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[转] ShaderX & Game Programming Gems & Game Engine Gems  

2011-08-02 20:28:58|  分类: 网游设计 |  标签: |举报 |字号 订阅

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http://gameprogrammer.org/?page_id=73


game programming gems, http://www.gameprogramminggems.com/
ai widom 系列,找文章可以从这里索引,http://www.aiwisdom.com/


ShaderX 1

Introduction to Shader Programming
Introduction to Vertex and Pixel Shader Programming by Wolfgang F. Engel
Basic Shader Development with Shader Studio by John Schwab

Vertex Shader Tricks
Vertex Decompression using Vertex Shaders by Dean Calver
Shadow Volume Extrusion using a Vertex Shader by Chris Brennan
Character Animation with Direct3D Vertex Shaders by David Gosselin
Lighting A Single-Surface Object by Greg James
Optimizing Software Vertex Shaders by Kim Pallister
Compendium of Vertex Shader Tricks by Scott Le Grand
Perlin Noise and Returning Results from Shader Programs by Steven Riddle and Oliver C. Zecha

Pixel Shader Tricks
Blending Textures For Terrain by Alex Vlachos
Image Processing with Pixel Shaders in Direct3D by Jason L. Mitchell
Hallo World – Font Smoothing with Pixel Shaders by Steffen Bendel
Disc or Sphere – Emulate Geometry with Shaders – Impostors by Steffen Bendel
Smooth Lighting with ps.1.4 by Steffen Bendel
Per Pixel Fresnel Term by Chris Brennan
Diffuse Cube Mapping by Chris Brennan
Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance by Chris Brennan
UV Flipping Technique to Avoid Repetition by Alex Vlachos
Photo Realistic Faces with Vertex and Pixel Shaders (Featured at flipcode as IOTD) by Kenneth L. Hurley
Non-Photorealistic Rendering with Pixel and Vertex Shaders by Drew Card and Jason L. Mitchell
Animated Grass with Pixel and Vertex Shaders by John Isidoro and Drew Card
Texture Perturbation Effects by John Isidoro and Guennadi Riguer
Rendering Ocean Water by John Isidoro, Alex Vlachos, Chris Brennan
Rippling Refractive and Reflective Water by Alex Vlachos, John Isidoro and Chris Oat
Crystal/Candy Shader by John Isidoro and David Gosselin
Bubble Shader by John Isidoro and David Gosselin
Per-pixel Strand Based Anisotropic Lighting by John Isidoro and Chris Brennan
A Non-Integer Power Function on the Pixel Shader (Featured on Gamasutra) by Philippe Beaudoin and Juan Guardado
Bump Mapped BRDF Rendering by ?dám Moravánszky
Real-Time Simulation and Rendering of Particle Flows by Daniel Weiskopf and Matthias Hopf

Using 3D Textures with Shaders
3D Textures and Pixel Shaders by Evan Hart
Truly Volumetric Effects by Martin Kraus

Engine Design with Shaders
First Thoughts on Designing a Shader-Driven Game Engine by Steffen Bendel
Visualization with the Krass? Game-Engine by Ingo Frick
Designing a Vertex Shader-Driven 3D Engine for the Quake III level and Shader Format “(Featured at flipcode as IOTD) by Bart Sekura

ShaderX 2: Introductions & Tutorials

Introduction to the DirectX? 9 High Level Shading Language by Jason L. Mitchell and Craig Peeper
Introduction to the vs_3_0 and ps_3_0 Shader Models by Nicolas Thibieroz, Kristof Beets and Aaron Burton
Advanced lighting and shading with Direct3D 9 by Michal Valient
Introduction to Different Fog Effects by Markus Nübel
Shadow Mapping with Direct3D 9 by Michal Valient
The Theory of Stencil Shadow Volumes (features as IOTD on www.flipcode.com ; older version on www.gamedev.net) By Hun Yen Kwoon
Shader Development using RenderMonkeyTM by Natalya Tatarchuk
Tips for creating shader-friendly 3D models by Gim Guan Chua

ShaderX 2: Shader Programming Tips & Tricks

Geometry Manipulation Tricks
Vertex Decompression using Vertex Shaders Part 2 by Dean Calver
Using lookup tables in vertex shaders by Carsten Wenzel
Terrain Geomorphing in the Vertex Shader (Complete article) by Daniel Wagner
3D Planets on the GPU (featured as IOTD on www.flipcode.com) by Jesse Laeuchli
Cloth Animation with Pixel and Vertex Shader 3.0 by Kristof Beets
Collision Shaders by Takashi Imagire
Displacement Mapping by Tom Forsyth

Rendering Techniques
Rendering Objects as Thick Volumes by Greg James
Screen-aligned Particles with Minimal VertexBuffer Locking by O’dell Hicks
Hemisphere Lighting With Radiosity Maps by Shawn Hargreaves
Galaxy Textures (featured as IOTD on www.flipcode.com) by Jesse Laeuchli
Turbulent Sun (featured as IOTD on www.flipcode.com) by Jesse Laeuchli
Fragment level Phong illumination (Complete article) by Emil Persson
Specular Bump mapping on pre-ps_1_4 Hardware by Matthew Halpin
Rendering Voxel Objects with ps_3_0 by Aaron Burton
Simulating Blending Operations on Floating Point Render Targets by Francesco Carucci
Rendering Volumes in a Vertex & Pixel Program by Ray Tracing by Eli Z. Gottlieb
Normal Map Compression by Jakub Klarowicz
Drops of Water – and Texture Sprites (featured as IOTD on www.flipcode.com) by Sylvain Lefebvre
Advanced Water Effects by Kurt Pelzer
Efficient Evaluation of Irradiance Environment Maps by Peter-Pike Sloan
Practical Precomputed Radiance Transfer by Peter-Pike Sloan
Advanced Sky Dome Rendering by Marco Spoerl and Kurt Pelzer
Deferred Shading with Multiple Render Targets by Nicolas Thibieroz
Meshuggah’s Effects explained by Carsten Wenzel
Layered Car Paint Shader by Chris Oat, Natalya Tatarchuk, John Isidoro
Motion Blur Using Geometry and Shading Distortion by Natalya Tatarchuk, Chris Brennan, John Isidoro, Alex Vlachos
Simulation of Iridescence and Translucency on Thin Surfaces by Natalya Tatarchuk and Chris Brennan
Floating point cube maps by Arkadiusz Waliszewski
Stereoscopic rendering in hardware using shaders by Thomas Rued
Hatching, Stroke Styles & Pointillism by Kevin Buchin and Maike Walther
Layered Fog (featured as IOTD on www.flipcode.com) by Guillaume WERLE
Linear Algebra on the GPU (Complete article; also featured at GPGPU) by Adam Moravansky

Software Shaders and Shader Programming Tips
Software Vertex Shader Processing by Dean Macri
x86 Shaders – ps_2_0 Shaders in Software (featured as COTD on www.flipcode.com) by Nicolas Capens
SoftD3D – A software only implementation of Microsoft’s Direct3D API by Oliver Weichhold
Named Constants in Shader Development by Jeffrey Kiel

