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3D Engine Design
Welcome to the 3D Engine Design section of this edition of GPU Pro.The
selection of chapters you will find here covers a range of engine design problems.
First, Peter Sikachev, Vladimir Egorov, and Sergey Makeev share their expe-
rience using quaternions in an MMORPG game engine. Their chapter, “Quater-
nions Revisited,” illustrates the use of quaternions for multiple purposes in or-
der to replace bulky 3 × 3 rotation and tangent space matrices throughout the
entire engine, most notably affecting aspects such as normal mapping, generic
transforms, instancing, skinning, and morph targets. The chapter shows the
performance and memory