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실용 Direct3D 11 렌더링 & 계산 참고자료

참고문헌(p.745)[편집]

  • Akenine-Moeller, T. a. (2002). Real-Time Rendering 2nd Ed. Natick, MA: A K Peters, Ltd.
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  • Baker, S. (n.d.). Learning to Love your Z-buffer. http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html.
  • Balestra, C., & Engstad, P.-K. (2008). The Technology of Uncharted: Drake’s Fortune. Game Developers Conference 2008.
  • Biri, V., Herubel, A., & Deverly, S. (2010). Practical morphological antialiasing on the GPU. SIGGRAPH 2010: Games & Real Time. ACM.
  • Brabec, S. A. (2002). Shadow mapping for hemispherical and omnidirectional light sources. Proceedings of Computer Graphics International.
  • Catmull, E., & Clark, J. (1978). Recursively generated B-spline surfaces on arbitrary topological meshes. Computer-Aided Design, 350–355.
  • Eberly, D. H. (2007). 3D Game Engine Design, Second Edition. San Francisco: Morgan Kaufmann Publishers.
  • Engel, W. (2009). ShaderX 7: Advanced Rendering Techniques. Boston, MA: Course Technology PTR.
  • Engel, W. (2009). The Light Pre-Pass Renderer: Renderer Design for Efficient Support of Multiple Lights. SIGGRAPH 2009: Advances in Real-Time Rendering in 3D Graphics and Games. ACM.
  • Everitt, C. (2001). Interactive Order-Independent Transparency. Nvidia Corporation.
  • Fatahalian, K. (n.d.). From Shader Code to a Teraflop: How GPU Shader Cores Work. http://bps10.idav.ucdavis.edu/talks/03-fatahalian_gpuArchTeraflop_BPS_SIGGRAPH2010.pdf, 2011년 1월 16일에 최종 확인.
  • Goldberg, D. (1991). What Every Computer Scientist Should Know About Floating-Point Arithmetic. ACM Computing Surveys Volume 23 Issue 1.
  • Gonzalez, R. C. (2008). Digital Image Processing, 3rd Edition. Upper Saddle River, NJ: Pearson Prentice Hall.
  • Hable, J. (2010). Uncharted 2: HDR Lighting. Game Developers Conference 2010.
  • Heidrich, W. a.-H. (1998). View independent environment maps. Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, 39-ff.
  • Hoxley, J. (n.d.). Programming Vertex, Geometry, and Pixel Shaders. GameDev.net, http://content.gpwiki.org/index.php/D3DBook: Table_Of_Contents#Lighting, 최종 확인 2011년 1월 16일
  • Kaplanyan, A. (2010). Cascaded Light Propagation Volumes for Real-time Indirect Illumination. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 99–107.
  • Kemen, B. (2009). Floating Point Depth Buffers. Gamasutra, http://www.gamasutra.com/blogs/BranoKemen/20091231/3972/Floating_Point_Depth_Buffers.php.
  • Kircher, S., & Lawrance, A. (2009). Inferred Lighting: Fast dynamic lighting and shadows for opaque and translucent objects. SIGGRAPH 2009: Game Paper Proceedings. ACM.
  • Lauritzen, A. (2010). Deferred Rendering for Current and Future Rendering Pipelines. SIGGRAPH 2010: Beyond Programmable Shading. ACM.
  • Lee, M. (2009). Pre-lighting in Resistance 2. Game Developers Conference 2009.
  • Lengyel, E. (2001). Computing Tangent Space Basis Vectors for an Arbitrary Mesh. Terathon Software 3D Graphics Library, http://www.terathon.com/code/tangent.html.
  • Lombard, Y. (n.d.). www.andyc.org, http://www.andyc.org/lecture/viewlog.php?log=Realistic%20Water%20Rendering,%20by%20Yann%20L, 2011년 1월 16일에 최종 확인.
  • Lorensen, W. E. (1987). Marching Cubes: A high resolution 3D surface reconstruction algorithm. SIGGRAPH ‘87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques, 163–169.
