Graphics Reference
In-Depth Information
2.6 Acknowledgements
Joao Raza would like to thank his family and wife for all the support they've
provided him. Gustavo Nunes would like to thank his wife and family for all
their help. Special thanks goes to their friend F. F. Marmot.
Bibliography
[Everitt 01] C. Everitt. “Interactive Order-Independent Transparency.” White
Paper, NVIDIA Corporation, 1999.
[Goldfeather et al. 86] J. Goldfeather, J. P. M. Hultquist, and H. Fuchs. “Fast
Constructive Solid Geometry Display in the Pixel-Powers Graphics System.”
ACM Computer Graphics (SIGGRAPH '86 Proceedings) 20:4 (1986), 107-
116.
[Goldfeather et al. 89] J. Goldfeather, S. Molnar, G. Turk, and H. Fuchs. “Near
Realtime CSG Rendering Using Tree Normalization and Geometric Pruning.”
IEEE Computer Graphics and Applications 9:3 (1989), 20-28.
[Guha et al. 03] S. Guha, S. Krishnan, K. Munagala, and S. Venkatasubrama-
nian. “Application of the Two-Sided Depth Test to CSG Rendering.” In Pro-
ceedings of the 2003 Symposium on Interactive 3D Graphics , pp. 177-180.
New York: ACM, 2003.
[Sorbo 13] B. Sorbo. “What's New in D3D 11.2.” BUILD, Microsoft, 2013.
[Stewart et al. 00] N. Stewart, G. Leach, and S. John. “A CSG Rendering Algo-
rithm for Convex Objects.” Journal of WSCG 8:2 (2000), 369-372.
[Stewart et al. 02] N. Stewart, G. Leach, and S. John. “Linear-Time CSG Ren-
dering of Intersected Convex Objects.” Journal of WSCG 10:2 (2002), 437-
444.
[Thibieroz 11] N. Thibieroz. “Order-Independent Transparency Using Per-Pixel
Linked Lists.” In GPU Pro 2 , edited by Wolfgang Engel, pp. 409-431. Natick,
MA: A K Peters, Ltd., 2011.
[Vlachos 10] Alex Vlachos. “Rendering Wounds in Left 4 Dead 2.” Presentation,
Game Developers Conference 2010, San Francisco, CA, March 9, 2010. (Avail-
able at http://www.valvesoftware.com/publications/2010/gdc2010 vlachos
l4d2wounds.pdf.)
Search WWH ::




Custom Search