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"DirectX 11을 이용한 3D 게임 프로그래밍 입문 참고자료"의 두 판 사이의 차이

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==== 참고문헌 및 더 읽을거리====
 
==== 참고문헌 및 더 읽을거리====
* [Angel00] Angel, Edward, '''Interactive Computer Graphics: A Top-Down Approach with OpenGL, Second Edition''', Addison-Wesley, Boston, MA, 2000.
+
* [Angel00] Angel, Edward, ''Interactive Computer Graphics: A Top-Down Approach with OpenGL, Second Edition'', Addison-Wesley, Boston, MA, 2000.
 
* [Bilodeau10] Bilodeau, Bill. “Efficient Compute Shader Programming,” Game Developers Conference, AMD 슬라이드 발표 자료, 2010. (http://developer.amd.com/gpu_assets/Efficient%20Compute%20Shader%20Programming.pps)
 
* [Bilodeau10] Bilodeau, Bill. “Efficient Compute Shader Programming,” Game Developers Conference, AMD 슬라이드 발표 자료, 2010. (http://developer.amd.com/gpu_assets/Efficient%20Compute%20Shader%20Programming.pps)
 
* [Bilodeau10b] Bilodeau, Bill. “Direct3D 11 Tutorial: Tessellation,” Game Developers Conference, AMD 슬라이드 발표 자료, 2010. (http://developer.amd.com/gpu_assets/Direct3D%2011%20Tessellation%20Tutorial.ppsx)
 
* [Bilodeau10b] Bilodeau, Bill. “Direct3D 11 Tutorial: Tessellation,” Game Developers Conference, AMD 슬라이드 발표 자료, 2010. (http://developer.amd.com/gpu_assets/Direct3D%2011%20Tessellation%20Tutorial.ppsx)
* [Blinn78] Blinn, James F., Martin E. Newell. “Clipping Using Homogeneous Coordinates.” Computer Graphics ('''SIGGRAPH ’78 Proceedings'''), pp. 245-251, New York, 1978.
+
* [Blinn78] Blinn, James F., Martin E. Newell. “Clipping Using Homogeneous Coordinates.” Computer Graphics (''SIGGRAPH ’78 Proceedings''), pp. 245-251, New York, 1978.
* [Blinn96] Blinn, Jim, '''Jim Blinn’s Corner: A Trip Down the Graphics Pipeline''', Morgan Kaufmann Publishers, Inc., San Francisco, CA, 1996.
+
* [Blinn96] Blinn, Jim, ''Jim Blinn’s Corner: A Trip Down the Graphics Pipeline'', Morgan Kaufmann Publishers, Inc., San Francisco, CA, 1996.
 
* [Boyd08] Boyd, Chas. “DirectX 11 Compute Shader,” Siggraph 슬라이드 발표 자료, 2008. (http://s08.idav.ucdavis.edu/boyd-dx11-compute-shader.pdf)
 
* [Boyd08] Boyd, Chas. “DirectX 11 Compute Shader,” Siggraph 슬라이드 발표 자료, 2008. (http://s08.idav.ucdavis.edu/boyd-dx11-compute-shader.pdf)
 
* [Boyd10] Boyd, Chas. “[[DirectCompute]] Lecture Series 101: Introduction to [[DirectCompute]],” 2010. (http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute)
 
* [Boyd10] Boyd, Chas. “[[DirectCompute]] Lecture Series 101: Introduction to [[DirectCompute]],” 2010. (http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute)
* [Brennan02] Brennan, Chris. “Accurate Reflections and Refractions by Adjusting for Object Distance,” '''Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks''', Wordware Publishing Inc., Plano, TX, 2002.
+
* [Brennan02] Brennan, Chris. “Accurate Reflections and Refractions by Adjusting for Object Distance,” ''Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks'', Wordware Publishing Inc., Plano, TX, 2002.
 
