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                    Elberly D.H., Shoemake  K. — Game Physics 
                  
                
                    
                        
                            
                                
                                    Îáñóäèòå êíèãó íà íàó÷íîì ôîðóìå    Íàøëè îïå÷àòêó? 
 
                                
                                    Íàçâàíèå:   Game PhysicsÀâòîðû:   Elberly D.H., Shoemake  K. Àííîòàöèÿ:  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.
ßçûê:  Ðóáðèêà:  Ôèçèêà /Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ:  Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö ed2k:   ed2k stats Ãîä èçäàíèÿ:  2004Êîëè÷åñòâî ñòðàíèö:  776Äîáàâëåíà â êàòàëîã:  19.03.2006Îïåðàöèè:  Ïîëîæèòü íà ïîëêó  |
	 
	Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà  | Ñêîïèðîâàòü ID 
                                 
                             
                        
                     
                 
                                                                
			          
                
                    Ïðåäìåòíûé óêàçàòåëü 
                  
                
                    
                        Resting contact 5 243 see Contact Resting contact, colliding contact change to 245 Resting contact, collision response for 265—270 Resting contact, contact force at 267 Resting contact, defined 240 Resting contact, distance 266 Resting contact, illustrated 241 Resting contact, relative velocity 266 Resting contact, support 277 Restricted normal form, conversion 398 Restricted normal form, defined 397 Restricted normal form, solving 497 Revolution surfaces 195—196 see Revolution surfaces, defined 195 Revolution surfaces, example 195—196 Revolution surfaces, illustrated 195 Revolution surfaces, parameterization 195 Richardson extrapolation 473—474 see Richardson extrapolation, approximation combination 474 Richardson extrapolation, approximation form 473 Richardson extrapolation, defined 473 Richardson extrapolation, variation 474 Ridges 3 Right-hand rule 607 Rigid bodies, angular velocity 153 Rigid bodies, as convex polyhedral solids 270 Rigid bodies, as not single points 224 Rigid bodies, basis vectors 152 Rigid bodies, body coordinates 153 Rigid bodies, characterization 14 Rigid bodies, classification 13 14—15 Rigid bodies, continuous material 14 28—31 Rigid bodies, continuum of mass 14 Rigid bodies, curve mass 14 15 Rigid bodies, derived quantities of 229—230 Rigid bodies, external forces applied to 123 Rigid bodies, generalized force for 124 Rigid bodies, global array of 229 Rigid bodies, initialization 276 Rigid bodies, integration 14—15 Rigid bodies, kinematics 15—31 Rigid bodies, lamina 14 Rigid bodies, motion 87—160 Rigid bodies, orientation determination 225 Rigid bodies, output state calculation 231 Rigid bodies, particle systems 28—31 Rigid bodies, planar lamina 14 Rigid bodies, polyhedra 229 Rigid bodies, preimpulse state 247 Rigid bodies, single particle 15—27 Rigid bodies, spatial coherence of 223 Rigid bodies, state variables 239 Rigid bodies, surface mass 14 15 Rigid bodies, temporal coherence of 223 Rigid bodies, values 235 Rigid bodies, volume mass 14 15 Rigid bodies, world coordinates 153 Rigid frictionless rod example 116—117 Rigid motion 677 RigidBody class 275—276 279 RigidBody function 276 Rippling ocean waves 379—382 Rippling ocean waves, diffuse color calculation 381 Rippling ocean waves, GIMP 379 Rippling ocean waves, pixel shader 381 Rippling ocean waves, screen shots 382 Rippling ocean waves, tweaks 381 Rippling ocean waves, vertex shader 379 381 Rippling ocean waves, water color calculation 381 RK3a method 468 RK3b method 468 RK4a method 469—470 Rotation (s), 2D 523—525 Rotation (s), 3D 522 526—528 531—534 Rotation (s), 4D 517 521 529—531 Rotation (s), about z-axis 519 Rotation (s), by angle 517 Rotation (s), composite 516 Rotation (s), composition of 516 Rotation (s), counterclockwise 515 Rotation (s), direction 508 Rotation (s), fixed point 526 Rotation (s), half-angle 518 Rotation (s), in xy-plane 507 518 