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از ساعت 7 صبح تا 10 شب
ویرایش: [Volume 2]
نویسندگان: Eric Lengyel (ed.)
سری:
ناشر: Jones and Bartlett Publishers
سال نشر: 2011
تعداد صفحات: [527]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 7 Mb
در صورت تبدیل فایل کتاب Game Engine Gems به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب جواهرات موتور بازی نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Preface Part I Graphics and Rendering Chapter 1 Fast Computation of Tight-Fitting Oriented Bounding Boxes 1.1 Introduction 1.2 Algorithm Selecting the Extremal Points Finding the Axes of the OBB Handling Detrimental Cases 1.3 Evaluation Bounding Volume Hierarchy Quality 1.4 Optimization Using SIMD Instructions 1.5 Discussion and Future Work References Chapter 2 Modeling, Lighting, and Rendering Techniques for Volumetric Clouds 2.1 Modeling Cloud Formation Growing Clouds with Cellular Automata Simulating the Distribution of Clouds 2.2 Cloud Lighting Techniques 2.3 Cloud Rendering Techniques Volumetric Splatting Volumetric Slicing GPU Ray Casting Hybrid Approaches References Chapter 3 Simulation of Night-Vision and Infrared Sensors 3.1 The Physics of the Infrared 3.2 Simulating Infrared Sensor Effects 3.3 Night-Vision Goggle Simulation References Chapter 4 Screen-Space Classification for Efficient Deferred Shading 4.1 Introduction 4.2 Overview of Method 4.3 Depth-Related Classification 4.4 Pixel Classification 4.5 Combining Classification Results 4.6 Index Buffer Generation 4.7 Tile Rendering 4.8 Shader Management 4.9 Platform Specifics Xbox 360 PlayStation 3 4.10 Optimizations Reducing Shader Count Tile Coalescing 4.11 Performance Comparison References Chapter 5 Delaying OpenGL Calls 5.1 Introduction 5.2 Motivation 5.3 Possible Implementations 5.4 Delayed Calls Implementation 5.5 Implementation Notes 5.6 Improved Flexibility 5.7 Concluding Remarks Acknowledgements References Chapter 6 A Framework for GLSL Engine Uniforms 6.1 Introduction 6.2 Motivation 6.3 Implementation 6.4 Beyond GLSL Built-in Uniforms 6.5 Implementation Tips 6.6 Concluding Remarks Acknowledgements Chapter 7 A Spatial and Temporal Coherence Framework for Real-Time Graphics 7.1 Introduction 7.2 The Spatiotemporal Framework Bilateral Upsampling Reprojection Caching Bilateral Filtering Spatiotemporal Coherency 7.3 Applications Screen-Space Ambient Occlusion Soft Shadows Shadows and Ambient Occlusion Combined Postprocessing 7.4 Future Work Antialiasing High-Quality Spatiotemporal Reconstruction References Chapter 8 Implementing a Fast DDOF Solver 8.1 Introduction 8.2 Modifying the Basic CR Solver 8.3 Results References Chapter 9 Automatic Dynamic Stereoscopic 3D 9.1 General Problems in S3D Window Violations Convergence Fatigue Accommodation/Convergence Deviation 9.2 Problems in S3D Unique to Games Keystone Distortions 2D Image-Based Effects HUD and Subtitles 9.3 Dynamic Controls 9.4 A Simple Dynamic S3D Camera Camera Target Tracking Dynamic Parallax Separation 9.5 Content-Adaptive Feedback References Chapter 10 Practical Stereo Rendering 10.1 Introduction to Stereo 3D 10.2 Overview of Stereo Displays 10.3 Introduction to Rendering Stereo 10.4 The Mathematics of Stereo Views and Projection 10.5 Using Geometry Shader to Render Stereo Pairs References Chapter 11 Making 3D Stereoscopic Games 11.1 Introduction 11.2 How Stereoscopic 3D Works 11.3 How to Set Up the Virtual 3D Cameras 11.4 Safe Area 11.5 Technical Considerations 11.6 Same Scene, Both Eyes, and How to Optimize 11.7 Scene Traversal 11.8 Supporting Both Monoscopic and Stereoscopic Versions 11.9 Visual Quality Stereo Coherence Fast Action 3D Slider Color Enhancement Crosstalk Reduction 11.10 Going One Step Further 11.11 Conclusion References Chapter 12 A Generic Multiview Rendering Engine Architecture 12.1 Introduction 12.2 Analyzing Multiview Displays 12.3 The