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



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Íàçâàíèå: Game Physics

Àâòîðû: 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: en

Ðóáðèêà: Ôèçèêà/

Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ: Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö

ed2k: ed2k stats

Ãîä èçäàíèÿ: 2004

Êîëè÷åñòâî ñòðàíèö: 776

Äîáàâëåíà â êàòàëîã: 19.03.2006

Îïåðàöèè: Ïîëîæèòü íà ïîëêó | Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà | Ñêîïèðîâàòü ID
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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
1 2 3 4 5 6 7 8 9 10 11
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