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游戏编程精粹8 Game Programming Gems 8 插图版[PDF]

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发表于 2021-8-16 12:08:26 | 显示全部楼层 |阅读模式

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资源信息:



中文名


: 游戏编程精粹8


原名


: Game Programming Gems 8


作者


: Adam Lake


图书分类


: 软件


资源格式


: PDF


版本


: 插图版


出版社


: Course Technology


书号


: 1584507020


发行时间


: 2010年03月01日


地区


: 美国


语言


: 英文


概述


:




内容介绍:


本书为《Game Programming Gems》系列的第八卷。在这一版当中,我们将广泛地探讨重要的实时图形方面,如Larrabee, PlayStation 3, 以及DirectX 11计算着色器。此外在本书中,处在第一线的业内顶级开发商如:Blizzard,id, Bizarre Creations, Nexon,以及Intel's Advanced Visual Computing group,还分享了他们如何以最佳的方式利用图形硬件为游戏创建高品质视觉效果的真知灼见。


内容截图:







目录


: Section 1 Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.1 Fast Font Rendering with Instancing. . . . . . . . . . . . . . . . . . . . . . . . . . . 3 1.2 Principles and Practice of Screen Space Ambient Occlusion. . . . . . . . 12 1.3 Multi-Resolution Deferred Shading . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 1.4 View Frustum Culling of Catmull-Clark Patches in DirectX 11. . . . . . . 39 1.5 Ambient Occlusion Using DirectX Compute Shader. . . . . . . . . . . . . . . 50 1.6 Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping. . . . . . . . . 74 1.7 Overlapped Execution on Programmable Graphics Hardware . . . . . . . 90 1.8 Techniques for Effective Vertex and Fragment Shading on the SPUs . . 101 Section 2 Physics and Animation . . . . . . . . . . . . . . . . . . . . . . . 119 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 2.1 A Versatile and Interactive Anatomical Human Face Model . . . . . . . . 121 2.2 Curved Paths for Seamless Character Animation . . . . . . . . . . . . . . . 132 2.3 Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK) . 141 2.4 Particle Swarm Optimization for Game Programming . . . . . . . . . . . . 152 2.5 Improved Numerical Integration with Analytical Techniques . . . . . . . 168 2.6 What a Drag: Modeling Realistic Three-Dimensional Air and Fluid Resistance. . . . . . . . . . . . . . . . . . . . . . . . . . . 183 2.7 Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes . . . 194 2.8 Approximate Convex Decomposition for Real-Time Collision Detection. . . . . . . . . . . . . . . . . . . . . . . . 202 Section 3 AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211 3.1 AI Level of Detail for Really Large Worlds . . . . . . . . . . . . . . . . . . . . 213 3.2 A Pattern-Based Approach to Modular AI for Games . . . . . . . . . . . . . 232 3.3 Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques . . . . . . . . . . . . . . . . . . . . . . . . 244 3.4 A Practical Spatial Architecture for Animal and Agent Navigation . . . 256 3.5 Applying Control Theory to Game AI and Physics . . . . . . . . . . . . . . . 264 3.6 Adaptive Tactic Selection in First-Person Shooter (FPS) Games . . . . 279 3.7 Embracing Chaos Theory: Generating Apparent Unpredictability through Deterministic Systems . . . . . . . . . . . . . . . . 288 3.8 Needs-Based AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302 3.9 A Framework for Emotional Digital Actors . . . . . . . . . . . . . . . . . . . . 312 3.10 Scalable Dialog Authoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323 3.11 Graph-Based Data Mining for Player Trace Analysis in MMORPGs . . . 335 Section 4 General Programming . . . . . . . . . . . . . . . . . . . . . . . . 353 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353 4.1 Fast-IsA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355 4.2 Registered Variables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363 4.3 Efficient and Scalable Multi-Core Programming . . . . . . . . . . . . . . . . 373 4.4 Game Optimization through the Lens of Memory and Data Access . . 385 4.5 Stack Allocation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 393 4.6 Design and Implementation of an In-Game Memory Profiler . . . . . . . 402 4.7 A More Informative Error Log Generator . . . . . . . . . . . . . . . . . . . . . . 409 4.8 Code Coverage for QA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 416 4.9 Domain-Specific Languages in Game Engines . . . . . . . . . . . . . . . . . 428 4.10 A Flexible User Interface Layout System for Divergent Environments . . 442 4.11 Road Creation for Projectable Terrain Meshes . . . . . . . . . . . . . . . . . 453 4.12 Developing for Digital Drawing Tablets . . . . . . . . . . . . . . . . . . . . . . . 462 4.13 Creating a Multi-Threaded Actor-Based Architecture Using Intel® Threading Building Blocks . . . . . . . . . . . . 473 Section 5 Networking and Multiplayer. . . . . . . . . . . . . . . . . . . . 485 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 485 5.1 Secure Channel Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . 487 5.2 Social Networks in Games: Playing with Your Facebook Friends . . . . 498 5.3 Asynchronous I/O for Scalable Game Servers . . . . . . . . . . . . . . . . . . 506 5.4 Introduction to 3D Streaming Technology in Massively Multiplayer Online Games. . . . . . . . . . . . . . . . . . . . . . . . . 514 Section 6 Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 539 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 539 Brian Schmidt, Founder and Executive Director, GameSoundCon; 6.1 A Practical DSP Radio Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 542 6.2 Empowering Your Audio Team with a Great Engine . . . . . . . . . . . . . . 553 6.3 Real-Time Sound Synthesis for Rigid Bodies. . . . . . . . . . . . . . . . . . . 563 Section 7 General Purpose Computing on GPUs . . . . . . . . . . . . 573 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 573 7.1 Using Heterogeneous Parallel Architectures with OpenCL . . . . . . . . 575 7.2 PhysX GPU Rigid Bodies in Batman: Arkham Asylum. . . . . . . . . . . . . 590 7.3 Fast GPU Fluid Simulation in PhysX . . . . . . . . . . . . . . . . . . . . . . . . . 602 Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 616

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