Image Space
Advanced Image Processing with DirectX? 9 Pixel Shaders by Jason L. Mitchell, Marwan Y. Ansari and Evan Hart
Night Vision – Frame Buffer Post-Processing with ps_1_1 Hardware by Guillaume Werle
Non-Photorealistic Postprocessing Filters in MotoGP 2 by Shawn Hargreaves
Image Effects with DirectX? 9 Pixel Shaders by Marwan Y. Ansari
Using pixel shaders to implement a mosaic effect using character glyphs by Roger Descheneaux and Maurice Ribble
Mandelbrot set rendering (Complete article) by Emil Persson
Real-Time Depth of Field Simulation by Guennadi Riguer, Natalya Tatarchuk and John Isidoro

Shadows
Soft Shadows by Flavien Brebion
Robust ObjectID Shadows by Sim Dietrich
Reverse extruded shadow volumes (featured as IOTD on www.flipcode.com)by Renaldas Zioma

3D Engine and Tools Design
Post-Process Fun with Effects Buffers by Tom Forsyth
Shader Abstractionby Tom Forsyth
Shaders under Control (Codecreatures Engine)by Oliver Hoeller
Shader Integration in the Gamebryo Graphics Engine by Scott Sherman, Dan Amerson, Shaun Kime, and Tim Preston
Vertex Shader Compiler by David Pangerl
Shader Disassembler by Jean-Sebastian Luce

ShaderX 3

Introduction and Geometry Manipulation (Dean Calver)
Accessing and modifying topology on the GPU by Dean Calver
Rendering of Complex Formulas by Christian Kleinhuis
Deforming of Mesh Objects using HLSL by Christian Kleinhuis
Morphing between two different Objects by Ronny Burkersroda
Silhouette Geometry Shaders by J?rn Loviscach
GLSL Real-time Shader Development by Natalya Tatarchuk, Bill Licea-Kane

Rendering Techniques (Nicolas Thibieroz)
Parallax Mapping by Terry Welsh
Deferred Lighting on PS 3.0 with High Dynamic Range by Dean Calver
Reflections from Bumpy Surfaces by Henning Mortveit
Massively Parallel Particle Systems on the GPU by Lutz Latta
Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing by Zoe Brawley, Natalya Tatarchuk
Improved Batching Via Texture Atlases by Matthias Wloka
A Simulation of Thermal Imaging by O’dell Hicks
Real-Time Texture-Space Skin Rendering by David Gosselin, Pedro V. Sander, Jason L. Mitchell
Dot3 Cel Shading by Ron Barbosa
Hardware Accelerated Charcoal Rendering by Markus Nuebel
Detail Texture Motion Blur by Shawn Hargreaves
Animation and display of water by Stefano Lanza
Rendering Semitransparent Layered Media by Chris Oat
Hair Rendering and Shading by Thorsten Scheuermann
Reduction of lighting calculations using Spherical Harmonics by Vlad Stamate

Software Shaders and Shader Programming Tips (Dean Macri)
Optimizing Dx9 Vertex Shaders for Software Vertex Processing by Kent F. Knox
Software Shaders and DirectX DLL Implementation by Nicolas Capens
Tactical Path-Finding using Stochastic Maps on the GPU by Khanh Phong Ly
FX Composer 1.5 – Standardization by Chris Maughan, Daniel Horowitz

Image Space (Jason L. Mitchell)
A Steerable Streak Filter by Chris Oat
Adaptive Glare by Tiago Sousa
Color Grading by Ronny Burkersroda
Improved Depth of Field Rendering by Thorsten Scheuermann, Natalya Tatarchuk
Lighting Precomputation Using the Relighting Map by Tien-Tsin Wong, Chi-Sing Leung, Kwok-Hung Choy
Shaderey – NPR Style Rendering by Aras Pranckevicius

Shadows (Eric Haines)
Poisson Shadow Blur by Jason Mitchell
Fractional-Disk Soft Shadows by Michal Valient, Willem H. de Boer
Fake Soft Shadows Using Precomputed Visibility Distance Functions by Aras Pranckevicius
Efficient Omnidirectional Shadow Maps by Gary King, William Newhall

3D Engine Design (Tom Forsyth)
An Extensible Direct3D Resource Management System by Wessam Bahnassi
Integrating Shaders into the Vision Rendering Engine by Dag Frommhold, Florian Born
Effect Parameters Manipulation Framework by Wessam Bahnassi
Shader Visualization Systems for The Art Pipeline by Homam Bahnassi, Wessam Bahnassi
Drawing a Crowd by David Gosselin, Pedro V. Sander and Jason L. Mitchell

Tools Environmental Effects (Willem H. de Boer )
In-Depth Performance Analyses of DirectX9 Shading Hardware concerning Pixel Shader and Texture Performance by Joachim Diepstraten, Mike Ei?ele
Shaderbreaker by Magnus ?sterlind
Generating Shaders From HLSL Fragments by Shawn Hargreaves

Environmental Effects (Willem H. de Boer )
Light Shaft Rendering by Jason Mitchell
Rendering Rainbows by Clint Brewer
A Practical Analytic Model for Daylight with Shaders by Marco Spoerl
Volumetric Clouds by Jesse Laeuchli

ShaderX 4

Geometry Manipulation (Ken Hurley)
Better geometry batching using light buffers by Renaldas Zioma
Practical Cloth Simulation for Modern GPU by Cyril Zeller
Shader Implementation of Discrete Wavelet Transform by Tien-Tsin Wong, Chi-Sing Leung
Morph Target Animation by Christian Kleinhuis
Real-Time Character Animation on the GPU by Michael Nischt
Skinning with AniTextures by Wessam Bahnassi

Rendering Techniques (Sebastien St. Laurent)
Interlaced Rendering by Oles V. Shishkovtsov
Triangle mesh tangent space calculation by Martin Mittring
Hardware-Based Ambient Occlusion by Dustin Franklin
Ambient Occlusion Fields by Janne Kontkanen, Samuli Laine
Rendering Surface Details with Relief Mapping by Fábio Policarpo, Manuel M. Oliveira
Real-time Obscurances with Color Bleeding by Alex Mendez-Feliu, M. Sbert, J. Cata, N. Sunyer
Bump My Shiny Metal by Andrew Aksyonoff
Fog Volumes by Holger Grün, Marco Spoerl
Dynamical global illuminations using an environment map by Imagire Takashi
Real-time Rendering and Simulation of the Airbrush Media for Metallic Appearance by Joachim Diepstraten, Tibor Schütz
Dynamic Glossy Environment Reflections Using Summed-Area Tables by Justin Henley, Thorsten Scheuermann
Real-time caustics by GPU by Masahiko Nitanda
Dot-Product for efficient detail texture mapping by Renaldas Zioma
Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map by Tien-Tsin Wong, Liang Wan, Chi-Sing Leung, Ping-Man Lam
Reflective Shadow Maps by Carsten Dachsbacher

