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"실용 Direct3D 11 렌더링 & 계산 참고자료"의 두 판 사이의 차이

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==== 참고문헌(p.745)====
 
==== 참고문헌(p.745)====
  
* Akenine-Moeller, T. a. (2002). '''Real-Time Rendering 2nd Ed.''' Natick, MA: A K Peters, Ltd.
+
* Akenine-Moeller, T. a. (2002). ''Real-Time Rendering 2nd Ed.'' Natick, MA: A K Peters, Ltd.
* AMD & Microsoft. (n.d.). '''PNTriangles11'''. Microsoft Developer Network (MSDN), http://msdn.microsoft.com/en-us/library/ee416573(VS.85).aspx<nowiki />
+
* AMD & Microsoft. (n.d.). ''PNTriangles11''. Microsoft Developer Network (MSDN), http://msdn.microsoft.com/en-us/library/ee416573(VS.85).aspx<nowiki />
* ATI. (2001). '''TruForm Resources.''' AMD Developer Central, http://developer.amd.com/archive/gpu/trueform/Pages/default.aspx
+
* ATI. (2001). ''TruForm Resources.'' AMD Developer Central, http://developer.amd.com/archive/gpu/trueform/Pages/default.aspx
 
* Baker, S. (n.d.). Learning to Love your Z-buffer. http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html.
 
* 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.'''
+
* 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.
+
* 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'''.
+
* 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.
+
* 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.
+
* 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). ''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.
+
* 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.
+
* 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.
+
* 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'''.
+
* 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.
+
* 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.'''
+
* 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.
+
* 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<nowiki />, 최종 확인 2011년 1월 16일
+
* Hoxley, J. (n.d.). ''Programming Vertex, Geometry, and Pixel Shaders''. GameDev.net,  http://content.gpwiki.org/index.php/D3DBook: Table_Of_Contents#Lighting<nowiki />, 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.
+
* 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.
+
* 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.
+
* 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.
+
* 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.'''
+
* 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.
+
* 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.
 
* 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.
+
* 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<nowiki />, 2011년 1월 16일에 최종 확인.
+
* Microsoft Corporation. (n.d.). ''Process and Thread Functions''. MSDN,  http://msdn.microsoft.com/en-us/library/ms684847(v=vs.85).aspx<nowiki />, 2011년 1월 16일에 최종 확인.
* Mikkelsen, M. S. (2010). '''Skin Rendering by Pseudo-Separable Cross Bilateral Filtering.''' Naughty Dog, Inc.
+
* 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.
+
* Mittring, M. (2009). A bit more Deferred. ''Triangle Game Conference.'' Crytek.
* Nguyen, H. (2008). '''GPU Gems 3.''' Upper Saddle River, NJ: Addison-Wesley.
+
* 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.
+
* 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
+
* 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
+
* 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. (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). 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. (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.
+
* 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.
+
* 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.
+
* 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.
+
* 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.)
+
* 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.
+
* 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.
+
* 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.
+
* 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.
+
* 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.
+
* 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. e. (2001). ''Curved PN Triangles.''
* Vlachos, A., Peters, J., Boyd, C., & Mitchell, J. L. (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
+
* 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.
+
* 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.
+
* 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.
+
* 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.
  
* Zink, J., Hoxley, J., Engel, W., Kornmann, R., & Suni, N. (n.d.). '''Programming Vertex, Geometry, and Pixel Shaders'''. GameDev.net, http://content.gpwiki.org/index.php/D3DBook:Table_Of_Contents, 2011년 1월 16일에 최종 확인.
+
* Zink, J., Hoxley, J., Engel, W., Kornmann, R., & Suni, N. (n.d.). ''Programming Vertex, Geometry, and Pixel Shaders''. GameDev.net, http://content.gpwiki.org/index.php/D3DBook:Table_Of_Contents, 2011년 1월 16일에 최종 확인.

2017년 2월 4일 (토) 18:33 기준 최신판

참고문헌(p.745)[편집]

  • Akenine-Moeller, T. a. (2002). Real-Time Rendering 2nd Ed. Natick, MA: A K Peters, Ltd.
  • AMD & Microsoft. (n.d.). PNTriangles11. Microsoft Developer Network (MSDN), http://msdn.microsoft.com/en-us/library/ee416573(VS.85).aspx
  • ATI. (2001). TruForm Resources. AMD Developer Central, http://developer.amd.com/archive/gpu/trueform/Pages/default.aspx
  • 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.
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