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Elberly D.H., Shoemake K. — Game Physics
Elberly D.H., Shoemake  K. — Game Physics



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Название: Game Physics

Авторы: Elberly D.H., Shoemake K.

Аннотация:

Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave 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. This 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. Dave even describes when real physics isn't necessary—and hacked physics will do.


Язык: en

Рубрика: Физика/

Статус предметного указателя: Готов указатель с номерами страниц

ed2k: ed2k stats

Год издания: 2004

Количество страниц: 776

Добавлена в каталог: 19.03.2006

Операции: Положить на полку | Скопировать ссылку для форума | Скопировать ID
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Предметный указатель
Vectors, magnitude      583
Vectors, nonorthogonal      602
Vectors, norm of      453
Vectors, normal      20 21
Vectors, orthogonal      601 602
Vectors, orthogonal set of      604
Vectors, orthonormal set of      508 510 604
Vectors, parallelepiped formed by      609
Vectors, partial derivative      117 707
Vectors, perp      683 684
Vectors, points vs.      671
Vectors, position      26
Vectors, projection of      602 603 621—624
Vectors, quantities      510
Vectors, right-handed orthonormal set of      509
Vectors, rotation      508 649
Vectors, rotation matrix application to      512
Vectors, state      223 224 227
Vectors, triple scalar product      609—610
Vectors, triple vector product      610—613
Vectors, unique representation      597
Vectors, unit-length      20 27
Vectors, velocity      17 114
Vectors, zero      243 251 261 338 614
Velocity of body origin      29
Velocity of particles      16 19 243
Velocity of points      23 24
Velocity Verlet method      483—485
Velocity Verlet method, cost      485
Velocity Verlet method, defined      483
Velocity Verlet method, Gear’s fifth-order predictor-corrector method vs.      486
Velocity Verlet method, position in      484
Velocity Verlet method, velocity      484
Velocity Verlet method, velocity estimate      483 485
Velocity, about fixed axis      26
Velocity, angular      25 27 29 94 225 346—348
Velocity, center of mass      130 243
Velocity, chain rule application to      105
Velocity, change of      243 245—250
Velocity, due to rotation of frame      29
Velocity, estimating      480
Velocity, flat board (rough plane)      148
Velocity, Foucault pendulum      95
Velocity, leap frog method      482 484
Velocity, linear      26 225 343—346
Velocity, magnitude of      258 263
Velocity, polar frame representation      19
Velocity, postimpulse      245 259
Velocity, preimpulse      246 264
Velocity, relative      243 245
Velocity, simple pendulum friction example      139—140
Velocity, Taylor expansion for      483
Velocity, vector      17 114
Velocity, Velocity Verlet method      484
Velocity, world      29
Verlet method      478—487 see
Verlet method, advantages      479
Verlet method, disadvantages      479
Verlet method, drag simulation      481
Verlet method, forces with velocity component      480—481
Verlet method, forces without velocity component      479—480
Verlet method, Gear’s fifth-order predictor-corrector      485—487
Verlet method, leap frog      481—483
Verlet method, reversibility      479
Verlet method, Taylor’s Theorem basis      478
Verlet method, Velocity      483—485
Vertex displacement      375—377
Vertex displacement, defined      375
Vertex displacement, deformation by      375—377
Vertex shaders      367 see
Vertex shaders, basic      370—371
Vertex shaders, compilation      369
Vertex shaders, defined      369
Vertex shaders, DirectX output      372—373
Vertex shaders, OpenGL output      371—372
Vertex shaders, rendering with      376
Vertex shaders, rippling ocean waves      379 381
Vertex shaders, skinning      379
Vertex-edge contact      287
Vertex-to-face intersection      241 242 270
Vertex-to-vertex intersection      315
Vertex-vertex contact      287
VertexNoise application      375
VertexNoise application, defined      375
VertexNoise application, screen shots      377
Vertices, counterclockwise-ordered      427
Vertices, independent      301
Vertices, maximum independent set of      301 302
Vertices, neighboring      301
Vertices, oriented bounding boxes (OBBs)      334
Vertices, polygon      307
Vertices, polygon, after motion      320
Vertices, tetrahedrons      304
Vertices, umbrella parents      302
Viscous force      36—37
Volume mass      see also Mass(es)
Volume mass, center of mass      52—53
Volume mass, defined      14
Volume mass, equations of motion for      121—132
Volume mass, integration      15
Volume of tetrahedron      684—685 688
Volume, B-spline      200
Volume, infinitesimal measure of      67
Volume, integrals      67—68
Volume, nonrecursive formula      685
Volume, stress      163
Vortex physics engine      5
Voxels, analysis      206
Voxels, edge meshes      215
Voxels, extracted edge mesh      216
Voxels, sharing ambiguous face      214
Weak duality      405—406
Weight, of objects      34
Wild Magic, Pixel Shader      369
Wild Magic, scene management system      371
Wild Magic, source code      369
Wild Magic, Vertex Shader      369
Work, computing      80—81
Work, defined      80
Work, gravity and      82
Work, independent of path      82
Work, infinitesimal amount of      80
World acceleration      30
world coordinates      28 92
World coordinates of angular velocity      130 154
World coordinates of body points      28
World coordinates of rigid body      153
World velocity      29
World velocity, angular      123
World velocity, center of mass      123
World velocity, postimpulse      259 260
World velocity, preimpulse      259 260
Young’s modulus      162
Zero constants      413—416
Zero constants, cycling and      413
Zero constants, Lemke — Howson algorithm and      412
Zero constants, never forcing      413
Zero matrix      249 573
Zero vectors      243 251 261 338 614
1 2 3 4 5 6 7 8 9 10 11
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