Image Space (Natalya Tatarchuk)
Texture Compression with Coefficient Domain Shaders by Chi-Sing Leung, Tien-Tsin Wong, Ping Man Lam
Motion Blurring Environment Maps by Jason Mitchell
Simulating the Visual Effects of a Video Recording System by Joachim Diepstraten

Shadows (Eric Haines)
Soft Projected Shadows by Aras Pranckevicius
Eliminate surface acne with gradient shadow mapping by Christian Schüler
Real-time soft shadows using the PDSM technique by Jean-Fran?ois St-Amour, Eric Paquette, Pierre Poulin, Philippe Beaudoin
Robust Shadow Mapping with Light-Space Perspective Shadow Maps by Michael Wimmer, Daniel Scherzer
Shadowbuffer Frustum Partitioning by Tom Forsyth

3D Engine Design (Tom Forsyth)
Tips and Tricks for D3DX Effects Based Renderer by Aras Pranckevicius
Post-Processing Effects using DXSAS by Gilberto Rosado
Case Study: Designing a Shader-Subsystem for a Next-Gen Graphics Engine by Wolfgang Engel

Beyond Pixels and Triangles (Dean Calver)
Real-time damage deformation methods by Vlad Stamate
Ray Tracing Effects without Tracing Rays by László Szirmay-Kalos, Barnabás Aszódi, István Lazányi
Implementing Ray-Tracing on the GPU by Martin Christen
GPU powered path-finding using precomputed Navigation Mesh approach by Renaldas Zioma

Environmental Effects (Matthias Wloka )
Winter Wonderland by Bryan Dudash
Rendering Snow Cover by Gilberto Rosado
Cached Procedural Textures for Terrain Rendering by Carsten Dachsbacher
A Dynamic Sky System by Michael Gehling
True-to-life Real-time Animation of Shallow Water on Today’s GPUs by Yung-fen Chi

Tools (Wolfgang Engel)
The SuperShader by Morgan McGuire
Implementing Radiosity for a Light map Precomputation Tool by Florian Born
Indicator Materials by Kurt Pelzer
Dynamic Branching on non-ps_3_0 Graphics Hardware by Emil Person
GLSL Shader Debugging with GLIntercept by Damian Trebilco
GPU Performance of DirectX 9 Per-Fragment Operations Revisited

ShaderX 5

Geometry Manipulation (Wolfgang Engel)
Smoothed N-Patches by Holger Gruen
Micro-beveled Edges by Homam Bahnassi and Wessam Bahnassi
Dynamic Wrinkle Patterns and Hatching on Animated Meshes by J?rn Loviscach
Cloth without Cloth by Homam Bahnassi and Wessam Bahnassi

Rendering Techniques (Kenneth Hurley)
A Simple Area Light Model for GPUs by Aick in der Au
Alpha-to-coverage in Depth by Kevin Meyers
Dynamic Parallax Occlusion Mapping with Soft Shadows by Natalya Tatarchuk
Pre-Processing of Complex, Static Scenes for Fast Real Time Graphics by Max Dennis Luesebrink and Kurt Pelzer
Overcoming Deferred Shading Drawbacks by Frank Puig Placeres
Normal Mapping without Pre-Computed Tangents by Christian Schueler
Animating Vegetation Using GPU Programs by Ali Botorabi
ZT-Buffer Algorithm by David Pangerl

Image Space (Natalya Tatarchuk)
Real-Time Depth-of-Field Implemented with a Post-Processing only Technique by David Gilham
Selective Supersampling by Emil Persson
Jump Flooding – An Efficient and Effective Communication on GPU by Guodong Rong and Tiow-Seng Tan

Shadows (Tom Forsyth)
Cascaded Shadow Maps by Wolfgang Engel
Multisampling Extension for Gradient Shadow Maps by Christian Schueler
Alias-free Hard Shadows with Geometry Maps by László Szécsi
Edge Masking and Per-Texel Depth Extent Propagation For Computation Culling During Shadow Mapping by John R. Isidoro
Queried Virtual Shadow Maps by Markus Giegl and Michael Wimmer
Real-time Soft Shadows with Shadow Accumulation by László Szirmay-Kalos and Barnabás Aszódi

Environmental Effects (Matthias Wloka)
Spherical Billboards for Rendering Volumetric Data by Tamás Umenhoffer, László Szirmay-Kalos, and Gábor Szíjártó
Per-Pixel Lit, Light Scattering Smoke by Aurelio Reis
Volumetric Clouds and Mega Particles by Homam Bahnassi and Wessam Bahnassi
Rendering Multiple Layers of Rain with a Post-Processing Composite Effect by Natalya Tatarchuk
Animation and Rendering of Underwater God Rays by Stefano Lanza

Global Illumination Effects (Carsten Dachsbacher)
Irradiance Volumes for Real Time Rendering by Chris Oat
Indirect Diffuse and Glossy Illumination on the GPU by István Lazányi and László Szirmay-Kalos
Interactive Refractions and Caustics Using Image-Space Techniques by Chris Wyman
Splatting of Diffuse and Glossy Indirect Illumination by Carsten Dachsbacher and Marc Stamminger

Mobile Devices (Kristof Beets)
OpenGL ES 2.0 Shaders for Mobile Devices by Kristof Beets
OpenGL ES 2.0 Engine by Dan Ginsburg
OpenGL ES 2.0 Performance Recommendations for Mobile Devices by Kristof Beets
Real-time Tile based Texture Synthesis Using Non-rectangular Grids by Georg Kolling
Cartoon Fire Effects Using OpenGL ES 2.0 by David Minor

3D Engine Design (Wessam Bahnassi)
Post-Processing Effects in Design by Aurelio Reis
Transparent Shader Data-Binding by Dustin Franklin
Designing Plug-in Shaders with HLSL by Wessam Bahnassi
Shader System Integration: Nebula2 and 3ds Max by Kim Hyoun Woo

Beyond Pixels and Triangles (Sebastien St. Laurent)
Large crowds of autonomous animated characters using fragment shaders and level of detail by Erik Millán, Benjamín Hernández, Isaac Rudomín
Interactive Image Segmentation Based on GPU Cellular Automata by Frank Nielsen
Real-time Cellular Texturing by Andrew Griffiths
Collision Detection Shader Using Cube-Maps by Rahul Sathe
A GPU Panorama Viewer for Generic Camera Models by Frank Nielsen
Explicit Early-Z Culling for Efficient Fluid Flow Simulation by Pedro V. Sander, Natalya Tatarchuk and Jason L. Mitchell
Storing and Accessing Topology on the GPU: A Case Study on Mass-Spring Systems by Carlos A. Dietrich, Jo?o L. D. Comba and Luciana P. Nedel
Implementing High-Quality PRNG on GPU by Wai-Man Pang, Tien-Tsin Wong, Pheng-Ann Heng
Printf shader for debugging pixel shaders by Alexander Ehrath