  • Microsoft Corporation. (n.d.). Process and Thread Functions. MSDN, http://msdn.microsoft.com/en-us/library/ms684847(v=vs.85).aspx, 2011년 1월 16일에 최종 확인.
  • Mikkelsen, M. S. (2010). Skin Rendering by Pseudo-Separable Cross Bilateral Filtering. Naughty Dog, Inc.
  • Mittring, M. (2009). A bit more Deferred. Triangle Game Conference. Crytek.
  • Nguyen, H. (2008). GPU Gems 3. Upper Saddle River, NJ: Addison-Wesley.
  • O’Brien, J. a. (1995). Dynamic Simulation of Splashing Fluids. Proceedings of Computer Animation Conference, 198–205, 220.
  • OpenMP Architecture Review Board. (n.d.). OpenMP. http://www.OpenMP.org, http://openmp.org/wp/, 최종 확인 2011년 1월 16일
  • Paris, S. K. (n.d.). A Gentle Introduction to Bilateral Filtering and its Applications. http://people.csail.mit.edu/sparis/bf_course/, 최종 확인 2011년 2월 20일
  • Persson, E. (2007). Deep deferred shading. Humus, http://www.humus.name/index.php?page=3D&ID=75.
  • Persson, E. (2008). Deferred shading 2. Humus, http://www.humus.name/index.php?page=3D&ID=81.
  • Persson, E. (2008). Post-tonemapping resolve for high quality HDR antialiasing in D3D10. In W. Engel, ShaderX6: Advanced Rendering Techniques. Charles River Media.
  • Persson, E. (2009). A couple of notes about Z. Humus, http://www.humus.name/index.php?page=News&ID=255.
  • Policarpo, F., & Fonseca, F. (2005). Deferred Shading Tutorial. CheckMate Games.
  • Reshetov, A. (2009). Morphological Antialiasing. Proceedings of the 2009 ACM Symposium on High Performance Graphics. ACM.
  • Saito, T., & Takahashi, T. (1990). Comprehensible rendering of 3D shapes. SIGGRAPH ‘90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques (pp. 197–206). New York, NY: ACM.
  • Snook, G. (2001). Simplified Terrain Using Interlocking Tiles. M. DeLoura, Game Programming Gems 2. Charles River Media. (번역서는 “맞물린 타일들을 이용한 단순화된 지형 시스템,” Game Programming Gems 2, 정보문화사, 2002.)
  • Spherical Coordinates. (n.d.). Wolfram MathWorld, http://mathworld.wolfram.com/SphericalCoordinates.html.
  • Sutter, H. (n.d.). The Free Lunch Is Over: A Fundamental Turn Toward Concurrency in Software. www.GotW.ca, http://www.gotw.ca/publications/concurrency-ddj.htm, , 2011년 1월 16일에 최종 확인.
  • Tomasi, C. a. (1998). Bilateral Filtering for Gray and Color Images. Sixth International Conference on Computer Vision, 839–846.
  • Valient, M. (2007). Deferred Rendering in Killzone 2. Develop Conference. Brighton, UK.
  • Valve Software. (n.d.). Source Engine Features. Valve Developer Community, http://developer.valvesoftware.com/wiki/Source_Engine_Features, 2011년 1월 16일에 최종 확인.
  • Vlachos, A. e. (2001). Curved PN Triangles.
  • Vlachos, A., Peters, J., Boyd, C., & Mitchell, J. L. (2001). Curved PN Triangles.
  • Weisstein, E. W. (n.d.). NURBS Surface. Wolfram MathWorld에서: http://mathworld.wolfram.com/NURBSSurface.html
  • Williams, L. (1978). Casting curved shadows on curved surfaces. SIGGRAPH ‘78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques, 270–274.
  • Wilson, P. (2008). G-Buffer Normals and Trig Lookup Textures. Torque Games Blog, http://www.garagegames.com/community/blogs/view/15340.
  • Zink, J. (n.d.). Programming Vertex, Geometry, and Pixel Shaders. GameDev.net, http://content.gpwiki.org/index.php/D3DBook:Single_Pass_Environment_Mapping, 2011년 1월 16일에 최종 확인.