Architecture 12.4 The Multiview Camera 12.5 The Multiview Buffer 12.6 The Multiview Compositor 12.7 Rendering Management Shared Data between Different Views 12.8 Rendering Optimizations Multiview Level-of-Detail for Objects Multiview Level-of-Detail for Multiview Buffers Other Optimization Approaches 12.9 Discussion Multiview Scene Setup Enabling/Disabling Multiview Rendering at Run Time Postprocessing Pipelines Integration with Other Stereo-Rendering APIs 3D Video Playback Using Multiview Pipeline for Other Rendering Techniques Acknowledgements References Chapter 13 3D in a Web Browser 13.1 A Brief History 13.2 Fast Forward 13.3 3D with Flash 13.4 3D with Java 13.5 3D with a Game Engine Plug-In 13.6 Google Native Client 13.7 3D with HTMLS 13.8 Conclusion References Chapter 14 2D Magic 14.1 Tools of the Trade 14.2 Position Scale Effects Motion Effects Perspective Effects 14.3 Color and Opacity Colored UI Model Opacity Separate from Color Interpolation Day and Night 14.4 Texture (UV) Coordinates UI Frames Texture Scrolling Texture Sheets 14.5 What a Mesh! 14.6 Mesh Architecture Mesh Space State Modifiers 14.7 Mesh Examples Point Light Sunrise and Double Rainbows Flashlight Pinch Optimization 14.8 Conclusion Acknowledgements References Part II Game Engine Design Chapter 15 High-Performance Programming with Data-Oriented Design 15.1 Modern Hardware 15.2 Principles of Data-Oriented Design 15.3 Data-Oriented Design Benefits 15.4 How to Apply Data-Oriented Design 15.5 Real-World Situations Homogeneous, Sequential Data Heterogeneous Data Break and Batch Conditional Execution Polymorphism 15.6 Parallelization 15.7 Conclusion Chapter 16 Game Tuning Infrastructure 16.1 Introduction 16.2 The Need for Tweak 16.3 Design Considerations 16.4 The Tuning Tool Using the Debugger Using a Console Window Integrating with an Existing DCC1 Tool Dedicated Editor Application 16.5 Data Exchange Direct Value Access Interprocess Communication Cross-Platform Communication 16.6 Schema and Exposure Marking Tunable Variables Reflection Explicit Definition 16.7 Data Storage Text or Binary Divide and Conquer Supporting Structure Changes File Format Writing Data 16.8 Case Studies Quraish Unreal 3/Unreal Development Kit 16.9 Final Words Acknowledgements References Chapter 17 Placeholders beyond Static Art Replacement 17.1 Placeholder Assets in a Game Placeholders as Development Productivity Tools Desired Features of a Placeholder System 17.2 Preaching by Example: The Articulated Placeholder Model Skeleton Construction Placeholder Mesh Generation with implicit Surfaces Automatic Vertex Weight Assignment Skinning Limitations 17.3 Integration in a Production Environment Who Makes It, and Where Do You Make It? Game Pipeline Integration 17.4 In the End, Is It Really Needed? 17.5 Implementation References Chapter 18 Believable Dead Reckoning for Networked Games 18.1 Introduction 18.2 Fundamentals Myth Busting-Ground Truth Basic Math Myth Busting-Discontinuities Are Not Minor 18.3 Pick an Algorithm, Any Algorithm Projective Velocity Blending Prove It! 18.4 Time for T What Time Is It? Time to Put It Together Just in Time Notes 18.5 Publish or Perish When to Publish? What to Publish Myth Busting-Acceleration Is Not Always Your Friend Publishing Tips The Whole Story 18.6 Ground Clamping Can We Fix It? Other Considerations 18.7 Orientation Myth Busting-Quaternions Two Wrong Turns Don't Make a Right 18.8 Advanced Topics Integrating Physics with Dead Reckoning Server Validation Who Hit Who? Articulations Path-Based Dead Reckoning Delayed Dead Reckoning Subscription Zones 18.9 Conclusion Acknowledgements References Chapter 19 An Egocentric Motion Management System 19.1 Fundamental Components of the ECMMS 19.2 Collision Sensors 19.3 Query Space Query Space Allows for an Understanding of Space 19.4 Modeling the Environment 19.5 The ECMMS Architecture 