[Alexandrescu04] Alexandrescu, Andrei, Hans Boehm, Kevlin Henney, Doug Lea, Bill Pugh, “Memory Model for Multithreaded C++.” C++ Standard Committee, WG21/N1680=J16/04-0120, 2004년 9월.
[Glinker04] Glinker, Paul, “Fight Memory Fragmentation with Templated Freelists.” Game Programming Gems 4, Charles River Media, 2004. 번역서는 “자유목록 템플릿을 이용한 메모리 단편화 해결”, Game Programming Gems 4, 정보문화사, 2005.
[Herlihy91] Herlihy, Maurice, “Wait-Free Synchronization.” ACM Transactions on Programming Languages and Systems, 13(1): pp. 124–149, 1991년 1월.
[Michael96] Michael, Maged and Michael Scott, “Simple, Fast, and Practical Non-Blocking and Blocking Concurrent Queue Algorithms.” 15th ACM Symp. on Principles of Distributed Computing, 1996년 5월.
[Michael04a] Michael, Maged, “Scalable Lock-Free Dynamic Memory Allocation.” The 2004 ACM SIGPLAN Conference on Programming Language Design (2004년 6월): pp. 25–46.
[Michael04b] Michael, Maged, “Hazard Pointers: Safe Memory Reclaimation for Lock-Free Objects.” IEEE Transactions on Parallel and Distributed Systems, 15(6): pp. 491–504, 2004년 6월.
[Grove04] Groves, Lindsay, Simon Doherty, Mark Moir, and Victor Luchangco. “A Practical Lock-Free Queue Implementation and its Verification.” FM in NZ, 2004.
[Pugh90] Pugh, William. “Skip Lists: A Probabilistic Alternative to Balanced Trees.” Communications of the ACM, 33(6):668–676, 1990년 6월.
[Sutter05] Sutter, Herb. “The Free Lunch Is Over: A Fundamental Turn Toward Concurrency in Software.” Dr. Dobbs Journal. 2005년 3월.
[Chandra00] Chandra, Rohit, Parallel Programming in OpenMP, Morgan Kaufmann, 2000.
[Gaitlin05] Gaitlin, Kang Su, Pete Isensee, “Writing Multithreaded Applications with OpenMP in Visual Studio 2005,” MSDN Magazine (2005년 10월): pp. 78―91.
[Sandeep02] Sandeep, K., A. N. Rajagopalan, “Human Face Detection in Cluttered Color Images Using Skin Color and Edge Information.” 2002. 웹 http://www.ee.iitb.ac.in/~icvgip/PAPERS/166.pdf.
[Frisken03] Frisken, S., R. Perry, “Simple and Efficient Traversal Methods for Quadtrees and Octrees.” Journal of Graphics Tools, Vol. 7, Issue 3. 2003년 5월.
[Kelleghan97] Kelleghan, M., “Octree Partitioning Techniques.” Game Developer, 1997년 7월.
[Pritchard01] Pritchard, M., “A High-Performance Tile-Based Line-of-Sight and Search System.” Game Programming Gems 2, Charles River Media, 2001. 번역서는 “고성능 타일 기반 시선 및 검색 시스템 ”, Game Programming Gems 2, 정보문화사, 2002.
[Svarovsky00] Svarovsky, Jan, “Multi-Resolution Maps for Interaction Detection.” Game Programming Gems, Charles River Media, 2000. 번역서는 “다해상도 맵을 이용한 충돌 판정”, Game Programming Gems, 정보문화사, 2001.
1.5 BSP 기법들
[Abrash97] Abrash, Michael, Graphics Programming Black Book. Coriolis Group Books 1997.
[Mansur05] Mansur, Mark, “DVD Layout and Load-Time Tips and Tricks,” 웹 https://xds.xbox.com, 2005년 3월 18일자.
[Olsen00] Olsen, John, “Fast Data Load Trick.” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “빠른 데이터 로드 기법”, Game Programming Gems 3, 정보문화사, 2003.
Hawkins, Brian, “Handle-Based Smart Pointers.” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “핸들 기반의 똑똑한 포인터”, Game Programming Gems 3, 정보문화사, 2003.
Johnstone, Mark S., “The Memory Fragmentation Problem: Solved?” ISMM98.
Llopis, Noel, “The Beauty of Weak Reference and Null Objects.” Game Programming Gems 4, Charles River Media, 2003. 번역서는 “약한 참조와 널 객체의 미덕”, Game Programming Gems 4, 정보문화사, 2005.