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