[Dorst-Mann02a] Dorst, Leo 및 Stephen Mann, Stephen. “Geometric Algebra: a computational framework for geometrical applications (part 1: algebra),” IEEE Computer Graphics and Applications, May/June 2002. 웹 주소 http://www.science.uva.nl/~leo/clifford/dorst-mann-I.pdf.
[Dorst-Mann02b] Dorst, Leo 및 Stephen Mann, Stephen. “Geometric Algebra: a computational framework for geometrical applications (part 2: applications).” IEEE Computer Graphics and Applications, July/August 2002. 웹 주소 http://www.science.uva.nl/~leo/clifford/dorst-mann-II.pdf .
[Burden89] R. L. Burden, J.D. Faires. Numerical Analysis, 439, 440. Boston: PWS-KENT Publishing Company, 1989.
[Foley97] Foley, J. D. 외. Computer Graphics: Principles and Practice, 2nd ed, 480, Addison Wesley, 1997.
[Hearn04] D. Hearn, M.P Baker. Computer Graphics with OpenGL, 426-429. Pearson Education Inc., 2004.
[Lengyel04] E. Lengyel. Mathematics for 3D Game Programming and Computer Graphics, 2nd ed, 433-436. Charles River Media, 2004. 번역서는 3D 게임 프로그래밍과 컴퓨터 그래픽을 위한 수학 제2판, 정보문화사, 2004.
[Overveld97] C.W.A.M. van Overveld, B.Wyvill. “An algorithm for polygon subdivision based on vertex normals,” Computer Graphics International, 3-12. June 23-27, 1997.
[Press92] W. H. Press 외. Numerical Recipes in C, 74-75. Cambridge University Press, 1992.
[Vlachos01] A. Vlachos, J. Isidoro. “Smooth Quaternion-based Flythrough Paths.”, In Game Programming Gems 2 (Mark Deloura, ed.), 220-227. Charles River Media, 2001. 번역서는 “매끄러운 사원수 기반의 공간 이동 경로,” Game Programming Gems 2, 정보문화사, 2002.
2.3 스플라인 기반 애니메이션 제어
[Burden93] Burden, Richard L. 및 J. Douglas Faires, J. Douglas. Numerical Analysis. PWS Publishing Company, 1993.
[Krome04] Lowe, Thomas. “Critically Damped Ease-In/Ease-Out Smoothing.” Game Programming Gems 4, 95-101. Charles River, 2004: pp. 95-101. 번역서는 “임계 감쇠식 가속/감속 평활화,” L Game Programming Gems 4, 정보문화사, 2005
[Olsen00] Olsen, John. “Interpolation Methods”, Game Programming Gems, 141-149. Charles River, 2000. 번역서는 “보간법,” Game Programming Gems, 정보문화사, 2000.
[Parent02] Parent, Rick. Computer Animation: Algorithms and Techniques. Morgan Kaufmann Publishers, 2002.
[Rogers90] Rogers, David F. 및 J. Alan Adams, J. Alan. Mathematical Elements for Computer Graphics. McGraw-Hill, 1993.
[VanVerth04] Van Verth, James M. 및 Lars M. Bishop. Essential Mathematics for Games and Interactive Applications. Morgan Kaufmann Publishers, 2004.
2.4 근사를 이용한 더 빠른 사원수 보간
[Hejl04] Hejl, Jim. “Hardware Skinning with Quaternions”, Games Programming Gems 4, 5.12. Charles River Media, 2004. 번역서는 “사원수를 이용한 하드웨어 스키닝,” Game Programming Gems 4, 정보문화사, 2005
[Rich02] Richards, D. Advanced Mathematical Methods with Maple.