INTERNATIONAL SPY. HE CHOSE INSTEAD TO USE HIS TALENTS AT CDA WHERE HE BECAME AN AGENT OF CHANGE. LIKE A MODERN DAY ALCHEMIST, HIS SKILL AT CONVERTING METAPHORICAL BASE ELEMENTS INTO PRECIOUS METALS CREATES NEW REALITIES THAT TRANSCEND THE BANAL. THIS BOOK HONORS THE 15 YEARS THAT MAX HAS MIGHTILY CONTRIBUTED TO OUR TEAM. TOGETHER WE’VE TRANSFORMED DRAWBACKS INTO ASSETS, MUCK INTO MIRACLES, AND FEAR INTO COURAGE.
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REAL-TIME COLLISION DETECTION
Studio tourS
CHRISTER ERICSON
Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety
GY LO O N CH TE 3D E IV
of grids, trees, and sorting methods. The author also presents a large collection of intersection and
IN
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provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming.
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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
E R IC S O N
computer science from Umeå
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America in Santa Monica. Christer holds an M.Sc. in
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* Describes tested, real-world methods, liberally illustrated by C & C++ code. * Reviews necessary concepts from mathematics and computational geometry, and includes extensive references to
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tools and technology lead at
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principal programmer and the Sony Computer Entertainment
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Christer Ericson is a senior
CAD/CAM, architectural and scientific visualization, molecular modeling, engineering simulation, GIS, ray tracing, and more.
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ABOUT THE AUTHOR
* Presents algorithms and data structures with wide applications to the fields of game development, virtual reality, physically based simulation,
N
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FEATURES
COLLISION DETECTION
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.
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distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra
systems. Also unique are the chapters discussing how graphics hardware can assist in collision
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environments of applications such as 3D games, virtual reality applications, and physical simulators.
REAL-TIME
components of efficient real-time collision detection systems. The book provides the tools and knowhow needed to implement industrial-strength collision detection for the highly detailed dynamic
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techniques and presents them using concise mathematics, insightful figures, and practical code.” — Eric Lengyel, Senior Programmer, Naughty Dog Written by an expert in the game industry, Christer Ericson’s new book is a comprehensive guide to the
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“Real-Time Collision Detection is an excellent resource that every serious engine programmer should have on his bookshelf. Christer Ericson covers an impressive range of
ERICSON
THE MORGAN KAUFMANN SERIES IN INTERACTIVE 3D TECHNOLOGY D AV I D H . E B E R LY, S E R I E S E D I T O R
6
University, Sweden, where he also lectured for several years.
other sources and research literature.
10
A r C h e t y p e D e C k of C A r D s
GAME PROGRAMMING COMPUTER GRAPHICS
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