[Harris01] Harris, Mark J. 및 Anselmo Lastra. “Real-Time Cloud Rendering.” Computer Graphics Forum (Eurographics 2001 Proceedings), 20(3):76-84. September 2001.
[Harris02] Harris, Mark J. “Real-Time Cloud Rendering for Games.” Proceedings of Game Developers Conference. March 2002.
[Pallister01] Pallister, Kim. “Generating Procedural Clouds Using 3D Hardware.” Game Programming Gems 2, Charles River Media, 2001. 번역서는 “3D 하드웨어를 이용한 절차적 구름 생성,” Game Programming Gems 2, 정보문화사, 2002.
5.2 눈과 비 내리기
[Langer03] Langer, Michael 및 Linqiao Zhang. “Rendering Falling Snow Using an Inverse Fourier Transform.” SIGGRAPH Technical Sketch, 2003.
[Reeves83] Reeve, William T. “Particle Systems-A Technique for Modeling a Class of Fuzzy Objects.” SIGGRAPH 1983, ACM. Detroit, Michigan.
5.3 위짓: 빠르고 영속적인 군엽 렌더링
[Gosselin04] Gosselin, David, Pedro V. Sander, Jason L. Mitchell, “Drawing a Crowd: Instancing in Current Hardware.” ShaderX3 (Wolfgang Engel 편집). Charles River Media, 2004.
[Adabala00] Adabala, N. 및 S. Manohar. “Modeling and rendering of gaseous phenomena using particle maps.” Journal of Visualization and Computer Animation, 11:279-293, 2000.
[Bentley75] Bentley, J. L. “Multidimensional Binary Search Trees Used for Associative Searching.” Communications of the ACM, 18(9):509-517, 1975.
[Drysdale99] Drysdale, D. An introduction to fire dynamics. Chichester, New York: John Wiley and Sons, 1999.
[Lamorlette02] Lamorlette, A. 및 N. Foster. “Structural modeling of natural flames.” Proceedings of ACM SIGGRAPH 2002, pp.729-735, July 2002.
[Lee95] Lee, Y. Y. 및 S. B. Pope. “Nonpremixed turbulent reacting flow near extinction.” Combustion and Flame, 101:501-528, 1995.
[Nguyen01] Nguyen, D. O., R. Fedkiw, H. W. Jensen. “Physically based modeling and animation of fire.” Proceedings of ACM SIGGRAPH 2002, 21:721-728, July 2002.
[Pope00] Pope, S. B. Turbulent Flows. Cambridge: Cambridge University Press, 2000.
[Subramaniam98] Subramaniam, S. 및 S. B. Pope. “A mixing model for turbulent reactive flows based on Euclidean minimum spanning trees.” Combustion and Flame, 115(4):487-514, 1998.
[Subramaniam99] Subramaniam, S. 및 S. B. Pope. “Comparison of mixing model performance for nonpremixed turbulent reactive flow.” Combustion and Flame, 117(4):732-754, 1999.
[Wei02] Wei, X., W. Li, K. Mueller, A. Kaufman. “Simulating fire with texture splats.” IEEE Visualization 2002, pages 227-237, August 2002.
5.6 빌보드 입자를 이용한 강력한 폭발 효과
[Fedkiw01] Fedkiw, R., J. Stam, H. W. Jensen. “Visual Simulation of Smoke.” The Proceedings of ACM SIGGRAPH, 2001.
[Feldman03] Feldman, B. E., J. F. O'Brien, O. Arikan. “Animating Suspended Particle Explosions.” Proceedings of ACM SIGGRAPH, 2003.
[Stam03] Stam, Joe. “Real-Time Fluid Dynamics for Games.” Proceedings of the Game Developers Conference, 2003.
5.7 간단한 보석 렌더링 방법
[Guy04] Guy, Stephane 및 Cyril Soler, Cyril. “Graphics Gems Revisited.” ACM Transactions on Graphics (Proceedings of the SIGGRAPH conference), 2004.
5.8 입체적 후처리
[Isidoro02] Isidoro, John Isidoro, Guennadi Riguer, Chris Brennan. “Texture Perturbation Effects.” Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, pp.337-346. 웹 주소 http://www.ati.com/developer/shaderx/ShaderX_TexturePerturbationEffects.pdf. 번역서는 “텍스처 섭동 효과”, Direct3D ShaderX 정점 & 픽셀 셰이더 팁과 트릭, 정보문화사, 2003.
[Michell02] Mitchell, Jason L. “Image Processing with 1.4 Pixel Shaders in Direct3D.” Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, pp. 258-269. 웹 주소 http://www.ati.com/developer/shaderx/ShaderX_ImageProcessing.pdf. 번역서는 “Direct3D의 1.4 픽셀 셰이더를 사용한 이미지 프로세싱”, Direct3D ShaderX 정점 & 픽셀 셰이더 팁과 트릭, 정보문화사, 2003.
[Oat04] Oat, Christopher 및 Natalya Tatarchuk. “Heat and Haze Post-Processing Effects.” Game Programming Gems 4. Charles River Media, 2004. 번역서는 “열과 아지랑이 후처리 효과,” Game Programming Gems 4, 정보문화사, 2005
5.9 절차적 레벨 생성
[Luebke95] Luebke, David 및 Chris Georges. “Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible Sets.” (Pat Hanrahan and Jim Winget, editors), ACM Symposium on Interactive 3D Graphics (April 1995): pp. 105-106.
[Perry02] Perry, Lee. “Modular Level and Component Design.” Game Developer Magazine (November 2002): pp. 30-35.
[Roden04] Roden, Timothy 및 Ian Parberry. “From Artistry to Automation: A Structured Methodology for Procedural Content Creation.” 3rd International Conference on Entertainment Computing (September 2004).
[Schroeder01] Schroeder, Tim. “Collision Detection Using Ray Casting.” Game Developer Magazine (August 2001): pp. 50―56.
[Frick02] Frick, Ingo. “Visualization with the Krass Game Engine.” Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, 453-462. 번역서는 “Krass 게임 엔진을 이용한 시각화”, Direct3D ShaderX 정점 & 픽셀 셰이더 팁과 트릭, 정보문화사, 2003.
[Lake02] Lake, Adam. “A programmable vertex shader compiler.” Game Programming Gems 3, pp. 404-412. Charles River Media. 번역서는 “프로그래밍 가능한 정점 셰이더 컴파일러,” Game Programming Gems 3, 정보문화사, 2003.
[O'Rorke04] O'Rorke, John. “Integrating Shaders into Applications.” GPU Gems, pp. 601-616. Charles River Media.
[Pharr04] Pharr, Matt. “An Introduction to Shader Interfaces.” GPU Gems, pp. 537-550. Charles River Media.