Real-Time Collision Detection

  • 11h 22m
  • Christer Ericson
  • CRC Press
  • 2005

Today's sophisticated 3D games, virtual reality applications, and physical simulators involve rich graphical environments of millions of polygons. In these worlds, hundreds, perhaps even thousands of detailed animated objects may be interacting not only with these complex environments but also amongst themselves. With a typical update rate of 60 frames per second, a minimal amount of time is available for determining the intersection status of all objects in the world at a given time in order to maintain a believable simulation. Real-Time Collision Detection is a comprehensive, in-depth survey of the data structures and algorithms that make this possible. Taking a practical approach, the book discusses all the important components of an efficient real-time collision detection system. Topics covered include object representations, intersection tests, and distance queries, and the mathematics behind them: hierarchical and spatial partitioning methods, numerical and geometrical robustness issues, hardware acceleration methods, and advanced optimization for modern computer architectures. This book extends and broadens the discussion of collision detection in Collision Detection in Interactive 3D Environments.

About the Author

Christer Ericson is a senior principal programmer and the tools and technology lead at Sony Computer Entertainment America in Santa Monica. Before joining Sony in 1999, he was a senior programmer at Neversoft Entertainment. Christer received his Masters degree in computer science from Umeå University, Sweden, where he also lectured for several years before moving to the US in 1996. Christer has served on the advisory board for Full Sail's Game Design and Development degree program since 2002. His interests are varied, but he takes a particular interest in program optimization, a topic he has spoken on at the Game Developers Conference.

In this Book

  • Introduction
  • Collision Detection Design Issues
  • A Math and Geometry Primer
  • Bounding Volumes
  • Basic Primitive Tests
  • Bounding Volume Hierarchies
  • Spatial Partitioning
  • BSP Tree Hierarchies
  • Convexity-Based Methods
  • GPU-Assisted Collision Detection
  • Numerical Robustness
  • Geometrical Robustness
  • Optimization
  • About the CD-ROM
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