FER |  ZEMRIS |  Računalna grafika |  Računalna animacija 
Smanji tekst Povećaj tekst

Literatura


  1. Luque R.G., Comba J.L.D., Freitas C.M.D.S.:
    Broad-phase collision detection using semi-adjusting BSP-trees.
    Proceedings of the 2005 symposium on Interactive 3D graphics and games (2005), str. 179-186.
    http://www.inf.ufrgs.br/~comba/papers/papers.html

  2. BSP Tree Frequently Asked Questions (FAQ)
    ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html

  3. Cohen J.D., Lin M.C., Manocha D., Ponamgi M.
    I-COLLIDE: an interactive and exact collision detection system for large-scale environments.
    Proceedings of the 1995 symposium on Interactive 3D graphics (1995), str. 189-196
    http://www.cs.unc.edu/~dm/collision.html

  4. Pfaff R.: The Physics of an Elastic Collision
    http://director-online.com/buildArticle.php?id=532

  5. Petzold C.: Programming Windows, Fifth Edition, Microsoft Press, 1998.

  6. Astle D., Hawkins K.: Beginning OpenGL Game Programming, Course Technology PTR, 2004.

  7. Woo M., Neider J., Davis T., Shreiner D.: OpenGL® Programming Guide: The Official Guide to Learning OpenGL, Addison-Wesley Professional, 2005.

  8. C/C++ Program Code for 3D Elastic Collision of 2 Balls
    http://www.plasmaphysics.org.uk/programs/coll3d_cpp.htm





<< Zaključak | Sažetak >>