Game Engine Gems 2

This ebook, the second volume within the renowned Game Engine Gems sequence, comprises brief articles that concentrate on a selected procedure, describe a shrewdpermanent trick, or provide useful suggestion in the topic of video game engine improvement.

The 31 chapters disguise 3 huge different types pictures and rendering, video game engine layout, and structures programming. expert video game builders, scholars of online game improvement and laptop technology, and someone drawn to studying how the professionals take on particular difficulties that come up in the course of video game engine improvement will locate important gemstones during this collection.

Supplementary fabrics, together with demos, resource code, examples, requisites, and extra are available at

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Plank 1969] Vernon G. Plank. ” Journal of Applied Meteorology 8 (1969), pp. 46–67. [Preetham et al. 1999] Arcot J. Preetham, Peter Shirley, and Brian Smits. ” Proceedings of SIGGRAPH 1999, ACM Press / ACM SIGGRAPH, Computer Graphics Proceedings, Annual Conference Series, ACM, pp. 91–100. [Rayleigh 1883] Lord Rayleigh. ” Proceedings of the London Mathematical Society 14 (1883), pp. 170–177. [Reinhard et al. 2002] Erik Reinhard, Michael Stark, Peter Shirley, and James Ferwerda. ” Proceedings of SIGGRAPH 2002, ACM Press / ACM SIGGRAPH, Computer Graphics Proceedings, Annual Conference Series, ACM, pp.

This informs us as to the transparency of the voxel, but we still need to compute its color due to forward scattering. The voxel’s color C is given by C aτLP  cos Θ  . 0. L is the light color incident on the voxel (which itself may be physically simulated [Kane 2010]), and P  cos Θ  is the phase function of the cloud, which is a function of the dot product between the view direction and the light direction. 2 Cloud Lighting Techniques 29 The phase function is where things get interesting. Light has a tendency to scatter in the forward direction within a cloud; this is what leads to the bright “silver lining” you see on clouds that are lit from behind.

Similarly, the first loop over all points of the model can also benefit a lot from using SSE since extremal projections along different axes are also computed. However, in this case the actual extremal points along the given directions are wanted as outputs in addition to the maximum and minimum projection values. Therefore, the solution is slightly more involved, but the loop can still be converted to quite efficient SSE code using standard techniques for branch elimination. 5, our initial SIMD implementation of DiTO-14 is significantly faster than the corresponding scalar version.

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