ShaderX 6

Geometry Manipulation
Fast Evaluation of Subdivision Surfaces on Direct3D 10 Graphics Hardware by Gy?rgy Antal and László Szirmay-Kalos
Improved Appearance Variety for Geometry Instancing by Jonathan Ma?m and Daniel Thalmann
Implementing Real-Time Mesh Simplification Using Programmable Geometry Pipeline on GPU by Christopher DeCoro and Natalya Tatarchuk

Rendering Techniques
Care and Feeding of Normal Vectors by Joern Loviscach
Computing Per-Pixel Object Thickness in a Single Render Pass by Christopher Oat and Thorsten Scheuermann
Filtered Tilemaps by Sylvain Lefebvre
Parallax Occlusion Mapping Special Feature Rendering by Jason Zink
Uniform Cubemap for Dynamic Environments by Tze-Yui Ho, Chi-Sing Leung and Tien-Tsin Wong
Isocube A Cubemap with Uniformly Distributed and Equally Important Texels by Liang Wan, Tien -Tsin Wong and Chi-Sing Leung
Practical Geometry Clipmaps for Rendering Terrains in Computer Games by Rafael P. Torchelsen, Jo?o L. D. Comba, and Rui Bastos
Efficient and Practical TileTrees by Carsten Dachsbacher and Sylvain Lefebvre
Quantized Ring Clipping by David Pangerl

Image Space
GPU-Based Active Contours for Real-Time Object Tracking by Natasha Tatarchuk
Post-tonemapping resolve for high quality HDR antialiasing in D3D10 by Emil Persson
A Fast, Small-Radius GPU Median Filter by Morgan McGuire
Per-pixel Motion Blur for Wheels by Damyan Pepper
Deferred Rendering using a Stencil Routed K-Buffer by Louis Bavoil and Kevin Myers
HDR meets Black&White 2 by Francesco Caruzzi
Robust Order-Independent Transparency via Reverse Depth Peeling in DirectX? 10 by Nick Thibieroz

Shadows
Stable rendering of cascaded shadow maps by Michal Valient
Approximate Cumulative Distribution Function Shadow Mapping by Holger Gruen
Rendering Filtered Shadows with Exponential Shadow Maps by Marco Salvi
Fitted Virtual Shadow Maps and Shadow Fog by Markus Giegl
Removing Shadow Volume Artifacts by Spatial Adjustment by Chi-Sing Leung, Tze-Yui Ho and Tien-Tsin Wong

Environmental Effects
Rendering Realistic Ice Objects by Anders Nivfors
Sunlight with Volumetric Light Rays by Pawel Rohleder
Procedural Ocean Effects by László Szécsi and Khashayar Arman

Global Illumination
Practical Methods for a PRT-based Shader Using Spherical Harmonics by Jerome Ko, Manchor Ko and Matthias Zwicker
Incremental Instant Radiosity by Hannu Saransaari, Samuli Laine, Janne Kontkanen, Jaakko Lehtinen and Timo Aila
Real Time Photon Mapping Approximation on the GPU by Vlad Stamate
Interactive Global Illumination with Precomputed Radiance Maps by Laszlo Szecsi, László Szirmay-Kalos, and Mateu Sbert

Handheld Devices
Shaders Gone Mobile Porting from Direct3D 9.0 to Open GL ES 2.0 by Mikey Wetzel
Efficiently Using Tile-Based GPUs on Mobile Phones by Maurice Ribble
Maximal Performance and Image Quality with Minimal Precision by Ken Catterall
Implementing Graphical Benchmark in OpenGL ES 2.0 by Szabolcs Horvath, Csaba Keszegh and Laszlo Kishonti
Every Cycle Counts Level of Detail Shaders by Kristof Beets
Shadow Techniques for OpenGL ES 2.0 by JonathanFeldstein

3D Engine Design
A Flexible Material System in Design by Maxime Beaudoin
3D Engine Tools with C++CLI by Wessam Bahnassi
Efficient HDR Texture Compression by Tze-Yui Ho and Chi-Sing Leung

Beyond Pixels & Triangles
An Interactive Tour of Voronoi Diagrams on the GPU by Frank Nielsen
AMD DirectX? 10 Performance Tools and Techniques by Jonathan Zarge, Seth Sowerby and Guennadi Riguer
Real-Time Audio Processing on the GPU by Fernando Trebien and Manuel M. Oliveira
n-Body Simulations on the GPU by Jesse Laeuchli

ShaderX 7

Geometry Manipulation
Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders by Natalya Tatarchuk, Jeremy Shopf, and Chris DeCoro
Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details by Carlos A. Dietrich, Luciana P. Nedel and Jo?o L. D. Comba
Dynamic Terrain Rendering on GPU Using Real-Time Tessellation by Natalya Tatarchuk
Adaptive Re-Meshing for Displacement Mapping by Rafael P. Torchelsen, Carlos A. Dietrich, Luís Fernando, M. S. Silva, Rui Bastos, and Jo?o L. D. Comba
Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details by Carlos A. Dietrich, Luciana P. Nedel and Jo?o L. D. Comba

Rendering Techniques
Quick Noise for GPUs by Doug E. Smith
Efficient Soft Particles by Gilberto Rosado
Simplified High Quality Anti-aliased Lines by Stephen Coy
Fast Skin Shading by John Hable, George Borshukov, and Jim Hejl
An Efficient and Physically Plausible Real Time Shading Model by Christian Schüler
Graphics Techniques in Crackdown by Hugh Malan
Deferred Rendering Transparency by David Pangerl
Deferred Shading with Multisampling Anti-Aliasing in DirectX? 10 by Nicolas Thibieroz
Light Indexed Deferred Rendering by Damian Trebilco

Image Space
Efficient Post-processing with Importance Sampling by Balázs Tóth, László Szirmay-Kalos, and Tamás Umenhoffer
Efficient Real-Time Motion Blur for Multiple Rigid Objects by Ben Padget
Real-time Flow-based Image Abstraction by Jan Eric Kyprianidis and Jürgen D?llner

Shadows
Practical Cascaded Shadow Maps by Fan Zhang, Alexander Zaprjagaev, Allan Bentham
A Hybrid Method for Interactive Shadows in Homogeneous Media by Chris Wyman and Shaun Ramsey
Real-time dynamic shadows for image-based lighting by Mark Colbert, Jaroslav Krivánek
Facetted Shadow Mapping for Large Dynamic Game Environments by Ray Tran

Environment Effects
Dynamic Weather Effects by Charlie Birtwistle and Stephen McAuley
Interactive Hydraulic Erosion on the GPU by Ondrej ?tava, Bedrich Bene?, and Jaroslav Krivánek
Advanced Geometry for Complex Sky Representation by James Sun

