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Game Engine Gems 1 참고자료

제1부[편집]

제1장 기존 코드 기반과 통합할 미들웨어를 평가할 때 고려할 사항[편집]

제2장 게임 자산 파이프라인[편집]

제3장 가상 환경의 부피적 표현[편집]

제4장 고수준 길찾기[편집]

  • [1] Daniel F. Higgins. “Generic A* Pathfinding”. AI Game Programming Wisdom, Charles River Media, 2002. 번역서는 “범용적인 A* 길찾기,” AI Game Programming Wisdom, 정보문화사, 2003.
  • [2] Daniel F. Higgins. “Pathfinding Design Architecture”. AI Game Programming Wisdom, Charles River Media, 2002. 번역서는 “길찾기 설계 아키텍처,” AI Game Programming Wisdom, 정보문화사, 2003.
  • [3] Daniel F. Higgins. “Terrain Analysis in an RTS―The Hidden Giant”. Game Programming Gems 3, Charles River Media, 2002. 번역서는 “RTS에서의 지형 분석-숨겨진 거인,” Game Programming Gems 3, 정보문화사, 2003.
  • [4] Daniel F. Higgins. “How to Achieve Lightning Fast A*”. AI Game Programming Wisdom, Charles River Media, 2002. 번역서는 “엄청 빠른 A* 구현,” AI Game Programming Wisdom, 정보문화사, 2003.

제6장 GUI 프레임워크와 표현층[편집]

  • [1] Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides. Design Patterns― Elements of Reusable Object-Oriented Software. Addison-Wesley, 1995.
  • [2] AngelCode BMFont. http://www.angelcode.com/products/bmfont/

제7장 세계 최고의 팔레트 생성기[편집]

제8장 3차원 입체시각 렌더링:구현 문제점들의 개요[편집]

  • [1] Akiyuki Anzai, Izumi Ohzawa, Ralph D. Freeman, “Neural Mechanisms for Processing Binocular Information”. Journal of Neurophysiology, Volume 82, Number 2 (1999년 8월)), pp. 891-908.
  • [2] 부조 입체. http://en.wikipedia.org/wiki/Anaglyph_image
  • [3] Chromium. http://chromium.sourceforge.net/
  • [4] Neil A. Dodgson. “Variation and extrema of human interpupillary distance”. Proceedings of SPIE Stereoscopic Displays and Virtual Reality Systems XI, 2004, pp. 36-46.
  • [5] Neil A. Dodgson, J. R. Moore, S. R. Lang. “Multi-view autostereoscopic 3D display”. IBC (International Broadcasting Convention) 1999, pp. 497-502.
  • [6] 국제 입체시각 연합. “International Stereoscopic Union:A Glossary of Stereoscopic Terms”. http://www.stereoscopy.com/isu/glossary-index.html
  • [7] Julien C. Flack, Hugh Sanderson, Steven I. Pegg, Simon Kwok. “Optimising 3D image quality and performance for stereoscopic game drivers”. Proceedings of SPIE Stereoscopic Displays and Applications XX, 2009.
  • [8] Graham R. Jones, Delman Lee, Nicolas S. Holliman, David Ezra, “Controlling perceived depth in stereoscopic images”, Proceedings of SPIE Stereoscopic Displays and Virtual Reality Systems VIII, 2001, pp. 42-53.
  • [9] Helmut Jorke, Markus Fritz. “INFITEC―A New Stereoscopic Visualisation Tool by Wavelength Multiplex Imaging”. Journal of Three Dimensional Images, Volume 19, Number 3 (2005년 10월), pp. 50-56.
  • [10] Jukka Häkkinen, Monika Pölönen, Jari Takatalo, Göte Nyman. “Simulator sickness in virtual display gaming:a comparison of stereoscopic and non-stereoscopic situations”. ACM International Conference Proceeding Series, Volume 159 (2006), pp. 227-230.
  • [11] Ken Perlin, Salvatore Paxia, Joel S. Kollin. “An Autostereoscopic Display”, Proceedings of the 27th Annual Conference on Computer graphics and Interactive Techniques, 2000, pp. 319-326.
  • [12] Roy S. Kalawsky. The Science of Virtual Reality and Virtual Environments. Addison-Wesley, 1993.
  • [13] Lenny Lipton. The CrystalEyes Handbook. StereoGraphics Corporation, 1991.
  • [14] Bernard Mendiburu. 3D Movie Making:Stereoscopic Digital Cinema from Script to Screen. Focal Press, 2009.
  • [15] Raymond Spottiswoode, Nigel Spottiswoode. The Theory of Stereoscopic Transmission and its Application to the Motion Picture. University of California Press, 1953.

제9장 다중 스레드 3D 렌더러[편집]

  • [1] Johan Andersson. “The Intersection of Game Engines and GPUs:Current & Future”. Graphics Hardware 2008.
  • [2] Sébastien Schertenleib. “An Effective Cache-Oblivious Implementation of the ABT Tree”. Game Programming Gems 5, Charles River Media, 2005. 번역서는 “효과적인 캐시 무관 ABT 트리 구현”, Game Programming Gems 5, 정보문화사, 2006.