* [Burg10] Burg, John van der, “Building an Advanced Particle System,” Gamasutra, June 2000. (http://www.gamasutra.com/features/20000623/vanderburg_01.htm)
 
* [Burg10] Burg, John van der, “Building an Advanced Particle System,” Gamasutra, June 2000. (http://www.gamasutra.com/features/20000623/vanderburg_01.htm)
* [De berg00] de Berg, M., M. van Kreveld, M. Overmars, O. Schwarzkopf, '''Computational Geometry: Algorithms and Applications, Second Edition''', Springer-Verlag Berlin Heidelberg, The Netherlands, 2000.
+
* [De berg00] de Berg, M., M. van Kreveld, M. Overmars, O. Schwarzkopf, ''Computational Geometry: Algorithms and Applications, Second Edition'', Springer-Verlag Berlin Heidelberg, The Netherlands, 2000.
 
* [Dietrich] Dietrich, Sim. “Texture Space Bump Maps,” 2010. (https://developer.nvidia.com/content/texture-space-bump-mapping)
 
* [Dietrich] Dietrich, Sim. “Texture Space Bump Maps,” 2010. (https://developer.nvidia.com/content/texture-space-bump-mapping)
 
* [Dunlop03] Dunlop, Robert. “FPS Versus Frame Time,” 2003. (http://www.mvps.org/directx/articles/fps_versus_frame_time.htm)
 
* [Dunlop03] Dunlop, Robert. “FPS Versus Frame Time,” 2003. (http://www.mvps.org/directx/articles/fps_versus_frame_time.htm)
* [DXSDK10] '''Microsoft DirectX June 2010 SDK 문서화''', Microsoft Corporation, 2010.
+
* [DXSDK10] ''Microsoft DirectX June 2010 SDK 문서화'', Microsoft Corporation, 2010.
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+
* [Eberly01] Eberly, David H. ''3D Game Engine Design'', Morgan Kaufmann Publishers, Inc., San Francisco, CA, 2001.
* [Engel02] Engel, Wolfgang 엮음, '''Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks''', Wordware Publishing, Plano, TX, 2002. 번역서는 류광, 최지호 옮김, '''Direct3D ShaderX 정점 & 픽셀 셰이더 팁과 트릭''', 정보문화사, 2003.
+
* [Engel02] Engel, Wolfgang 엮음, ''Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks'', Wordware Publishing, Plano, TX, 2002. 번역서는 류광, 최지호 옮김, ''Direct3D ShaderX 정점 & 픽셀 셰이더 팁과 트릭'', 정보문화사, 2003.
* [Engel04] Engel, Wolfgang 엮음, '''ShaderX2: Shader Programming Tips & Tricks with DirectX 9''', Wordware Publishing, Plano, TX, 2004.
+
* [Engel04] Engel, Wolfgang 엮음, ''ShaderX2: Shader Programming Tips & Tricks with DirectX 9'', Wordware Publishing, Plano, TX, 2004.
* [Engel06] Engel, Wolfgang 엮음, '''ShaderX5: Shader Advanced Rendering Techniques''', Charles River Media, Inc., Boston, MA, 2006.
+
* [Engel06] Engel, Wolfgang 엮음, ''ShaderX5: Shader Advanced Rendering Techniques'', Charles River Media, Inc., Boston, MA, 2006.
* [Engel08] Engel, Wolfgang 엮음, '''ShaderX6: Shader Advanced Rendering Techniques''', Charles River Media, Inc., Boston, MA, 2008.
+
* [Engel08] Engel, Wolfgang 엮음, ''ShaderX6: Shader Advanced Rendering Techniques'', Charles River Media, Inc., Boston, MA, 2008.
* [Farin98] Farin, Gerald, Dianne Hansford, '''The Geometry Toolbox: For Graphics and Modeling''', AK Peters, Ltd., Natick, MA, 1998.
+
* [Farin98] Farin, Gerald, Dianne Hansford, ''The Geometry Toolbox: For Graphics and Modeling'', AK Peters, Ltd., Natick, MA, 1998.
* [Fernando03] Fernando, Randima, Mark J. Kilgard, '''The CG Tutorial: The Definitive Guide to Programmable Real-Time Graphics''', Addison-Wesley, Boston, MA, 2003.
+
* [Fernando03] Fernando, Randima, Mark J. Kilgard, ''The CG Tutorial: The Definitive Guide to Programmable Real-Time Graphics'', Addison-Wesley, Boston, MA, 2003.
* [Fraleigh95] Fraleigh, John B., Raymond A. Beauregard, '''Linear Algebra, Third Edition''',''' '''Addison-Wesley, Boston, MA, 1995.
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* [Fraleigh95] Fraleigh, John B., Raymond A. Beauregard, ''Linear Algebra, Third Edition'','' ''Addison-Wesley, Boston, MA, 1995.
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+
* [Friedberg03] Friedberg, Stephen H., Arnold J. Insel, Lawrence E. Spence, ''Linear Algebra, Fourth Edition'', Pearson Education, Inc., Boston, MA, 2003.
 
