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· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781568814377
· 쪽수 : 532쪽
목차
GRAPHICS AND RENDERING
Fast Computation of Tight-Fitting Oriented Bounding Boxes; Thomas Larsson (Senior Lecturer at Malardalen University) & Linus Kallberg (Lecturer at Malardalen University)
Modeling, Lighting, and Rendering Techniques for Volumetric Clouds; Frank Kane (Founder of Sundog Software, LLC)
Simulation of Night-Vision and Infrared Sensors; Frank Kane (Founder of Sundog Software, LLC)
Screen-Space Classification for Efficient Deferred Shading; Balor Knight (Senior Principal Programmer at Black Rock Studio), Matthew Ritchie (Principal Programmer at Black Rock Studio), George Parrish (Senior Programmer at Black Rock Studio)
Delaying OpenGL Calls; Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)
A Framework for GLSL Engine Uniforms; Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)
A Spatial and Temporal Coherence Framework for Real-Time Graphics; Michał Drobot (Reality Pump Game Development Studios)
Implementing a Fast Diffusion DOF Solver; Holger Grun (Advanced Micro Devices, Inc.)
Automatic Dynamic Stereoscopic 3D; Jason Hughes (Founder of Steel Penny Games)
Practical Stereo Rendering; Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.)
Making 3D Stereoscopic Games; Sebastien Schertenleib (Principal Engineer at Sony Computer Entertainment Europe)
A Generic Multi-View Rendering Engine Architecture; M. Adil Yalcın (M.Sc. Graduate at Bilkent University) & Tolga Capın (Assistant Professor at Bilkent University)
3D in a Web Browser; Remi Arnaud (Chief Software Engineer at Screampoint Inc.)
2D Magic; Daniel Higgins (Owner and Manager of Lunchtime Studios, LLC)
GAME ENGINE DESIGN
High-Performance Programming with Data-Oriented Design; Noel Llopis (Founder of Snappy Touch)
Game Tuning Infrastructure; Wessam Bahnassi (Software Engineer at Electronic Arts, Inc.)
Placeholders Beyond Static Art Replacement; Olivier Vaillancourt (Centre MOIVRE, Universite de Sherbrooke) & Richard Egli (Centre MOIVRE, Universite de Sherbrooke)
Believable Dead Reckoning for Networked Games; Curtiss Murphy (Senior Project Engineer at Alion Science and Technology)
An Egocentric Motion Management System; Michael Ramsey (Ramsey Research, LLC)
Pointer Patching Assets; Jason Hughes (Founder of Steel Penny Games)
Data-Driven Sound Pack Loading and Organization; Simon Franco (The Creative Assembly)
GPGPU Cloth simulation using GLSL, OpenCL, and CUDA; Marco Fratarcangeli (Senior Software Engineer at Taitus Software Italia)
A Jitter-Tolerant Rigid Body Sleep Condition; Eric Lengyel (Series Editor and Founder of Terathon Software LLC)SYSTEMS PROGRAMMING
Bit Hacks for Games; Eric Lengyel (Series Editor and Founder of Terathon Software LLC)
Introspection for C++ Game Engines; Jon Watte (Technical Director at IMVU, Inc.)
A Highly Optimized Portable Memory Manager; Jason Hughes (Founder of Steel Penny Games)
Simple Remote Heaps; Jason Hughes (Founder of Steel Penny Games)
A Cache-Aware Hybrid Sorter; Manny Ko (R&D Engineer at Naughty Dog, Inc. & Dreamworks Animation)
Thread Communication Techniques; Julien Hamaide (Founder of Fishing Cactus)
A Cross-Platform Multithreading Framework; Martin Fleisz (Chief Development Officer at Thinstuff s.r.o.)
Producer-Consumer Queues; Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.)