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I work for Microsoft and have participated in various projects involving 3D technologies including real-time graphics, real-time physics, and computer vision: stereo cameras, Surface Hub, Microsoft HoloLens, and now Cognitive Services (computer vision, machine learning) via cloud computing. In my spare time, I maintain my Geometric Tools website providing freely downloadable source code, much of it motivated by my time spent in the 3D video game industry working on game engines and games. Some source code is based on algorithms I have worked on for contracting, and other portions are based on requests from users themselves. I consider my active field to be Computational Mathematics, because I like mathematics and I like computing. The algorithms and ideas are not new, but I have focused on robustness for computing mathematics when using floating-point arithmetic.
The last book I wrote was GPGPU Programming for Games and Science (August 2014), which was not as popular as my books on game graphics and game physics. Given the focus these days on GPGPU computing for deep neural networks, virtual reality, and augmented reality, I expected that practitioners would show more interest. That said...
I have gotten many requests for a 3rd edition of 3D Game Engine Design, and decided it is time to do so. The expected date for the book to be available for purchase is December 2017. The portions of the 2nd edition that are still relevant will be kept but reorganized and updated. New material will be about the modern view of GPU programming (multi-engines: graphics, compute, copy) via Direct3D 12 and Vulkan. The languages give you much finer control of GPU resources and synchronization between the CPU and GPU, but with great power comes great responsibility. Programming in these languages is not for the faint hearted! And as has been the case with all my books, this book will ship with a new bundle of source code, much of it wrappers around the gory low-level details of the graphics APIs. Microsoft Windows and Linux will be supported. Feedback about the 2nd edition indicates that some readers believed the book tied too closely to the Wild Magic engine. I hope to minimize any such connection in the 3rd edition.