Rotation (s), quaternions relationship 515—516 Rotation (s), vector 508 649 Rotation matrices 26 27 343 507—512 Rotation matrices, 3D 518 521 522 Rotation matrices, 4D 518 529 534—537 Rotation matrices, angular velocities 347 Rotation matrices, application of 512 Rotation matrices, defined 26 Rotation matrices, direction vector and 27 Rotation matrices, equation 512 Rotation matrices, for half angles 517—518 Rotation matrices, homogeneous 532 Rotation matrices, quaternions 516 Rough planes, flat board on 148—150 Rough planes, multiple particles on 145—146 Rough planes, one particle on 141—143 Rough planes, solid box on 150—152 Rough planes, solid disk rolling on 132 Rough planes, thin rod on 147—148 Rough planes, two particles on 143—145 Round-off errors 226 460 Row swapping 579 580 Runge — Kutta fourth-order solver 233 238 275 Runge — Kutta methods 465—470 496—498 see Runge — Kutta methods, applied to model equation 501 Runge — Kutta methods, applied to simple pendulum problem 497 Runge — Kutta methods, characteristic polynomial 501 Runge — Kutta methods, design 465 Runge — Kutta methods, fourth-order 469—470 Runge — Kutta methods, Gill’s 470 Runge — Kutta methods, Heun’s 467 Runge — Kutta methods, iterate generation pseudocode 496—497 Runge — Kutta methods, midpoint 466 Runge — Kutta methods, numerical method 496 Runge — Kutta methods, output plot 497 Runge — Kutta methods, region of stability 501 Runge — Kutta methods, RK3a 468 Runge — Kutta methods, RK3b 468 Runge — Kutta methods, RK4a 469—470 Runge — Kutta methods, second-order 466—467 Runge — Kutta methods, third-order 468 S + N decomposition 655—661 S + N decomposition, defined 449 655 S + N decomposition, direct sum 655—656 S + N decomposition, examples 656—657 659—661 Scalar multiplication 588 see Scalar multiplication, associativity 595 Scalar multiplication, defining 589 590 591 Scalar multiplication, distributive over real addition 594 Scalar multiplication, distributive over vector addition 595 Scalar multiplication, on left 590 Scalar multiplication, on right 590 Secant lines 698 Second Derivative Test 666 668 Second-order differential equations 442—444 Second-order differential equations, characteristic polynomial 452 Second-order differential equations, defined 442 Second-order differential equations, initial value problem 442 479 Second-order differential equations, linear 442 Second-order linear difference equations 731—733 Second-order linear difference equations, coefficient sequences 731 Second-order linear difference equations, defined 731 Second-order linear difference equations, homogeneous solution 732 Second-order linear difference equations, variation of parameters and 733 Second-order Runge — Kutta methods 466—467 Semisimple 655 Semisimple matrices 449 Separable equation 439 Separating axes, defined 284 Separating axes, direction vector 285 Separating axes, method of 283 284—285 Separating axes, potential 311 315 Separating axes, potential tests 335 Separating axes, potential, for sphere 349 Separating axes, potential, separating equation 348 Separating axes, results 333 Separating axes, terminology 285 Separating axes, translation of 284 Separating direction, defined 285 Separating direction, potential 288 Separating direction, potential, for OBBs 338 Separating equations 348 Separating points 243 SetState function 238 Shader programs 9 367—389 Shader programs, abilities 369 Shader programs, categories 367 Shader programs, custom build step 370 Shader programs, defined 367 Shader programs, directly in projects 370 Shader programs, Fresnel reflectance 386—388 Shader programs, introduction 367—369 Shader programs, iridescence 388—389 Shader programs, OpenGL support 368 Shader programs, physical effects with 367 Shader programs, pixel 367 369—375 Shader programs, refraction 383—386 Shader programs, rippling ocean waves 379—382 Shader programs, sequentially executed statements 368 Shader programs, skinning 378—379 Shader programs, vertex 367 369—375 Shading 367 shear modulus 162 163 Signed area 636 Signed hypervolume 689 Signed volume 609 610 Similarity relationship 632 Similarity