Graphics Reference
In-Depth Information
[Mistal 13] Benjamin Mistal. “GPU Terrain Subdivision and Tessellation.” In
GPU Pro 4: Advanced Rendering Techniques , edited by Wolfgang Engel,
Chapter 1. Boca Raton, FL: A K Peters/CRC Press, 2013.
[Raman and Wise 08] Rajeev Raman and David Stephen Wise. “Converting to
and from Dilated Integers.” IEEE Transactions on Computers 57:4 (2008),
567-573.
[Shaffer 90] Clifford A. Shaffer. “Bit Interleaving for Quad or Octrees.” In Graph-
ics Gems , edited by Andrew S. Glassner, pp. 443-447. San Diego, CA: Aca-
demic Press, 1990.
[Strugar 09] Filip Strugar. “Continuous Distance-Dependent Level of Detail for
Rendering Heightmaps.” Journal of Graphics, GPU, and Game Tools 14:4
(2009), 57-74.
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