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9. Automatic Dynamic Stereoscopic 3D (4/4)
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9. Automatic Dynamic Stereoscopic 3D (4/4)
by Eric Lengyel
Game Engine Gems 2
Front Cover
Contents (1/2)
Contents (2/2)
Preface
Part I. Graphics and Rendering
1. Fast Computation of Tight‐Fitting Oriented Bounding Boxes (1/4)
1. Fast Computation of Tight‐Fitting Oriented Bounding Boxes (2/4)
1. Fast Computation of Tight‐Fitting Oriented Bounding Boxes (3/4)
1. Fast Computation of Tight‐Fitting Oriented Bounding Boxes (4/4)
2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds (1/5)
2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds (2/5)
2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds (3/5)
2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds (4/5)
2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds (5/5)
3. Simulation of Night‐Vision and Infrared Sensors (1/2)
3. Simulation of Night‐Vision and Infrared Sensors (2/2)
4. Screen‐Space Classification for Efficient Deferred Shading (1/4)
4. Screen‐Space Classification for Efficient Deferred Shading (2/4)
4. Screen‐Space Classification for Efficient Deferred Shading (3/4)
4. Screen‐Space Classification for Efficient Deferred Shading (4/4)
5. Delaying OpenGL Calls (1/3)
5. Delaying OpenGL Calls (2/3)
5. Delaying OpenGL Calls (3/3)
6. A Framework for GLSL Engine Uniforms (1/2)
6. A Framework for GLSL Engine Uniforms (2/2)
7. A Spatial and Temporal Coherence Framework for Real‐Time Graphics (1/5)
7. A Spatial and Temporal Coherence Framework for Real‐Time Graphics (2/5)
7. A Spatial and Temporal Coherence Framework for Real‐Time Graphics (3/5)
7. A Spatial and Temporal Coherence Framework for Real‐Time Graphics (4/5)
7. A Spatial and Temporal Coherence Framework for Real‐Time Graphics (5/5)
8. Implementing a Fast DDOF Solver (1/4)
8. Implementing a Fast DDOF Solver (2/4)
8. Implementing a Fast DDOF Solver (3/4)
8. Implementing a Fast DDOF Solver (4/4)
9. Automatic Dynamic Stereoscopic 3D (1/4)
9. Automatic Dynamic Stereoscopic 3D (2/4)
9. Automatic Dynamic Stereoscopic 3D (3/4)
9. Automatic Dynamic Stereoscopic 3D (4/4)
10. Practical Stereo Rendering (1/3)
10. Practical Stereo Rendering (2/3)
10. Practical Stereo Rendering (3/3)
11. Making 3D Stereoscopic Games (1/4)
11. Making 3D Stereoscopic Games (2/4)
11. Making 3D Stereoscopic Games (3/4)
11. Making 3D Stereoscopic Games (4/4)
12. A Generic Multiview Rendering Engine Architecture (1/4)
12. A Generic Multiview Rendering Engine Architecture (2/4)
12. A Generic Multiview Rendering Engine Architecture (3/4)
12. A Generic Multiview Rendering Engine Architecture (4/4)
13. 3D in a Web Browser (1/6)
13. 3D in a Web Browser (2/6)
13. 3D in a Web Browser (3/6)
13. 3D in a Web Browser (4/6)
13. 3D in a Web Browser (5/6)
13. 3D in a Web Browser (6/6)
14. 2D Magic (1/4)
14. 2D Magic (2/4)
14. 2D Magic (3/4)
14. 2D Magic (4/4)
Part II. Game Engine Design
15. High‐Performance Programming with Data‐Oriented Design (1/3)
15. High‐Performance Programming with Data‐Oriented Design (2/3)
15. High‐Performance Programming with Data‐Oriented Design (3/3)
16. Game Tuning Infrastructure (1/4)
16. Game Tuning Infrastructure (2/4)
16. Game Tuning Infrastructure (3/4)
16. Game Tuning Infrastructure (4/4)
17. Placeholders beyond Static Art Replacement (1/6)
17. Placeholders beyond Static Art Replacement (2/6)
17. Placeholders beyond Static Art Replacement (3/6)
17. Placeholders beyond Static Art Replacement (4/6)
17. Placeholders beyond Static Art Replacement (5/6)
17. Placeholders beyond Static Art Replacement (6/6)
18. Believable Dead Reckoning for Networked Games (1/5)
18. Believable Dead Reckoning for Networked Games (2/5)
18. Believable Dead Reckoning for Networked Games (3/5)
18. Believable Dead Reckoning for Networked Games (4/5)
18. Believable Dead Reckoning for Networked Games (5/5)
19. An Egocentric Motion Management System (1/3)
19. An Egocentric Motion Management System (2/3)
19. An Egocentric Motion Management System (3/3)
20. Pointer Patching Assets (1/3)
20. Pointer Patching Assets (2/3)
20. Pointer Patching Assets (3/3)
21. Data‐Driven Sound Pack Loading and Organization (1/2)
21. Data‐Driven Sound Pack Loading and Organization (2/2)
22. GPGPU Cloth Simulation Using GLSL, OpenCL, and CUDA (1/3)
22. GPGPU Cloth Simulation Using GLSL, OpenCL, and CUDA (2/3)
22. GPGPU Cloth Simulation Using GLSL, OpenCL, and CUDA (3/3)
23. A Jitter‐Tolerant Rigid Body Sleep Condition
Part III. Systems Programming
24. Bit Hacks for Games (1/3)
24. Bit Hacks for Games (2/3)
24. Bit Hacks for Games (3/3)
25. Introspection for C++ Game Engines (1/3)
25. Introspection for C++ Game Engines (2/3)
25. Introspection for C++ Game Engines (3/3)
26. A Highly Optimized Portable Memory Manager (1/4)
26. A Highly Optimized Portable Memory Manager (2/4)
26. A Highly Optimized Portable Memory Manager (3/4)
26. A Highly Optimized Portable Memory Manager (4/4)
27. Simple Remote Heaps (1/2)
27. Simple Remote Heaps (2/2)
28. A Cache‐Aware Hybrid Sorter (1/3)
28. A Cache‐Aware Hybrid Sorter (2/3)
28. A Cache‐Aware Hybrid Sorter (3/3)
29. Thread Communication Techniques (1/2)
29. Thread Communication Techniques (2/2)
30. A Cross‐Platform Multithreading Framework (1/4)
30. A Cross‐Platform Multithreading Framework (2/4)
30. A Cross‐Platform Multithreading Framework (3/4)
30. A Cross‐Platform Multithreading Framework (4/4)
31. Producer‐Consumer Queues (1/5)
31. Producer‐Consumer Queues (2/5)
31. Producer‐Consumer Queues (3/5)
31. Producer‐Consumer Queues (4/5)
31. Producer‐Consumer Queues (5/5)
Contributor Biographies (1/2)
Contributor Biographies (2/2)
Back Cover
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9. Automatic Dynamic Stereoscopic 3D (3/4)
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10. Practical Stereo Rendering (1/3)
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