Contents
Overview PDF
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Audio:
A Candid Look at the Issues and Rewards of Bleeding Edge Engine Development / John Carmack
Adding Spherical Harmonic Lighting to the Sushi Engine / Christopher Oat
Advanced Real-Time Reflectance / Dan Baker, Naty Hoffman, Peter-Pike Sloan
AI and Design: How AI Enables Designers / Brian Reynolds
AI: Gameplay & Design: A Marriage of Heaven or Hell? / Jonty Barnes, Peter Molyneux
Artificial Potential Fields for the Control of Navigation and Animation / Bryan Stout
Beyond Finite State Machines: Managing Complex, Intermixing Behavior Hierarchies / Andrew Stern, Michael Mateas
Building a Million Particle System / Lutz Latta
Common C++ Performance Mistakes in Games / Pete Isensee
Deferred Shading on DX9 Class Hardware and the Xbox / Matt Pritchard, Rich Geldreich
Destruction on a Diet / Bruce Woodard, John Crocker
Developing Wireless Location-Based Games / Jay Aguilar
Fast Yet Realistic Deformation and Fracture / James O'Brien
Game Mobility Requires Code Portability / Guido Henkel
High Dynamic Range Lighting / Paul Debevec
Integrating Physics into a Modern Game Engine / Brandon Moro
Lemke's Algorithm, The Hammer In Your Math Toolbox? / Chris Hecker
Light Scattering: Oh, that Looks Cool! Can we Have it in the Game, Real Quick? / Thomas Engel
Motion Capture-driven Simulation for Characters / Victor Zordan
Motion Synthesis / Okan Arikan
Practical Implementation of High Dynamic Range Rendering / Masaki Kawase
Practical Physics for Articulated Characters / Vangelis Kokkevis
Practical Shadows: Out of the Demo and Into the Engine / Tom Forsyth
Procedural Shaders: A Feature Animation Perspective / Arcot Preetham, David Hart, Hector Yee
Programming the PlayStation Portable (PSP) / Dave Coombes, Peter Young
Real World Multi-Threading in PC Games / Aaron Coday, Maxim Perminov, William Damon
Realistic and Fast Cloud Rendering in Computer Games / Niniane Wang
Real-Time Global Illumination / Eskil Steenberg
Real-Time Translucent Animated Objects / Greg James, Simon Green
Reusing Shading for Interactive Global Illumination / Bruce Walter, Kavita Bala
Revisiting the Standard Joint Hierarchy: Improving Realistic Modeling of Articulated Characters / Victor Ng-Thow-Hing
The Collection and Applications of Metrics in an MMP Game: Lessons Learned from The Sims Online / Larry Mellon
The Full Spectrum Warrior Camera System / John Giors
The Making of the Official Counter-Strike Bot / Michael Booth
The Physics-Sound System of Deus Ex: Invisible War and Thief 3 / Brian Sharp
True Crime: Streets of L.A.- Bringing Crime to the City of Angels / Jeff Lander, Nick Marks, Richard Yeh
Using Verlet Integration and Constraints in a Six Degree of Freedom Rigid Body Physics Simulation / Rick Baltman, Ron Radeztsky Jr
GENERAL INTEREST KEYNOTES:
Encouraging Innovation in Game Development / Andrew House
Getting to the Game / Robbie Bach, J Allard