[Svarovsky00] Svarovsky, Jan, “View-Independent Progressive Meshing”, Game Programming Gems, Charles River Media, 2000, pp. 454-464. 번역서는 “뷰 독립적인 점진적 메싱”, Game Programming Gems, 정보문화사, 2000: pp. 577-588
[Hoppe99] Hoppe, Hugues, “Optimization of Mesh Locality for Transparent Vertex Caching”, Computer Graphics (SIGGRAPH 1999 proceedings) pp. 269-276. http://www.research.microsoft.com/~hoppe/도 참고할 것.
[El-Sana99] J. El-Sana, F. Evans, A. Varshney, S. Skiena, E. Azanli, “Efficiently Computing and Updating Triangle Strips for View-Dependent Rendering”, The Journal of Computer Aided Design, vol. 32, no. 13, pp. 753-772. http://www.cs.bgu.ac.il/~el-sana/publication.html도 참고할 것.
4.2 맞물린 타일들을 이용한 단순화된 지형 시스템
[Duchaineau] Duchaineau, M., Wolinski, M., Sigeti, D., Miller, M., Aldrich, C., and Mineev-Weinstein, M., “ROAMing Terrain: Real-time Optimally Adapting Meshes” (http://www.llnl.gov/graphics/ROAM).
[Hoppe98] Hoppe, H. “Smooth View-Dependent Level-of-Detail Control and Its Application to Terrain Rendering” IEEE Visualization 1998, October 1998, pp. 35-42. (http://www.research.microsoft.com/~hoppe).
4.4 압축된 축 정렬 경계상자 트리
[Gottschalk96] Gottschalk, S., Lin, M. C., and Manocha, D., “OBBTree: A Hierarchical Structure for Rapid Interference Detection”, SIGGRAPH Proceedings, 1996, pp. 171-180.
[Sedgewick90] Sedgewick, Robert, Algorithms in C, Addison-Wesley, 1990.
[vandenBergen99] van den Bergen, G., Collision Detection in Interactive 3D Computer Animation, Ph.D. Thesis, Eindhoven University of Technology, 1999.
4.7 인쇄 해상도의 스크린샷 만들기
[M?ller99] M?ller, Tomas, and Eric Haines, Real-Time Rendering, AK Peters, 1999.
4.8 임의의 표면에 데칼 적용하기
[Lengyel00] Lengyel, Eric, “Tweaking a Vertexs Projected Depth Value”, Game Programming Gems, Charles River Media, 2000, pp. 361-365. 번역서는 “정점의 투영 깊이 값 조정”, Game Programming Gems, 정보문화사, 2000, pp. 469-473.
4.10 캐릭터 자신에 대한 그림자 만들기
[Hourcade85] Hourcade, J. C., and Nicolas, A., “Algorithms for Antialiased Cast Shadows”, Computers and Graphics, vol. 9, no. 3, pp. 259264.
[Lengyel00] Lengyel, Jerome E., “Splatting for Soft-Edged Shadows”, Microsoft Technical Report, 2000.