Graphics and Rendering. Fast Computation of
Tight-Fitting Oriented Bounding Boxes. Modeling, Lighting, and
Rendering Techniques for Volumetric Clouds
Frank Kane. Simulation of Night-Vision and Infrared Sensors.
Screen-Space Classification for Efficient Deferred Shading.
Delaying OpenGL Calls. A Framework for GLSL Engine Uniforms. A
Spatial and Temporal Coherence Framework for Real-Time Graphics.
Implementing a Fast Diffusion DOF Solver. Automatic Dynamic
Stereoscopic 3D. Practical Stereo Rendering. Making 3D Stereoscopic
Games. A Generic Multi-View Rendering Engine Architecture. 3D in a
Web Browser. 2D Magic. Game Engine Design.
High-Performance Programming with Data-Oriented Design. Game Tuning
Infrastructure. Placeholders Beyond Static Art Replacement.
Believable Dead Reckoning for Networked Games. An Egocentric Motion
Management System. Pointer Patching Assets. Data-Driven Sound Pack
Loading and Organization. GPGPU Cloth simulation using GLSL,
OpenCL, and CUDA. A Jitter-Tolerant Rigid Body Sleep Condition.
Systems Programming. Bit Hacks for Games.
Introspection for C++ Game Engines. A Highly Optimized Portable
Memory Manager. Simple Remote Heaps. A Cache-Aware Hybrid Sorter.
Thread Communication Techniques. A Cross-Platform Multithreading
Framework. Producer-Consumer Queues.
Eric Lengyel
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