transform 532 Simple pendulum friction example 139—141 Simple pendulum friction example, defined 139 Simple pendulum friction example, differential equation solutions 140 141 Simple pendulum friction example, frictional force 140 Simple pendulum friction example, kinetic energy 140 Simple pendulum friction example, Lagrangian equation of motion 140 Simple pendulum friction example, velocity 139—140 Simple pendulum problem 98—100 Simple pendulum problem, equations of motion 492 Simple pendulum problem, explicit Euler’s method applied to 494 Simple pendulum problem, illustrated 101 Simple pendulum problem, implicit Euler’s method applied to 496 Simple pendulum problem, integral equation 99 Simple pendulum problem, Lagrangian equations of motion 104 Simple pendulum problem, leap frog method applied to 499 Simple pendulum problem, modification 121 Simple pendulum problem, motion constraint 101 Simple pendulum problem, obtaining 98 Simple pendulum problem, Runge — Kutta method applied to 497 Simple pendulum problem, swinging assumption 99 Simplex method 396 404 Simplex method, defined 396 Simplex method, for solving LCP 408 Simplices, barycentric coordinates 680—681 Simplices, defined 680 Simplices, formation 680 681 Simplices, hypervolume of 686—689 Single particle (rough plane) 141—143 Single particle (rough plane), defined 141 Single particle (rough plane), frictional force 142 Single particle (rough plane), generalized forces 142 Single particle (rough plane), gravitational force 142 Single particle (rough plane), kinetic energy 142 Single particle (rough plane), Lagrangian equations of motion 143 Single particles see Particles Skew-symmetric matrices 569—570 see Skew-symmetric matrices, defined 569 Skew-symmetric matrices, diagonal entries 570 Skinning animation 378—379 see Skinning animation, defined 378 Skinning animation, illustrated 378 Skinning animation, screen shots 380 Skinning animation, skin 378 Skinning animation, vertex shader 379 Slack variables 403 Slack variables, defined 396 Slack variables, positive 402 Slack variables, vector of 407 Slack variables, zero 403 Slerp. see Spherical linear interpolation Snell’s law 384 SoftImage 5 Solid 3 5 Solid box (rough plane) 150—152 Solid box (rough plane), angular velocity 151 Solid box (rough plane), defined 150—151 Solid box (rough plane), degrees of freedom 151 Solid box (rough plane), frictional forces 152 Solid box (rough plane), illustrated 151 Solid box (rough plane), kinetic energy 151 152 Sort and sweep, algorithm 358 Sort and sweep, pseudocode 356—357 spans 593—594 see Spans, defined 593 Spans, subset 618 Sparse linear systems 565 Spatial coherence 350 Spatial motion in Cartesian coordinates 19—22 Spatial motion in cylindrical coordinates 22—24 Spatial motion in spherical coordinates 24—25 Spatial points 253 Spatial variables 253 254 Speed 243 Speed of particles 16 19 Speed, angular 25 98 Speed, average calculation on intervals 693 Speed, instantaneous 693 699 Sphere class 352 Sphere trees 363 Sphere-based culling 350 see Sphere-based culling with binning, cost 353 Sphere-based culling, cost 351 Sphere-based culling, modification 350 Spheres, candidate intersection boxes 353 Spheres, comparison cost 351 Spheres, intersecting, number of 351 Spheres, number, in each bin 351 Spherical coordinates, acceleration of points 24—25 Spherical coordinates, illustrated 24 Spherical coordinates, position of points 24 Spherical coordinates, spatial motion in 24—25 Spherical coordinates, velocity of points 24 Spherical linear interpolation 539—541 Spherical linear interpolation, defined 539 Spherical linear interpolation, derivative 540 Spherical linear interpolation, illustrated 539 Spherical quadrangle interpolation 541—542 Spin groups 522 538 Splitting 565—566 Splitting, defined 565 Splitting, method 565 Spring forces 34—35 see Spring forces, compression 35 Spring forces, spring constant 34 Spring forces, stretch 34 35 Squared area 636 Squared height 635 Stability 450—455 
                            
                     
                  
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