CruiseYoung提供的带有详细书签的电子书籍目录
http://blog.csdn.net/fksec/article/details/7888251
该资料是《游戏编程精粹8》一书的随书光盘代码:共两部分,这是第2部分
游戏编程精粹8
基本信息
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
内容简介
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。
目录
Face -15
Contents -12
Preface -6
Contributors -1
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
1