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"Papers I Have Loved" by Casey Muratori

PapersWeLove

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Advanced. Deep dive for people who know the field.

118K views10 years ago1 recommendation

Game developmentGraphics and audioGame programmingBuilding a game engineRendering

Casey Muratori discusses three influential academic papers that shaped modern video game programming and real-time game engines.

Info: pwlconf.org/casey-muratori/ Slides: bit.ly/2dpKSZ6 Transcription: bit.ly/2hVmo0d Casey's Site: mollyrocket.com/casey/ Casey's Twitter: twitter.com/cmuratori ----------------------------------------------------------------------------------------------------------- Platinum Sponsors: Two Sigma (@twosigma) and Comcast (@comcast) ----------------------------------------------------------------------------------------------------------- Description ------------------ Modern video games rely on a surprisingly broad array of technologies to bring them to life. Many of the cornerstone techniques used today started life as academic research which was then repurposed, extended, refined, and optimized to suit the demanding constraints of real time game engines. For this inaugural Papers We Love conference, I have selected three influential academic papers which were instrumental to technologies I worked on during my twenty years in the game industry. For each paper, I'll tell the story of how it became a part of the development process, what it contributed, where it fell short, and how it attained the final form it took in game engine technology. Referenced Papers ------------------------------ - Marching Cubes: A High Resolution 3D Surface Construction Algorithm | people.eecs.berkeley.edu/~sequin/CS285/PAPERS/Lorensen_Cline… - Quaternions | cs.ucr.edu/~vbz/resources/quatut.pdf - A Fast Procedure for Computing the Distance Between Complex Objects in Three-Dimensional Space | A Fast Procedure for Computing the Distance Between Complex Objects in Three-Dimensional Space Bio ----- Casey Muratori is the host of Handmade Hero, an educational programming series, and the lead programmer at Molly Rocket on 1935, an upcoming interactive narrative game about organized crime in 1930s New York. His past projects include The Granny Animation SDK, Bink 2, and The Witness. Casey's past research contributions include the n-way linear quaternion blend, the immediate mode graphical user interface (IMGUI), and the first geometric optimizations for the Gilbert-Johnson-Keerthi (GJK) algorithm. His current research interests include interactive fiction, concurrent computing, and operating system architecture.

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"Papers I Have Loved" by Casey Muratori A game developer talks about three papers that lead to cool things: marching cubes, quaternions and GJK.