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Thursday, April 14, 2011

Part 6: Games and Multimedia

Chapter 20: How Multimedia Sound Works
How Sound Cards Work
How MIDI and FM Synthesis Work: FM synthesis not as realistic sound production as a MIDI wave table
How Digital Sound Tricks Your Ear: AC3=Dolby Digital 5.1 – 6 channel sound (5 speakers @ 3Hz-20KHz; 1 non-directional subwoofer [low frequency effect channel] @ 3Hz-120Hz)
MP3 and Digital Audio Compression: Just Noticeable Difference (JND)
How 3D Audio Works: Interaural intensity difference, interaural time difference, pinnae positional clues
How iPods Dish Out Media to Go

Chapter 21: How Multimedia Video Works
How the Digital Camcorder Captures Future Memories
How a Digital Camera Squeezes Video Down to Size: MPEG=Motion Picture Expert Group; Standard TV, 4:3 aspect ratio, 720w x 576 h, 30 fps.
How TIVO Unites TVs and Computers

Chapter 22: How Game Hardware Puts You in the Action
How Video Cards Break the Game Barrier: ATI “CrossFire” vs. NVIDIA GPU scalable link interface; scissors rendering, supertiling, shaders, double anti-aliasing.
How a Joystick Puts You at the Controls: potentiometer
How Force Feedback Joysticks Work
How Game Controllers Put Play at Your Fingertips

Chapter 23: How Games Create 3D Worlds
How Computers Plot a 3D World: PC games pinpoint 47 billion dots per second; tessellation, redraw 15-20 times per second, z-sorting, z-buffering, hidden view
How 3D Graphics Get Dressed: texture maps, texels, MIP Mapping (multim in parum), perspective correction, alpha blending, stippling
How Shaders Control the World: shape, color, shading (value), bilinear filtering, trilinear filtering, Gouraud shading, ray tracing, vertex shading (including displacement), particle shaders (fire effect)
How Games Create New Worlds: MMORPG

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