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BookReferences.md

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Deferred Rendering:

Engine Design:

  • GPU Pro 3 : Section V : Chapter 1 : Z3 Culling
  • GPU Pro 3 : Section V : Chapter 2 : A Quaternion Based Rendering Pipeline
  • GPU Pro 3 : Section V : Chapter 4 : Designing a Data Driven Renderer
  • GPU Pro 5 : Section V : Chapter 1 : Quaternions Revisited
  • GPU Pro 5 : Section V : Chapter 3 : Managing Transformations in Hierarchy
  • Direct3D Rendering Cookbook : Chapter 9 : Rendering on Multiple Threads and Deferred Contexts
  • Game Programming Gems 8 : Section 4 : Domain-Specific Languages in Game Engines
  • Game Programming Gems 8 : Section 4 : Efficient and Scalable Multi-Core Programming
  • Shader X6 : Section 8 : Chapter 1 : A Flexible Material System in Design
  • Shader X6 : Section 8 : Chapter 2 : 3D Engine Tools with C++
  • Shader X7 : Section VIII : Chapter 1 : Cross-platform rendering thread : design and implementation
  • Shader X7 : Section VIII : Chapter 3 : Automatic load balancing shader framework
  • Shader X7 : Section VIII : Chapter 4 : Game Engine friendly occlusion culling

Math:

  • Shader X7 : Section II : Chapter 1 : Quick Noise for GPUs

Depth Buffer:

  • 3D Engine Design for Virtual Globes : Chapter 6 : Depth Buffer Precision

Bounding Volume Hierarchy:

  • GPU Pro : Section III : Chapter 1 : Quadtree Displacement Mapping with Height Blending
  • GPU Pro 4 : Section VI : Chapter 1 : Bit-Trail Traversal for Stackless LBVH on DirectCompute
  • GPU Pro 5 : Section VI : Chapter 3 : Quadtrees on the GPU
  • 3D Game Programming with DX11 : Chapter 15 : Instancing and Frustum Culling
  • Real Time Rendering : Chapter 14 : Acceleration Algorithms
  • Advanced 3D Game Programming with DX9 : Chapter 11 : Scene Management
  • Real-Time Collision Detection : Chapter 6 : Bounding Volume Hierarchies
  • Real-Time Collision Detection : Chapter 7 : Spatial Partitioning
  • Real-Time Collision Detection : Chapter 8 : BSP Tree Hierarchies
  • Shader X6 : Section 1 : Chapter 3 : Implementing RT Mesh Simplification on GPU
  • Shader X6 : Section 2 : Chapter 8 : Efficient and Practical TileTrees

Chunked LoD:

  • 3D Engine Design for Virtual Globes : Chapter 14 : Chunked LOD
  • Shader X6 : Section 1 : Geometry Manipulation
  • Shader X7 : Section I : Chapter 5 : Fast Tessellation of Quad Patches for Dynamic LoD

Procedural Object Creation:

  • Shader X6 : Section 1 : Chapter 3 : Implementing RT Mesh Simplification on GPU

Terrain:

  • GPU Pro 2 : Section II : Chapter 3 : Large Scale Terrain Rendering for Outdoor Games
  • GPU Pro 3 : Section I : Chapter 2 : RT Deformable Terrain Rendering with DX11
  • GPU Pro 4 : Section I : Chapter 1 : GPU Terrain Subdivision and Tessellation
  • 3D Engine Design for Virtual Globes : Chapter 12 : Massive-Terrain Rendering
  • 3D Engine Design for Virtual Globes : Chapter 13 : Geometry Clipmapping
  • Advanced 3D Game Programming with DX9 : Chapter 9 : Advanced 3D Programming
  • GPU Gems 3 : Section I : Chapter 1 : Generating Complex Procedural Terrains using the GPU
  • Shader X6 : Section 1 : Chapter 1 : Fast Evaluation of Subdivision Surfaces
  • Shader X6 : Section 1 : Chapter 3 : Implementing RT Mesh Simplification on GPU
  • Shader X6 : Section 2 : Chapter 7 : Practical Geometry Clipmaps for Rendering Terrains
  • Shader X7 : Section I : Chapter 2 : Fast High Quality Rendering with RT Tesselation on GPUs
  • Shader X7 : Section I : Chapter 3 : Dynamic Terrain Rendering on GPUs using RT Tesselation

Atmospheric Scattering:

  • GPU Pro 3 : Section II : Chapter 2 : Approx to the Chapman Grazing Incidence Function
  • GPU Pro 5 : Section II : Chapter 2 : High Performance Outdoor Light Scattering Using Epipolar Sampling
  • Shader X7 : Section V : Chapter 3 : Advanced Geometry for Complex Sky Representation

Clouds:

  • GPU Pro : Section V : Chapter 6 : RT Screen Space Cloud Lighting
  • Shader X7 : Section V : Chapter 1 : Dynamic Weather Effects
  • Shader X7 : Section V : Chapter 3 : Advanced Geometry for Complex Sky Representation

Trees:

  • GPU Pro 2 : Section I : Chapter 3 : Procedural Content Generation on the GPU
  • GPU Gems 3 : Section I : Chapter 4 : SpeedTree Rendering

Grass:

  • GPU Pro 5 : Section III : Chapter 1 : Screen Space Grass

Water:

  • GPU Pro 2 : Section I : Chapter 1 : Terrain and Ocean Rendering with Hardware Tessellation
  • GPU Pro 2 : Section V : Chapter 3 : Shader-Based Water Effects
  • GPU Pro 2 : Section VII : Chapter 3 : Simple and Fast Fluids
  • GPU Pro 3 : Section II : Chapter 3 : Volumetric RT Water and Foam Rendering
  • GPU Pro 5 : Section I : Chapter 4 : Simple Rasterization Based Liquids
  • Shader X6 : Section 5 : Chapter 3 : Procedural Ocean Effects
  • Shader X7 : Section V : Chapter 2 : Interactive Hydraulic Erosion on the GPU

Physics:

  • Direct3D Rendering Cookbook : Chapter 8 : Incorporating Physics and Simulations

  • Game Programming Gems 8 : Section 2 : Physics and Animation

  • Shader X7 : Section IX : Chapter 1 : Memory and Computation Efficient Data Structure ofr Particle Based Simulation on the GPU

  • Physics API:

    • PHYSX:

      • Game Programming Gems 8 : Section 7 : PhysX GPU Rigid Bodies in Batman Arkham Asylum
      • Game Programming Gems 8 : Section 7 : Fast GPU Fluid Simulation in PhysX
      • Learning Physics Modeling with PhysX
    • JSBSIM:

      • JSBSim Reference Manual
    • HAVOK:

  • Fluids:

  • GPU Gems 3 : Section V : Chapter 30 : RT Simulation and Rendering of 3D Fluids

  • Explosions:

  • Collision Detection:

    • GPU Pro : Section X : Chapter 4 : Spatial Binning on the GPU
    • GPU Pro : Section X : Chapter 5 : RT Interaction between Particles and the Dynamic Mesh on the GPU
    • GPU Pro 5 : Section VI : Chapter 4 : Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs
    • Real Time Rendering : Chapter 17 : Collision Detection
    • Game Engine Architecture : Chapter 12 : Collision and Rigid Body Dynamics
    • Real-Time Collision Detection : Chapter 10 : GPU Assisted Collision Detection
      • GPU Gems 3 : Section V : Chapter 29 : RT Rigid Body Simulation on GPUs