제10장 다중 스레드 렌더링을 위한 카메라 중심 엔진 설계[편집]

  • [1] Vincent Scheib. “Practical Parallel Rendering with DirectX9 and 10”. GameFest 2008.
  • [2] Lindberg 외. “Studies of threading success in popular PC games”. Game Developers Conference, 2008.
  • [3] Randall Turner. “Saints Row Scheduler”. Game Developers Conference, 2007.

제11장 GPU가 관리하는 메모리 풀[편집]

  • [1] Christophe Balestra, Pål-Kristian Engstad. “The Technology of Uncharted:Drake's Fortune”. Game Developers Conference, 2008.
  • [2] Paul Glinker. “Fight Memory Fragmentation with Templated Freelists”. Game Programming Gems 4, Charles River Media, 2004. 번역서는 “자유목록 템플릿을 이용한 메모리 단편화 해결,” Game Programming Gems 4, 정보문화사, 2005.
  • [3] Colt McAnlis. “Efficient Cache Replacement Using the Age and Cost Metrics”. Game Programming Gems 7, Charles River Media, 2008. 번역서는 “연령 및 비용 측정을 통한 효율적인 캐시 교체,” Game Programming Gems 7, 와우북스, 2010.

제12장 미리 계산된 3D 속도장으로 유체역학 흉내내기[편집]

  • [1] R. Bridson. Fluid Simulation for Computer Graphics. AK Peters, 2008.
  • [2] N. Foster, D. Metaxas. “Realistic animation of liquids”. Graphical Models and Image Processing, Volume 58, Number 5 (1996년 9월), pp. 471-483.
  • [3] F. H. Harlow, J. E. Welch. “Numerical calculation of time-dependent viscous incompressible flow”. Physics of Fluids, Volume 8, Number 12 (1965), pp. 2182-2189.
  • [4] L. Quartapelle. Numerical Solution of the Incompressible Navier-Stokes Equations. Springer, 1993.

제13장 재미있고 유익한 메시 분할[편집]

  • [1] J. B. Kruskal. “On the Shortest Spanning Subtree of a Graph and the Traveling Salesman Problem”. Proceedings of the American Mathematical Society, Volume 7, Number 1 (1956년 2월), pp. 48-50.
  • [2] R. C. Prim. “Shortest connection networks and some generalizations”. Bell System Technical Journal, Volume 36 (1957), pp. 1389-1401.
  • [3] P. V. Sander, Z. J. Wood, S. J. Gortler, J. Snyder, H. Hoppe. “MultiChart Geometry Images”. Proceedings of the 2003 Eurographics Symposium on eometry Processing, 2003.

제14장 흔히 쓰이는 도형들의 관성 모멘트[편집]

  • [1] Jerry B. Marion, Stephen T. Thornton. Classical Dynamics, 3rd edition. Sauders College Publishing, 1988.

제2부[편집]

제15장 물리학에 근거한 야외 장면 조명[편집]

  • [1] R. E. Bird, C. Riordan. “Simple Solar Spectral Model for Direct and Diffuse Irradiance on Horizontal and Tilted Planes at the Earth's Surface for Cloudless Atmospheres”. Technical Report No. SERI/TR-215-2436, Solar Energy Research Institute, 1984.
  • [2] Peter Duffett-Smith. Practical Astronomy with your Calculator. Cambridge University Press, 1988.
  • [3] Frédo Durand, Julie Dorsey. “Interactive Tone Mapping”. Proceedings of the Eurographics Workshop on Rendering Techniques 2000, pp. 219-230.
  • [4] Henrik Wann Jensen, Frédo Durand, Julie Dorsey, Michael M. Stark, Peter Shirley, Simon Premože. “A Physically-Based Night Sky Model”. Proceedings of the 28th Annual Conference on Computer Graphics and Interactive c, 2001, pp. 399-408.
  • [5] Nautical Almanac Offices of the United Kingdom and the United States of America. Explanatory Supplement to the Astronomical Ephemeris and the American Ephemeris and Nautical Almanac. Her Majesty's Stationary Office, 1961.

제16장 물리학에 근거한 하늘 상자 렌더링[편집]

  • [1] E. Lengyel. “Projection Matrix Tricks”. Game Developer's Conference 2007. http://www.terathon.com/gdc07_lengyel.ppt
  • [2] R. Perez, R. Seals, J. Michalsky. “An All-Weather Model for Sky Luminance Distribution”. Solar Energy, Volume 50, Number 3 (1993년 3월), pp. 235-245.
  • [3] A. J. Preetham, Peter Shirley, Brian Smits. “A Practical Analytic Model for Daylight”, Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, 1999, pp. 91-100.

