As focus in modern computer games shifts from purely realistic rendering to a more realistic environment for the user, interactive physical simulation of a broad range of objects - demanding a believable appearance, rather than physical correctness - becomes increasingly important. Traditionally physically based simulation is done on the CPU, however the pace of innovation in graphics hardware is staggering and continues to outpace processor development. In addition, the programmable rendering pipeline makes graphics hardware capable of doing much more than simply rendering a scene. This book combines both aspects by presenting an approach of performing physically based modelling solely on graphics hardware by using the concept of Memory Objects. The algorithms presented in this work allow for the simulation of cloth, rigid and soft bodies. The main aspects of physically based modelling discussed in this book are: verlet integration, containing shape, collision detection and collision response.
Noch keine Bewertungen vorhanden
Verfassen Sie die erste Bewertung zu diesem Artikel
Helfen Sie anderen Kundinnen und Kunden durch Ihre Meinung.
Kurze Frage zu unserer Seite
Vielen Dank für dein Feedback
Wir nutzen dein Feedback, um unsere Produktseiten zu verbessern. Bitte habe Verständnis, dass wir dir keine Rückmeldung geben können. Falls du Kontakt mit uns aufnehmen möchtest, kannst du dich aber gerne an unseren Kund*innenservice wenden.