Global Illumination
Screen Space Ambient Occlusion by Vladimir Kajalin
Image-Space Horizon-Based Ambient Occlusion by Louis Bavoil and Miguel Sainz
Deferred Occlusion from Analytic Surfaces by Jeremy Shopf, Joshua Barczak, Thorsten Scheuermann, Christopher Oat
Fast Fake Global Illumination by Emmanuel Briney, Victor Ceitelis and David Crémoux
Real-Time Subsurface Scattering using Shadow Maps by Hyunwoo Ki
Instant radiosity with GPU photon tracing and approximate indirect shadows by László Szécsi
Variance methods for Screen-Space Ambient Occlusion by Angelo Pesce
Per-Pixel Ambient Occlusion using Geometry Shaders by Dave Bookout

Handheld Devices
Optimizing your first OpenGL ES Applications by Kristof Beets, Mikael Gustavsson, Erik Olsson
Optimised Shaders for Advanced Graphical User Interfaces by Ken Catterall
Facial Animation for Mobile GPUs by Andrew Senior
Augmented Reality on Mobile Phones by Daniel Wagner, Lukas Gruber, Dieter Schmalstieg

3D Engine Design
Cross platform rendering thread: design and implementation by Guillaume Blanc
Advanced GUI system for games by Pawel Rohleder
Automatic Load Balancing Shader Framework by Gabriyel Wong and Jianliang Wang
Game Engine Friendly Occlusion Culling by Jiri Bittner, Oliver Mattausch, Michael Wimmer
Designing a Renderer for Multiple Lights – The Light Pre-Pass Renderer – by Wolfgang Engel
Using LUV color space with the Light Pre-Pass Renderer by Pat Wilson
Elemental Engine II by Kenneth Hurley

Beyond Pixels & Triangles
Sliced Grid: A Memory and Computationally Efficient Data Structure for Particle-based Simulation on the GPU by Takahiro Harada
Free-Viewpoint Video on the GPU by Marcos Avilés and Francisco Morán
A Volume Shader for Quantum Voronoi Diagrams inside the 3D Bloch Ball by Frank NIELSEN
Packing Arbitrary Bit Fields into 16-bit Floating-point Render Targets in DirectX?10 by Nicolas Thibieroz
Interactive Image Morphing Using Thin-Plate Spline by Xiaopei Liu, Liang Wan, Xuemiao Xu, Tien-Tsin Wong, Chi-Sing Leung

Game Programming Gems 1

Programming Techniques
The Magic of Data-Driven Design
Object-Oriented Programming and Design Techniques
Fast Math Using Template Metaprogramming
An Automatic Singleton Utility
Using the STL in Game Programming
A Generic Function-Binding Interface
A Generic Handle-Based Resource Manager
Resource and Memory Management
Fast Data Load Trick
Frame-Based Memory Allocation
Simple, Fast Bit Arrays
A Network Protocol for Online Games
Squeezing More Out of Assert
Stats: Real-Time Statistics and In-Game Debugging
Real-Time In-Game Profiling
Predictable Random Numbers

Mathematics
Predictable Random Numbers
Interpolation Methods
Integrating the Equations of Rigid Body Motion
Polynomial Approximations to Trigonometric Functions
Using Implicit Euler Integration for Numerical Stability
Interactive Simulation of Water Surfaces
Matrix-Quaternion Conversions
The Shortest Arc Quaternion
Artificial Intelligence
Designing a General Robust AI Engine
A Finite-State Machine Class
Game Trees
The Basics of A* for Path Planning
A* Aesthetic Optimizations
A* Speed Optimizations
Simplified 3D Movement and Pathfinding Using Naviation Meshes
Flocking: A Simple Technique for Simulating Group Behavior
Fuzzy Logic for Video Games
A Neural-Net Primer

Polygonal Techniques
Optimizing Vertex Submission for OpenGL
Tweaking a Vertex’s Projected Depth Value
The Vector Camera
Camera Control Techniques
A Fast Cylindar-Frustum Intersection Test
3D Collision Detection
Multi-Resolution Maps for Interaction Detection
Computing the Distance into a Sector
Object Occlusion Culling
Never Let ‘Em See you Pop – Issues in Geometric Level of Detail Section
Octree Construction
View-Independent Progressive Meshing
Interpolated 3D Keyframe Animation
A Fast and Simple Skinning Technique
Filling the Gaps Advanced Animation Using Stitching and Skinning
Real-Time Realistic Terrain Generation
Fractal Terrain Generation – Fault Formation
Fractal Terrain Generation – Midpoint Displacement
Fractal Terrain Generation – Particle Disposition
Pixel Effects
2D Lens Flare
Using 3D Hardware for 2D Sprite Effects
Motif-Based Static Lighting
Simulated Real-Time Lighting Using Vertex Color Interpolation
Attention Maps
Advanced Texturing Using Texture Coordinate Generation
Hardware Bump Mapping
Ground-Plane Shadows
Real-Time Shadows on Complex Objects
Improving Environment Mapped Reflection Using Glossy Prefiltering and the Frensel Term
Convincing-Looking Glass for Games
Refraction Mapping for Liquids in Containers

Game Programming Gems 2

General Programming
Optimization for C++ Games
Inline Functions Versus Macros
Programming with Abstract Interfaces
Exporting C++ Classes from DLLs
Protect Yourself from DLL Hell and Missing OS Functions
Dynamic Type Information
A Property Class for Generic C++ Member Access
A Game Entity Factory
Adding Deprecation Facilities to C++
Implementing Deprecation in C++
A Drop-in Debug Memory Manager
A Built-in Game Profiling Module
Linear Programming Model for Windows-based Games
Stack Winding
Self-Modifying Code
File Management Using Resource Files
Game Input Recording and Playback
A Flexible Text Parsing System
A Generic Tweaker
Genuine Random Number Generation
Using Bloom Filters to Improve Computational Performance
3ds max Skin Exporter and Animation Toolkit
Using Web Cameras in Video Games

Mathematics
Floating-Point Tricks: Improving Performance with IEEE Floating Point
Vector and Plane Tricks
Fast, Robust Intersection of 3D Line Segments
Inverse Trajectory Determination
The Parallel Transport Frame
Smooth C2 Quaternion-based Flythrough Paths
Recursive Dimensional Clustering: A Fast Algorithm for Collision Detection
Programming Fractals

Artificial Intelligence
Strategies for Optimizing AI
Micro-Threads for Game Object Al
Managing Al with Micro-Threads
An Architecture for RTS Command Queuing
A High-Performance Tilebased Line-of-Sight and Search System
Influence Mapping
Strategic Assessment Techniques
Terrain Reasoning for 3D Action Games
Expanded Geometry for Points-of-Visibility Pathfinding
Optimizing Points-of-Visibility Pathfinding
Flocking with Teeth: Predators and Prey
A Generic Fuzzy State Machine in C++
Imploding Combinatorial Explosion in a Fuzzy System
Using a Neural Network in a Game: A Concrete Example

