LEADER 03114nam a2200385a 44500
001 UBP09369
003 AR-CdUBP
005 20220310155002.0
008 151212suuuu#######|||||||||||||||||eng|d
020 |a 0-12-229062-3 (CD) 
020 |a 1-55860-740-4 (Libro)- 
040 |a AR-CdUBP  |b spa 
041 |a eng 
100 |a Eberly, David H. 
245 1 0 |a Game physics /   |c David H. Heberly whith a contribution by Ken Shoemake. 
260 |a Amsterdam :   |b Elsevier : Morgan Kaufmann,   |c 2004. 
300 |a xxxvi, 776 p. :   |b il., col. ;   |c 24 cm. +   |e 1 cd-rom. 
490 0 |a The Morgan Kaufmann series in interactive 3D Technology 
500 |a El cd posee: código fuente, documentación y material complementario del sitio web Magic Software Inc. 
504 |a Bibliografía: p. 739-744. 
505 0 |a Chapter 1. Introduction. A brief history of the world. A summary of the topics. Examples and exercises. Chapter 2. Basic concepts from physics. Rigid body classification, rigid body kinematics. Newton's laws. Forces. Momenta. Energy. Chapter 3. Rigid body motion. Newtonian dynamics. Lagrangian dynamics. Euler's equations of motion. Chapter 4. Deformable bodies. Elasticity, stress, and strain. Mass-spring systems. Control point deformation. Free form deformation. Implicit surface deformation. Chapter 5. Physics engines. Unconstrained motion. Constrained motion. Collision detection with convex polyhedra. Collision culling: spatial and temporal coherence. Variations. Chapter 6. Physics and shader programs. Introduction. Vertex and pixel shaders. Deformation by vertex displacement. Skin-and-bones animation. Rippling ocean waves. Refraction. Fresnel reflectance. Iridescence. Chapter 7. Linear complementarity and mathematical programming. Linear programming. The Linear complementarity problem. Mathematical programming. Applications. Chapter 8. Differential equations. First-order equations. Existence, uniqueness, and continuos dependance. Second-order equations. General-order differential equations. Systems of linear differential equations. Equilibria and stability. Chapter 9. Numerical methods. Euler's method. Higher-order Tayler methods. Methods via an integral formulation. Runge-kutta methods. Multistep methods. Predictor-corrector methods. Extrapolation methods. Verlet integration. Numerical stability and its relationship to physical stability. Stiff equations. Chapter 10. Quaternions. Rotation matrices. The Classical approach. A linear algebraic approach. From rotation matrices to quaternios. Interpolation of quaternions. Derivates of time-varying quaternions, Apendix A. linear algebra Appendix B. Affine algebra. Appendix C. Calculus. Appendix D. Ordinary difference equations. 
610 |a MAGIC SOFTWARE 
650 4 |a PROGRAMACION DE VIDEOJUEGOS 
650 4 |a VIDEOJUEGOS 
650 4 |a SIMULACION POR COMPUTADORA 
650 4 |a GRAFICOS POR COMPUTADORA 
650 4 |a FISICA 
653 |a INFORMATICA 
700 1 |a Shoemake, Ken 
930 |a INFORMATICA 
931 |a 09369  |b UBP 
942 |2 cdu  |c BK 
945 |a NNM 
984 |a 004.92  |b Eb37 
999 |c 24758  |d 24758