제17장 모션 블러와 속도-깊이-기울기 버퍼[편집]

  • [1] Gilberto Rosado. “Motion Blur as a Post-Processing Effect”. GPU Gems 3, Addison-Wesley, 2008.
  • [2] Ben Padget. “Efficient Real-Time Motion Blur for Multiple Rigid Objects”. ShaderX7. Charles River Media, 2009.
  • [3] C4 Engine. http://www.terathon.com/c4engine/

제18장 빠른 화면 공간 주변광 차폐 및 간접 조명[편집]

  • [1] H. Landis. “Production-ready global illumination”. SIGGRAPH Course notes 16, 2002. http://www.debevec.org/HDRI2004/landis-S2002-course16-prodreadyGI.pdf
  • [2] A. Iones, A. Krupkin, M. Sbert, S. Zhukov. “Fast realistic lighting for video games”. IEEE Computer Graphics and Applications, Volume 23, Number 3 (2003년 5월), pp. 54-64.
  • [3] A. Keller, W. Heidrich. “Interleaved sampling”. Rendering Techniques 2001 (Proceedings of the 12th Eurographics Workshop on Rendering), 2001, pp. 269-276.
  • [4] A. Méndez, M. Sbert, J. Catá. “Real-time obscurances with color bleeding”. SCCG '03:Proceedings of the 19th Spring Conference on Computer Graphics, ACM, 2003, pp. 171-176.
  • [5] M. Mittring. “Finding next gen-CryEngine 2”. Advanced Real-Time Rendering in 3D Graphics and Games course, SIGGRAPH 2007, pp. 97-121.
  • [6] M. Pharr and S. Green. “Ambient occlusion”. GPU Gems, Addison-Wesley, 2004.
  • [7] M. Powell, J. Swann. “Weighted Uniform Sampling―a Monte-Carlo Technique for Reducing Variance”. Applied Mathematics, Volume 2, Number 3 (1966년 9월), pp. 228-236.
  • [8] T. Ritschel, T. Grosch, H.-P. Seidel. “Approximating Dynamic Global Illumination in Image Space”. Proceedings ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2009, pp. 75-82.
  • [9] P. Shanmugam, O. Arikan. “Hardware accelerated ambient occlusion techniques on GPUs”. Proceedings of the 2007 Symposium on Interactive 3D Graphics, 2007, pp. 73-80.
  • [10] T. Umenhoffer, B. Tóth, L. Szirmay-Kalos. “Efficient Methods for Ambient Lighting”. Spring Conference on Computer Graphics, 2009, pp. 99-106.
  • [11] S. Zhukov, A. Iones, G. Kronin. “An ambient light illumination model”. Proceedings of the Eurographics Rendering Workshop, 1998, pp. 45-56.

제20장 지연 데칼 렌더링 기법[편집]

  • [1] Eric Lengyel. “Applying Decals to Arbitrary Surfaces”. Game Programming Gems 2, Charles River Media, 2001. 번역서는 “임의의 표면에 데칼 적용하기,” Game Programming Gems 2, 정보문화사, 2002.
  • [2] Joris Mans, Dmitry Andreev. “An Advanced Decal System”. Game Programming Gems 7. Charles River Media, 2008. 번역서는 “개선된 데칼 시스템,” Game Programming Gems 7, 와우북스, 2010.
  • [3] Oles Shishkovtsov. “Deferred Shading in S.T.A.L.K.E.R.”. GPU Gems 2. Addison-Wesley, 2005.
  • [4] Frank Puig Placeres. “Fast Per-Pixel Lighting with Many Lights”. Game Programming Gems 6. Charles River Media, 2006. 번역서는 “빠른 픽셀 당 다중 광원 조명”, Game Programming Gems 6, 와우북스, 2008.
  • [5] Rusty Koonce. “Deferred Shading in Tabula Rasa”. GPU Gems 3. Addison-Wesley, 2008.
  • [6] Dean Calver. “Deferred Lighting on PS 3.0 with High Dynamic Range”. ShaderX3. Charles River Media, 2005.
  • [7] Francesco Carucci. “Inside Geometry Instancing”. GPU Gems 2. Addison-Wesley, 2005.

제3부[편집]

제22장 흔히 쓰이는 게임 아키텍처 패턴들을 위한 전일적 과제 병렬성[편집]

제23장 동적 코드 실행 계통구조[편집]

제24장 키-값 사전[편집]

제26장 게임 상태 관찰자 패턴[편집]

  • [1] Erich Gamma, Richard Helm, Ralph Johnson, John M. Vlissides. Design Patterns:Elements of Reusable Object-Oriented Software. Addison-Wesley Professional, 1994.

제27장 CORDIC 계산법을 이용한 빠른 삼각함수 연산[편집]

  • [1] Ray Andraka. “A survey of CORDIC algorithms for FPGA based computers”. Proceedings of the 1998 ACM/SIGDA sixth international symposium on Field programmable gate arrays, 1998, pp. 191-200.
  • [2] Jack E. Volder. “The CORDIC Trigonometric Computing Technique”. IRE Transactions on Electronic Computing, Volume EC-8 (1959년 9월), pp. 330-334.
  • [3] John S. Walther. “A Unified Algorithm for Elementary Functions”. Spring Joint Computer Conference Proceedings, Volume 38 (1971), pp. 379-385.

제28장 나만의 RPC 하위시스템에 기초한 프로세스 간 통신[편집]