19.6 Modeling an ECMMS-Enabled Agent 19.7 Generating a Behavior Model with the ECMMS 19.8 Animation Validation 19.9 A Single Agent Behavioral Response Algorithm and Example References Chapter 20 Pointer Patching Assets 20.1 Introduction Bad Solutions Analysis An Alternative, High-Performance, Solution Considerations 20.2 Overview of the Technique Desirable Properties 20.3 A Brief Example Tools Side The Run-Time Pointer Patching Process Chapter 21 Data-Driven Sound Pack Loading and Organization 21.1 Introduction 21.2 Constructing a Sound Map 21.3 Constructing Sound Packs by Analyzing the Event Table Determining Which Sound Events to Stream Constructing Sound Packs 21.4 Constructing and Using Sound Loading Triggers Optimizing Sound Loaders Out of Memory Detection Loading Sound Packs While Running the Game 21.5 Conclusion Chapter 22 GPGPU Cloth Simulation Using GLSL, OpenCL, and CUDA 22.1 Introduction 22.2 Numerical Algorithm 22.3 Collision Handling 22.4 CPU Implementation 22.5 GPU Implementations 22.6 GLSL Implementation 22.7 CUDA Implementation 22.8 OpenCL Implementation 22.9 Results 22.10 Future Work 22.11 Demo Acknowledgements References Chapter 23 A Jitter-Tolerant Rigid Body Sleep Condition 23.1 Introduction 23.2 The Sleep Condition Part III Systems Programming Chapter 24 Bit Hacks for Games 24.1 Integer Sign Manipulation Absolute Value Sign Function Sign Extension 24.2 Predicates Conditional Increment and Decrement Conditional Addition and Subtraction Increment or Decrement Modulo N Clamping to Zero Minimum and Maximum 24.3 Miscellaneous Tricks Clear the Least Significant 1 Bit Test for Power of Two Test for Power of Two Minus One Determine Whether a Voxel Contains Triangles Determine the Index of the Greatest Value in a Set of Three 24.4 Logic Formulas References Chapter 25 Introspection for C++ Game Engines 25.1 Introduction 25.2 The Demo 25.3 The Gem 25.4 Lifting the Veil 25.5 To and From a Network 25.6 In Closing Chapter 26 A Highly Optimized Portable Memory Manager 26.1 Introduction Alternatives to Rolling Your Own Desirable Properties 26.2 Overview Fighting Fragmentation Is Job #1 Paged Allocation Easing Portability with the OSAPI Class 26.3 Small Block Allocator How Alloc() Works How Free() Works Performance Analysis Memory Overhead 26.4 Medium Block Allocator How Alloc() Works How Free() Works Performance Analysis Memory Overhead 26.5 Large Block Allocator 26.6 Page Management in the Memory Manager SBA Pages MBA Pages 26.7 OSAPI Ideas Chapter 27 Simple Remote Heaps 27.1 Introduction Considerations 27.2 Bitwise Remote Heap Overview Algorithm 27.3 Blockwise Remote Heap Overview Algorithm 27.4 Testing Results Memory Efficiency Performance Chapter 28 A Cache-Aware Hybrid Sorter 28.1 Stream Splitting 28.2 Substream Sorting 28.3 Stream Merging and Loser Tree 28.4 Multicore Implementation Parallel Loser Tree 28.5 Conclusion Appendix Acknowledgements References Chapter 29 Thread Communication Techniques 29.1 Latency and Threading 29.2 Single Writer, Single Reader 29.3 The Aggregator 29.4 The Dispatcher 29.5 The Gateway 29.6 Debugging References Chapter 30 A Cross-Platform Multithreading Framework 30.1 Threading ThreadManager ThreadInfo 30.2 Synchronization Objects Critical Section (class BasicSection) Mutex (class BasicMutex) Semaphore (class BasicSemaphore) Event (class BasicEvent) Wait Objects Lock Helper Classes Waiting for Multiple Objects 30.3 Limitations 30.4 Future Extensions References Chapter 31 Producer-Consumer Queues 31.1 Introduction 31.2 Multithreading Overview 31.3 A First Approach: Using Win32 Semaphores and Critical Sections 31.4 A Second Approach: Lock-Free Algorithms 31.5 Processor Architecture Overview and Memory Models 31.6 Lock-Free Algorithm Design 31.7 Lock-Free Implementation of a Free List 31.8 Lock-Free Implementation of a Queue 31.9 Interprocess Communication References