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首页游戏碰撞检测详解:高效算法与实战指南
游戏碰撞检测详解:高效算法与实战指南
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"《实时碰撞检测:复杂环境中的精准与效率》是一本深度剖析游戏碰撞检测领域的权威指南,它针对当今高性能计算机游戏设计的核心需求提供了解决方案。在复杂的游戏中,碰撞检测是基础,但实现实时、准确且高效的碰撞检测却是一项挑战。书中详尽讲解了各种碰撞检测算法,包括但不限于多种几何形状的处理,如球体、盒子、圆环等,这些都是构建动态世界的关键。 书中不仅深入解析了基础算法,而且强调了实际应用中的关键问题,例如几何和数值鲁棒性,以及如何优化算法以提高缓存效率。这些内容确保了读者能够应对不断增长的复杂环境对计算性能的要求。作者克里斯蒂·埃里克森不仅阐述了理论知识,还提供了丰富的实践经验,使得这本书成为互动应用开发者,尤其是游戏开发人员的必备参考书。 两位业内专家,NVIDIA的高级软件开发者马特·帕尔夫和Valve的高级工程师杰伊·斯泰利,都对这本书给出了高度评价。他们认为这本书覆盖了碰撞检测的各个方面,无论你是初学者还是资深开发者,都能从中受益匪浅,获取实用的技术和策略,以便在设计和实现游戏物理系统时做出明智决策。 《实时碰撞检测》以其全面性和实用性,成为了游戏开发者在解决碰撞检测难题时的重要工具,无论是对于基础概念的理解,还是对于技术细节的掌握,都能从中获得宝贵的知识和经验。对于追求高质量游戏体验和技术提升的专业人士来说,这无疑是一本不可或缺的参考资料。"
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Contents xv
6.6.4 Cache-friendlier Structures (Nonbinary Trees) 274
6.6.5 Tree Node and Primitive Ordering 275
6.6.6 On Recursion 276
6.6.7 Grouping Queries 278
6.7
Improved Queries Through Caching 280
6.7.1 Surface Caching: Caching Intersecting Primitives 280
6.7.2 Front Tracking 282
6.8
Summary 284
Chapter 7
Spatial Partitioning 285
7.1 Uniform Grids 285
7.1.1 Cell Size Issues 286
7.1.2 Grids as Arrays of Linked Lists 287
7.1.3 Hashed Storage and Infinite Grids 288
7.1.4 Storing Static Data 290
7.1.5 Implicit Grids 291
7.1.6 Uniform Grid Object-Object Test 294
7.1.6.1 One Test at a Time 295
7.1.6.2 All Tests at a Time 297
7.1.7 Additional Grid Considerations 299
7.2
Hierarchical Grids 300
7.2.1 Basic Hgrid Implementation 302
7.2.2 Alternative Hierarchical Grid Representations 306
7.2.3 Other Hierarchical Grids 307
7.3
Trees 307
7.3.1 Octrees (and Quadtrees) 308
7.3.2 Octree Object Assignment 309
7.3.3 Locational Codes and Finding the Octant for a Point 313
7.3.4 Linear Octrees (Hash-based) 314
7.3.5 Computing the Morton Key 316
7.3.6 Loose Octrees 318
7.3.7 k-d Trees 319
7.3.8 Hybrid Schemes 321
7.4
Ray and Directed Line Segment Traversals 322
![](https://csdnimg.cn/release/download_crawler_static/10710305/bg11.jpg)
xvi Contents
7.4.1 k-d Tree Intersection Test 322
7.4.2 Uniform Grid Intersection Test 324
7.5
Sort and Sweep Methods 329
7.5.1 Sorted Linked-list Implementation 330
7.5.2 Array-based Sorting 336
7.6
Cells and Portals 338
7.7 Avoiding Retesting 341
7.7.1 Bit Flags 341
7.7.2 Time Stamping 342
7.7.3 Amortized Time Stamp Clearing 344
7.8
Summary 346
Chapter 8
BSP Tree Hierarchies 349
8.1 BSP Trees 349
8.2 Types of BSP Trees 351
8.2.1 Node-storing BSP Trees 351
8.2.2 Leaf-storing BSP Trees 352
8.2.3 Solid-leaf BSP Trees 354
8.3
Building the BSP Tree 355
8.3.1 Selecting Dividing Planes 358
8.3.2 Evaluating Dividing Planes 361
8.3.3
Classifying Polygons with Respect to a Plane 364
8.3.4 Splitting Polygons Against a Plane 367
8.3.5 More on Polygon Splitting Robustness 372
8.3.6 Tuning BSP Tree Performance 373
8.4
Using the BSP Tree 374
8.4.1 Testing a Point Against a Solid-leaf BSP Tree 374
8.4.2 Intersecting a Ray Against a Solid-leaf BSP Tree 376
8.4.3 Polytope Queries on Solid-leaf BSP Trees 378
8.5
Summary 381
Chapter 9
Convexity-based Methods 383
9.1 Boundary-based Collision Detection 383
![](https://csdnimg.cn/release/download_crawler_static/10710305/bg12.jpg)
Contents xvii
9.2
Closest-features Algorithms 385
9.2.1 The V-Clip Algorithm 386
9.3
Hierarchical Polyhedron Representations 388
9.3.1 The Dobkin–Kirkpatrick Hierarchy 389
9.4
Linear and Quadratic Programming 391
9.4.1 Linear Programming 391
9.4.1.1 Fourier–Motzkin Elimination 394