Geometry Management
Comparison of VIPM Methods
Simplified Terrain Using Interlocking Tiles
Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching
Compressed Axis-Aligned Bounding Box Trees
Direct Access Quadtree Lookup
Approximating Fish Tank Refractions
Rendering Print Resolution Screenshots
Applying Decals to Arbitrary Surfaces
Rendering Distant Scenery with Skyboxes
Self-Shadowing Characters
Classic Super Mario 64 Third-Person Control and Animation

Graphics Display
Cartoon Rendering: Real-time Silhouette Edge Detection and Rendering
Cartoon Rendering Using Texture Mapping and Programmable Vertex Shaders
Dynamic Per-Pixel Lighting Techniques
Generating Procedural Clouds Using 3D Hardware
Texture Masking for Faster Lens Flare
Practical Priority Buffer Shadows
Impostors: Adding Clutter
Operations for Hardware-Accelerated Procedural Texture Animation

Audio Programming
Game Audio Design Patterns
A Technique to Instantaneously Reuse Voices in a Sample-based Synthesizer
Interactive Processing Pipeline for Digital Audio
A Basic Music Sequencer for Games
An Interactive Music Sequencer for Games
A Low-Level Sound API

Game Programming Gems 3

General Prorgamming
Scheduling Game Events
An Object-Composition Game Framework
Finding Redeeming Value in C-Style Macros
Platform-Independent, Function-Binding Code Generator
Handle-Based Smart Pointers
Custom STL Allocators
Save Me Now
Autolists Design Pattern
Floating-Point Exception Handling
Programming a Game Design-Compliant Engine Using UML
Using Lex and Yacc To Parse Custom Data Files
Developing Games for a World Market
Real-Time Input and UI in 3D Games
Natural Selection: The Evolution of Pie Menus
Lightweight, Policy-Based Logging
Journallng Services
Real-Time Hierarchical Profiling

Mathematics
Fast Base-2 Functions for Logarithms and Random Number Generation
Using Vector Fractions for Exact Geometry
More Approximations to Trigonometric Functions
Quatemlon Compression
Constrained Inverse Kinematics
Cellular Automata for Physical Modeling
Coping with Friction in Dynamic Simulations

Artificial Intelligence
Optimized Machine Learning with GoCap
Area Navigation: Expanding the Path-Finding Paradigm
Function Pointer-Based, Embedded Finite-State Machines
Objects, and Quests
Tactical Path-Finding with A*
A Fast Approach to Navigation Meshes
Choosing a Relationship Between Path-Finding and Collision

Graphics
T-Junction Elimination and Retriangulation
Fast Heightfield Normal Calculation
Fast Patch Normals
Fast and Simple Occlusion Culling
Triangle Strip Creation, Optimizations, and Rendering
Computing Optimized Shadow Volumes for Complex Data Sets
Subdivision Surfaces for Character Animation
Improved Deformation of Bones
A Framework for Realistic Character Locomotion
A Programmable Vertex Shader Compiler
Billboard Beams
3D Tricks for Isometric Engines
Curvature Simulation Using Normal Maps
Methods for Dynamic, Photorealistic Terrain Lighting
Cube Map Lighting Techniques
Procedural Texturing
Unique Textures
Textures as Lookup Tables for Per-Pixel Lighting Computations
Rendering with Handcrafted Shading Models

Network and Multiplayer
Minimizing Latency in Real-Time Strategy Games
Real-Time Strategy Network Protocol
A Flexible Simulation Architecture for
Massively Multiplayer Games
Scaling Multiplayer Servers
Template-Based Object Serialization
Secure Sockets
A Network Monitoring and Simulation Tool
Creating Multiplayer Games with DirectPlay 8.1
Wireless Gaming Using the Java Micro Editio

Audio
Audio Compression with Ogg Vorbis
Creating a Compelling 3D Audio Environment
Obstruction Using Axis-Aligned Bounding Boxes
Using the Biquad Resonant Filter
Linear Predictive Coding for Voice Compression and Effects
The Stochastic Synthesis of Complex Sounds
Real-Time Modular Audio Processing for Games

Game Programming Gems 4

General Programming
The Science of Debugging Games
An HTML-Based Logging and Debugging System
The Clock: Keeping Your Finger on the Pulse of the Game
Designing and Maintaining Large Cross-Platform Libraries
Fight Memory Fragmentation with Templated Freelists
A Generic Tree Container in C++
The Beauty of Weak References and Null Objects
A System for Managing Game Entities
Address-Space Managed Dynamic Arrays for Windows and the Xbox
Critically Damped Ease-In/Ease-Out Smoothing
A Flexible, On-the-Fly Object Manager
Using Curstom RTTI Properties to Stream and Edit Objects
Using XML Without Sacrificing Speed

Mathematics
Zobrist Hash Using the Mersenne Twister
Extracting Frustim and Camera Information
Solving Accuracy Problems in Large World Coordinates
Nonuniform Splines
Using the Covariance Matrix for Better-Fitting Bounding Objects
The Jacobian Transpose Method for Inverse Kinematics

Physics
Ten Fingers of Death: Algorithms for Combat Killing
Vehicle Physics Simulation for CPU-Limited Systems
Writing a Verlet-Based Physics Engine
Constraints in Rigid Body Dynamics
Fast Contact Reduction for Dynamics Simulation
Interactive Water Surfaces
Fast Deformations with Multilayered Physics
Modal Analysis for Fast, Stable Deformation

Artificial Intelligence
Third-Person Camera Navigation
Narrative Combat: Using AI to Enhance Tension in an Action Game
NPC Decision Making: Dealng with Randomness
An Object-Oriented Utility-Based Decision Architecture
A Distributed-Reasoning Voting Architecture
Attractors and Repulsors
Advanced Wall Building for RTS Games
Aritificial Neural Networks on Programmable Hardware

Graphics
Poster Quality Screenshots
GPU Shadow Volume Construction for Nonclosed Meshes
Perspective Shadow Maps
Combined Depth and ID-Based Shadow Buffers
Carving Static Shadows into Geometry
Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes
Real-Time Halftoning: Fast and Simple Stylized Shading
Techniques to Allpy Team Colors to 3D Meshes
Fast Sepia Tone Conversion
Dynamic Gamma Using Sampled Scene Luminance
Heat and Haze Post-Processing Effects
Hardware Skinning with Quaternions
Motion Capture Data Compression
Fast Collision Detection for 3D Bones-Based Articulated Characters
Terrain Occlusion Culling with Horizons

Network and Multiplayer
General Lobby Design and Development
Thousands of Clients per Server
Efficient MMP Game State Storage
Practical Application of Parallel-State Machines in a Client-Server Environment
Bit Packing: A Network Compressoin Technique
Time and Consistency Management for Multiserver Based MMORPGs

Audio
A Brief Introduction to OpenAL
A Simple Real-Time Lip-Synching System
Dynamic Variables and Audio Programming
Creating an Audio Scripting System
Implementing an Environmental Audio System Using EAX and ZoomFX
Controlling Real-Time Sound Synthesis from Game Physics

