game engine gems 2
4. Screen-Space Classification for Efficient Deferred Shading
!review
Part I — Graphics and Rendering
- 1. Fast Computation of Tight-Fitting Oriented Bounding Boxes
- 2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds
- 3. Simulation of Night-Vision and Infrared Sensors
- 5. Delaying OpenGL Calls
- 6. A Framework for GLSL Engine Uniforms
- 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
- 13. 3D in a Web Browser
- 14. 2D Magic
Part II — Game Engine Design
- 15. High-Performance Programming with Data-Oriented Design
- 16. Game Tuning Infrastructure
- 17. Placeholders Beyond Static Art Replacement
- 18. Believable Dead Reckoning for Networked Games
- 19. An Egocentric Motion Management System
- 20. Pointer Patching Assets
- 21. Data-Driven Sound Pack Loading and Organization
- 22. GPGPU Cloth simulation using GLSL, OpenCL, and CUDA
- 23. A Jitter-Tolerant Rigid Body Sleep Condition
Part III — Systems Programming
- 24. Bit Hacks for Games
- 25. Introspection for C++ Game Engines
- 26. A Highly Optimized Portable Memory Manager
- 27. Simple Remote Heaps
- 28. A Cache-Aware Hybrid Sorter
- 29. Thread Communication Techniques
- 30. A Cross-Platform Multithreading Framework
- 31. Producer-Consumer Queues