* [Fung10] Fung, James. “[[DirectCompute]] Lecture Series 210: GPU Optimizations and Performance,” 2010. (http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance)
 
* [Fung10] Fung, James. “[[DirectCompute]] Lecture Series 210: GPU Optimizations and Performance,” 2010. (http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance)
* [Halliday01] Halliday, David, Robert Resnick, Jearl Walker, '''Fundamentals of Physics, Sixth Edition''', John Wiley & Sons, Inc., Hoboken, NJ, 2001.
+
* [Halliday01] Halliday, David, Robert Resnick, Jearl Walker, ''Fundamentals of Physics, Sixth Edition'', John Wiley & Sons, Inc., Hoboken, NJ, 2001.
* [Hausner98] Hausner, Melvin, '''A Vector Space Approach to Geometry''', Dover Publications, Inc. (http://www.doverpublications.com), Englewood Cliffs, NJ, 1998.
+
* [Hausner98] Hausner, Melvin, ''A Vector Space Approach to Geometry'', Dover Publications, Inc. (http://www.doverpublications.com), Englewood Cliffs, NJ, 1998.
* [Hoffmann75] Hoffmann, Banesh, '''About Vectors''', Dover Publications, Inc. (http://www.doverpublications.com), Englewood Cliffs, NJ, 1975.
+
* [Hoffmann75] Hoffmann, Banesh, ''About Vectors'', Dover Publications, Inc. (http://www.doverpublications.com), Englewood Cliffs, NJ, 1975.
 
* [Isidoro06] Isidoro, John R. “Shadow Mapping: GPU-based Tips and Techniques,” Game Developers Conference, ATI 슬라이드 발표 자료, 2006. (http://developer.amd.com/media/gpu_assets/Isidoro-ShadowMapping.pdf)
 
* [Isidoro06] Isidoro, John R. “Shadow Mapping: GPU-based Tips and Techniques,” Game Developers Conference, ATI 슬라이드 발표 자료, 2006. (http://developer.amd.com/media/gpu_assets/Isidoro-ShadowMapping.pdf)
* [Isidoro06b] Isidoro, John R. “Edge Masking and Per-Texel Depth Extent Propagation for Computation Culling During Shadow Mapping,” '''ShaderX 5: Advanced Rendering Techniques''', Charles River Media, Boston, MA, 2007.
+
* [Isidoro06b] Isidoro, John R. “Edge Masking and Per-Texel Depth Extent Propagation for Computation Culling During Shadow Mapping,” ''ShaderX 5: Advanced Rendering Techniques'', Charles River Media, Boston, MA, 2007.
 
