LEADER 06011oam 2200757I 450 001 9910459299503321 005 20200520144314.0 010 $a0-429-09970-3 010 $a1-282-87887-5 010 $a9786612878879 010 $a0-08-096407-9 024 7 $a10.1201/b18213 035 $a(CKB)2670000000031980 035 $a(EBL)648814 035 $a(OCoLC)701704685 035 $a(SSID)ssj0000436996 035 $a(PQKBManifestationID)12191061 035 $a(PQKBTitleCode)TC0000436996 035 $a(PQKBWorkID)10447755 035 $a(PQKB)10028899 035 $a(MiAaPQ)EBC648814 035 $a(Au-PeEL)EBL648814 035 $a(CaPaEBR)ebr10427976 035 $a(CaONFJC)MIL287887 035 $a(EXLCZ)992670000000031980 100 $a20180706d2010 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGame physics /$fby David H. Eberly 205 $a2nd ed. 210 1$aBoca Raton, FL :$cCRC Press,$d2010. 215 $a1 online resource (959 p.) 225 0 $aInteractive 3D technology series 300 $aDescription based upon print version of record. 311 $a1-4987-1756-X 311 $a0-12-374903-4 320 $aIncludes bibliographical references and index. 327 $aFront 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 Torque 327 $a2.4.5 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 Mass 327 $a3.2.6 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 Extraction 327 $a4.5.2 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 Stress 327 $a5.3 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 Dissipation 327 $a5.7.5 Include Temperature 330 3 $aCreate 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. 606 $aComputer games$xProgramming 606 $aPhysics$xComputer simulation 606 $aComputer graphics 606 $aThree-dimensional display systems 608 $aElectronic books. 615 0$aComputer games$xProgramming. 615 0$aPhysics$xComputer simulation. 615 0$aComputer graphics. 615 0$aThree-dimensional display systems. 676 $a794.8/1526 700 $aEberly$b David H.$022884 712 02$aCRC Press. 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910459299503321 996 $aGame physics$92239324 997 $aUNINA