GPG 3권 2부 참고자료
GPG 3권 2부 참고자료
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2.1 로그와 난수 발생을 위한 빠른 기수 2 함수들
- [Booth97] Booth, Rick, Inner Loops: A Sourcebook For Fast 32-Bit Software Development, Addison-Wesley Developers Press, 1997: pp. 223-224.
2.2 정확한 기하학을 위한 벡터 분수의 활용
- [GMP02] GMP, 'GMP,' http://www.swox.com/gmp/, January 2002.
- [Haible02] Haible, Bruno, “CLN - Class Library for Numbers,” http://www.ginac.de/CLN/, January 2002.
- [Young01] Young, Thomas, “Optimizing Points-of-Visibility Pathfinding,” Game Programming Gems 2, Charles River Media, Inc., 2001. 번역서는 “가시점 길찾기의 최적화”, Game Programming Gems 2, 정보문화사, 2002.
2.3 좀더 정확한 삼각함수 근사
- [Cody80] Cody & Waite, Software Manual for the Elementary Functions, Prentice Hall, 1980.
- [Crenshaw00] Crenshaw, Jack W., Math Toolkit for Real-Time Programming, CMP Books, 2000.
- [DSP] The Music DSP Source Code. http://www.smartelectronix.com .
- [Goldberg91] Goldberg, Steve, 'What Every Computer Scientist Should Know About Floating Point Arithmetic,' ACM Computing Surveys, Vol. 23, No. 1, March 1991. http://docs.sun.com/source/806-3568/ncg_goldberg.html
- [Hart68] Hart, J. F., Computer Approximations, John Wiley & Sons, 1968.
- [Moshier89] Moshier, Stephen L., Methods and Programs for Mathematical Functions, Prentice Hall, 1989.
- [Muller97] Muller, J. M., Elementary Functions: Algorithms and Implementations, Birkhauser, 1997.
- [Ng92] Ng, K. C., 'Argument Reduction for Huge Arguments: Good to the Last Bit,' SunPro Report, July 1992.
- [Story00] Story, S. and Tang, P. T. P, 'New Algorithms for Improved Transcendental Functions on IA-64,' Intel Report, 2000.
- [Tang89] Tang, Ping Tak Peter, 'Table Driven Implementation of the Exponential Function in IEEE Floating Point Arithmetic,' ACM Transactions on Mathematical Software, Vol. 15, No. 2, June 1989.
- [Tang90] Tang, Ping Tak Peter, 'Table Driven Implementation of the Logarithm Function in IEEE Floating Point Arithmetic,' ACM Transactions on Mathematical Software, Vol. 16, No. 2, December 1990.
- [Tang91] Tang, Ping Tak Peter, 'Table Lookup Algorithms for Elementary Functions and Their Error Analysis,' Proceedings of 10th Symposium on Computer Arithmetic, 1991.
- [Upstill90] Upstill, S., The Renderman Companion, Addison Wesley, 1990.
2.4 사원수의 압축
- [Edwards00] Edwards, Eddie, “Polynomial Approximations to Trigonometric Functions,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “삼각 함수들에 대한 다항식 근사”, Game Programming Gems, 정보문화사, 2000.
- [Svarovsky00] Svarovsky, Jan, “Quaternions for Game Programming,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “게임 프로그래밍을 위한 사원수(쿼터니언)”, Game Programming Gems, 정보문화사, 2000.
2.5 구속조건이 있는 역기구학
- [Bobick98] Bobick, Nick, “Rotating Objects Using Quaternions,” Game Developer Magazine, February 1998: pp. 34-42. http://www.gdmag.com/.
- [Flipcode98] Unattributed, “The Matrix and Quaternions FAQ,” http://www.flipcode.com/documents/matrfaq.html, December 1998.
- [Lander98] Lander, Jeff, “Making Kine More Flexible,” Game Developer Magazine, November 1998: pp. 15-22.
- [Weber02] Weber, Jason, “Improved Bones Deformation,” Game Programming Gems 3, Charles River Media, Inc., 2002. 번역서는 “개선된 뼈대 변형”, Game Programming Gems 3, 정보문화사, 2003.
- [Welman93] Welman, Chris, “Inverse Kinematics and Geometric Constraints for Articulated Figure Manipulation,” Masters Thesis, Simon Fraser University, September 1993.
이 글의 저자가 관리하는 http://www.imonk.com/baboon/bones에는 이 글의 주제에 관련된 여러 문서들과 링크들이 있다.
2.6 물리 모델링을 위한 세포 자동자
- [CFD] 계산적 유체 역한에 대해서는 수많은 자료들이 있으나, 대부분은 대졸 수준의 물리학 지식이나 3D 미적분에 대한 확고한 이해가 있어야 한다. 그런 자료들 중 좀 더 상세한 자료들이 있는 곳을 꼽자면: http://www.efunda.com/formulae/fluids/overview.cfm
- [Conway] http://www.dmoz.org/Computers/Artificial_Life/Cellular_Automata/Conway's_Game_of_Life/.
- [Hemispherical01] “Advanced Shading and Lighting,” Meltown 2001 발표자료: pp. 22-35. http://www.microsoft.com/mscorp/corpevents/meltdown2001/ppt/DXGLighting.ppt.
- [LorensenCline87] Lorensen, W. E. and Cline, H. E., 'Marching Cubes: A High Resolution 3D Surface Reconstruction Algorithm,' Computer Graphics Proceedings (SIGGRAPH 1987), Vol. 21, No. 4: pp. 163-169.
- [RedFaction] Red Faction, developed by Volition, Inc. Published by THQ, Inc., 2000.
- [Ulrich00] Ulrich, Thatcher, “Loose Octrees,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “느슨한 옥트리”, Game Programming Gems, 정보문화사, 2000.
- [XCom] X-Com: UFO Defense (U.S.) or X-Com: Enemy Unknown (U.K.), Microprose, 1994, http://www.codogames.com/UFOUnknownDefense.htm.
2.7 동역학 시뮬레이션에서 마찰 다루기
- [Abadie00] Abadie, Michel, “Dynamic Simulation of Rigid Bodies: Modeling of Frictional Contact,” Impacts in Mechanical Systems: Analysis and Modeling, Springer-Verlag, 2000.
- [Beer62] Beer, F. P. and Johnston, E. R., Jr., Mechanics for Engineers: Statics and Dynamics, McGraw-Hill, 1962.
- [Davis91] Davis, H. F. and Snider, A. D, Introduction to Vector Analysis, 6th Edition, Wm. C. Brown Publishers, 1991.
- [Gerald97] Gerald, C. F. and Wheatley, P. O., Applied Numerical Analysis, 6th Edition, Addison Wesley, 1997.
- [Pfeiffer92] Pfeiffer, F. and Hajek, M., “Stick-Slip Motion of Turbine Blade-Dampers,” Philosophical Transactions: Physical Sciences and Engineering, Nonlinear Dynamics of Engineering Systems, 1992: Vol. 338, No. 1651, pp. 503-517.
- [Stewart00] Stewart, D., “Rigid-Body Dynamics with Friction and Impact,” SIAM Review, 2000: Vol. 42, No. 1, pp.3-39.
- [Watt00] Watt, A., 3D Computer Graphics, 3rd Edition. Addison Wesley, 2000.