9.4.1.2 Seidel’s Algorithm 396
9.4.2 Quadratic Programming 398
9.5
The Gilbert–Johnson–Keerthi Algorithm 399
9.5.1 The Gilbert–Johnson–Keerthi Algorithm 400
9.5.2 Finding the Point of Minimum Norm in a Simplex 403
9.5.3 GJK, Closest Points and Contact Manifolds 405
9.5.4 Hill Climbing for ExtremeVertices 405
9.5.5 Exploiting Coherence byVertex Caching 407
9.5.6 Rotated Objects Optimization 408
9.5.7 GJK for Moving Objects 408
9.6
The Chung–Wang Separating-vector Algorithm 410
9.7 Summary 412
Chapter 10
GPU-assisted Collision Detection 413
10.1 Interfacing with the GPU 414
10.1.1 Buffer Readbacks 414
10.1.2 Occlusion Queries 416
10.2
Testing Convex Objects 416
10.3 Testing Concave Objects 420
10.4 GPU-based Collision Filtering 423
10.5 Summary 426
Chapter 11
Numerical Robustness 427
11.1 Robustness Problem Types 427
11.2 Representing Real Numbers 429
11.2.1 The IEEE-754 Floating-point Formats 431
![](https://csdnimg.cn/release/download_crawler_static/10710305/bg13.jpg)
xviii Contents
11.2.2 Infinity Arithmetic 435
11.2.3 Floating-point Error Sources 438
11.3
Robust Floating-point Usage 441
11.3.1 Tolerance Comparisons for Floating-point Values 441
11.3.2 Robustness Through Thick Planes 444
11.3.3 Robustness Through Sharing of Calculations 446
11.3.4 Robustness of Fat Objects 448
11.4
Interval Arithmetic 448
11.4.1 Interval Arithmetic Examples 450
11.4.2 Interval Arithmetic in Collision Detection 451
11.5
Exact and Semi-exact Computation 452
11.5.1 Exact Arithmetic Using Integers 453
11.5.2 Integer Division 457
11.5.3 Segment Intersection Using Integer Arithmetic 459
11.6
Further Suggestions for Improving Robustness 462
11.7 Summary 463
Chapter 12
Geometrical Robustness 465
12.1 Vertex Welding 466
12.2 Computing Adjacency Information 474
12.2.1 Computing a Vertex-to-Face Table 477
12.2.2 Computing an Edge-to-Face Table 479
12.2.3 Testing Connectedness 482
12.3
Holes, Cracks, Gaps and T-Junctions 484
12.4 Merging Co-planar Faces 487
12.4.1 Testing Co-planarity of Two Polygons 489
12.4.2 Testing Polygon Planarity 491
12.5
Triangulation and Convex Partitioning 495
12.5.1 Triangulation by Ear Cutting 496
12.5.1.1 Triangulating Polygons with Holes 499
12.5.2 Convex Decomposition of Polygons 500
12.5.3 Convex Decomposition of Polyhedra 502
12.5.4 Dealing with“Nondecomposable”Concave Geometry 506
![](https://csdnimg.cn/release/download_crawler_static/10710305/bg14.jpg)
Contents xix
12.6
Consistency Testing Using Euler’s Formula 507
12.7 Summary 510
Chapter 13
Optimization 511
13.1 CPU Caches 513
13.2 Instruction Cache Optimizations 515
13.3 Data Cache Optimizations 517
13.3.1 Structure Optimizations 518
13.3.2 Quantized and CompressedVertex Data 522
13.3.3 Prefetching and Preloading 523
13.4
Cache-aware Data Structures and Algorithms 525
13.4.1 A Compact Static k-d Tree 525
13.4.2 A Compact AABB Tree 529
13.4.3 Cache Obliviousness 530
13.5
Software Caching 531
13.5.1 Cached Linearization Example 532
13.5.2 Amortized Predictive Linearization Caching 535
13.6
Aliasing 536
13.6.1 Type-based Alias Analysis 538
13.6.2 Restricted Pointers 540
13.6.3 Avoiding Aliasing 542
13.7
Parallelism Through SIMD Optimizations 543
13.7.1 Four SpheresVersus Four Spheres SIMD Test 545
13.7.2 Four SpheresVersus Four AABBs SIMD Test 546
13.7.3 Four AABBsVersus Four AABBs SIMD Test 546
13.8
Branching 547
13.9 Summary 551
References 553
Index 577
About the CD ROM 591
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