Game Development Reference
In-Depth Information
Bibliography
[1] Tomas Akenine-Moller, Eric Haines, and Natty Hoffman. Real-Time Ren-
dering, Third edition. Natick, MA: A K Peters, Ltd., 2008. http://www.
realtimerendering.com/.
[2] James Arvo. “A Simple Method for Box-Sphere Intersection Testing.” In
Graphics Gems, edited by Andrew S. Glassner. San Diego: Academic Press
Professional, 1990.
[3] Ian Ashdown. “Photometry and Radiometry: A Tour Guide for Computer
Graphics Enthusiasts.” Adapted from Radiosity: A Programmer's Perspec-
tive, Ian Ashdown, Wiley, 1994. http://www.helios32.com/.
[4] Didier Badouel. “An E cient Ray-Polygon Intersection.” In Graphics Gems,
edited by Andrew S. Glassner. San Diego: Academic Press Professional,
1990.
[5] Ronen Barzel. “Lighting Controls for Computer Cinematography.” J. Graph.
Tools 2 (1997), 1-20.
[6] James F. Blinn. “Models of Light Reflection for Computer Synthesized Pic-
tures.” SIGGRAPH Comput. Graph. 11:2 (1977), 192-198.
[7] James F. Blinn. “A Generalization of Algebraic Surface Drawing.” ACM
Trans. Graph. 1 (1982), 235-256.
[8] David M. Bourg. Physics for Game Developers. Sebastapol, CA: O'Reilly
Media, 2002.
[9] Ronald N. Bracewell. The Fourier Transform and Its Applications, Second
edition. New York: McGraw-Hill, 1978.
[10] G. H. Bryan. Stability In Aviation: An Introduction to Dynamical Stability
as Applied to the Motions of Aeroplanes. London: Macmillan and Co., 1911.
[11] Erik B. Dam, Martin Koch, and Martin Lillholm. “Quaternions, Interpo-
lation and Animation.” Technical Report DIKU-TR-98/5, Department of
Computer Science, University of Copenhagen, 1998. http://www.diku.dk/
students/myth/quat.html.
[12] M. de Berg, M. van Kreveld, M. Overmars, and O. Schwarzkopf. Computa-
tional Geometry—Algorithms and Applications. Springer-Verlag, 1997.
801
Search WWH ::




Custom Search