van den Bergen / Gregorius | Game Physics Pearls | E-Book | www.sack.de
E-Book

E-Book, Englisch, 352 Seiten

van den Bergen / Gregorius Game Physics Pearls


1. Auflage 2012
ISBN: 978-1-4398-6555-2
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

E-Book, Englisch, 352 Seiten

ISBN: 978-1-4398-6555-2
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical applications.

The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. An introductory section provides the mathematical foundations and offers some background for the problems inherent in successful physics simulation. The contributors write based on their experience in developing tools and runtime libraries either in game companies or middleware houses that produce physics software for games on PCs and consoles.

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Zielgruppe


Computer game students and professionals, computer programmers, and graphics programmers.

Weitere Infos & Material


GAME PHYSICS 101
Mathematical Background
Introduction

Vectors and Points

Lines and Planes

Matrices and Transformations
Quaternions

Rigid-Body Dynamics
Numerical Integration
Further Reading

Understanding Game Physics Artifacts
Introduction
Discretizalion and Linearization

Time Stepping and the Well of Despair
The Curse of Rotations
Solver

Collision Detection
Joints

Direct Animation

Artifact Reference

COLLISION DETECTION
Broad Phase and Constraint Optimization for PlayStation 3
Introduction

Overview of CellBE
Optimization of the Broad Phase

Optimization of the Constraint Solver
Conclusion

SAT in Narrow Phase and Contact-Manifold Generation
Introduction

Contact Manifold

Physics Engine Pipeline

SAT Basics

Intuitive Gauss Map
Computing Full Contact Manifolds
SAT Optimizations

Smooth Mesh Contacts with GJK
Introduction
Configuration Space
Support Mappings

Overview of GJK

Johnson’s Algorithm
Continuous Collision Detection
Contacts

Conclusion

PARTICLES
Optimized SPH
Introduction

The SPH Equations

An Algorithm for SPH Simulation
The Choice of Data Structure

Collapsing the SPH Algorithm
Stability and Behavior
Performance

Conclusion

Appendix: Scaling the Pressure Force

Parallelizing Particle-Based Simulation on Multiple Processors

Introduction
Dividing Computation

Data Management without Duplication
Choosing an Acceleration Structure

Data Transfer Using Grids

Results
Conclusion

CONSTRAINT SOLVING

Ropes as Constraints

Introduction
Free-Hanging Ropes

Strained Ropes

Quaternion-Based Constraints

Introduction
Notation and Definitions

The Problem
Constraint Definitions
Matrix-Based Quaternion Algebra
A New Tale on Quaternion-Based Constraints
Why It Works
More General Frames

Limits and Drivers
Examples

Conclusion

SOFT BODY
Soft Bodies Using Finite Elements
Introduction

Continuum Mechanics
Linear FEM
Solving the Linear System
Surface-Mesh Update

Particle-Based Simulation Using Verlet Integration
Introduction

Techniques for Numerical Integration

Using Relaxation to Solve Systems of Equations
Rigid Bodies

Articulated Bodies
Miscellaneous
Conclusion

Keep Yer Shirt On
Introduction

Stable Real-Time Cloth
Modeling Real Fabrics
Performance

Order of Cloth Update Stages

Conclusion, Results, and Future

SKINNING
Layered Skin Simulation
Introduction

Layered Deformation Architecture
Smooth Skinning

Anatomical Collisions
Relaxalion
Jiggle

Conclusion

Dynamic Secondary Skin Deformations
Introduction

The Interaction Model

Neighborhood Interaction
Volumetric Effects
Final Remarks

Index

A Bibliography appears at the end of each chapter.


Gino van den Bergen is an experienced 3D graphics and geometry developer working at DTECTA, which offers middleware for collision detection and custom 3D software development. He has over 15 years of experience programming 3D applications in C++ and 5 years of programming experience in the game industry. He earned a Ph.D. in computing science from Eindhoven University of Technology.
Dirk Gregorius is a contractor for game studios, middleware vendors, and publishers. He has extensive experience in the computer game industry, having worked at Havok and Factor 5, where he was responsible for cloth and rigid body physics.



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