* [Kilgard99] Kilgard, Mark J. “Creating Reflections and Shadows Using Stencil Buffers,” Game Developers Conference, NVIDIA 슬라이드 발표 자료, 1999. (http://developer.nvidia.com/content/creating-reflections-and-shadows-stencil-buffers)
 
* [Kilgard99] Kilgard, Mark J. “Creating Reflections and Shadows Using Stencil Buffers,” Game Developers Conference, NVIDIA 슬라이드 발표 자료, 1999. (http://developer.nvidia.com/content/creating-reflections-and-shadows-stencil-buffers)
 
* [Kilgard01] Kilgard, Mark J. “Shadow Mapping with Today’s OpenGL Hardware,” Computer Entertainment Software Association’s CEDEC, NVIDIA 발표, 2001. (https://developer.nvidia.com/content/shadow-mapping-todays-opengl-hardware)
 
* [Kilgard01] Kilgard, Mark J. “Shadow Mapping with Today’s OpenGL Hardware,” Computer Entertainment Software Association’s CEDEC, NVIDIA 발표, 2001. (https://developer.nvidia.com/content/shadow-mapping-todays-opengl-hardware)
* [Kryachko05] Kryachko, Yuri. “Using Vertex Texture Displacement for Realistic Water Rendering,” '''GPU Gems 2: Programming Techniques for High-Performance Graphics and General Purpose Computation''', Addison-Wesley, Boston, MA, 2005.
+
* [Kryachko05] Kryachko, Yuri. “Using Vertex Texture Displacement for Realistic Water Rendering,” ''GPU Gems 2: Programming Techniques for High-Performance Graphics and General Purpose Computation'', Addison-Wesley, Boston, MA, 2005.
* [Kuipers99] Kuipers, Jack B. '''Quaternions and Rotation Sequences: A Primer with Applications to Orbits, Aerospace, Virtual Reality''', Princeton University Press, Princeton, NJ, 1999.
+
* [Kuipers99] Kuipers, Jack B. ''Quaternions and Rotation Sequences: A Primer with Applications to Orbits, Aerospace, Virtual Reality'', Princeton University Press, Princeton, NJ, 1999.
* [Lengyel02] Lengyel, Eric, '''Mathematics for 3D Game Programming and Computer Graphics''', Charles River Media, Inc., Boston, MA, 2002. 번역서는 류광 옮김, '''3D 게임 프로그래밍 & 컴퓨터 그래픽을 위한 수학''', 정보문화사, 2003.
+
* [Lengyel02] Lengyel, Eric, ''Mathematics for 3D Game Programming and Computer Graphics'', Charles River Media, Inc., Boston, MA, 2002. 번역서는 류광 옮김, ''3D 게임 프로그래밍 & 컴퓨터 그래픽을 위한 수학'', 정보문화사, 2003.
* [Möller08] Möller, Tomas, Eric Haines, '''Real-Time Rendering, Third Edition''', AK Peters, Ltd., Natick, MA, 2008.
+
* [Moller08] Moller, Tomas, Eric Haines, ''Real-Time Rendering, Third Edition'', AK Peters, Ltd., Natick, MA, 2008.
* [Mortenson99] Mortenson, M.E. '''Mathematics for Computer Graphics Applications''', Industrial Press, Inc., New York, NY, 1999.
+
* [Mortenson99] Mortenson, M.E. ''Mathematics for Computer Graphics Applications'', Industrial Press, Inc., New York, NY, 1999.
* [NVIDIA05] '''Antialiasing with Transparency''', NVIDIA Corporation, 2005. (ftp://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/Direct3D9/src/AntiAliasingWithTransparency/docs/AntiAliasingWithTransparency.pdf)
+
* [NVIDIA05] ''Antialiasing with Transparency'', NVIDIA Corporation, 2005. (ftp://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/Direct3D9/src/AntiAliasingWithTransparency/docs/AntiAliasingWithTransparency.pdf)
* [NVIDIA08] '''GPU Programming Guide [[GeForce]] 8 and 9 Series''', NVIDIA Corporation, 2008. (http://developer.download.nvidia.com/GPU_Programming_Guide/GPU_Programming_Guide_G80.pdf)
+
* [NVIDIA08] ''GPU Programming Guide [[GeForce]] 8 and 9 Series'', NVIDIA Corporation, 2008. (http://developer.download.nvidia.com/GPU_Programming_Guide/GPU_Programming_Guide_G80.pdf)
* [NVIDIA09] '''NVIDIA’s Next Generation CUDA Compute Architecture: Fermi''', NVIDIA Corporation, 2009.  (http://www.nvidia.com/content/PDF/fermi_white_papers/NVIDIA_Fermi_Compute_Architecture_Whitepaper.pdf)
+
* [NVIDIA09] ''NVIDIA’s Next Generation CUDA Compute Architecture: Fermi'', NVIDIA Corporation, 2009.  (http://www.nvidia.com/content/PDF/fermi_white_papers/NVIDIA_Fermi_Compute_Architecture_Whitepaper.pdf)
* [NVIDIA10] '''[[DirectCompute]] Programming Guide''', NVIDIA Corporation, 2007-2010. (http://developer.download.nvidia.com/compute/DevZone/docs/html/DirectCompute/doc/DirectCompute_Programming_Guide.pdf)
+
* [NVIDIA10] ''[[DirectCompute]] Programming Guide'', NVIDIA Corporation, 2007-2010. (http://developer.download.nvidia.com/compute/DevZone/docs/html/DirectCompute/doc/DirectCompute_Programming_Guide.pdf)
 
