By
David Eberly, President of Geometric Tools, Inc (www.geometrictools.com), a company that specializes in software development for computer graphics,
image analysis, and numerical methods. Previously, he was the Director of Engineering at Numerical Design Ltd (NDL), the company responsible
for the real-time 3D game engine, Netlmmerse. His background includes a BA in Mathematics from Bloomsburg U, MS and PhD degrees in Mathematics
from the U of Colorado at Boulder, and MS and PhD degrees in computer science from the U of North Carolina at Chapel Hill.
Description
Create 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.
Audience:
Professionals or students working in game development, simulation, scientific visualization, or virtual worlds.
Game
Physics Developers, Games Physics Engine Programmers, Game Programmers, Technical Directors.
Level: Intermediate
to Advanced