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- Minkowski_Portal_Refinement abstract "The Minkowski Portal Refinement collision detection algorithm is a technique for determining whether two convex shapes overlap.The algorithm was created by Gary Snethen in 2006 and was first published in Game Programming Gems 7. The algorithm was used in Tomb Raider: Underworld and other games created by Crystal Dynamics and its sister studios within Eidos Interactive.MPR, like its cousin GJK, relies on shapes that are defined using support mappings. This allows the algorithm to support a limitless variety of shapes that are problematic for other algorithms. Support mappings require only a single mathematical function to represent a point, line segment, disc, cylinder, cone, ellipsoid, football, bullet, frustum or most any other common convex shape. Once a set of basic primitives have been created, they can easily be combined with one another using operations such as sweep, shrink-wrap and affine transformation.Unlike GJK, MPR does not provide the shortest distance between separated shapes. However, according to its author, MPR is simpler, more numerically robust and handles translational sweeping with very little modification. This makes it well-suited for games and other real-time applications.".
- Minkowski_Portal_Refinement thumbnail XenoCollide.jpg?width=300.
- Minkowski_Portal_Refinement wikiPageExternalLink libccd.danfis.cz.
- Minkowski_Portal_Refinement wikiPageExternalLink www.xenocollide.com.
- Minkowski_Portal_Refinement wikiPageID "25642757".
- Minkowski_Portal_Refinement wikiPageLength "1740".
- Minkowski_Portal_Refinement wikiPageOutDegree "12".
- Minkowski_Portal_Refinement wikiPageRevisionID "466994083".
- Minkowski_Portal_Refinement wikiPageWikiLink Affine_transformation.
- Minkowski_Portal_Refinement wikiPageWikiLink Algorithm.
- Minkowski_Portal_Refinement wikiPageWikiLink Category:Convex_geometry.
- Minkowski_Portal_Refinement wikiPageWikiLink Category:Geometric_algorithms.
- Minkowski_Portal_Refinement wikiPageWikiLink Collision_detection.
- Minkowski_Portal_Refinement wikiPageWikiLink Crystal_Dynamics.
- Minkowski_Portal_Refinement wikiPageWikiLink Eidos_Interactive.
- Minkowski_Portal_Refinement wikiPageWikiLink Gary_Snethen.
- Minkowski_Portal_Refinement wikiPageWikiLink Gilbert–Johnson–Keerthi_distance_algorithm.
- Minkowski_Portal_Refinement wikiPageWikiLink Support_(mathematics).
- Minkowski_Portal_Refinement wikiPageWikiLink File:XenoCollide.jpg.
- Minkowski_Portal_Refinement wikiPageWikiLinkText "Minkowski Portal Refinement".
- Minkowski_Portal_Refinement wikiPageUsesTemplate Template:Geometry-stub.
- Minkowski_Portal_Refinement subject Category:Convex_geometry.
- Minkowski_Portal_Refinement subject Category:Geometric_algorithms.
- Minkowski_Portal_Refinement hypernym Technique.
- Minkowski_Portal_Refinement type TopicalConcept.
- Minkowski_Portal_Refinement type Algorithm.
- Minkowski_Portal_Refinement comment "The Minkowski Portal Refinement collision detection algorithm is a technique for determining whether two convex shapes overlap.The algorithm was created by Gary Snethen in 2006 and was first published in Game Programming Gems 7. The algorithm was used in Tomb Raider: Underworld and other games created by Crystal Dynamics and its sister studios within Eidos Interactive.MPR, like its cousin GJK, relies on shapes that are defined using support mappings.".
- Minkowski_Portal_Refinement label "Minkowski Portal Refinement".
- Minkowski_Portal_Refinement sameAs Q6867860.
- Minkowski_Portal_Refinement sameAs m.09v66x5.
- Minkowski_Portal_Refinement sameAs Q6867860.
- Minkowski_Portal_Refinement wasDerivedFrom Minkowski_Portal_Refinement?oldid=466994083.
- Minkowski_Portal_Refinement depiction XenoCollide.jpg.
- Minkowski_Portal_Refinement isPrimaryTopicOf Minkowski_Portal_Refinement.