* [Oliveira10] Oliveira, Gustavo. “Designing Fast Cross-Platform SIMD Vector Libraries,” 2010. (http://www.gamasutra.com/view/feature/4248/designing_fast_crossplatform_simd_.php)
 
* [Oliveira10] Oliveira, Gustavo. “Designing Fast Cross-Platform SIMD Vector Libraries,” 2010. (http://www.gamasutra.com/view/feature/4248/designing_fast_crossplatform_simd_.php)
* [Parent02] Parent, Rick, '''Computer Animation: Algorithms and Techniques''', Morgan Kaufmann Publishers (http://www.mkp.com), Boston, MA, 2002.
+
* [Parent02] Parent, Rick, ''Computer Animation: Algorithms and Techniques'', Morgan Kaufmann Publishers (http://www.mkp.com), Boston, MA, 2002.
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+
* [Pelzer04] Pelzer, Kurt. “Rendering Countless Blades of Waving Grass,” ''GPU Gems: Programming Techniques, Tips, Tricks for Real-Time Graphics'', Addison-Wesley, Boston, MA, 2004.
* [Petzold99] Petzold, Charles, '''Programming Windows, Fifth Edition''', Microsoft Press, Redmond, WA, 1999.
+
* [Petzold99] Petzold, Charles, ''Programming Windows, Fifth Edition'', Microsoft Press, Redmond, WA, 1999.
* [Prosise99] Prosise, Jeff, '''Programming Windows with MFC, Second Edition''', Microsoft Press, Redmond, WA, 1999.
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* [Prosise99] Prosise, Jeff, ''Programming Windows with MFC, Second Edition'', Microsoft Press, Redmond, WA, 1999.
* [Santrock03] Santrock, John W. '''Psychology 7''', The McGraw-Hill Companies, Inc., Boston, MA, 2003.
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* [Santrock03] Santrock, John W. ''Psychology 7'', The McGraw-Hill Companies, Inc., Boston, MA, 2003.
* [Savchenko00] Savchenko, Sergei. '''3D Graphics Programming: Games and Beyond''', Sams Publishing, 2000.
+
* [Savchenko00] Savchenko, Sergei. ''3D Graphics Programming: Games and Beyond'', Sams Publishing, 2000.
* [Schneider03] Schneider, Philip J., David H. Eberly, '''Geometric Tools for Computer Graphics''', Morgan Kaufmann Publishers (http://www.mkp.com), Boston, MA, 2003.
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* [Schneider03] Schneider, Philip J., David H. Eberly, ''Geometric Tools for Computer Graphics'', Morgan Kaufmann Publishers (http://www.mkp.com), Boston, MA, 2003.
* [Snook03] Snook, Greg, '''Real-Time 3D Terrain Engines Using C++ and DirectX9''', Charles River Media, Inc., Boston, MA, 2003.
+
* [Snook03] Snook, Greg, ''Real-Time 3D Terrain Engines Using C++ and DirectX9'', Charles River Media, Inc., Boston, MA, 2003.
 
