행위

GPG 7권 1부 참고자료

1.1 연령 및 비용 측정을 통한 효율적인 캐시 교체[편집]

  • [Carmack00] Carmack, J. “Virtualized Video Card Local Memory Is the Right Thing,” Carmack .Plan file, 2000년 3월 7일자.
  • [Megiddo03] Megiddo, Nimrod and Modha, Dharmendra S. “ARC: A Self-Tuning, Low Overhead Replacement Cache,” USENIX File and Storage Technologies (FAST), March 31, 2003, San Francisco, CA.
  • [O’Neil93] O’Neil, Elizabeth J. 외. “The LRU-K Page-Replacement Algorithm for Database Disk Buffering,” ACM SIGMOD Conf., pp. 297–306, 1993.

1.2 고성능 힙 할당자[편집]

1.3 웹캠 기반 비디오 게임을 위한 광류 응용[편집]

  • [Beauchemin95] Beauchemin, S.S, Barron, J.L. “The Computation of Optical Flow,” ACM Computing Surveys (CSUR), Vol. 27, No. 3, pp. 433–466, ACM Press New York, NY, USA, 1995.
  • [Lucas81] Lucas, B.D., Kanade, T. “An Iterative Image Registration Technique with an Application to Stereo Vision.”
  • [Morphology] “Morphological Image Processing,” 웹 http://en.wikipedia.org/wiki/Morphological_image_processing.
  • [Ramisa06] Ramisa, A., Vergara, E., Marti, E. “Computer Vision in Games Using the OpenCV Library,” Game Programming Gems 6, M. Dickheiser 엮음, Charles River Media, 2006, pp. 25–37. 번역서는 “OpenCV 라이브러리를 이용한 게임에서의 컴퓨터 시각 활용”, Game Programming Gems 6, 류광 옮김, 와우북스, 2008.

1.4 다중 플랫폼 스레드 관리 엔진의 설계와 구현[편집]

  • [Bevridge96] Bevridge, Jim. Multithreading Applications in Win32: The Complete Guide to Threads, Addison-Wesley, 1996.
  • [Culler99] Culler, David E. Parallel Computer Architecture, Morgan Kaufmann, 1999.
  • [Geist94] Geist, A. PVM. MIT Press, 1996.
  • [Gerber04] Gerber, Richard. Programming with Hyper-Threading Technology, Intel Press, 2004.
  • [Hughes04] Hughes, Cameron. Parallel and Distributed Programming Using C++, Addison- Wesley, 2004.
  • [Nichols96] Nichols, Bradford. Pthreads Programming: A POSIX Standard for Better Multiprocessing, O’Reilly, 1996.
  • [Ramsey05] Ramsey, Michael. “Parallel AI Development with PVM,” Game Programming Gems 5, Charles River Media, 2005. 번역서는 “PVM을 통한 병렬 AI 개발”, Game Programming Gems 5, 류광 옮김, 정보문화사, 2006.
  • [Ramsey08] Ramsey, Michael. A Practical Cognitive Engine for AI (출간 예정), 2008.
  • [Richter99] Richter, Jeffrey. Programming Applications for Microsoft Windows, Microsoft Press, 1999.

1.5 꿀벌과 게이머를 위해: 육각 타일 다루기[편집]

  • [Mesdaghi04] Mesdaghi, Syrus. “Path Planning Tutorial,” AI Game Programming Wisdom 2, CD-ROM, Charles River Media Inc., 2004.
  • [Middleton05] Middleton, Lee, Sivaswamy, Jayanthi. Hexagonal Image Processing―A Practical Approach, Springer New York Inc., 2005.
  • [Wolfram02] Wolfram, Stephen. A New Kind of Science, Wolfram Media Inc., 2002.

1.6 세포자동자에 기초한, RTS 게임을 위한 스케치 기반 인터페이스[편집]


1.8 함수 지연 호출 시스템[편집]

1.9 다중 스레드 작업 및 의존성 시스템[편집]

1.10 고급 디버깅 기법들[편집]