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Collision Detection Books

 
Here is a list of books related to 3d collision detection for computer games and virtual reality applications.

Collision Detection in Interactive 3D Environments

 

by Gino van den Bergen

Gino is the author of the collision detection library SOLID, which is included on the CD-ROM of the book. The book explains basics like "Minkowski Sums", basic primitive tests, implementation of the GJK algorithm and more (Separating Axes Tests, Sweep and Prune, etc.). The final chapter explains the design and implementation of SOLID.

Additional information, papers about the algorithms in SOLID and slides from the GDC tutorials "Physics for Games Programmers" are available on the SOLID website: http://www.dtecta.com/

Interesting: In 2000 the author Gino Van Den Bergen and Erwin Coumans (Bullet) developed Game Blender for Blender.




Real-Time Collision Detection

 

by Christer Ericson

I haven't read this book yet, but I definitely will.
A GJK subalgorithm from the book is used in Bullet.

Check out the companion website for this book: http://realtimecollisiondetection.net/


Dynamic Simulation of Multibody Systems

 

by Murilo G. Coutinho

This book explains the dynamics of particle sytems, rigid body systems and articulated rigid bodies. The chapters about collision detection show how to compute intersections of primitves and for convex bodies using Mirtich's Voronoi Clip algorithm and the GJK algorithm.

The table of contents of the book and more downloads are available at the website of the book.





Game Physics

 

by David H. Eberly

This is the most profound book on game physics I have read up to now. It covers: physics basics, Newtonian and Lagrangian dynamics, deformable bodies, collision detection, collision response, numerical integration methods, linear complementarity programming, quaternions and and and…
Some more off-topic chapters are included too, like splines, NURBS or shader programming.

But even this load of information will not be enough to enable you to write a general purpose physics engines. You will need more details about constraint-handling. Have a look at my thesis if you are interested in that.

Included on the CD-ROM of the book is a snapshot of the Wild Magic Engine (LGPL source code and supporting materials). This material is also available here: http://www.geometrictools.com/

Be aware: The book contains a lot of advanced mathematics and is not always easy to read.



 





 

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