* [Story10] Story, Jon, Cem Cebenoyan. “Tessellation Performance,” Game Developers Conference, NVIDIA 슬라이드 발표 자료, 2010. (http://developer.download.nvidia.com/presentations/2010/gdc/Tessellation_Performance.pdf)
 
* [Story10] Story, Jon, Cem Cebenoyan. “Tessellation Performance,” Game Developers Conference, NVIDIA 슬라이드 발표 자료, 2010. (http://developer.download.nvidia.com/presentations/2010/gdc/Tessellation_Performance.pdf)
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+
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* [Tuft10] Tuft, David. “Cascaded Shadow Maps,” 2010. (http://msdn.microsoft.com/en-us/library/ee416307%28v=vs.85%29.aspx)
 
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+
* [Uralsky05] Uralsky, Yuri. “Efficient Soft-Edged Shadows Using Pixel Shader Branching,” ''GPU Gems 2: Programming Techniques for High-Performance Graphics and General Purpose Computation'', Addison-Wesley, Boston, MA, 2005.
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+
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+
* [Vlachos01] Vlachos, Alex, Jorg Peters, Chas Boyd, Jason L. Mitchell, “Curved PN Triangles,” ''ACM Symposium on Interactive 3D Graphics 2001'', pp. 159-166, 2001. (http://alex.vlachos.com/graphics/CurvedPNTriangles.pdf)
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+
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* [Watt00] Watt, Alan, ''3D Computer Graphics, Third Edition'', Addison-Wesley, Boston, MA, 2000.
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* [Watt01] Watt, Alan, Fabio Policarpo, ''3D Games: Real-time Rendering and Software Technology'', Addison-Wesley, Boston, MA, 2001.
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2017년 2월 4일 (토) 18:34 기준 최신판

예제 실행 관련 참고 자료[편집]

Visual Studio 2015에서 예제 실행하기

참고문헌 및 더 읽을거리[편집]

  • [Angel00] Angel, Edward, Interactive Computer Graphics: A Top-Down Approach with OpenGL, Second Edition, Addison-Wesley, Boston, MA, 2000.
  • [Bilodeau10] Bilodeau, Bill. “Efficient Compute Shader Programming,” Game Developers Conference, AMD 슬라이드 발표 자료, 2010. (http://developer.amd.com/gpu_assets/Efficient%20Compute%20Shader%20Programming.pps)
  • [Bilodeau10b] Bilodeau, Bill. “Direct3D 11 Tutorial: Tessellation,” Game Developers Conference, AMD 슬라이드 발표 자료, 2010. (http://developer.amd.com/gpu_assets/Direct3D%2011%20Tessellation%20Tutorial.ppsx)
  • [Blinn78] Blinn, James F., Martin E. Newell. “Clipping Using Homogeneous Coordinates.” Computer Graphics (SIGGRAPH ’78 Proceedings), pp. 245-251, New York, 1978.
  • [Blinn96] Blinn, Jim, Jim Blinn’s Corner: A Trip Down the Graphics Pipeline, Morgan Kaufmann Publishers, Inc., San Francisco, CA, 1996.
  • [Boyd08] Boyd, Chas. “DirectX 11 Compute Shader,” Siggraph 슬라이드 발표 자료, 2008. (http://s08.idav.ucdavis.edu/boyd-dx11-compute-shader.pdf)
  • [Boyd10] Boyd, Chas. “DirectCompute Lecture Series 101: Introduction to DirectCompute,” 2010. (http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute)
  • [Brennan02] Brennan, Chris. “Accurate Reflections and Refractions by Adjusting for Object Distance,” Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, Wordware Publishing Inc., Plano, TX, 2002.
  • [Burg10] Burg, John van der, “Building an Advanced Particle System,” Gamasutra, June 2000. (http://www.gamasutra.com/features/20000623/vanderburg_01.htm)
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