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