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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.
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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 |
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Предметный указатель
Parallelogram law, illustrated 671
Parallelograms, area of 634
Parallelograms, obtained by transforming cube 638
Parallelograms, obtained by transforming square 635
Parametric curves 50 55
Parametric surfaces, control points 163
Parametric surfaces, for deformable body modeling 173
Parametrization, arc length 254
Parametrization, cylinder surfaces 193
Parametrization, revolution surfaces 195
Parametrization, triangle faces 74
Partial derivatives 705 see
Partial derivatives, defined 705
Partial derivatives, first 665
Partial derivatives, rates of change measurement 706 707
Partial derivatives, second 665
Partial derivatives, vector of 707
Particle systems, defined 14
Particle systems, degrees of freedom 112 119
Particle systems, equations of motion for 118—121
Particle systems, external forces 40
Particle systems, kinematics 28—31
Particle systems, total torque for 41
Particles, acceleration of 16 19
Particles, defined 14
Particles, discrete set of 58
Particles, equations of motion for 102—114
Particles, inertia tensor for 60
Particles, kinematics 15—27
Particles, kinetic energy of 81
Particles, mass 93
Particles, motion about fixed axis 25—26
Particles, motion about moving axis 26—27
Particles, multiple, on rough plane 145—146
Particles, path of 80
Particles, planar motion in Cartesian coordinates 15—18
Particles, planar motion in polar coordinates 18—19
Particles, position of 15—16 19
Particles, single, on rough plane 141—143
Particles, spatial motion in Cartesian coordinates 19—22
Particles, spatial motion in cylindrical coordinates 22—24
Particles, spatial motion in spherical coordinates 24—25
Particles, speed of 16 19
Particles, total torque 41
Particles, two, on rough plane 143—145
Particles, velocity equation 243
Particles, velocity of 16 19
Path(s) of motion 88
Path(s), Foucault pendulum tip 97
Path(s), work independence of 82
Permutation matrix 579
Permutation matrix, defined 578
Permutation matrix, factorization of 639
Permutations, defined 638
Permutations, even 639 686 687
Permutations, multi-index as 641
Permutations, odd 639 686 687
Permutations, summation over 641
Permutations, tensor 688
Permutations, transposition 638
Perp function 429
Perp vectors, defined 683
Perp vectors, length 684
Physical stability of equilibrium solution 488
Physical stability, defined 487
Physics engines 8 221—365
Physics engines, constrained motion 240—280
Physics engines, defined 4
Physics engines, performance 278
Physics engines, unconstrained motion 223—239
Physics in real time 5
Physics, concepts 6 13—85
Physics, shader programs and 367—389
Pixel shaders 367 see
Pixel shaders, basic 374
Pixel shaders, defined 369
Pixel shaders, DirectX output 375
Pixel shaders, OpenGL output 374
Pixel shaders, rendering with 376
Pixel shaders, rippling ocean waves 381
Pixels, ambiguous, resolutions for 210
Pixels, sign configurations 209
Pixels, vertex-edge configurations 213
Planar lamina 14
Planar motion in Cartesian coordinates 15—18
Planar motion in polar coordinates 18—19
Planes, coincident 561 562
Planes, disjoint 561
Planes, nonparallel 561
Planes, tangent 708
Points, affine coordinates 673
Points, body 242
Points, collision 240—242 251 252
Points, contact 248—258 270 281
Points, continuum of 46
Points, control 173—197 202—203
Points, defined 669
Points, extreme 302—303
Points, feasible 418
Points, separating 243
Points, spatial 253
Points, tetrahedron 679
Points, vectors vs. 671
Polar coordinates, equations of motion in 91
Polar coordinates, frame at point on curve 18
Polar coordinates, planar motion in 18—19
Polarization 386
Polygonal faces, area 70
Polygonal faces, projection 71
POLYGONS see also Convex polygons
Polygons, clockwise ordering 320
Polygons, overlapping 324
Polygons, projection intervals 317
Polyhedra see also Convex polyhedra
Polyhedra, boundary of 67
Polyhedra, faces 67
Polyhedra, inertia tensor 66—79
Polyhedra, mass 66—79
Polyhedra, mass pseudocode 76—78
Polyhedra, rigid bodies 229
Polyhedra, triangle faces 73 74—75
Polynomial coefficients 630
Polynomial interpolation 476—477
Polynomial interpolation, extrapolation and 476
Polynomial interpolation, rational 476—477
Polynomials, Bernstein 189
Polynomials, characteristic 444 447 659—660
Polynomials, generation by vector fields 68
Polynomials, interpolation 476—477
Polynomials, quartic 190
Polynomials, Taylor 458 465
Polytope see Convex polyhedra
Portal systems 278
Position of particles 15—16 19
Position of points 23 24
Position, total derivative of 114
Position, vector 26
Postimpulse velocities 259
Postimpulse velocities as reflection of preimpulse velocity 260
Postimpulse velocities, angular 247 249
Postimpulse velocities, linear 246 249
Postimpulse velocities, magnitude 251
Postimpulse velocities, nonnegative 260
Postimpulse velocities, rectangle intersecting two objects 257
Postimpulse velocities, relative 247
Postimpulse velocities, sequential processing 265
Postimpulse velocities, simultaneous processing 265
Postimpulse velocities, world 259 260
potential energy 83—85 92
Potential energy, defined 83
Potential energy, dependency 83—84