Game Programming Gems 5

General Programming
Context-Sensitive HUDs for Editors
Parsing Text Data in Games
Component Based Object Management
Using Templates for Reflection in C++
Sphere Trees for Speedy BSPs
Improved Frustum Culling
Large-Scale Stack-Based State Machines
CSG Construction Using BSP Trees
Building Lua into Games
Improving Freelists with Policy Based Design
A Real-Time Remote Debug Message Logger
A Transparent Class Saving and Loading Trick
An Effective Cache-Oblivious Implementation of the ABT Tree
Visual Design of State Machines
A Generic Component Library
Choose Your Path—A Menu System

Mathematics
Using Geometric Algebra for Computer Graphics
Minimal Acceleration Hermite Curves
Spline-Based Time Control for Animation
Faster Quaternion Interpolation Using Approximations
Minimax Numerical Approximation
Oblique View Frustums for Mirrors and Portals

Artificial Intelligence
Automatic Cover Finding with Navigation Meshes
Fast Target Ranking Using an Artificial Potential Field
Using Lanchester Attrition Models to Predict the Results of Combat
Implementing Practical Planning for Game Al
Optimizing a Decision Tree Query Algorithm for Multithreaded Architectures
Parallel Al Development with PVM
Beyond A*
Advanced Pathfinding with Minimal Replanning Cost: Dynamic A Star (D*)

Physics
Back of the Envelope Aerodynamics for Game Physics
Dynamic Grass Simulation and Other Natural Effects
Realistic Cloth Animation Using the Mass-Spring Model
Practical Animation of Soft Bodies for Game Development: The Pressurized Soft-Body Model
Adding Life to Ragdoll Simulation Using Feedback Control Systems
Designing a Prescripted Physics System
Prescripted Physics: Techniques and Applications
Realistic Camera Movement in a 3D Car Simulator

Graphics
Realistic Cloud Rendering on Modern GPUs
Let It Snow, Let It Snow, Let It Snow (and Rain)
Widgets: Rendering Fast and Persistent Foliage
Dimensional Impostors for Realistic Trees and Forests
Gridless Controllable Fire
Powerful Explosion Effects Using Billboard Particles
A Simple Method for Rendering Gemstones
Volumetric Post-Processing
Procedural Level Generation
Recombinant Shaders

Network and Multiplayer
Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent
Implementing a Seamless World Server
Designing a Vulgarity Filtering System
Fast and Efficient Implementation of a Remote Procedure Call System
Overcoming Network Address Transiation in Peer-to-Peer Communications
A Reliable Messaging Protocol
Safe Random Number Systems
Secure by Design

Audio
Multithreaded Audio Programming Techniques
Sound Management by Group
Using 3D Surfaces as Audio Emitters
Fast Environmental Reverb Based on Feedback Delay Networks
Introduction to Single-Speaker Speech Recognition

Game Programming Gems 6

General Programming
Lock-Free Algorithms
Utilizing Multicore Processors with OpenMP
Computer Vision in Games Using the OpenCV Library
Geographic Grid Registration of Game Objects
BSP Techniques
Closest-String Matching Algorithm
Using CppUnit To Implement Unit Testing
Fingerprinting Pre-Release Builds To Deter and Detect Piracy
Faster File Loading with Access-Based File Reordering
Stay in the Game: Asset Hotloading for Fast Iteration

Mathematics and Physics
Floating-Point Tricks
GPU Computation in Projective Space Using Homogeneous Coordinates
Solving Systems of Linear Equations Using the Cross Product
Sequence Indexing for Game Development
Exact Buoyancy for Polyhedra
Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction

Artificial Intelligence
Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to Quake III
Achieving Coordination with Autonomous NPCs
Behavior-Based Robotic Architectures for Games
Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Extended Behavior Networks
A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended Behavior Networks
hort-Term Memory Modeling Using a Support Vector Machine
Using the Quantified Judgment Model for Engagement Analysis
Designing a Multilayer, Pluggable AI Engine
A Fuzzy-Control Approach to Managing Scene Complexity
SCRIPTING AND DATA-DRIVEN SYSTEMS
Scripting Language Survey
Binding C/C++ Objects to Lua
Programming Advanced Control Mechanisms with Lua Coroutines
Managing High-Level Script Execution Within Multithreaded Environments
Exposing Actor Properties Using Nonintrusive Proxies
Game Object Component System

Graphics
Synthesis of Realistic Idle Motion for Interactive Characters
Spatial Partitioning Using an Adaptive Binary Tree
Enhanced Object Culling with (Almost) Oriented Bounding Boxes
Skin Splitting for Optimal Rendering
GPU Terrain Rendering
Interactive Fluid Dynamics and Rendering on the GPU
Fast Per-Pixel Lighting with Many Lights
Rendering Road Signs Sharply
Practical Sky Rendering for Games
High Dynamic Range Rendering Using OpenGL Frame Buffer Objects

Audio
Real-Time Sound Generation from Deformable Meshes
A Lightweight Generator for Real-Time Sound Effects
Real-Time Mixing Busses
Potentially Audible Sets
A Cheap Doppler Effect
Faking Real-Time DSP Effects

Network and Multiplayer
Dynamically Adaptive Streaming of 3D Data for Animated Characters
Complex Systems-Based High-Level Architecture for Massively Multiplayer Games
Generating Globally Unique Identifiers for Game Objects
Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping
Reliable Peer-to-Peer Gaming Connections Penetrating NAT

Game Programming Gems 7

General Programming
Efficient Cache Replacement Using the Age and Cost Metrics
High Performance Heap Allocator
Optical Flow for Video Games Played with Webcams
Design and Implementation of a Multi-Platform Threading Engine
For Bees and Gamers: How to Handle Hexagonal Tiles
A Sketch-Based Interface to Real-Time
Strategy Games Based on a Cellular Automaton
Foot Navigation Technique for First-Person
Shooting Games
Deferred Function Call Invocation System
Multithread Job and Dependency System
Advanced Debugging Techniques

Math and Phsyics
Random Number Generation
Fast Generic Ray Queries for Games
Fast Rigid-Body Collision Detection Using Farthest Feature Maps
Using Protective Space to Improve Precision of Geometric Computations
XenoCollide: Complex Collision Made Simple
Efficient Collision Detection Using Transformation Semantics
Trigonometric Splines
Using Gaussian Randomness to Realistically Vary Projectile Paths

AI
Creating Interesting Agents with Behavior Cloning
Designing a Realistic and Unified Agent-Sensing Model
Managing Al Algorithmic Complexity: Generic Programming Approach
All About Attitude: Building Blocks for Opinion, Reputation, and NPC Personalities
Understanding Intelligence in Games Using Player Traces and Interactive Player Graphs
Goal-Oriented Plan Merging
Beyond A*: IDA* and Fringe Search

Audio
Audio Signal Processing Using Programmable Graphics Hardware
MultiStream—The Art of Writing a Next-Gen Audio Engine
Listen Carefully, You Probably Won’t Hear This Again
Real-Time Audio Effects Applied
Context-Driven, Layered Mixing

