Vulkan™ Programming Guide
Graham Sellers
Creative Workshop
David Sherwin
Agile Game Development: Build, Play, Repeat
Clinton Keith
Deep Space
R. Talsorian Games Inc.
Game AI Pro 3
Steve Rabin
AN ARCHITECTURAL APPROACH TO LEVEL DESIGN
CHRISTOPHER W. TOTTEN
Real-Time Collision Detection
Christer Ericson
Real-Time Volume Graphics
Klaus Engel & Markus Hadwiger & Joe Kniss & Christof Rezk-Salama & Daniel Weiskopf
3D Engine Design for Virtual Globes
Patrick Cozzi & Kevin Ring
3D Math Primer for Graphics and Game Development, 2nd Edition
Fletcher Dunn & Ian Parberry
Production Volume Rendering
Magnus Wrenninge
Game Magic
Jeff Howard
Multithreading for Visual Effects
Martin Watt & Erwin Coumans & George ElKoura & Ronald Henderson & Manuel Kraemer & Jeff Lait & James Reinders
GPGPU Programming for Games and Science
David H. Eberly
The Uncanny Valley in Games and Animation
Angela Tinwell
Digital Representations of the Real World
Marcus A. Magnor & Oliver Grau & Olga Sorkine-Hornung & Christian Theobalt
Fluid Simulation for Computer Graphics
Robert Bridson
Interaction Design for 3D User Interfaces
Francisco R. Ortega & Fatemeh Abyarjoo & Armando Barreto & Naphtali Rishe & Malek Adjouadi
Ultra-Realistic Imaging
Hans Bjelkhagen & David Brotherton-Ratcliffe
Real-Time Shadows
Elmar Eisemann & Michael Schwarz & Ulf Assarsson & Michael Wimmer
Ray Tracing from the Ground Up
Kevin Suffern
Graphics Shaders
Mike Bailey & Steve Cunningham
Mobile Crowdsensing
Cristian Borcea & Manoop Talasila & Reza Curtmola
Independent Animation
Ben Mitchell
Punk Playthings
Sean Taylor & Chris Lowthorpe
Game Engine Architecture, Third Edition
Jason Gregory