Potential energy, diving board example 134
Potential energy, double-pendulum problem 135
Potential energy, infinitesimal quantities 84
Potential energy, quantity 83
Potential separating axes 311 315
Potential separating axes, for sphere 349
Potential separating axes, separating equation 348
Potential separating axes, tests 335
Power series 663 664
Powers of a matrix 662
Predictor-corrector methods 472—473
Preimpulse velocities 246 264
Preimpulse velocities, angular 247
Preimpulse velocities, as reflection to postimpulse velocity 260
Preimpulse velocities, computing 273
Preimpulse velocities, linear 246
Preimpulse velocities, replacing by postimpulse vectors 274
Preimpulse velocities, world 259 260
Pressure 162
Primal MP problem 426
Primal problem see also Linear programming
Primal problem, defined 404
Primal problem, dual problem relationships 405
Primal problem, feasible vector for 405 407
Primal problem, optimizing 407
Primal problem, vector of slack variables 407
Primal problem, with vector notation 405
Product rule 700
Products of inertia 57—66 see Moments
Products of inertia, calculation 62 63 64
Products of inertia, defined 59
Products of inertia, for continuum of mass 60
Products of inertia, for edges 63—64
Products of inertia, for faces 64—65
Products of inertia, for vertices 63
Projection integrals 71—73
Projection intervals of two OBBs 336
Projection intervals, intersection 318
Projection intervals, one stationary, one moving 346
Projection intervals, order 317
Projection intervals, overlapping 336
Projection intervals, polygons 317
Projection intervals, relative position 344
Projection intervals, separated 336
Projection intervals, sum of the radii 336
Projection intervals, values computation 344
Projection matrix 623 624
Projection of vectors 602 603 621—624 see
Projection of vectors, equation 621
Projection of vectors, onto range 622
Projection of vectors, onto subspace 621
Pulley, spring, and mass system example 125—128
Pulley, spring, and mass system example, defined 125
Pulley, spring, and mass system example, generalized forces 127
Pulley, spring, and mass system example, gravitational force 125
Pulley, spring, and mass system example, illustrated 126 128
Pulley, spring, and mass system example, kinetic energy 126
Pulley, spring, and mass system example, Lagrangian equations of motion 127
Pulley, spring, and mass system example, mass position 127
Pulley, spring, and mass system example, principle moment 126
Pulley, spring, and mass system example, pulley 128
Pulley, spring, and mass system example, spring 128
Pulleys, springs, and mass system example 129
Pythagorean Theorem 601
Q-COLLIDE 364
Quadrangle interpolation 541 542
Quadratic programming see also Mathematical programming
Quadratic programming, convex 423—426
Quadratic programming, defined 420
Quadratic programming, problem 421 423 436
Quadratic programming, quantities of interest 425
Quaternions 11 507—544
Quaternions, addition 512
Quaternions, algebraic operations 512—515
Quaternions, classical approach 512—516
Quaternions, conversion to rotation matrix 537
Quaternions, defined 507 512
Quaternions, geometric understanding 517
Quaternions, interpolation of 539—542
Quaternions, linear algebraic approach 517—522
Quaternions, multiplication 513—515
Quaternions, notation 538
Quaternions, orientation 233 236
Quaternions, product of 515
Quaternions, representation as coordinate-free description 514
Quaternions, rotation matrix 516 537
Quaternions, rotations relationship 515—516
Quaternions, scalar multiplication 513
Quaternions, specification 512
Quaternions, square function of 542
Quaternions, subtraction 513
Quaternions, time-varying, derivatives of 543—544
Quaternions, unit constraint 534
Quaternions, unit-length 512 517 543
Queries, AABB computation 354
Queries, external 326
Queries, find-intersection 316 325
Queries, quotient rule 700
Queries, test-intersection 222 344 349 350
R-Plus 4
Range of the function 624
RAPID 363
Rational numbers 545—546
Rational numbers, addition 546
Rational numbers, defined 546
Ray tracking 4
Reactive forces 101
Real numbers 546 588
Rectangles, approximation of area by 463
Rectangles, axis-aligned 359
Rectangles, height 702
Rectangles, infinitesimal area 702
Rectangles, infinitesimal width 702
Rectangles, intersecting 359—360
Rectangles, overlapping 360
Rectangles, two-object intersection 256—257
Rectangular surface patch 187
Recursive descent in dimension 713
Reduced contact set 241 see
Reduced contact set for convex polyhedra 242
Reduced contact set, processing 242
Redundant constraints 395
Reference system 83
Reflection 383
Reflection, angles 383 384
Reflection, effects 384
Reflection, Fresnel 386—388
Reflection, illustrated 383
Reflection, light direction 383
Reflection, refraction with 384
Refraction 383—386
Refraction, angle 384
Refraction, application 386
Refraction, application screen shots 385
Refraction, defined 383
Refraction, illustrated 383
Refraction, index of 384
Refraction, light direction 384
Refraction, observation 384
Refraction, reflection with 384
Relative acceleration 266
Relative velocity 243 245
Relative velocity at resting contact 266
Relative velocity, between points on path 258
Relative velocity, equation 262
Relative velocity, formula 258
Relative velocity, normal component 265
Relative velocity, postimpulse 247
Resolution of forces 268
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