Graphics
Advanced Particle Deposition
Reducing Cumulative Errors in Skeletal Animations
An Alternative Model for Shading of Diffuse
Light for Rough Materials
High-Performance Subdivision Surfaces
Animating Relief Impostors Using Radial Basis Functions Textures
Clipmapping on SM1.1 and Higher
An Advanced Decal System
Mapping Large Textures for Outdoor Terrain Rendering
Art-Based Rendering with Graftal Imposters
Cheap Talk: Dynamic Real-Time Lipsync

Networking and Multiplayer
High-Level Abstraction of Game World Synchronization
Authentication for Online Games
Game Network Debugging with Smart Packet Sniffers

Scripting and Data-Driven Systems
Automatic Lua Binding System
Serializing C++ Objects Into a Database Using Introspection
Dataports
Support Your Local Artist: Adding Shaders to Your Engine
Dance with Python’s AST

Game Programming Gems 8

Graphics
Fast Font Rendering with Instancing
Principles and Practice of Screen Space Ambient Occlusion
ulti-Resolution Deferred Shading
View Frustum Culling of Catmull-Clark Patches in DirectX 11
Ambient Occlusion Using DirectX Compute Shader
Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping
Overlapped Execution on Programmable Graphics Hardware
Techniques for Effective Vertex and Fragment Shading on the SPUs

Physics and Animation
A Versatile and Interactive Anatomical Human Face Model
Curved Paths for Seamless Character Animation
Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK)
Particle Swarm Optimization for Game Programming
Improved Numerical Integration with Analytical Techniques
What a Drag: Modeling Realistic Three-Dimensional Air and Fluid Resistance
Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes
Approximate Convex Decomposition for Real-Time Collision Detection

AI
AI Level of Detail for Really Large Worlds
A Pattern-Based Approach to Modular AI for Games
Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques
A Practical Spatial Architecture for Animal and Agent Navigation
Applying Control Theory to Game AI and Physics
Adaptive Tactic Selection in First-Person Shooter (FPS) Games
Embracing Chaos Theory: Generating Apparent Unpredictability through Deterministic Systems
Needs-Based AI
A Framework for Emotional Digital Actors
Scalable Dialog Authoring
Graph-Based Data Mining for Player Trace Analysis in MMORPGs

General Programming
Fast-IsA
Registered Variables
Efficient and Scalable Multi-Core Programming
Game Optimization through the Lens of Memory and Data Access
Stack Allocation
Design and Implementation of an In-Game Memory Profiler
A More Informative Error Log Generator
Code Coverage for QA
Domain-Specific Languages in Game Engines
A Flexible User Interface Layout System for Divergent Environments
Road Creation for Projectable Terrain Meshes
Developing for Digital Drawing Tablets
Creating a Multi-Threaded Actor-Based Architecture Using Intel? Threading Building Blocks

Networking and Multiplayer
Secure Channel Communication
Social Networks in Games: Playing with Your Facebook Friends
Asynchronous I/O for Scalable Game Servers
Introduction to 3D Streaming Technology in Massively Multiplayer Online Games

Audio
A Practical DSP Radio Effect
Empowering Your Audio Team with a Great Engine
Real-Time Sound Synthesis for Rigid Bodies

General Purpose Computing on GPUs
Using Heterogeneous Parallel Architectures with OpenCL
PhysX GPU Rigid Bodies in Batman: Arkham Asylum
Fast GPU Fluid Simulation in PhysX


Game Engine Gems 1

1. What to Look for When Evaluating Middleware for Integration
2. The Game Asset Pipeline

3. Volumetric Representation of Virtual Environments

4. High-Level Pathfinding

5. Environment Sound Culling

6. A GUI Framework and Presentation Layer

7. World’s Best Palettizer

8. 3D Stereoscopic Rendering: An Overview of Implementation Issues

9. A Multithreaded 3D Renderer

10. Camera Centric Engine Design for Multithreaded Rendering

11. A GPU Managed Memory Pool

12. Precomputed 3D Velocity Field for Simulating Fluid Dynamics

13. Mesh Partitioning for Fun and Profit

14. Moments of Inertia for Common Shapes

15. Physically-Based Outdoor Scene Lighting

16. Rendering Physically-Based Skyboxes

17. Motion Blur and the Velocity-Depth-Gradient Buffer

18. Fast Screen-space Ambient Occlusion and Indirect Lighting

19. Real-Time Character Dismemberment

20. A Deferred Decal Rendering Technique

21. Multithreaded Object Models

22. Holistic Task Parallelism for Common Game Architecture Patterns

23. Dynamic Code Execution Hierarchies

24. Key-Value Dictionary

25. A Basic Scheduler

26. The Game State Observer Pattern

27. Fast Trigonometric Operations Using CORDIC Methods

28. Inter-Process Communication Based on Your Own RPC Subsystem


Game Engine Gems 2

1. Fast Computation of Tight-Fitting Oriented Bounding Boxes          Download supplementary files for Chapter 1

2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds       Download supplementary files for Chapter 2

3. Simulation of Night-Vision and Infrared Sensors
4. Screen-Space Classification for Efficient Deferred Shading

5. Delaying OpenGL Calls        Download supplementary files for Chapter 5

6. A Framework for GLSL Engine Uniforms          Download supplementary files for Chapter 6

7. A Spatial and Temporal Coherence Framework for Real-Time Graphics
8. Implementing a Fast Diffusion DOF Solver

9. Automatic Dynamic Stereoscopic 3D
10. Practical Stereo Rendering

11. Making 3D Stereoscopic Games

12. A Generic Multi-View Rendering Engine Architecture              Download supplementary files for Chapter 12

13. 3D in a Web Browser (http://kasicass.blog.163.com/blog/static/39561920121229122918/)
14. 2D Magic                 Download supplementary files for Chapter 14

15. High-Performance Programming with Data-Oriented Design

16. Game Tuning Infrastructure

17. Placeholders Beyond Static Art Replacement              Download supplementary files for Chapter 17

18. Believable Dead Reckoning for Networked Games      Download supplementary files for Chapter 18

19. An Egocentric Motion Management System

20. Pointer Patching Assets            Download supplementary files for Chapter 20

21. Data-Driven Sound Pack Loading and Organization

22. GPGPU Cloth simulation using GLSL, OpenCL, and CUDA           Download supplementary files for Chapter 22

23. A Jitter-Tolerant Rigid Body Sleep Condition

24. Bit Hacks for Games
25. Introspection for C++ Game Engines            Download supplementary files for Chapter 25

26. A Highly Optimized Portable Memory Manager        Download supplementary files for Chapter 26

27. Simple Remote Heaps        Download supplementary files for Chapter 27

28. A Cache-Aware Hybrid Sorter      Download supplementary files for Chapter 28

29. Thread Communication Techniques

30. A Cross-Platform Multithreading Framework     Download supplementary files for Chapter 30

31. Producer-Consumer Queues

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