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|a 0-12-229062-3 (CD)
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|a 1-55860-740-4 (Libro)-
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|a AR-CdUBP
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|a eng
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|a Eberly, David H.
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|a Game physics /
|c David H. Heberly whith a contribution by Ken Shoemake.
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260 |
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|a Amsterdam :
|b Elsevier : Morgan Kaufmann,
|c 2004.
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300 |
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|a xxxvi, 776 p. :
|b il., col. ;
|c 24 cm. +
|e 1 cd-rom.
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|a The Morgan Kaufmann series in interactive 3D Technology
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500 |
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|a El cd posee: código fuente, documentación y material complementario del sitio web Magic Software Inc.
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504 |
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|a Bibliografía: p. 739-744.
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|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.
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|a MAGIC SOFTWARE
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650 |
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|a PROGRAMACION DE VIDEOJUEGOS
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650 |
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|a VIDEOJUEGOS
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650 |
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|a SIMULACION POR COMPUTADORA
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650 |
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|a GRAFICOS POR COMPUTADORA
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650 |
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|a FISICA
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653 |
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|a INFORMATICA
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700 |
1 |
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|a Shoemake, Ken
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|a INFORMATICA
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