06011oam 2200757I 450 991045929950332120200520144314.00-429-09970-31-282-87887-597866128788790-08-096407-910.1201/b18213 (CKB)2670000000031980(EBL)648814(OCoLC)701704685(SSID)ssj0000436996(PQKBManifestationID)12191061(PQKBTitleCode)TC0000436996(PQKBWorkID)10447755(PQKB)10028899(MiAaPQ)EBC648814(Au-PeEL)EBL648814(CaPaEBR)ebr10427976(CaONFJC)MIL287887(EXLCZ)99267000000003198020180706d2010 uy 0engur|n|---|||||txtccrGame physics /by David H. Eberly2nd ed.Boca Raton, FL :CRC Press,2010.1 online resource (959 p.)Interactive 3D technology seriesDescription based upon print version of record.1-4987-1756-X 0-12-374903-4 Includes bibliographical references and index.Front Cover; Title Page; Copyright Page; Dedication; Table of Contents; Trademarks; Figures; Tables; Preface to theSecond Edition; Preface to theFirst Edition; About the CD-ROM; Chapter 1.Introduction; 1.1 A Brief History of the World; 1.2 A Summary of the Topics; 1.3 Examples and Exercises; Chapter 2.Basic Concepts from Physics; 2.1 Rigid Body Classification; 2.2 Rigid Body Kinematics; 2.2.1 Single Particle; 2.2.2 Particle Systems and Continuous Materials; 2.3 Newton's Laws; 2.4 Forces; 2.4.1 Gravitational Forces; 2.4.2 Spring Forces; 2.4.3 Friction and Other Dissipative Forces; 2.4.4 Torque2.4.5 Equilibrium2.5 Momenta; 2.5.1 Linear Momentum; 2.5.2 Angular Momentum; 2.5.3 Center of Mass; 2.5.4 Moments and Products of Inertia; 2.5.5 Mass and Inertia Tensor of a Solid Polyhedron; 2.6 Energy; 2.6.1 Work and Kinetic Energy; 2.6.2 Conservative Forces and Potential Energy; Chapter 3. Rigid Body Motion; 3.1 Newtonian Dynamics; 3.2 Lagrangian Dynamics; 3.2.1 Equations of Motion for a Particle; 3.2.2 Time-Varying Frames or Constraints; 3.2.3 Interpretation of the Equations of Motion; 3.2.4 Equations of Motion for a System of Particles; 3.2.5 Equations of Motion for a Continuum of Mass3.2.6 Examples with Conservative Forces3.2.7 Examples with Dissipative Forces; 3.3 Euler's Equations of Motion; Chapter 4.Deformable Bodies; 4.1 Elasticity, Stress, and Strain; 4.2 Mass-Spring Systems; 4.2.1 One-Dimensional Array of Masses; 4.2.2 Two-Dimensional Array of Masses; 4.2.3 Three-Dimensional Array of Masses; 4.2.4 Arbitrary Configurations; 4.3 Control Point Deformation; 4.3.1 B-Spline Curves; 4.3.2 NURBS Curves; 4.3.3 B-Spline Surfaces; 4.3.4 NURBS Surfaces; 4.3.5 Surfaces Built from Curves; 4.4 Free-Form Deformation; 4.5 Implicit Surface Deformation; 4.5.1 Level Set Extraction4.5.2 Isocurve Extraction in 2D Images4.5.3 Isosurface Extraction in 3D Images; Chapter 5.Fluids and Gases; 5.1 Vector Calculus; 5.1.1 Gradient, Directional Derivative, and Total Derivative; 5.1.2 Vector Fields, Divergence, and Laplacian; 5.1.3 Curl; 5.1.4 Line Integrals; 5.1.5 Surface Integrals and Stokes' Theorem; 5.1.6 Volume Integrals and the Divergence Theorem; 5.1.7 Green's Theorem, Laplace's Equation, and Poisson'sEquation; 5.1.8 Vector Field Decomposition; 5.2 Strain and Stress; 5.2.1 Strain Tensor; 5.2.2 Stress Tensor; 5.2.3 The Relationship Between Strain and Stress5.3 Conservation Laws5.3.1 Conservation of Mass; 5.3.2 Conservation of Momentum; 5.4 A Simplified Model for Fluid Flow; 5.5 Implementing the Simplified 2D Model; 5.5.1 The Density Equation; 5.5.2 The Diffusion Term; 5.5.3 The Advection Term; 5.5.4 The Source-Sink Term; 5.5.5 The Total Density Update; 5.5.6 The Velocity Equations; 5.5.7 Specialized Boundary Handling; 5.6 Implementing the Simplified 3D Model; 5.7 Variations of the Simplified Model; 5.7.1 Vorticity Confinement and Vortex Particles; 5.7.2 Separate Pressure Term; 5.7.3 Omit Diffusion Terms; 5.7.4 Density and Velocity Dissipation5.7.5 Include TemperatureCreate physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly 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. The 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. This book even describes when real physics isn't necessary - and hacked physics will do.Computer gamesProgrammingPhysicsComputer simulationComputer graphicsThree-dimensional display systemsElectronic books.Computer gamesProgramming.PhysicsComputer simulation.Computer graphics.Three-dimensional display systems.794.8/1526Eberly David H.22884CRC Press.MiAaPQMiAaPQMiAaPQBOOK9910459299503321Game physics2239324UNINA