GPG 2권 2부 참고자료
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2.1 부동소수점 비법들: IEEE 부동소수점을 통한 성능 향상
- [Abrash94] Abrash, Michael, Zen of Code Optimization, Coriolis Group, 1994.
- [Edwards00] Edwards, Eddie, “Polynomial Approximations to Trigonometric Functions”, GameProgrammingGems, Charles River Media, 2000. 번역서는 “삼각 함수들에 대한 다항식 근사”, GameProgrammingGems, 정보문화사, 2000.
- [Intel01] 부동소수점 유닛과 FPU 데이터 형식에 대한 Intel 웹 페이지. PC를 중점으로 하고 있으나 기타 다른 IEEE 호환 컴퓨터에도 적용될 수 있다. http://developer.intel.com/design/intarch/techinfo/Pentium/fpu.htm.
- [Lalonde98] Lalonde, Paul, and Dawson, Robert, “A High Speed, Low Precision Square Root”, Graphics Gems, Academic Press, 1998.
2.3 3D 선분에 대한 빠르고 충실한 교차 판정
- [Golub96] Golub, Gene H., and Charles F. van Loan, Matrix Computations, Third Edition, The Johns Hopkins University Press, 1996.
- [ONeil87] O'Neil, Peter V., Advanced Engineering Mathematics, Second Edition, Wadsworth Publishing Company, 1987.
2.5 평행 수송 프레임
- [Glassner90] Bloomenthal, Jules, “Calculation of Reference Frames Along a Space Curve”, Graphics Gems, Academic Press, 1990: pp. 567-571.
- [Eberly01] Eberly, David H., 3D Game Engine Design, Academic Press, 2001.
- [Hanson95] Hanson, Andrew J., and Ma, Hui, Parallel Transport Approach to Curve Framing, Department of Computer Science, Indiana University, 1995.
- [Reynolds99] Reynolds, Craig, “Steering Behaviors for Autonomous Characters”, http://www.red3d.com/cwr/steer/gdc99/index.html.
2.6 매끄러운 C2 사원수 기반의 공간 이동 경로
- [Press97] Press, William H., et al, Numerical Recipes in C, Cambridge University Press, 1997.
- [Hearn94] Hearn, Donald, Baker, M. Pauline, Computer Graphics Second Edition, Prentice Hall, Inc. 1994.
- [Johnstone99] Johnstone, J. K., Williams, J. P., “A Rational Quaternion Spline of Arbitrary Continuity”, Tech Report: http://www.cis.uab.edu/info/faculty/jj/cos.html, 1999.
- [GPG1] Edited by Mark DeLoura, GameProgrammingGems, Charles River Media, 2000. 번역서는 GameProgrammingGems, 정보문화사, 2000.
- [Shoemake91] Shoemake, K., Quaternion Calculus for Animation, Math for SIGGRAPH (ACM SIGGRAPH 91 Course Notes #2), 1991.
- [Neilson92] Neilson, G., and Heiland, R., “Animating Rotations Using Quaternions and Splines on a 4D Sphere”, English Edition, Programming and Computer Software, Plenum Pub., New York. 1992.
- [Kim95] Kim, M.S. and Nam, K.W., Interpolating Solid Orientations with Circular Blending Quaternion Curves, Computer-Aided Design, Vol. 27, No. 5, pp. 385-398, 1995.
2.7 재귀적 차원 클러스팅: 충돌 검출을 위한 빠른 알고리즘
- [Blow97] Blow, Jonathan, “Practical Collision Detection”, Proceedings, (Computer Game Developers Conference 1997), http://142.104.104.232/eCOW/projects/Resources/practical_collision_detection.html.
- [Bobic00] Bobic, Nick, “Advanced Collision Detection Techniques”, http://www.gamasutra.com/features/20000330/bobic_pfv.htm, March 30, 2000.
- [Roberts95] Roberts, Dave, “Collision Detection”, Dr. Dobb's Sourcebook (May/June 1995): pp. 7-11.
2.8 프랙탈의 프로그래밍
- [Ebert98]. David S. Ebert, et al. Texturing and Modeling. San Diego: Academic Press, 1998.